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Greetings

Tue, 03 Jul 2001 15:51:00

Tzar Sectus

Howdy everyone, I'm the guy whose ideas are beaten out of, and the guy who's forced to find all the bugs. Hopefully, I'll also be listed as an extra programmer soon too. I guess I'll be the one to criticize every single thing and the one who's going to say "What if..." the most. Anyway, now as I'm babbling there's an idea I want to air out. Imagine this, a spell/item/weapon/whatever which gives the player the power to possess a monster. You'd be able to control the monster and do everything it'd normally do... fly as the Afrit, block with the shield as the Centaur, and etc... wouldn't that be neat? Actually I'm hoping very much you'll accept this idea, because after I got the source code, and was eager to do something, I programmed this feature. It's not completely finished yet though (can only possess the Ettin and Afrit for now... although adding support for others are dead easy), but it's only basic work left. So, what do ye say? -Remi
Tue, 03 Jul 2001 16:33:00

RambOrc

I say it's a VERY cool idea. [img]images/smiles/icon_smile.gif[/img] As for the version with the possession of the Ettin and the Afrit, could you compile it and send it to me? Now you told me about it, I just can't wait to see it, this is one of the coolest ideas in the project this far... Camper is away on some WinHec (or how the hell it is called) conference until Saturday so don't send any source code... :-)
Wed, 04 Jul 2001 10:20:00

Tzar Sectus

Well, I've sent a zip file with the needed dll and wad to you. There's some notes you should be aware of: -It's not all done, and I've not started looking for bugs yet so there's bound to be a bunch of little bugs here and there (feel free to report any if you find some [img]images/smiles/icon_smile.gif[/img], but there should be no fatal bugs which crash the game. -Temporarily, the possession "spell" is replacing the attack of the porkalator (didn't bother to make a whole new object or somethig similar for it), and when you shoot with it, don't hit more than one enemy at once (though you can hit all shots at one enemy), in theory that will either crash the game or have insane consequences. Hitting enemies which aren't the Ettin or Afrit will do absolutely nothing. -When you're possessing a creature, you may notice that where your former body is standing, there's a stupid big banner instead. [img]images/smiles/icon_biggrin.gif[/img] Well, that's because I haven't bothered to make the player "dummy" object yet. -You can't use items as a possessed creature, clicking on the use item button will transform you to your normal body instead. And if you die you're transformed to your normal body instantly. One thing, when you transform back to your normal body (whether it's through death or a click), the beast you controlled suddenly disappears to nothing, that's me who haven't made him go to his death animation or his normal state (if you transform willingly). Oh, and you can't pick up items either while possessing. -Obviously, when you possess a creature, there's no weapon sprite (and for the Afrit and Ettin there's only one weapon, pressing 2, 3 or 4 will do nothing). I was thinking of having a little bar to the right of the screen, with a list of the all the weapons the possessed creature, and highlight the one you have selected (and also highlight whether or not it's ready to attack with). Something like that would be extremely helpful since you can't see which weapon you have up, nor can you see whether it's ready to attack or not. -Remember you have all the stats the original creature has, so even though the Ettin has loads of health, he does *very* little damage. (Speaking of which, I know that the Ettin mace makes the same noise as the normal mace, when I get around to I'll make him use his original sound). And he's also fat, so there's some places he can't get through. It's much more fun to play with the Afrit since it has cool triple fireballs and can fly everywhere. -One last note, I don't have any possibility to test this in multiplayer (don't have any secondary computer with a 3d card), so while I'm pretty certain the graphics of the possessed monster sprite is correct it's not confirmed. Well, that should be just about it. Remember that I haven't programmed it finished yet, so if you for instance try to go to the next level while possessing a creature it may crash the game. Oh, I almost forgot one thing, for fun I also tested out that sword idea I mentioned in a mail to you. So if you get the Quietus you'll notice it's appearance and attack is very different [img]images/smiles/icon_smile.gif[/img] Well, I'm off to program some more on the possession feature. -Remi
Wed, 04 Jul 2001 10:31:00

Tzar Sectus

Whoops, there are some other things I forgot to mention. Since there's new information added into save files, old savegame are incompatible. And I haven't bothered to reactive the cheats, so the best way to test out the feature (and the sword) is to start a local multiplayer deathmatch game only with yourself (with monsters turned on of course), that way you have access to everything while it's respawning and have a bunch of monsters to play with. -Remi
Wed, 04 Jul 2001 14:43:00

RambOrc

I just tried out the possession feature, it's definitely cool... just never realized how lame the attacks of those creatures are, it took me forever to take out a brown Chaos Serpent with the gargoyle... can't wait to be able to possess a Death Wyvern.... [img]images/smiles/icon_smile.gif[/img])))) ...and hey, for the Stalkers, can I hide underwater as they do? Imagine that you could dive in and see nothing but also can't be attacked or even seen by the others... [img]images/smiles/icon_smile.gif[/img] BTW is it normal that you don't get any damage from the attacks of the other monsters?
Wed, 04 Jul 2001 18:10:00

Tzar Sectus

I just tried out the possession feature, it's definitely cool... just never realized how lame the attacks of those creatures are, it took me forever to take out a brown Chaos Serpent with the gargoyle... can't wait to be able to possess a Death Wyvern.... [img]images/smiles/icon_smile.gif[/img])))) Hehe, the Death Wyvern? Are you saying I should add support for possessing a boss? I was first thinking of not doing that... since that would make any boss fight extremely easy. Hmmmm... wouldn't it be cool if there were to be a new deathmatch mode where players can choose monsters instead of player classes? That would be neat. Of course, it would be imbalanced if someone chose an Ettin while someone else takes a Chaos Serpent. But then again, we could make some sort of a ratio system, where for example the Ettin gets massive amount of frags if he kills someone and if someone kills an Ettin he earn little frags. Or something like that. What do you think? ...and hey, for the Stalkers, can I hide underwater as they do? Imagine that you could dive in and see nothing but also can't be attacked or even seen by the others... [img]images/smiles/icon_smile.gif[/img] That's the plan [img]images/smiles/icon_smile.gif[/img] . I want *every* thing the monster can do available for the player. Of course, the Stalkers probably wouldn't be so extremely fun to play since they can only be in water. BTW is it normal that you don't get any damage from the attacks of the other monsters? *scratches head* Er... what do you mean? Are you saying you don't take any damage from enemies while possessing a creature? If so, then that's a *huge* bug. Please elaborate a little more here. By the way, do you know of any simple Hexen level editor which is easy to get into? It would be a huge advantage for me if I could quickly make a room with the exact monsters and items I want for quick testing. -Remi
Wed, 04 Jul 2001 22:35:00

RambOrc

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Hehe, the Death Wyvern? Are you saying I should add support for possessing a boss?
For testing purposes at least, yes. After all, we will most probably be able to use this feature in the full game as the Wyvern will be just a more or less common critter compared to the real big bosses we'll push into Korax' Heritage... the patched-up Heresiarch of Korax Mod is just a baby tiger compared to how the Heresiarch will perform in Korax' Heritage and the Heresiarch won't be the most powerful foe you'll have to defeat... :-) <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
wouldn't it be cool if there were to be a new deathmatch mode where players can choose monsters instead of player classes?
Well it's an internal forum so I'm not talking secrets when I tell you that we've pondered the idea with Camper to make another mod with a higher version of the Korax engine (0.7 or so), this time for multiplayer. The name would be "Korax Arena" and it would feature besides DeathMatch some all-new never-before-seen multiplayer modes - that would be the main point, as else there's nothing speaking for a multiplayer mod of such an old engine... [img]images/smiles/icon_smile.gif[/img] Anyway, the ideas I got were: - Critter Hunt: 2 players (or maybe more?), read and blue. Both have to hunt down the own monsters (half of the monsters is red and the other half blue). If all monsters of a certain color are dead, the player wearing that color wins. You can kill all monsters, but you help the enemy players by killing their targets --- OTOH you might HAVE TO do it, as those monsters can attack you as well, and if you die you lose. Ideally suited maps for this game type would be canyon mazes and the like. - Summon Contest: both players sit in a secure room and can summon different kind of monsters into the central arena. The moment there is no monster from one of the contenders the player lost. It would also be possible that the player teleports into the main arena and helps slaying the enemy monsters, but if the player dies he loses as well. As for the idea you gave, it might be another play mode... let's say the amount of frags would be 1/100 of the killed monster's HP or so. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Of course, the Stalkers probably wouldn't be so extremely fun to play since they can only be in water.
OTOH if we could find a way to give the player the ability to move around underwater in that pond and know what's going on above and be able to surface behind someone and attack and then dive in again, it'd be a cool one as well. [img]images/smiles/icon_wink.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Are you saying you don't take any damage from enemies while possessing a creature? If so, then that's a *huge* bug. Please elaborate a little more here.
Oh my, I guess I'm an idiot, I realized only now I switched fag mode on to be able to get the porkalator and transform into an Ettin and do it alive... I'd say there's no bug, I'm just a fag... :P <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
By the way, do you know of any simple Hexen level editor which is easy to get into? It would be a huge advantage for me if I could quickly make a room with the exact monsters and items I want for quick testing.
I've been using WadAuthor for these last 4 years or so... while it's maybe not VERY easy and has some bugs/probs, it's IMHO still a good one. You can get it at ...dammit, the link to the official WadAuthor page isn't working any more... I'll have to zip up my shareware version and send it over to you, I'll do it tommorrow evening (now it's time to go to bed)
Fri, 06 Jul 2001 06:06:00

RambOrc

Just merged the iwad with the pwad to try the sword thing... it's actually working quite good, it seems the sword deals out more damage than the axe, right? can you give me the specs of what exactly did you do/change? ...with this stronger sword, we add the berserk mode and the fighter will actually have a chance... [img]images/smiles/icon_smile.gif[/img])))) and by adding the possession spell only for the mage, the cleric isn't that all-powerful any more BTW possession, remember that multiplayer idea I had for Korax Arena, with the summoning of monsters? What about that you can possess any of your summoned monsters to help the battle? I guess it's a lot more awesome than just being able to teleport in with your main character (though maybe both together are even more cool, what do you think?)
Fri, 06 Jul 2001 07:19:00

Tzar Sectus

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
For testing purposes at least, yes. After all, we will most probably be able to use this feature in the full game as the Wyvern will be just a more or less common critter compared to the real big bosses we'll push into Korax' Heritage... the patched-up Heresiarch of Korax Mod is just a baby tiger compared to how the Heresiarch will perform in Korax' Heritage and the Heresiarch won't be the most powerful foe you'll have to defeat... :-)
Ouch... a normal enemy? This is scary. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
- Critter Hunt: 2 players (or maybe more?), read and blue. Both have to hunt down the own monsters (half of the monsters is red and the other half blue). If all monsters of a certain color are dead, the player wearing that color wins. You can kill all monsters, but you help the enemy players by killing their targets --- OTOH you might HAVE TO do it, as those monsters can attack you as well, and if you die you lose. Ideally suited maps for this game type would be canyon mazes and the like.
That sounds cool, though there's one thing. How should the difference between red and blue be? The original monsters in Hexen doesn't have any area which can be transformed into any colour like the player (and I have no idea how it would be made to make it so anyway, I guess I'll need to poke into the code to see how they did it with the players). <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR>- Summon Contest: both players sit in a secure room and can summon different kind of monsters into the central arena. The moment there is no monster from one of the contenders the player lost. It would also be possible that the player teleports into the main arena and helps slaying the enemy monsters, but if the player dies he loses as well.<HR></BLOCKQUOTE> Sounds neat too. Although this has a big problem. Where would the challenge be? Would there be any kind of system how many and which monsters you can summon? Otherwise it would only be both player summoning like crazy and just praying they'll win. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
As for the idea you gave, it might be another play mode... let's say the amount of frags would be 1/100 of the killed monster's HP or so.
Welllll... that wouldn't be so good. For instance, the Ettin got much more health than the Afrit, which one is most useful? The Afrit definately (faster, can fly, and got more powerful and useful attack). So I was thinking more of a ratio system. Each monster is rated from 1 to 20 (or something), and from that the frags are calculated between which monster who kills which monster. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Oh my, I guess I'm an idiot, I realized only now I switched fag mode on to be able to get the porkalator and transform into an Ettin and do it alive... I'd say there's no bug, I'm just a fag... :P
Phew... I was afraid you had found a nasty bug. Good thing you were just a fag [img]images/smiles/icon_biggrin.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
I've been using WadAuthor for these last 4 years or so... while it's maybe not VERY easy and has some bugs/probs, it's IMHO still a good one.
Got in my mail, I'll check it out when I get time. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Just merged the iwad with the pwad to try the sword thing... it's actually working quite good, it seems the sword deals out more damage than the axe, right? can you give me the specs of what exactly did you do/change?
Whoa! Didn't you merge the iwad before you tested out the possession feature? And it worked??? Odd. The possession feature does actually use a new sprite which is in that wad (the f frame in the sword animation) as a "dummy" for drawing nothing. I'd expect the game to crash or something when it couldn't find the sprite. Anyway, the sword has been made *extremely* simple, I just made it attack like the axe, only triple times =) So, it was just a quick hack. If we're keeping it, I'll freshen it up, and not let it have three "wooshes" when you slash and etc... <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
...with this stronger sword, we add the berserk mode and the fighter will actually have a chance... ))))
Speaking of which, about the Fighter, the sword and that. I had a little idea about another solution, it's pretty radical and big. I'll post up a new topic late where I'll mention it, it's probably gonna take a while to write it. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
BTW possession, remember that multiplayer idea I had for Korax Arena, with the summoning of monsters? What about that you can possess any of your summoned monsters to help the battle? I guess it's a lot more awesome than just being able to teleport in with your main character (though maybe both together are even more cool, what do you think?)
Hey, that would be great! We definately need this into the multiplayer mod =D By the way, I've programmed a great deal more on the possession feature, and I thought I'd just send you the latest version. I'll just cut'n'paste the changes which is done from my log: -Possessed monster now goes to it's death animation when it dies. -Possessed monster now becomes ice when he should -The possessed monster now turns into it's former self if the player departed willingly. -Possessed monster targets the player who possessed him if the monster becomes normal -A proper player dummy is now created when the player possess a monster -When the dummy dies, the player dies -Monsters now target the player dummy (and have him as the highest priority) -Added support for Centaur and Centaur Leader -Increased the speed of possessed Afrits slightly (they were too slow compared to the real thing) -Added support for Iceguy -Fixed a bug where, if the player willingly departed the possessed body, the monster wouldn't do anything -Added a very simple graphical effect when you possess a monster -Faith, mana and inventory is no longer drawn on the screen when possessing a creature -Fixed a bug where a possessed creature couldn't willingly revert to normal if there were no items in inventory I haven't tested out the Centaur and Iceguy yet so it would be great if you would tell me how they work. I'm especially wondering if I managed to make their projectile weaponry correct (beware of any crashes). And yeah, remember that the Centaur Leader got two weapons selectable (I haven't done the shield blocking yet since that'll require some very unique code). -Remi
Fri, 06 Jul 2001 18:25:00

RambOrc

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Ouch... a normal enemy? This is scary.
Don't forget the players are already VERY mighty and they'll be a LOT mightier in the TC. I mean, a mage that can summon a Maulotaur that'll be much stronger than currently, plus make himself invincible plus conjure up a fireball and dunno what else all at the same time... what chance would a regular Heresiarch have at all? [img]images/smiles/icon_smile.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
How should the difference between red and blue be?
Just like in Q3A, the monsters would look blue and red... and I mean their skin/fur, not their clothes... [img]images/smiles/icon_wink.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Would there be any kind of system how many and which monsters you can summon?
Sure... you can summon something only as long as you still have enough SP for the spell... and for killing enemy monsters, you'll get experience points and advance in levels just like in Korax Mod... and you get the summoning spell for better monsters only on higher levels. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Each monster is rated from 1 to 20 (or something), and from that the frags are calculated between which monster who kills which monster.
Yep, definitely a better idea. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Good thing you were just a fag
Don't forget that in Korax Mod the word "fag" is used for the same thing as the word "god" in other 3D games... :-))))) As for the iwad merging, I didn't have any probs before... and yes, we're going to keep the sword mod, definitely. [img]images/smiles/icon_smile.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
The possessed monster now turns into it's former self if the player departed willingly
how do I depart the monster? ...and hey, can't wait to get home and try out the new version! You did great work! [img]images/smiles/icon_smile.gif[/img]
Sat, 07 Jul 2001 00:12:00

Tzar Sectus

Whoops, I should have tested that version before I sent it to you. And when I finally did I learned it was only a collection of bugs. I just sent you a new one, no new additions in this one, only a whole bunch of bugfixes. And I've confirmed that the Iceguy and Centaur is working just fine (by the way, I jumped out of my chair when I saw the health of the Centaur and Centaur Leader... the Centaur 200 health, and the Centaur Leader, 1200!!! That's freaking insane! Do you know what the original health stat is?). So you should encounter very little bugs, or none at all now. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Don't forget the players are already VERY mighty and they'll be a LOT mightier in the TC. I mean, a mage that can summon a Maulotaur that'll be much stronger than currently, plus make himself invincible plus conjure up a fireball and dunno what else all at the same time... what chance would a regular Heresiarch have at all?
Whoa! Hope you'll manage to balance this right. And I hope the game won't turn out super-incredible-impossible from the start, there should be a difficulty curve where the player only meets simple enemies at start, and devastating enemies later. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
As for the iwad merging, I didn't have any probs before... and yes, we're going to keep the sword mod, definitely.
[img]images/smiles/icon_biggrin.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
how do I depart the monster?
Just click on the use item button (remember that the monster then turns to normal and targets you right away). -Remi
Sat, 07 Jul 2001 06:07:00

RambOrc

Oh yes, the health of the Centaur Leader has been upped a bit compared to the original Hexen... the same happened to the Dark Bishops, the brown Chaos Serpents, the Reivers and all the bosses... [img]images/smiles/icon_smile.gif[/img] As for the original health stats, http://www.ravengames.com/hexen/hexen_bestiary-01.html <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Whoa! Hope you'll manage to balance this right. And I hope the game won't turn out super-incredible-impossible from the start, there should be a difficulty curve where the player only meets simple enemies at start, and devastating enemies later.
Sure... in the beginning, you'll just hack away at Ettins with your mace or gauntlets... stronger monsters and better weapons/spells will be gradually introduced. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Just click on the use item button
???
Sat, 07 Jul 2001 06:52:00

Tzar Sectus

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
???
*whacks RambOrc with the Quietus* The use item button! The button you use to activate items from the inventory, usually the return/enter button. -Remi
Sat, 07 Jul 2001 09:16:00

RambOrc

Ah, you mean "press the use item key", right? Everything's clear... [img]images/smiles/icon_razz.gif[/img]
Tue, 08 Aug 2006 13:23:01

Crimson Wizard

Heh, its amazing to read this 5 years old thread. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Who's Tzar Sectus and where he is now? I believe this "posess" spell is used in KMod, yes? Unfortunately I haven't played it much, now I want to see how this posession is implemented there.
Tue, 08 Aug 2006 16:31:16

mago

RambOrc obviously knows him better than any other, but if my impressions are right, Tzar Sectus is the main reason we are still here today. He and RambOrc imagined and Tzar implemented most of the meat and bones that makes Kmod what it is today. I barely had the chance to "meet" him in person (as personally as you can meet someone online) probably a couple of years ago, by the time I entered he wasn't really around anymore but tried to make a comeback later, when Moose was carrying the programming torch actively, but I guess the outside life and probably other interests got the best of him and he has been missing ever since. A true architect in my opinion, I don't think anyone outside the team realises just how much he was important to Kmod's evolution, and if my memory isn't playing tricks, he started out a novice in programming but still managed to achieve so much. I sure miss his talent and imagination. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 08 Aug 2006 16:43:12

Firebrand

[quote="Crimson Wizard":1uewxf09]I want to see how this posession is implemented there. Heh! You should play as a Mage and reach a certain level to obtain this spell, the latest version of KMod already gives you a chance to play as any enemy that is available in the game, it's very funny to play as a flying enemy and attack other foes from the air, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Tue, 08 Aug 2006 17:21:02

mago

Now that I think of it, I don't thinbk there's a cheat to make you progress in Experience levels, is there? Because then you could easily test the spell in-game without having to actually go through the process. I remember this one time I got to an insanily high Level with the fighter, it wasn't really systematic but I thought the quietus was such fun to use that I took every chance to kill monsters left and right, and thus I became freaking powerful, but still not enough to make the game feel boring, uninteresting, and that proves how well implemented and balanced the mod really is. But that Korax' Heart gem in one of the secret maps was a huge help, it would give you something like 4 + levels instantly, that felt good.
Tue, 08 Aug 2006 19:24:16

Firebrand

AFAIK, there's no such cheat in KMod, maybe for the new engine we could implement something like it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, KA has something like this, but Vavoom doesn't allows cheats on network games <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->.
Tue, 08 Aug 2006 20:38:21

Moose

Actually there is a cheat it's octomont and is used like this: octomont money xxx octomont level xxx octomont exp xxx Where xxx is an integer. Just don't tell anyone outside of the dev team, or Rambo will break your legs. That way you can still work on the mod, who needs legs?
Thu, 10 Aug 2006 12:43:03

RambOrc

KMOD 2.0 was a breakthrough in KMOD gameplay and gave it much more depth. It was mostly Remi's (aka Tzar Sectus) work. He wrote things like the whole possession and summon stuff, the rewriting of the weapon tables from scratch and a bunch of other things. He's one of those people who for a time carried the torch and did an awesome amount of work on the Korax project for a time, not to do anything ever again. A lot of the stuff on this project has been created this way, most of the longer members here had done a huge amount of work earlier and nothing or not much lately (this is not criticism!), this includes e.g. Moose who wrote a lot of the code a couple of years back, or Mago who did lots of artwork some years back, and most notably Camper who was the root programmer on both KMOD and KA. KMOD 1.0, KMOD 1.1, KA 0.1 and KA 0.2 were all coded to the very last line (IIRC) by Camper. KMOD 2.0 was almost entirely coded by Remi (the part Camper did was the shopping system, or at least part of it). IIRC, KMOD 2.1 was mostly Camper's work (not 100% sure), and KMOD 2.2 was done by Janis (both mostly bugfixing). KMOD 2.5, 2.6, 2.7 and 2.8 were written by Moose (this is where he did those lots of coding). The not (yet) released KMOD 3 is mostly KMOD 2.x with amazing engine enhancements added by Janis and KMOD 2.5+ stuff ported over from KMOD 2.x (things like damage skins). I have to say hats off to Janis who went even as far as trying to patch up that shitty 0.99.6 Doomsday engine with some much-needed features to make it sufficiently advanced for Scattered Evil (which was planned to run on that engine originally), even though it was a "competing" engine. KMOD 3 is basically an effort not to let that work go to waste, as SE will be based on Vavoom and not the inhouse-enhanced Doomsday crap. You can read up on some of the old stuff at <!-- m --><a class="postlink" href="http://www.korax-heritage.com/history/index.php">http://www.korax-heritage.com/history/index.php</a><!-- m --> BTW. Other: - the Heart of D'Sparil gives you 3 levels on hard, 4 on medium and 5 on easy. - possession is in KMOD since 2.0, just like summoning (which doesn't get mentioned as much, even though it's real fun too) - yes, there is a developer cheat for exp, levels and money and it is strictly to stay in-house, because the moment it gets out we'll have to re-build all public releases taking them out, then continue on development with putting it back for in-house builds. - the name Octomont comes from the game Betrayal in Antara, he's a money lender in Burlen. Anything else?
Thu, 10 Aug 2006 13:11:07

Crimson Wizard

So, you are not going to remake KMOD using Vavoom?
Thu, 10 Aug 2006 13:15:21

RambOrc

What is TCS in your opinion?
Thu, 10 Aug 2006 13:17:24

Crimson Wizard

Ah, ok, now I got it.

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