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Hexen2

Sat, 10 Jul 2004 00:57:15

Stryker

How about we remake some Hexen2 Maps to Hexen for KA? I've been trying to work on the Ravdm1, but I was wondering if it'd be a good Idea. Please do reply. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 10 Jul 2004 01:17:22

RambOrc

Yep, fine with me - the one I'd really like to see converted is Barbican.
Sat, 10 Jul 2004 07:50:42

DarkRaven

RambOrc, why Barbican <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Sat, 10 Jul 2004 10:32:44

RambOrc

For the Assault game mode. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 10 Jul 2004 12:31:42

Stryker

Any other maps, other than Barbicon, you'd like to see? It's going to take me awhile with the RavDM1, because of some Column Problems that I'm trying to fix.
Sat, 10 Jul 2004 15:04:12

Stryker

Just another Thought... Are we going to add any classes from Hexen2 into KA? And in the last post I mean Barbican. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> EDIT: Since, I didn't feel like adding another Post, Could explain what the Assault Game mode is? I don't believe I've heard of it.. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sat, 10 Jul 2004 15:07:59

RambOrc

<!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/arena/KoraxArenaConcept_1_1.pdf">http://downloads.orcishweb.com/koraxdev ... pt_1_1.pdf</a><!-- m -->
Sat, 10 Jul 2004 15:14:32

Stryker

10 Games Modes? I like the Kill the Heresiarch Game Mode.. Then again I like the Heresiarch in the first plce.
Sat, 10 Jul 2004 15:31:51

RambOrc

They'll be implemented only when the new network code is done, until then it's deathmatch, team deathmatch and football only (and maybe CTF?).
Sat, 10 Jul 2004 15:34:45

Stryker

One last time, are there any other HexenII levels you'd like to see in KA? I've gots lots of time, the Fullversion, why not make use of it all?
Sat, 10 Jul 2004 16:56:27

RambOrc

I don't know... maybe the first map of the Egypt episode? With some changes of course, in some ways Vavoom is a more advanced engine.
Sat, 10 Jul 2004 18:04:29

Stryker

Egypt level? I guess that means time to get new textures.But what about those Statues? What am I gonna do about that?
Sat, 10 Jul 2004 18:14:45

DarkRaven

[quote="RambOrc":2vncw07v](and maybe CTF?). Maybe ?? CERTAINLY! I Want CTF mod <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Sat, 10 Jul 2004 18:35:38

B0rsuk

[quote="RambOrc":2ufufp97]I don't know... maybe the first map of the Egypt episode? With some changes of course, in some ways Vavoom is a more advanced engine. Speaking about Vavoom, so far I'm not pleasen(er..whatever)ily suprised. It performs well on not-so-big maps, but there are so many glitches and stuff.. I'm not sure why. I tried to play Strife on Vavoom and it was ok, I guess it's not the problem with engine itself, but with KA. DiSCLAIMER: I know it's not a topic about vavoom or KA. I still have to play it a bit before I release "official" feedback ;-] I experienced many sound (volume, sometimes I can barely hear close shot) problems... It crashes on many occassions. On some levels Doomsday performs much better (Vivarum - less than 10 fps !). Yes, I used full VIS. Lots of blinking when there are many sprites on screen... Coming out of deep water is a lot of problem... ..and I miss the flares ;-) a lot. Why's that ? Was KA originally made for Doomsday and V port is not yet finished or what ? It's even more suprising because KMod hardly ever crashes, and I can hardly see any glitches. My hardware: AMD 750 MHz (overclocked), Gforce2 MX, winxp.. d3d mode.
Sat, 10 Jul 2004 19:48:27

RambOrc

DarkRaven, what I meant is that the no CTF until we get the new netcode, Camper said something about it having probs. The new netcode is quite important for KA anyway, the flickering that causes so many probs is also a result of the current netcode. Also, things like CTF, Football and especially the even more special game modes are very difficult to implement as of now, because one has to use ACS because the netcode is not flexible enough (that's what Camper told me at least, I wouldn't know). B0rsuk: - crappy sound is common to all source ports AFAIK, at least to all I ever used (Vavoom, Doomsday, wHeretic) - KA was written from the beginning for Vavoom - getting out of water is an annoying prob, one solution would be to reduce the number of such places resp. create different kind of "shores", after all the engine could create one where you come out of deep water in a slope, which would solve the prob of "jumping" out of water
Sat, 10 Jul 2004 22:04:08

Stryker

I say we keep it with Vavoom, though I doubt we'd ever change it. But anyways, what am I gonna do about all the Big Statues? What to replace them with?
Sun, 11 Jul 2004 10:49:32

B0rsuk

Squirrels claim the .md2 (or whatever) format can be used in both Doomsday and Vavoom. I guess it's possible to simply convert them, not that I know how to do it. And then, there may be some copyright problems.. or may not. It's someone else's artwork, after all.
Sun, 11 Jul 2004 11:57:53

RambOrc

I'm not sure whether the statues are MDL or built directly in the map, if they are MDL, they can be converted to MD2 and that can be used by Vavoom. Actually the models might even be in one of the packages we converted for Korax' Heritage back in 2000, see <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/koraxdev_old/modeling/july29/">http://downloads.orcishweb.com/koraxdev ... ng/july29/</a><!-- m --> (mainly the two biggest files).
Sun, 11 Jul 2004 20:26:54

Stryker

I think their MDL, but exactly how would you convert them? Meaning, what utility to use. And how would I use it? I would have to replace some other Model, wouldn't I?
Sun, 11 Jul 2004 21:02:08

RambOrc

Camper still should have the utility he wrote back in 2000 for that conversion. BTW if it's MDL, it should be in one of those ZIP files.
Fri, 01 Apr 2005 20:04:33

Stryker

Now that I once again have basicly nothing to do.. I've been starting on the Egypt Map again. I'm really starting to get somewhere because I understand slopes a bit better now I'm guessing its still a good idea to convert some of the maps.. I just wanted to make sure it is.. If somebody suggests a better map to convert go ahead and suggest it. Otherwise i'm going to spend most of my time working on this map and the Seminary hub for TCS. Almost one year.. I gotta really get working. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Tue, 26 Apr 2005 19:16:55

Herr jaquboss

[quote="RambOrc":3494u53q]I don't know... maybe the first map of the Egypt episode? With some changes of course, in some ways Vavoom is a more advanced engine. Actually it is old post , but it is not true , i used jscolor to color light in hexen maps , and Egypt maps looked simply awesome ( really nice yellow atmosphere ) , so i guess that Vavoom will only make models sprites ( staues and etc ) and take out breakables ... ( breakables in vavoom are limited , you can only script some wall to fall instantly to ground and play some effect ( like Hexen I glass , you can place some nice hole with using slopes behind falling sector to have nicer effect , but it will be still fake.. ( Ah , holy func_explosive in ET <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> ) If you want to use hexen mapmodels you must define define mapmodel as thing , that will also need to make sprite for it , and it will be weird..

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