Difference between revisions of "Hacx"
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{{mainimage|Hacx cover.jpg|Hacx [[cover art|cover]]}} | {{mainimage|Hacx cover.jpg|Hacx [[cover art|cover]]}} | ||
− | '''Hacx''' (pronounced "hacks" and commonly written as '''HacX''') is a [[total conversion]] for [[Doom II]]. It was created by Banjo Software | + | '''Hacx''' (pronounced "hacks" and commonly written as '''HacX''') is a [[total conversion]] for [[Doom II]]. It was created by [[Banjo Software]] on September 16, 1997, and featured an entirely new set of graphics. Hacx uses a [[DeHackEd]] modified version of the [[Doom engine]] and the authors of Hacx paid id Software $5,000 for the rights to market Hacx as a [[Commercial games|commercial]] add-on for Doom II. |
Hacx itself was generally unsuccessful; by the time it was released, the superior [[Quake]] engine that had just come out made the Doom engine pale in comparison. Public interest for Doom and games derived from it was, effectively, dead; even though Hacx was considered a decent TC, it arrived on the market too late to become a success. | Hacx itself was generally unsuccessful; by the time it was released, the superior [[Quake]] engine that had just come out made the Doom engine pale in comparison. Public interest for Doom and games derived from it was, effectively, dead; even though Hacx was considered a decent TC, it arrived on the market too late to become a success. | ||
Line 6: | Line 6: | ||
Hacx was originally priced at $14.95 on a CD-ROM, and $20.95 on diskettes. The sprites and other graphics from Hacx have been reused in many other TCs/PCs since, despite Banjo Software having forbidden the use of Hacx's resources in other WADs. | Hacx was originally priced at $14.95 on a CD-ROM, and $20.95 on diskettes. The sprites and other graphics from Hacx have been reused in many other TCs/PCs since, despite Banjo Software having forbidden the use of Hacx's resources in other WADs. | ||
− | Development started on a sequel, but it failed due to a number of problems. | + | Development started on a sequel using the ''[[Quake]]'', ''{{wp|Quake II}}'', and later ''{{wp|Unreal Engine|Unreal}}'' engines, but it failed due to a number of problems. |
Hacx is now being distributed for free on its website kept online by [[Rich Johnston (Nostromo)]], one of the developers. The Hacx CD and disks are considered to be extremely rare. | Hacx is now being distributed for free on its website kept online by [[Rich Johnston (Nostromo)]], one of the developers. The Hacx CD and disks are considered to be extremely rare. | ||
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''Believe or not, after nearly 10 years since Hacx has been released, a version 2.0 is currently in production! As many of you may have noticed, the original game was released as, shall we say, a not quite complete product. This was due to the fact that we had to rush it to the market before the Quake engine came out ...not that it made any difference, unfortunately.'' | ''Believe or not, after nearly 10 years since Hacx has been released, a version 2.0 is currently in production! As many of you may have noticed, the original game was released as, shall we say, a not quite complete product. This was due to the fact that we had to rush it to the market before the Quake engine came out ...not that it made any difference, unfortunately.'' | ||
− | ''Recently, I was contacted by an individual that goes by the online name of Xaser who was real excited about making a complete version for the [[ZDoom]] engine. He provided an updated script for all the maps and, based on his awesome enthusiasm and remarkable reworking of the script, I gave him the go ahead to build away. He is currently working on some maps and building a team.'' | + | ''Recently, I was contacted by an individual that goes by the online name of [[Xaser]] who was real excited about making a complete version for the [[ZDoom]] engine. He provided an updated script for all the maps and, based on his awesome enthusiasm and remarkable reworking of the script, I gave him the go ahead to build away. He is currently working on some maps and building a team.'' |
=== iPhone/iPad === | === iPhone/iPad === | ||
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First "episode": | First "episode": | ||
* [[MAP01: GenEmp Corp (Hacx)|MAP01: GenEmp Corp]] by Mike Reed and John Herndon | * [[MAP01: GenEmp Corp (Hacx)|MAP01: GenEmp Corp]] by Mike Reed and John Herndon | ||
− | * [[MAP02: Tunnel Town (Hacx)|MAP02: Tunnel Town]] by Stephen Watson | + | * [[MAP02: Tunnel Town (Hacx)|MAP02: Tunnel Town]] by [[Stephen Watson]] |
* [[MAP03: Lava Annex (Hacx)|MAP03: Lava Annex]] by [[Marc "Fanatic" Pullen|Marc Pullen]] | * [[MAP03: Lava Annex (Hacx)|MAP03: Lava Annex]] by [[Marc "Fanatic" Pullen|Marc Pullen]] | ||
* [[MAP04: Alcatraz (Hacx)|MAP04: Alcatraz]] by John Herndon | * [[MAP04: Alcatraz (Hacx)|MAP04: Alcatraz]] by John Herndon |
Revision as of 22:16, 5 May 2019
Hacx (pronounced "hacks" and commonly written as HacX) is a total conversion for Doom II. It was created by Banjo Software on September 16, 1997, and featured an entirely new set of graphics. Hacx uses a DeHackEd modified version of the Doom engine and the authors of Hacx paid id Software $5,000 for the rights to market Hacx as a commercial add-on for Doom II.
Hacx itself was generally unsuccessful; by the time it was released, the superior Quake engine that had just come out made the Doom engine pale in comparison. Public interest for Doom and games derived from it was, effectively, dead; even though Hacx was considered a decent TC, it arrived on the market too late to become a success.
Hacx was originally priced at $14.95 on a CD-ROM, and $20.95 on diskettes. The sprites and other graphics from Hacx have been reused in many other TCs/PCs since, despite Banjo Software having forbidden the use of Hacx's resources in other WADs.
Development started on a sequel using the Quake, Quake II, and later Unreal engines, but it failed due to a number of problems.
Hacx is now being distributed for free on its website kept online by Rich Johnston (Nostromo), one of the developers. The Hacx CD and disks are considered to be extremely rare.
Contents
Notable figures
Despite the game's commercial failure, some of its creators have since become successful and relatively well-known professional game developers. Iikka Keränen (Fingers) went on to work at Looking Glass Studios, Ion Storm, Ritual Entertainment, Rogue Entertainment, and most recently, Valve Software. Kenneth Scott has since worked as an artist at Ion Storm and id Software. Later, he was employed as the art director at Microsoft Studios for Halo 4 (2012). Zach Quarles went on to work at Raven Software and id Software. Kevin Johnstone is currently employed at Epic Games.
Versions
Hacx 1.1
Hacx 1.1 was the first free release of Hacx. The release was not an update from 1.0, but rather a downgrade to some version in the development history. A few differences include MAP15 and MAP14 being swapped. As a result, the proper secret exit was removed and the game always goes to MAP31. MAP10 also had a terminal entrance similar to MAP05, but was removed. Likewise, the exit room for MAP19 was removed.
Hacx 1.2
As a platform upon which to build Hacx 2.0, a 1.2 update of the original Hacx was released on October 9, 2010. The changes included making it as a stand-alone IWAD recognized by Chocolate Doom, Crispy Doom, Doomsday, EDGE, Eternity, GZDoom and ZDoom, but still compatible with other source ports (and even vanilla Doom if the DeHackEd lump is extracted and used for patching).
A 1.3 update is planned to fix a few bugs.
Hacx 2.0
In November 2008, Nostromo declared on the Hacx homepage that a new version of Hacx is being made. The comment stated:
Believe or not, after nearly 10 years since Hacx has been released, a version 2.0 is currently in production! As many of you may have noticed, the original game was released as, shall we say, a not quite complete product. This was due to the fact that we had to rush it to the market before the Quake engine came out ...not that it made any difference, unfortunately.
Recently, I was contacted by an individual that goes by the online name of Xaser who was real excited about making a complete version for the ZDoom engine. He provided an updated script for all the maps and, based on his awesome enthusiasm and remarkable reworking of the script, I gave him the go ahead to build away. He is currently working on some maps and building a team.
iPhone/iPad
Hacx has been ported to these platforms, based on the Doom Classic code, by the same company that also did one of the commercial Freedoom ports. Contrary to "Doomsday: Hellraiser", however, "Hacx Classic" is available for free, as the license for the Hacx content does not allow commercial distribution.
Weapons
Monsters
- Android
- Buzzer
- D-Man
- ICE
- Majong 7
- Mechamaniac
- Monstruct
- Phage
- Roaming Mine
- Stealth
- Terminatrix
- Thorn Thing
- Thug
- Unnamed invisible enemy
Items
- Kevlar vest
- Super kevlar vest
- Body armor
- 007Microtel
- Light amplifier goggles
- Enk blind
- Vulcan rubber boots
- Valise
- Cenotrophexine
- Force field
- SI array
- Inhaler
- Hypo
- Cartridge
- Rounds
- Torpedo
- Molecule module
- Case of cartridge
- Case of rounds
- Case of torpedoes
- Tank of molecules
- KeyCard
- PassWord
- Blue Z-Key
- C-Key
Levels
First "episode":
- MAP01: GenEmp Corp by Mike Reed and John Herndon
- MAP02: Tunnel Town by Stephen Watson
- MAP03: Lava Annex by Marc Pullen
- MAP04: Alcatraz by John Herndon
- MAP05: Cyber Circus by Iikka Keränen and John Herndon
- MAP06: Digi-Ota by Stephen Watson
Second "episode":
- MAP07: The Great Wall by Adam Williamson
- MAP08: Garden of Delight by Ryan Rapsys
- MAP09: Hidden Fortress by Anthony Czerwonka
- MAP10: Anarchist Dream by Ryan Rapsys
- MAP11: Notus Us! by Michal Mesko
Third "episode":
- MAP12: Gothik Gauntlet by Rich Johnston
- MAP13: The Sewers by Anthony Czerwonka
- MAP14: 'Trode Wars by Andrew Gate
- MAP15: Twilight of EnKs by Jeremy Statz
Final "episode":
- MAP31: Dessicant Room by Stephen Watson
- MAP16: Protean Cybex by Marc Pullen
- MAP17: River of Blood by Marc Pullen
- MAP18: Bizarro by Anthony Czerwonka
- MAP19: The War Rooms by Adam Williamson
- MAP20: Intruder Alert! by John Herndon
Cheat codes
The cheat codes for Hacx are different from the ones in the original Doom. [1]
- wuss - toggles God mode
- blast - keys, all weapons, full armor and ammo
- zap - taser
- seeit - power-up menu
- superman - toggle temporary invincibility
- whacko - berserk
- ghost - toggle temporary partial invisibility
- boots - toggles boots
- bright - toggles light amplifiers
- walk - toggles clipping
- warpme## - jump to level ##
- where - gives full automap
- wheream - shows coordinates
- show - toggle map detail
- tunes## - change music to level ##
External links
- Official Hacx pages on the website of Rich Johnston (Nostromo).
- Hacx pages mirror hosted at the Doom Wad Station.
- Hacx 1.2 IWAD at Doomworld/idgames
- Hacx 1.1 (original installer package) at Doomworld/idgames
- Hacx 1.1 (unpacked files package) at Doomworld/idgames
- Backup of AtomicGamer "Misc" directory at Doomworld containing the original Hacx files delivered by Nostromo.
- Hacx 1.2 release thread
- Hacx now available for iPhone and iPad (news thread)