jHexen Items Pack
jHexen Items Pack 0.5
Thus far, only the identical models have been ported (with their respective UI images):
-Artifact Pickup FX
-Crystal Vial
-Quartz Flask
-Mystic Urn
-Chaos Device
-Wings of Wrath
-Torch
Required FX stuff (the particle textures/shiny skins)
You could just use the one from the XCCP pack, which is basically the same thing, except I replaced two or so particles.
Thus far, only the identical models have been ported (with their respective UI images):
-Artifact Pickup FX
-Crystal Vial
-Quartz Flask
-Mystic Urn
-Chaos Device
-Wings of Wrath
-Torch
Required FX stuff (the particle textures/shiny skins)
You could just use the one from the XCCP pack, which is basically the same thing, except I replaced two or so particles.
Comments
looks a lot better now then with those old out-dated items.
although all of the other items from the XCCP look even more outdated now compared to your amazingly detailed models XD
I create completed fog definitions for jHeretic and see this issue from the beginning. Also - the standart Particle03 used whis other additions in jHeretic.
But now, when this particle transfered in jHexen - I think it necessary to say about it. Of course, I think we can do something with this Particle03.png file, so it is normally operated in the fog mode.
after over at technical support someone told me that doomsday1.8.6 is best for hexen when i posted with yet another error i got using 1.9.0 beta 6.9, i started using 1.8.6 instead for hexen
but the wings from your pack dont work with doomsday 1.8.6
when i try to use them doomsday quits with this error when it tries to load it:
Def_GetFlagValue: Undefined flag 'lgf_dontturnhalo'.
Def_ReadDEDFile: Error in C:\games\Doomsday1.8.6\Defs\jHexen\Auto\P-Wings.ded:
Line 54: Unknown label. (Halo radius)
could you please fix the wings so they work in doomsday 1.8.6 too?
However, like DaniJ said, there'd basically have to be two packs all assembled and everything to make sure everything was compatible both ways. Once the next stable release comes out (soon?
I have just seen that Item Pack and wanted to use it.
Unfortunately the ZIP-File for the item pack appears to be broken, giving me the error message that it cannot be found when I wanna use it in DDay and if I try to unpack any file out of it, it says "Unexpected end of Archive".
Tested with WinRAR and 7-Zip, while 7-Zip says that it cannot be opened at all.
Can you reuplaod it Psychikon?
Tried again just now, with Firefox and IE, both no difference.
It says the archice has an unexpected ending.
I tried to repair the archive, which succeeded actually, though I can only unpack a few files, but the majority is said to be damaged then.
To your questions:
Yeah, it downloaded instantly, I also tried normally clicking it and also Right-Clicking it and "Save As", both with the same result though.
Maybe someone still has it and can re-upload it.
Yeah, I just redownloaded it both from the site and from the link. It is corrupted!!!
Everything in the pack is already in the Heretic Items pack. The only differences are the DEDs. Some of the items are named differently in HeXen, so that necessitates different DEDs - yet the items are all the same, so it's not much of a loss!
Will just have to redo the .info files and the .ded files and that's it.
EDIT: For some reason, if I try to zip up all the files and even store them, it won't work(it crashes!). If I try to do the items separately, they work, but the 3D models don't show up - only the UI graphics and such.
Executable: Doomsday Engine 1.9.8 [#495] (Candidate 32-bit) May 9 2012 12:12:17. Sys_InitWindowManager: Using Qt window management. Initializing plugins... jDoom jHeretic jHexen dpdehread dpwadmapconverter Starting LegacyCore event loop... Canvas: Gained focus. OpenGL information: Vendor: NVIDIA Corporation Renderer: GeForce 9800 GT/PCI/SSE2 Version: 3.3.0 Available Compressed Texture Formats: 3 Available Texture Units: 4 Maximum Texture Anisotropy: 16 Maximum Texture Size: 8192 Line Width Granularity: 0.1 Line Width Range: 0.5...10.0 Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixe GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vert GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_locatio GL_ARB_fragment_coord_conventi GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query 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GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt GL_EXT_texture_compression_lat GL_EXT_texture_compression_rgt GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10 GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_ GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier 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GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control Extensions (WGL): WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustn WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es2_pro WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_fl WGL_EXT_swap_control WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangl Initializing Render subsystem... Setting up platform state... FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2012. Sfx_InitChannels: 16 channels. Initializing Resource subsystem... Initializing Binding subsystem... Initializing InFine subsystem... Initializing UI subsystem... Loading game resources... IWAD identification: 00ef0a7e Canvas: Lost focus.