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Tzar Sectus
RambOrc
Tzar Sectus
Tzar Sectus
RambOrc
Tzar Sectus
RambOrc
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)
RambOrc
Tzar Sectus
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... :PPhew... 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
RambOrc
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 fagDon'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 willinglyhow 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]
Tzar Sectus
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
RambOrc
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???
Tzar Sectus
???*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
RambOrc
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RambOrc
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