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KA 0.2 UPDATED beta testing

Sun, 20 Feb 2005 16:00:36

Firebrand

OK everyone, the new KA beta is ready to be downloaded, the main list is: [list:3fvbha6u]* A new class has been implemented, The Witchaven Guy. * All the weapons for the Witchaven are working now. * Added effects for the Doom Guy bullet weapon flashes. * Added new effects for the rocket explosion & projectiles. * New sprites for the Fighter dragon claw. * New sprites for the Phoenix Rod & Skull Rod in powered versions. * New sprites for the Cleric's Poison Breath & Regeneration spells. * The all new sniper long bow for the Witchaven (it rocks!) <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . * The all new tornado spell for the Mage. * The Witchaven Guy has a shield to protect with the long sword <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . * The Witchaven's magic missiles & fire missile weapons change according to your EXP level. * All new Fullscreen HUD with ammo & armor stats. * Removed the key & armor class stats from the automap. * Changed the amount of mana some of the items give. * Small bugfixes and improvements. * Korax Arena now uses the newest Vavoom version. * A lot of new maps are in for you to see. * A bunch of new music by 4th Class. * KA now handles any IWAD file, this means you can play it with Doom, Heretic or Hexen!! * Batch files!! * It now can be played with two clicks on any of the 3 batch file included!!![/list:u:3fvbha6u] Download Here! <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> Instructions for playing [list:3fvbha6u]> Delete the old beta files. > Unzip the ZIP file to any directory you want and be sure you do it with the path information it has!! > Run any of the 3 batch files included. > Enjoy!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->[/list:u:3fvbha6u] If you find any bugs in it, please make a descriptive post of what you were doing when the crash happened, in which map it was, etc. so we can track it down and fix it for the next version of Korax Arena.
Sun, 20 Feb 2005 19:22:06

leilei

COUNT ME IN
Sun, 20 Feb 2005 20:00:47

Firebrand

Now the first post will have the links... <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 20 Feb 2005 20:03:55

leilei

DOWNLOADING... <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: --> Btw, a batch file would be nice. K nvm, vavoom automatically loads the needed stuff <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 20 Feb 2005 20:12:01

Firebrand

Hehe! I'm sure I'm not the only one excited here about this beta release, heh! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 20 Feb 2005 20:44:20

leilei

K FEEDBACK IS HERE! - No gargoyle? <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> - No Deck16? <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> - Running around a DM with bots in map01 (Ancient Arena), it crashes: Segmentation Violation Stack trace: (BotPlayer.CheckStuff) <- TProgs::ExecuteFunction <- (PlayerTick) <- SV_RunClients <- SV_Ticker <- ServerFrame <- Host_Frame - Lethe's Castle looks awfully blank and dark; early wip? - I was running around Ratchet, as doomguy with chainsaw AND ALL OF A SUDDEN No more free blocks Stack trace: VOpenGLDrawer::FlushOldCaches <- VOpenGLDrawer::AllocBlock <- VOpenGLDrawer::CahceSurface <- VOpenGLDrawer::DrawPolygon <- DrawSurfaces <- RenderSecSurface <- RenderSubRegion <- RenderSubsector <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- RenderBSPNode <- R_RenderWorld <- R_RenderPlayerView <- SCR_Update <- Host_Frame - Gargoyle's Forest starts going slow and flickering all over after a while (too many trees?) - Skies of Gargoyle's Forest and Stadium are too bright, washing out the dark level due to contrast - And those bright skies also bleeds flickering pixels along walls edges <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> (tjunction error in opengl?) - Also on the skies, they appear to be solid colored and not textured at all <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> - Curse, Agio and Codex's lighting looks REALLY good. - The Dock's water is still extremely clear in openGL. Specs again: AMD Tbird 1ghz, uc'd to 950MHz 512mb pc133 ram (Yay 133, not 100 <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->) WinXP Home Geforce2 GTS 64mb Sound Baster Live 5.1
Mon, 21 Feb 2005 03:06:49

PePe QuiCoSE

big really big <!-- s:mrgreen: --><img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" /><!-- s:mrgreen: --> downloading
Mon, 21 Feb 2005 03:22:36

leilei

9mb is nothing, I released 25mb mods before, and 50mb games =P
Mon, 21 Feb 2005 11:42:43

RambOrc

The crash in ratchet seems to be map related, I've experienced that too at several runs. Also, when using some of the lifts, my framerate drops like hell (from 71 to 3 fps).
Mon, 21 Feb 2005 11:55:10

DarkRaven

[quote="CheapAlert":1tavm00c] - No Deck16? <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> Deck 16 isn't yet complete, lightning and texturing problems <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> (as well as Liandri) [quote="CheapAlert":1tavm00c] - I was running around Ratchet, as doomguy with chainsaw AND ALL OF A SUDDEN... Ratchet is unfinished nor is it a beta version <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: --> [quote="CheapAlert":1tavm00c] - Curse, Agio and Codex's lighting looks REALLY good. Thanx man <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 21 Feb 2005 14:24:17

Firebrand

[quote="CheapAlert":264yf3k5]- No gargoyle? <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> Heh! be patient with that, it will come Cheapy <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> . [quote="CheapAlert":264yf3k5]- Running around a DM with bots in map01 (Ancient Arena), it crashes... Hmm, that's a new crash for me, huh? I'll check it out soon. [quote="CheapAlert":264yf3k5]- Lethe's Castle looks awfully blank and dark; early wip? Yep, it's a beta work, it will be revamped later. [quote="CheapAlert":264yf3k5]- I was running around Ratchet, as doomguy with chainsaw AND ALL OF A SUDDEN No more free blocks It seems to be a problem with the map, as Ramborc said, it will be fixed too <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . [quote="CheapAlert":264yf3k5]- Gargoyle's Forest starts going slow and flickering all over after a while (too many trees?) Pecisely, it's a problem with the net support in Vavoom, Janis seems to be working on it. [quote="CheapAlert":264yf3k5]- Skies of Gargoyle's Forest and Stadium are too bright, washing out the dark level due to contrast - And those bright skies also bleeds flickering pixels along walls edges <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> (tjunction error in opengl?) The skies texture problem will be issued to, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> and about the flickering sky problems, I'll discuss it with Janis later. Also the problem you have with the skyboxes textures not showing up is a bug with Vavoom engine, so it will be fixed when Vavoom is updated. That's all for now, keep the feedback coming if you have anything else to say <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> , we are working on some new features for KA, of course not all will be coming in the next beta release, but new things will come, stay tuned! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> .
Mon, 21 Feb 2005 21:20:59

PePe QuiCoSE

Stack trace: (BotPlayer.CheckStuff) <- TProgs::ExecuteFunction <- (PlayerTick) <- SV_RunClients <- SV_Ticker <- ServerFrame <- Host_Frame
Got same error in seven portals with witchhaven guy. Fists and just running with bots. Haven't played much yet, but <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->:mrgreen: Wonderful the WH bow <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 21 Feb 2005 22:48:16

RambOrc

Seven Portals? You are doing something wrong in your config if you can access them, KA is not supposed to be run on any of the original Hexen maps.
Tue, 22 Feb 2005 01:58:02

PePe QuiCoSE

oops <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->, sorry for the mistake... it was in the docks.
Tue, 22 Feb 2005 03:15:55

leilei

[quote="RambOrc":357q2r4i]Seven Portals? You are doing something wrong in your config if you can access them, KA is not supposed to be run on any of the original Hexen maps. Someone forgot to include kamaps.wad in the startup script <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Tue, 22 Feb 2005 15:43:51

Firebrand

OK, OK, I have fixed it now, the post with the links now has everything needed for it, sorry for that small mistake.
Tue, 22 Feb 2005 16:17:25

Moose

we do not tolerate mistakes, you will now hand over your keyboard and leave this place <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> .
Tue, 22 Feb 2005 22:02:00

Firebrand

Yes, look who is speaking the one who released a glitched version of KMod once... <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Tue, 22 Feb 2005 22:53:15

RambOrc

I don't tolerate failures. You're both fired from the Korax team. <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: -->
Wed, 23 Feb 2005 11:06:50

Moose

[quote="Firebrand":1n75quck]Yes, look who is speaking the one who released a glitched version of KMod once... <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> But only if you used DirectX, which is why I didn't spot it <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> . And Rambo, I shall leave quietly <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> .
Wed, 23 Feb 2005 13:02:56

RambOrc

You mean Direct3D.
Wed, 23 Feb 2005 13:54:31

Moose

I do, but Direct3D is part of the whole DirectX package, ok I'll stop trying to escape this hole.
Wed, 23 Feb 2005 14:22:10

leilei

<!-- m --><a class="postlink" href="http://www.planetgargoyle.com/qdb/view.php?q=2">http://www.planetgargoyle.com/qdb/view.php?q=2</a><!-- m --> LET'S NOT FORGET THIS
Wed, 23 Feb 2005 14:39:34

RambOrc

Moose even when running Vavoom with the OpenGL driver, you still use DirectX when on Winblows. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Wed, 23 Feb 2005 14:45:34

Moose

Whats to say I use Windows to play Vavoom, damn I am.
Wed, 23 Feb 2005 22:00:05

Col.J.P.

I'm downloading this shit in the moment we speak, if it sucks you guys are going to have me here EVERYDAY for the next two months!!!!! For your own sake and sanity it better be good! <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> (still waiting for SE...no comments) JP 30 mins later: The new class is cool but this seems like regular Hexen with new music, what am I doing wrong? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: -->
Wed, 23 Feb 2005 23:17:59

Firebrand

Did you downloaded the extras.zip file too? if you did, just run any of the batch files there, it should run it all as needed.
Wed, 23 Feb 2005 23:40:14

PePe QuiCoSE

yeah, learn from me that showed myself as a noob and exposed firebrand's mistake <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> btw, had played all the arenas by now... and <!-- s:mrgreen: --><img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" /><!-- s:mrgreen: --> loved them... great the codex of wisdom. Still, i found that the mage's lighting is quite useless in that kind of levels <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Thu, 24 Feb 2005 09:10:24

Col.J.P.

I AM a n00b <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> How do I play anything new beside the old Hexen maps? What extras? Where are they?
Thu, 24 Feb 2005 11:47:06

Col.J.P.

Ok guys this is what I did: Here is how you install it (from RambOrc post in KA beta 1): 1) Download the latest 1.15.2 version of Vavoom from <!-- m --><a class="postlink" href="http://prdownloads.sourceforge.net/vavoom/v115_2_win.zip?download">http://prdownloads.sourceforge.net/vavo ... p?download</a><!-- m --> and install it 2) Copy a ver 1.1 hexen.wad into the root dir of your Vavoom install 3) Download <!-- m --><a class="postlink" href="http://www.korax-heritage.com/korax_arena_01_beta.zip">http://www.korax-heritage.com/korax_arena_01_beta.zip</a><!-- m --> and extract it into the root dir of your Vavoom install 4) Take a look at vlaunch.jpg and set your vlaunch accordingly The first time you start up, Vavoom will build GL nodes and vis data which should take some time. A quick rundown on how you play: - Start up Vavoom with the configured vlaunch - go to the multiplayer settings and set your player name and character class - start a multiplayer game (or join one if you are in a LAN with a buddy who started one already) - pick any map That's it... you can either play with buddies or against bots. You can summon bots with the following command: addbot botXY Where X is the code for the class (f for fighter, c for cleric, m for mage, h for heretic) and Y is the color (1-8). And it doesn't work... Now, I didn't read all the posts on these two topics, I have no time for that, can someone please tell me what to do to make KA work?
Thu, 24 Feb 2005 13:08:53

leilei

THATS NOT HOW I DID IT SON - Get latest KA beta from the first page of the thread - Get extras zip - Extract both into a new KA folder - Snag latest Vavoom from zee Vavoom Site (1.12 ISNT THE LATEST EITHER) - Extract that vavoom into the KA folder - Shove HEXEN.WAD in there - Run Vavoom launcher and cnofigure yuor sytem setings YOU ARE NOW RUNNING KA 2.0 1.0 steps do not apply son this is 2.0 AND 1.0 IS OLD LOL.
Thu, 24 Feb 2005 13:20:26

RambOrc

Essentially right, just a couple of small corrections: they're versions 0.1 and 0.2, not 1.0 and 2.0 - 1.0 is going to be the first final release and it's still far away (given the amount of cool stuff in 0.2, you can think how much of an asskicker 1.0 will be, heh). Also, a heretic, doom or doom2 retail wad suffices the same as a hexen.wad, it's only there to check that you've got at least one of the id/Raven games, not a single byte of data is used any more from hexen.wad.
Thu, 24 Feb 2005 14:14:19

Col.J.P.

[quote="CheapAlert":37bueihz]THATS NOT HOW I DID IT SON - Get latest KA beta from the first page of the thread - Get extras zip - Extract both into a new KA folder - Snag latest Vavoom from zee Vavoom Site (1.12 ISNT THE LATEST EITHER) - Extract that vavoom into the KA folder - Shove HEXEN.WAD in there - Run Vavoom launcher and cnofigure yuor sytem setings YOU ARE NOW RUNNING KA 2.0 1.0 steps do not apply son this is 2.0 AND 1.0 IS OLD LOL. Did it all (I just can't find any extras) and yes I am playing KA 0.2 but it still is old Hexen with new menus and a new HUD...Same maps same bots, same old stuff... I'm sorry but it doesn't work Call again when you got something for real! <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Thu, 24 Feb 2005 14:29:15

leilei

Not my fault you overwritten the KA files with normal hexen files (in basev), mwa. Extract KA beta 0.2 over it again.
Thu, 24 Feb 2005 14:41:21

Firebrand

Col J. P. I don't want to offend you or anything, but READ THE FIRST POST CAREFULLY PLEASE!!! THERE'S A LINK TO ANOTHER ZIP FILE THERE, LOOK FOR THE LETTER COLORS!!!! <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: -->
Thu, 24 Feb 2005 15:21:26

RambOrc

feeling friendly today <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Thu, 24 Feb 2005 15:26:56

leilei

Or Col. is playing dumb just to get a chance to put us down <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Thu, 24 Feb 2005 19:40:17

Firebrand

[quote="RambOrc":27y3fh0n]feeling friendly today <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> You did notice it! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Fri, 25 Feb 2005 14:32:42

Col.J.P.

[quote="Firebrand":nm3vs8y2]Col J. P. I don't want to offend you or anything, but READ THE FIRST POST CAREFULLY PLEASE!!! THERE'S A LINK TO ANOTHER ZIP FILE THERE, LOOK FOR THE LETTER COLORS!!!! <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: --> I'm NOT trying to put anyone down here, I'm not joking and I'm not kidding when I say that if you run the Vavoom launcher both with Hexen or auto-detect you get Hexen maps, I don't care what you guys are thinking, it doesn't work! In that link you just said there is a bunch of extras alright, but they don't do a thing about it! It still plays Hexen old maps, go ahead and try it then come say I'm provoking and playing dumb! <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Fri, 25 Feb 2005 14:59:45

RambOrc

Check your KA batchfile whether it contains this and only this under the -file entry (where you load external wads): -file kamaps.wad Also, make sure that you're running the batchfile and not vlaunch or vavoom95.exe or similar.
Fri, 25 Feb 2005 15:20:53

Col.J.P.

[quote="CheapAlert":d46ihp9l]- Run Vavoom launcher and cnofigure yuor sytem setings YOU ARE NOW RUNNING KA 2.0 1.0 steps do not apply son this is 2.0 AND 1.0 IS OLD LOL. Listen, I never saw any batch file, I don't know what that is, you know I never understood DOS! Everybody is saying "Run Vavoom launcher" and that's what I did! My son is only 5 years old and he's nuts about Hexen and Heretic, he doesn't know how to read and he doesn't know english either, so I taught him how to run both the Doomsday launcher as the Vavoom launcher, a batch file never crossed my mind, where is it? This thing sucks...do I need to know coding, shortcut commands and batch files? No thanx! <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Fri, 25 Feb 2005 15:51:12

Firebrand

The batch file is any of the files called: kad3d.bat Direct3d renderer. kaogl.bat OpenGL renderer. kaswr.bat Software renderer. They should be on the same directory where the Vavoom95.exe is, just double click on any of these and the game will start. I promise that the next beta will run with everything set up, I have found a way to do it. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> And don't get mad Col J.P. we were all just playing around here, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Fri, 25 Feb 2005 16:56:21

RambOrc

Hey Firebrand if you could find a way around that, what about making one big single download file for all those with real internet connections? I mean including everything besides the retail wad file, i.e. not only maps and the KA code, but also a fully configured Vavoom distro, with vlauncher setup saved, set to KA, etc. etc. I for one have a 2+ Mbit download line at home for example, so whether I've to download a 5, 10 or 50 MB file every time there's a new beta release (or even an updated version of the latest beta like this time) doesn't matter to me at all, but despite being project lead and not "just" a gamer from the outside I'd also greatly appreciate it if all I'd have to do is download a single ZIP file, extract it into a newly created empty folder, copy a wadfile into it and then just have to double-click a file to start up KA, with everything set.
Fri, 25 Feb 2005 18:36:06

Firebrand

OK done, a new beta with everything set up, the Vavom launcher doesn't works, and will never work unless the code for it is changed, this is for the way the settings for it are stored, if you change it once every different version of the launcher, no matter the directory where it's stores changes too, it seems that this launcher stores the setttings on the windows registry somehow (I think).
Fri, 25 Feb 2005 19:06:08

RambOrc

The new download file doesn't seem to be there.
Fri, 25 Feb 2005 19:12:28

Firebrand

Hmm, strange I did upload it, give me 10 minutes, I'll upload it again, something must be screwing with my FTP program... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Fri, 25 Feb 2005 19:16:31

RambOrc

I saw that the dir itself was Feb 25, meaning an upload action was at least started to the right dir, but the actual file didn't transfer in the end. What's your FTP prog?
Fri, 25 Feb 2005 19:21:04

Firebrand

It's filezilla, it seems that the upload has finished now...
Fri, 25 Feb 2005 19:39:01

Col.J.P.

AH, so the launcher doesn't work? Nobody said that, it was the other way around in fact, wasn't it? Nevermind forget it, listen guys, I can't play over LAN, it crashes and lags horribly. First I get this: Segmentation Violation Stack Trace: VDirect Sound Device : : Tick <-S_Update Sounds <- Host Frame And crash with sound loop. Then I was able to connect by changing the server from one computer to the other and got terrible lag, unplayable! Did anyone else tried KA over LAN? Any tips or tricks? Thanx
Fri, 25 Feb 2005 19:51:12

Moose

Currently KA is terrible over LAN but Janis being the godly being that he is, rewriting the net code so it'll be far quicker before we finally release. Then I feel that we should be able to do all that stuff we tried with the old KMod versions.
Fri, 25 Feb 2005 20:16:31

RambOrc

I've intensively tested KA 0.1 pre-beta with Camper on LAN (for a short time even on 3 computers with a buddy), and found out a couple of things which have been posted either in the 0.1 KA thread or in the devforum or both. I don't remember the details, but we found two things that seemed to have an influence on LAN probs, 3D sound and the 3D renderer. Try to disable 3D sound (or if it's disabled, then enable it), and try out all combinations of 3D renderers on the two machines (depending on who was host, it seemed to matter who used OGL and who D3D, s/w etc).
Fri, 25 Feb 2005 20:22:13

RambOrc

Just downloaded and ran the new distro, there seems to be one prob right now: visual errors all over the map and it crashes when you go too near to some of the missing wall textures in Stadium. I think neither glbsp nor glvis was run on the maps this time and Vavoom also doesn't try to run them.
Sat, 26 Feb 2005 16:39:02

Firebrand

Hmm, I see the missing textures in the stadium, but no crash for me... Also, the GWA file for the maps is there, are you sure you are intalling it correctly Ramborc??
Sat, 26 Feb 2005 17:32:19

RambOrc

I just extracted the ZIP file, how could I do it any different?
Sun, 27 Feb 2005 17:32:31

Firebrand

Then, just run glvis on the maps file again
Sun, 27 Feb 2005 20:19:38

RambOrc

I've checked the folder with the wadfiles and found that there's a .gwa but no .~gw file... AFAIK first is for the nodes and second for the vis data. I've just deleted the .gwa file and at first run the engine created both files, all you need to do is next time to include the glvis file as well and there'll be no more probs (for any official releases, I'll make the render files with glvis on slow mode). Another couple of small things: - If I change to the Stadium map from another running map (through the multiplayer menu), no new music is loaded. This is not a general bug because when I change to any other map, the new music is loaded. - In The Docks, the wind in the watery backyard is IMO just annoying and doesn't serve a purpose in KA. A couple of engine related things: - If you splash in 3D water, you neither see nor hear the splash (unlike in 2D water). - At least in some of the maps if I ride up an elevator, frame rate drops from 70 to 3 or so. Same appears in a couple of areas which don't look different from others for me. This all happens in the map that isn't called codex but is converted from that one (DarkRaven should be able to say what it's called). Regarding the screenshots prob I had in OpenGL, in Direct3D it works. Oh yes and another important thing I noticed the first time I tested 0.2 but forgot to mention: IMO the posters are hilarious and there should be many more types of them and used in every map at select locations.
Sun, 27 Feb 2005 22:58:12

leilei

I don't see any impse poster <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 28 Feb 2005 07:48:24

dj_jl

.~wa and .~gw are backup files, you should not include them. BTW why you can't use launcher?
Mon, 28 Feb 2005 14:43:47

Firebrand

Well, in my personal case, I use Korax Arena on a specific directory (i.e. not the same where I play with Vavoom), and when I use the launcher with the KA options and try to play it with Vavoom (even when it is in another directory) it has the same options and it's a bit annoying to have to be changing one to another <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> .
Mon, 28 Feb 2005 14:49:56

Firebrand

[quote="RambOrc":1d1cxwpg]- If I change to the Stadium map from another running map (through the multiplayer menu), no new music is loaded. This is not a general bug because when I change to any other map, the new music is loaded. It's because 4th Class never upload the Stadium music as a MIDI, he just uploaded it as MP3 (which is not yet supported nor included). [quote="RambOrc":1d1cxwpg]- In The Docks, the wind in the watery backyard is IMO just annoying and doesn't serve a purpose in KA. OK, I'll take it out. [quote="RambOrc":1d1cxwpg]- If you splash in 3D water, you neither see nor hear the splash (unlike in 2D water). I doubt I can fix it easily, I'll see what to do about it. [quote="RambOrc":1d1cxwpg]- At least in some of the maps if I ride up an elevator, frame rate drops from 70 to 3 or so. Same appears in a couple of areas which don't look different from others for me. This all happens in the map that isn't called codex but is converted from that one (DarkRaven should be able to say what it's called). Vavoom's renderer seems to make the dynamic lights when starting the map, but if they change with the elevators going up / down it has to calculate them again, that's what slows down the game AFAIK. [quote="RambOrc":1d1cxwpg]Regarding the screenshots prob I had in OpenGL, in Direct3D it works. Obviusly a problem with the OpenGL renderer. [quote="RambOrc":1d1cxwpg]Oh yes and another important thing I noticed the first time I tested 0.2 but forgot to mention: IMO the posters are hilarious and there should be many more types of them and used in every map at select locations. Well, that you can talk with DarkRaven, I'll get to work on more later <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Mon, 28 Feb 2005 16:05:37

RambOrc

[quote="Firebrand":2euo6kpq]Well, in my personal case, I use Korax Arena on a specific directory (i.e. not the same where I play with Vavoom), and when I use the launcher with the KA options and try to play it with Vavoom (even when it is in another directory) it has the same options and it's a bit annoying to have to be changing one to another. I had the same prob myself in the beginning when I was testing KA and SE parallelly - in the end I just decided to do without the launcher. [quote="Firebrand":2euo6kpq]It's because 4th Class never upload the Stadium music as a MIDI, he just uploaded it as MP3 (which is not yet supported nor included). That's cool, if you're aware of it yourself than it's not even a bug, good. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Regarding the 3D water splash stuff, I think it's a general Vavoom thing. And as for the static lights, I still would like to see a possibility in Vavoom to pre-render the static lights and save them like the nodes and the vis data. As for lightmaps that need to be calculated in-game, I'd like to see an option to turn it off, I'd rather live with a small visual error for the time while the elevator is traveling up then to get a near-zero framerate for seconds in the middle of a deathmatch.
Mon, 28 Feb 2005 21:02:53

Stryker

Yesterday I gave KA a try. On two classes, and two maps. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I really like the Witchaven Class, I haven't quiet got the hang of the Long Bow aiming yet, but thats the framerates fault. Thats my biggest complaint. In OGL and D3D The framerate is horrible, like 0-10FPS At average. While to get it around 10-20+FPS I have to set it the 320x200 and 16Bit. And always before Vavoom ran almost flawlessly like 60FPS! Then again aside from that I really do Like KA. And there seems some sort of imbalance in the classes, the Mages first wand.. 2 Shots and somebodys dead? Thats what made it somewhat hard for me to kill people and keep my Experience until I level up. I also really like the Mages whirlwind spell, really helped with those bots that ran around the corner. Now, I did find a bug this may have been mentioned before, but honestly right now I'm to lazy to look in the whole thread.. Now, On Curse (I think it was.. Or I could have been Agio), Its one of the UT Conversion maps.. I was playing as the Witchaven class and I was using the first weapon (not the fists) It crashed when I was attacking a Mage Bot.. I don't have the error right now but I can probably get it back. It was in D3D at the time..
Mon, 28 Feb 2005 21:35:44

DarkRaven

[quote="RambOrc":h3cbvnrw]And as for the static lights, I still would like to see a possibility in Vavoom to pre-render the static lights and save them like the nodes and the vis data. As for lightmaps that need to be calculated in-game, I'd like to see an option to turn it off, I'd rather live with a small visual error for the time while the elevator is traveling up then to get a near-zero framerate for seconds in the middle of a deathmatch. I agree with you completely. I have noticed before, that this fucking terible framerate decrease comes in case when the elevator is static lighted (static colored/light), but I haven't known what purpose it is. It should be fixed as soon as possible.
Tue, 01 Mar 2005 00:26:48

PePe QuiCoSE

just trying it and it tilt when first shot the bfg against a marine in the ancient arena. Acutally, it did when it impacted. Then the screen went to the initial image and the console open along all the screen. The console had lots of numbers paired in the upper part and the clcdisconnect message at the bottom. About the first error posted by Cheap Alert, i managed to get a lot less playing with less resolution. And for some reason the river fire never crashed while the docks and ancient arena did often. Also, i agree with stryker about mage grey wand. Is the heretic fire mace any good???
Tue, 01 Mar 2005 08:07:25

dj_jl

I also finally tried it, on Linux BTW. The first bug is that KSky_Day skybox texture names have wrong file name case - textures are named Ksky_day* but script has KSky_Day*. Both times when I tried "River of fire", it crashed AFAIR when trying to pick up a weapon. And finally the Whitcheaven guy's one of the weapons - hands throwing light blue projectiles, well I'm running faster than those projectiles <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 01 Mar 2005 19:22:56

RambOrc

The same goes for some of the monster projectile weapons in Hexen. While it is unrealistic, it provides another layer to the fighting engine and is one of the reasons I like it better than that of many other FPS games. In KA specifically they might be out of place though.
Wed, 02 Mar 2005 03:32:51

leilei

[quote="dj_jl":1zghnfxj]And finally the Whitcheaven guy's one of the weapons - hands throwing light blue projectiles, well I'm running faster than those projectiles <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Leave that - I often do it with plasma on zdaemon <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 13 Oct 2006 21:43:17

ZedSlayer

hey i got this on sourceforge since the korax heritage link is broken its fun and cool cant wait till the final release one question: how do i remove bots after i spawn them?
Sat, 14 Oct 2006 06:06:55

RambOrc

You start a new game.
Sat, 14 Oct 2006 12:39:00

ZedSlayer

ahhh but then i lose my level
Sat, 14 Oct 2006 12:47:19

RambOrc

In current versions of KA, level is much less important as it doesn't give that much extra power and you don't need it to pick up certain items any more.
Sat, 14 Oct 2006 13:29:27

Crimson Wizard

If needed, we may try to make special option to remove bots from current game.
Sat, 14 Oct 2006 15:08:23

RambOrc

I don't really see the point, no such game offers it. You can't remove bots from a running UT or Quake MP game, after all.
Sat, 14 Oct 2006 15:50:23

Ichor

Can you choose which class a bot is when it's spawned or is it always random?
Sat, 14 Oct 2006 16:34:22

ZedSlayer

Well its nice to know that level is not mattering for weapons anymore in the final And what Ichor said when i do like addbot h 3 i get fighter and for every variation of addbot x y because addbotxy does not work
Sat, 14 Oct 2006 16:48:02

RambOrc

That's because the syntax is "addbot botxy".
Sat, 14 Oct 2006 17:04:48

Crimson Wizard

[quote="RambOrc":1alcjxwt]I don't really see the point, no such game offers it. You're wrong, Q3 Arena has such option. Simply think - a human player can leave game, but bot cannot. Unfair! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 14 Oct 2006 17:49:56

ZedSlayer

[quote="RambOrc":1bs5flkw]That's because the syntax is "addbot botxy". oooohhh <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> thanks
Sat, 14 Oct 2006 18:21:05

Firebrand

[quote="Crimson Wizard":7d8m94xv]If needed, we may try to make special option to remove bots from current game. I don't see the point of this myself, why you would like to remove a bot for? Maybe if it's too difficult for you? <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> I don't think so, heh!
Mon, 16 Oct 2006 08:35:34

Crimson Wizard

Game may go in low framerate, for example, so user will like to decrease number of participants without restarting a game.
Mon, 16 Oct 2006 14:22:39

Firebrand

[quote="Crimson Wizard":2ziprk13]Game may go in low framerate, for example, so user will like to decrease number of participants without restarting a game. It could be useful, but I don't know if the engine supports this and it would be insercure in terms of network stuff <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 17 Nov 2006 20:42:20

Dio5

well, the link it is not working The URL /korax/arena/KA_20050225.zip has changed or no longer exists, please verify it. o.o
Sat, 18 Nov 2006 08:30:02

RambOrc

There'll be a 1.0 public beta soon.
Sat, 18 Nov 2006 15:19:07

Dio5

oh, thanks for advise.
Thu, 23 Nov 2006 05:43:00

Dio5

hey, sorry for double posting but can someone send korax arena by msn? please? i really really want this mod, i got a team working on a great doom project, n they need a good class system, just like yours!! thank you!
Thu, 23 Nov 2006 14:20:13

Firebrand

You can get the latest beta from our SourceForge.net project site, the link is on the project web page (the sourceforge.net logo) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 24 Nov 2006 03:48:40

Dio5

thanks a lot! *downloading*
Fri, 24 Nov 2006 04:52:11

TheCount

I downloaded KA and it rocks <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I had almost no problems with it: I only had some trouble getting it to run at more than 2 fps, but I set the resolution to 320x200 and bitdepth to 8, so besides of running smoothly, it has an original hexen look and feel <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I also got random segmentation violations, and it seems that if I enter a red smoke while firing a weapon, game freezes, along with my OS. Probably an engine problem there. One thing I didn't quite get: with the half hammer, are those little hovering hammers supposed to be fired? And btw, what version of Vavoom are you using for this? Because I have a different one, and I think this one runs better in my PC. Nice work guys, I can't wait 'till the next release.
Fri, 24 Nov 2006 13:22:34

RambOrc

If you're talking about the old 0.2, it's using a nearly 2 years old Vavoom version, so of course the new one is better. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Fri, 24 Nov 2006 15:17:08

Firebrand

Thanks for the comments <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, I've edited the very first post to make it point to the current location of KA 0.2 beta now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.

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