Back to the Korax Forum Archives
Tzar Sectus
RambOrc
Tzar Sectus
RambOrc
Tzar Sectus
- it's called "Battle Rage" and it's in the e-mail I sent you yesterday [img]images/smiles/icon_razz.gif[/img]Not the name of the spell, thou twit. The name of the "mana" the Fighter has, the same way Cleric has his called Faith, and the Mage got his named Magic. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
- I might be mistaken, but AFAIR the latest build already fires a projectile? If not, then change it to do that way, random choice is not exactly a good idea, I mean the spell is mainly for cases when you see a Slaughtaur in the middle of a dozen Ettins milling around... [img]images/smiles/icon_smile.gif[/img]Nope, the current code does a little quick search for a monster, the times I've used the current system I've actually hit the correct monster almost everytime. But okay, a projectile it will be... should it have some graphical sprites with it, or should it just be invisible? And should the projectile be instant or slower? <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
- if you're sure that the red is better, then make it be the one you get on the higher level (though I found the grey more useful, you are the one who knows how exactly it works). You should be able to change between any wands you already have, the way it's currently.Do we got some graphical slave on the team? It it was possible, instead of lowering the wand completely when changing to a different kind, the colour would instead fade into the other colour (which gives the feeling that mage is uber cool with magical powers to change his wand... instead of having a big backpack with thousand of wands he change between). It could be done code-wise but that would simply be *way* too much work to do, so it could perhaps be nice with some additional frames which show the actual change between wands (well, not between *every* wand, only in the order they're changed red->grey->blue->yellow) Well, just an idea. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Another thing, concerning the shop, just forget about the restricted rooms or whatever... it's a better idea to create different shops for each hub. What I'm not yet sure about whether the shop would be in one of the maps of a hub (i.e. changing that map), or in a new map after exiting the hub. The first sounds cooler, but I'll have to try whether I can compile the maps so that the game still works. I'll make a test tomorrow and give you a definitive answer which version should be implemented.That shop thingy still puzzles me. I'm *yet* to find the actual code where it is, I haven't looked any much, but I'd assume it would easy to find... grrrr, Camper should comment more of his code. -Remi
RambOrc
Tzar Sectus
Twitching twit thouself, the name of the SP is Battle Rage. The name of the spell is "Berserker"...Heh, whoops, thought you were talking about the spell in your mail [img]images/smiles/icon_rolleyes.gif[/img] Okay, got it now: spell=berserker and faith-thingy=battle rage. -Remi [ December 02, 2001: Message edited by: Tzar Sectus ]
RambOrc
Tzar Sectus
To be honest, what I really wanted in KMOD was monsters and bosses that had somewhat more HP (not THIS much), but also stronger attacks and maybe a bit faster and so...Does that mean I have the green lights to make the Slaughtaur faster and deadlier but less health-packed? I'm *dying* to lower the health rating of the Slaughtaur, I still believe it's too much. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
... but Camper simply told me that's not possible. Though since then I suspect the word was rather "laziness", as he told the same thing about the speed attribute of a character influencing the weapon delay, and see you could implement it for the fighter. [img]images/smiles/icon_smile.gif[/img]*suddenly feels very proud* [img]images/smiles/icon_biggrin.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Oh yes, speed, the speed attribute should actually influence the melee speed of the Cleric's mace as well.I was actually about to ask about that. I'll do it as soon as possible. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Another thing concerning speed we've been discussin months ago, I'm not sure you still remember, so just to be on the safe side: the speed attribute shouldn't influence the speed of walking that much as it does now; 10 is still the base value (giving you the same walking speed as in Hexen), but 1 shouldn't be 10% of this value, but rather 80% (i.e. each speed point under 10 makes your speed 2% lower than it was in Hexen, and each point over 10 makes it 2% higher, e.g. a figher with a speed of 30 runs 140% faster than in Hexen and needs to wait 71% of the time for the next punch he needed in Hexen).I really can't promise exact % numbers, parts of the Hexen code is very weak. For instance, I'm very limited with how much I can decrease the speed of attacks because of a crappy tic system (and that can't be altered without rewriting half of the entire code... something I really don't want to do). But I'll see what I can do. By the way, should both the walk and run speed be altered or only the run speed? I can remember I was slightly annoyed that the running and walking speed would become the same at high speed ratings, so I'd personally want to see the walk speed be unaltered so that the player don't accidently fall off a cliff when moving carefully. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
As for beta testers, Ichor signed up as only one, so I guess KMOD2 will come out just as buggy as KMOD did... [img]images/smiles/icon_biggrin.gif[/img]One tester? Eek! Ah well, drag his butt over to this forum so he can at least put some input on stuff (always nice with a third opinion). <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
we're the new M$, didn't I tell ya? [img]images/smiles/icon_wink.gif[/img] (j/k)Actually, we're worse than Microsoft... we release buggy software, and we don't even earn billions because of it! [img]images/smiles/icon_smile.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
...and so I recall it in the last minute that some of the spells are supposed to effect all player characters in cooperative, I guess you forgot about that just like me, right? I'd say put it at the bottom of the to-do-list, and if time grows short, we'll really save this for the 2.1 patch.Well, yeah, I've sort of forgotten it... when I think of it, it should be easy to implement... well, anyway, bottom on the list it is, unless I have a bunch of free time and got nothing better to do [img]images/smiles/icon_smile.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
The reason? If KMOD2 can't be officially released on December 10, we'll lose a good coverage possibility (it's a surprise what).*scratches head* What's the coverage possibility? Does the world blow up on December 11? <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
As for the new spell announcement, yep it'd be basically good, OTOH how do you want to put it to effect? I mean, it comes at the same time as the "you've reached level XY" announcement. Hmmm... here a suggestion: when you reach a new level, the yellow message "you reached level XY" should be displayed along with the sound - just like in KMOD. Then after 10 seconds the next message should be displayed, telling you "you now have the XY spell". I'm not sure whether it should be a yellow or white message. After another 10 seconds, the 3rd message should kick in (in the very few cases where it applies), telling you "you can now use mana" (when cleric reaches level 3, fighter level 5). This one should be white and displayed for 5 seconds or so.Wouldn't it be nicer to have the message appear on the screen the same time as the "new level" message? <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Blah blah blah... shops, blah blah, currency, blah blah, monsters drop gold from nowhere... blah blah blah...I'll do it as soon as possible... that is, after I've figured out the shop code. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
BTW Camper has been mumbling something about "buy", I guess this means you should look for this word in the source code, but not 100% sure... [img]images/smiles/icon_wink.gif[/img]Okay, I'll search for the word. I'll kill myself if there's another word in the code which incidently plainly have the letters "buy" in it and is everywhere. By the way, I tried re-enabling all the cheats but I stumbled into some bad problems. That litttle Camper git hasn't simply disabled the cheat code, he's made the cheat code as commentary, and I couldn't find every line which needed to be uncommented (and I'm not tempted to thoroughly look for it everywhere... the code is huuuuge), so I'd like him to do that, he probably knows where each line of cheat code is (at least I hope so). I'll mail you the new build tomorrow after I've finished up a few important parts of the code... I'm far too tired to do anything right now, all I can think of is sleep. -Remi
RambOrc
Actually, we're worse than Microsoft... we release buggy software, and we don't even earn billions because of it!Don't give up just now, KMOD has been downloaded somewhere around 500 times since June... [img]images/smiles/icon_wink.gif[/img] As for December 10, there'll be a major event on RavenGames where KMOD2 could be featured along with some SoF and Heretic stuff (and if all goes according to plans, also EF and Heretic II). OTOH if the mod is simply not ready to go, then we won't release it on Dec 10... especially that on 2nd thought I'm not sure myself what would give a better chance for KMOD2, being featured at a big event with some more popular games' maps where the event is big but KMOD2 is in the background, or if it comes out on its own, where the event is rather small but KMOD2 is the very center of it. What do YOU think? Another argument for pushing the release back a week or so is the multiplayer, especially that I'll be able to test multiplayer with Camper on a LAN (BTW Camper is officially the 3rd beta tester, but don't get your hopes too high in that department, LOL). OTOH the old argument for pushing it out ASAP is that it influences Korax Alpha's release date, which in turn influences when work on The Serpent Power and on Korax Arena can be started... [img]images/smiles/icon_wink.gif[/img] And I'd be glad if all projects could be finished more or less in 2002. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Wouldn't it be nicer to have the message appear on the screen the same time as the "new level" message?AFAIK you can't print 2 lines at the same time, or is it possible? If yes, then make the "you're level XY" yellow on top, and the other annoucement(s) white below. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
That litttle Camper gitWatch out what you say about Camper (that fucking animal, damn his hide, LOL j/k), as he's reading this board - the thing with the "buy" he said from himself, after reading this topic and checking the code, all on his own... [img]images/smiles/icon_wink.gif[/img] Anyway, I hope he'll make the cheat upgrade, so you can erase it from your to do list.
Tzar Sectus
RambOrc
Tzar Sectus
Berserker: I like simple things, that's why I just meant and still mean the spell should simply double strength, speed and health (maybe even armor class?), and when you snap out of it, simply halve the values, i.e. if you have 50 health when activating it, you've got 100 while berserking, and when at the point of snapping out you have 35 health, you get 18 health afterward. For strength and speed, the real value should be restored.Allright, I'll get to work on it. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
On second thought, I'm sure armor class should double as well - just keep displaying the old value. The point is that a higher armor class makes you less vulnerable, and that's really the point, a berserker doesn't feel pain the way a normal guy does.Hmmm... I'll see what I can do. It may be a problem since I can vaguely remember that the armour code is processed in a very odd way, I'll get back to you on this. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
p.s. did you send the new build to Ichor as well or should I mail it over to him?I sent the build to him as well... at least, I'm pretty darn sure I did. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Yeah, you're welcome to meddle with those values, like giving the Slaughtaur 600 HP, just up the strength of his projectiles to double the original value. Same goes for other monsters with increased HP; also, for Korax and the tomb bosses, if you can double the strength of their attacks, you don't have to do that upping of their HP compared to KMOD I was asking earlier on..I'll do that, though upping the damage rating for the Korax may be a problem, so I guess I'll just double his HP instead *shudders at the thought of the health Korax's gonna have soon* <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
AFAIK you can't print 2 lines at the same time, or is it possible? If yes, then make the "you're level XY" yellow on top, and the other annoucement(s) white below.As you probably know by now is that I've increased the one-line limit to two already, I may increase it more if it would be nice with more messages at the same time. Oh, you say the "you have new stuff" message should be white? Guess I'll do that too now... <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Watch out what you say about Camper (that fucking animal, damn his hide, LOL j/k), as he's reading this board - the thing with the "buy" he said from himself, after reading this topic and checking the code, all on his own...Well, I didn't seriously mean it... if I seriously meant it, I would have said something like: That fucking bastard! I hope he burns in hell where he belongs! And etc... [img]images/smiles/icon_razz.gif[/img] But I don't mean it, so then I'll stick to words like git, dork, twit, and such. Perfect words for when you want to insult someone without actually wanting to insult them [img]images/smiles/icon_biggrin.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
One tester? Hey I'm a beta tester as well, don't forget that! And a pretty thorough one, in case you didn't realize.And hopefully I'll get a chance myself to do some beta testing. I've managed to rid the code of all currently known bugs, and I just need to program some new features (re-write berserker, spell screen and switching between non-/powered axes/swords), and I'll get a chance to play this thingy myself (wheeee). One final thing. I finally managed to find out about the evil walking speed bug... and it wasn't any bug. It's just that 2% percent was so darn little it didn't do any difference in the code! So, how much should the new percentage be? 5%? -Remi
RambOrc