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Corvus

Sat, 27 Jul 2002 15:56:00

Moose

I've been looking over KMod2.2 sourcecode and noticed that you have put corvus in (but disabled him) I'm going to try and enable him but befor I do I want to ask if I need any extra files (for the sprites.
Sat, 27 Jul 2002 16:22:00

dj_jl

Yes, sprites and sounds were not included in final kmod release. Get them from Heretic or from previous kmod releases, where it's included.
Sat, 27 Jul 2002 16:28:00

Moose

OK, thanx Janis OH and befor I start distroying everything is all the code there and working for Corvus.
Sat, 27 Jul 2002 16:58:00

RambOrc

Heretic player character support for Hexen is less than half-finished. Not all weapons are implemented, and even those don't work completely. Also, none of the ammo and artifact stuff has even been started. Get KMOD 2.0 full version, that one should have everything we ever had for Heretic player character support (I think 2.1 still has it all, but I'm not sure). I don't want to say too much but I'll give away so much info that we do have plans to use the Heretic player character in future projects, so if you're interested in finishing the work on this conversion, we might be able to use that ourselves. [img]images/smiles/icon_smile.gif[/img] p.s. As far as I'm concerned, the Heretic player character is NOT Corvus. The real Sidhe elf who defeated D'Sparil and his minions was a true hero who endured everything and prevailed in the end. Corvus in Heretic II is just a half-naked bum-scratching would-be acrobat who starts to wail every time there's a new task on hand. [img]images/smiles/icon_razz.gif[/img] I was really disappointed with the personal character of Corvus in H2 (and with his looks as well). [img]images/smiles/icon_rolleyes.gif[/img]
Sat, 27 Jul 2002 17:22:00

Moose

I will try to finish it (I'm only 14 and haven't ever finished a mod or program ever, I've started about 15-20 [img]images/smiles/icon_smile.gif[/img] ). I'll make a few changes like only giving him 4 weapons I've already changed the difficulty thingies from 'Easy', 'V Easy', ect... If I do somehow manage to finish it and he does get put in to 'Korax Arena' or something else will I be mentioned in the credits [img]images/smiles/icon_biggrin.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Also, none of the ammo and artifact stuff has even been started.
That explains why there was loads of Heretic Messages in one of the header file. And I agree Heretic 2 was disapointing I wasn't to bothered about the personaly character to much probabaly cause I didn't know the backround story (I didn't even know his name till H2) Raven should have kept it in 1st person.
Sat, 27 Jul 2002 17:59:00

RambOrc

There is no need to limit it to 4 weapons... starting with KMOD 2.0, part of the original Hexen weapon code has been dropped and replaced by one that allows for any given player character to have any number of weapons, independent of the other characters. Yes, if you actually achieve something of course you'll be in the credits, that shouldn't really be a Q. [img]images/smiles/icon_smile.gif[/img]
Sat, 27 Jul 2002 18:08:00

Moose

I was just checking to see if even small parts like this get credit. I'm getting there slowly I've ran into some errors and warnings after just activating some code but i'll sort it out. An off topic question: what do I have to do to become a beta tester for SE, TSP, KA and any others that appear. Orc don't get angery [img]images/smiles/icon_smile.gif[/img]
Sat, 27 Jul 2002 21:48:00

RambOrc

Even people like Gumbo (who spent about 5-6 hours on the project alltogether, converting hundreds of Hexen II and Heretic II models into MD2 with Camper's custom utilities) have been credited in KMOD. And while not on the credit page in the game itself, in the manual all beta testers were listed. So if not in the game itself, in the manual you'll surely be credited. And for any larger amount of participation, a credit in the game itself is rather probable. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
what do I have to do to become a beta tester for SE, TSP, KA and any others that appear
Nothing, just express your will to become a beta tester, and do it at the right time (i.e. when we're actually looking for beta testers). This means basically that people who hang around our project and are always up to the latest, will know when we enter a beta testing phase (as it'll be announced on the Korax site), and be able to drop a mail at the right time point and thus get the chance to participate in the beta testing. [img]images/smiles/icon_smile.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Orc don't get angery
???
Sun, 28 Jul 2002 09:43:00

Moose

I've downloaded Kmod2 installed it and am ready to work but wouldn't I need the kmod2 source code. To run it with my new .dll would I just rename it from JHexen.dll to korax.dll <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
???
You usualy tell people to start a new Topic when they start going off topic. And is there a curtain time you want corvus done by.
Sun, 28 Jul 2002 10:17:00

RambOrc

http://sourceforge.net/project/showfiles.php?group_id=34156&release_id=95853 Any programming questions, ask Janis. [img]images/smiles/icon_smile.gif[/img] I'm not really mad at people who digress all the time, I do it myself as well. It's rather that when you have a completely new thing, you shouldn't put it at the bottom of a long thread where nobody will find it. Yes, if you come here daily, you'll see it under "what's new", but I mean the other 95% who might come here first thing weeks after that topic was last discussed. They have no other way than to go after topic titles if they look for something. And if there's nothing of the like, they'll most probably post the same Qs again and again. Also, especially UBB (the s/w running this board since June 2001, but most probably being abandoned within weeks from now) is very bad in handling topics with many posts. The new forum s/w I'll install somewhen in the coming months will be somewhat better in that. To give you an example, you've got a thread that goes over several pages. If you see its title in Today's Topics or on a forum overview page and click on it, you go to the first page. You have to manually click on the last page of the overview, and locate there the new post. If there were several since you were last there, you won't even be able to say it's the last one. Happy hunting... p.s. Aren't you the same guy as moose on the Vavoom forums?
Sun, 28 Jul 2002 11:25:00

Moose

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
p.s. Aren't you the same guy as moose on the Vavoom forums?
Yup same guy. On sourceForge there is only 2.2 and 1.1 what guess I'll continue useing the 2.2 that I have started with (about 3 times) You didn't answer my question at the bottom. P.S. Why wont my 'Delete' button work on here.
Sun, 28 Jul 2002 12:58:00

RambOrc

I still have the 2.0 release source, so maybe it'll be uploaded on SourceForge as well. AFAIK all the Heretic stuff is still included in the 2.2 code though. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
You didn't answer my question at the bottom.
Becuz there is no time frame yet. [img]images/smiles/icon_smile.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Why wont my 'Delete' button work on here.
You mean deleting your own posts?
Sun, 28 Jul 2002 13:15:00

Moose

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
You mean deleting your own posts?
No, no, no the delete button on my keyboard for so reason wasn't working but I just checked and its like that on C++ so me thinking it had somthing to do with UBB was wrong. [img]images/smiles/icon_redface.gif[/img] Ok now that I know 2.2 source will work with Kmod2 I'll continue (ripping my hair out and getting strussed) [img]images/smiles/icon_biggrin.gif[/img] Was there any reason for you wanting to know about me being the moose on vavoom or were you just wondering.
Sun, 28 Jul 2002 14:23:00

RambOrc

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Was there any reason for you wanting to know about me being the moose on vavoom or were you just wondering.
2nd
Sun, 28 Jul 2002 14:53:00

Moose

He he I still have all my hair and i've got a half working corvus (I can't take much credit for it actualy who did start corvus). I've just looked thru Rsword.wad and I see that not every thing for corvus is in there (you did want all 9 or so weapons) so could you point me in the direction of some software to put the rest in. [ July 28, 2002: Message edited by: Moose ]</p>
Sun, 28 Jul 2002 15:20:00

RambOrc

If you have Heretic, just download WinTex. There are BTW 8 weapons (2 weapons switchable on slot #1), the trouble is they're in a certain sense 16, as both behave differently when powered up with the Tome.
Sun, 28 Jul 2002 15:57:00

Moose

OK thanx I'll get used to wintex and get the rest of the sprites and sounds. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
There are BTW 8 weapons
sorry haven't played heretic for years usualy play doom or hexen on vavoom but i'll be playing heretic when the next version comes out with all thoes lovly new models. I think its time for me to look over the heretic code for help.
Sat, 03 Aug 2002 10:28:08

Moose

Just a couple of quick question befor I get back to programming corvus. Do you want it so when the player uses Corvus it still uses the hexen enemys and items just replaceing the mana with ammo? If you don't want to say in public just e-mail me or send me a PM. And when he is done should I mail the code to Orc, Janis or someone else.
Sat, 03 Aug 2002 13:48:18

Moose

Question for Janis or anyone else who knows what is FRACUNIT. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Mon, 05 Aug 2002 17:41:43

dj_jl

Doom engine uses fixed point, and FRACUNIT is 1.0 in fixed point math.
Mon, 05 Aug 2002 18:17:13

Moose

Ok thanx Janis I think I have most of the weapons on an almost compleate stage. but I can't test till I fix an annoying error. Where abouts is the code that puts the items/enemys in the levels. Orc, if I do this well and Janis doesen't think my work is to ruff are you interested in another programmer. I might not be that good but I know quite a bit for someone my age (so I keep telling myself) and I wont quit on you or the project.
Mon, 05 Aug 2002 18:38:22

dj_jl

Function P_SpawnMapThing in p_mobj.c handles spawning of objects. All loading code is in p_setup.c.
Mon, 05 Aug 2002 18:47:24

Moose

Once again thanx. Could you give any clues to how to fix this error. c:\kmod2.2source\jhexen\info.c(3719) : error C2078: too many initializers The line of code it relates (if thats the right word) to is: {SPR_CBOW,0,1,A_WeaponReady,S_CRBOW2,0,0}, // S_CRBOW1
Tue, 06 Aug 2002 16:10:50

RambOrc

[quote="Moose":u1twbf0t]Just a couple of quick question befor I get back to programming corvus. Do you want it so when the player uses Corvus it still uses the hexen enemys and items just replaceing the mana with ammo? If you don't want to say in public just e-mail me or send me a PM. And when he is done should I mail the code to Orc, Janis or someone else. Sorry, I forgot to answer this message earlier on. Just sent you a Private Message, check it for my answer.
Tue, 06 Aug 2002 18:33:34

dj_jl

It seams you forgot to add corresponding definitions to the info.h

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