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KA status and bugs

Thu, 15 Nov 2007 18:36:18

Crimson Wizard

Tested internal build 11112007 and found lots of bugs. First of all, the host error (presumably called in code using Error method), happened once. Was something like that:
Host_Error: unknow bot anticipation skill level: 80
(Game returned to main menu, so no stack trace) Then, several crashes througout the game:
- (svprogs.PlayerPawn.IsDeathInflictor)
- RunFunction
- (svprogs.PlayerPawn.IsDeathInflictor 18)
- RunFunction
- (svprogs.Actor.Died 34)
- RunFunction
- (svprogs.Actor.PoisonDamage 210)
- RunFunction
- (svprogs.PoisonCloud.DoSpecialDamage 53)
- RunFunction
- (linespec.EntityEx.Damage 235)
- RunFunction
- (linespec.EntityEx.RadiusAttack 131)
- RunFunction
- (linespec.ScriptedEntity.A_Explode 35)
- RunFunction
- (svprogs.PoisonCloud.A_PoisonBagDamage 1)
- VObject::ExecuteFunction
- (svprogs.PoisonCloud.A_PoisonBagDamage)
- VEntity::SetState
- VEntity::AdvanceState
- RunFunction
- (engine.Entity.AdvanceState 0)
- RunFunction
- (linespec.EntityEx.Tick 50)
- VObject::ExecuteFunction
- (linespec.EntityEx.Tick)
- VThinker::Tick
- RunThinkers
- P_Ticker
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Reference not set to an instance of an object
Similar to above:
- (svprogs.PlayerPawn.IsDeathInflictor)
- RunFunction
- (svprogs.PlayerPawn.IsDeathInflictor 18)
- RunFunction
- (svprogs.Actor.Died 34)
- RunFunction
- (svprogs.Actor.PoisonDamage 210)
- RunFunction
- (svprogs.Player.PlayerTick 956)
- VObject::ExecuteFunction
- (svprogs.Player.PlayerTick)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Reference not set to an instance of an object
Happened after player death nd respawn:
- (svprogs.KArenaWeapon.GetManaUse)
- RunFunction
- (svprogs.KArenaWeapon.GetManaUse 25)
- RunFunction
- (svprogs.KArenaWeapon.CheckAmmo 35)
- RunFunction
- (svprogs.Player.AddDefaultInventory 198)
- RunFunction
- (svprogs.Player.SpawnPlayer 703)
- RunFunction
- (svprogs.Player.DeathMatchSpawnPlayer 42)
- RunFunction
- (svprogs.Player.NetGameReborn 67)
- VObject::ExecuteFunction
- (svprogs.Player.NetGameReborn)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Division by 0
Happens each time Cleric shoots Wraithverge and a ghost attacks an enemy:
- (svprogs.HolyFX.Touch)
- RunFunction
- (svprogs.HolyFX.Touch 9)
- VObject::ExecuteFunction
- (svprogs.HolyFX.Touch)
- VEntity::CheckRelPosition
- VEntity::TryMove
- RunFunction
- (engine.Entity.TryMoveEx 0)
- RunFunction
- (linespec.EntityEx.XYMovement 424)
- RunFunction
- (linespec.EntityEx.Physics 244)
- RunFunction
- (linespec.EntityEx.Tick 31)
- VObject::ExecuteFunction
- (linespec.EntityEx.Tick)
- VThinker::Tick
- RunThinkers
- P_Ticker
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Reference not set to an instance of an object
Happens when Heresiarch class shoots with Unholy Hand weapon:
- (svprogs.InfernalHandFX.RoughCheckThing)
- RunFunction
- (svprogs.InfernalHandFX.RoughCheckThing 9)
- VObject::ExecuteFunction
- (svprogs.InfernalHandFX.RoughCheckThing)
- VEntity::RoughBlockCheck
- VEntity::RoughMonsterSearch
- RunFunction
- (engine.Entity.RoughMonsterSearch 0)
- RunFunction
- (svprogs.WeaponHeresiarchHand.A_HHandAttack 56)
- VObject::ExecuteFunction
- (svprogs.WeaponHeresiarchHand.A_HHandAttack)
- VBasePlayer::SetViewState
- RunFunction
- (engine.BasePlayer.AdvanceViewStates 0)
- RunFunction
- (linespec.PlayerEx.MovePsprites 2)
- RunFunction
- (svprogs.Player.MovePsprites 86)
- RunFunction
- (svprogs.Player.PlayerTick 854)
- VObject::ExecuteFunction
- (svprogs.Player.PlayerTick)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Reference not set to an instance of an object
Then, there are some logical bugs here and there. First of all, I want to mention again a kind of weird weapon disbalance. I do not know, either weapons are too powerful, or players are too weak. 1st class weapons are more or less natural, but following are too much powerful IMHO. For example: - Fighter kills anyone with his Ripper (4th weapon) by 2-4 shots - 2nd cleric kills 1st-2nd level players by 1-2 Morning Star (3rd weapon) hits. - Hero killed Heresiarch with > 750 health by 2 short sword hits. (This one seems to be something more than an ordinar disbalance.) There's something weird with Armor too. It is spent more or less naturally if there are more than 100 armor points (e.g. player took Dragonskin Bracers), but more common 20-25 points (mesh armor, falcon shield) vanish in 1-2 hits. I cannot remember same behavior earlier. There's a logical bug with Heresiarch class. It seems that when player is morphed, all his old weaponry stays with him and substitutes Heresiarch weapons. There's a bug with announcements during team game. If both teams are at 0 score and one of them got a point, announcer first say that team X leads, then, that other team LOST THE LEAD (which it didn't have at all). Many obligatory Hexen sprites are missing in the package. So are Heresiarch sprites, and some monster sprites, Afrit's, Centaur's, maybe some other. CTF is still practically unplayable. CTF maps do not have any items on them, Flags are still of one (default) colour.
Thu, 15 Nov 2007 18:57:05

Firebrand

[quote="Crimson Wizard":2b6itycl]First of all, the host error (presumably called in code using Error method), happened once. Was something like that:
Host_Error: unknow bot anticipation skill level: 80
(Game returned to main menu, so no stack trace) Yes, I've seen this myself too, I've added some debug messages to the bot's code to determine what the hell happens here, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> [quote="Crimson Wizard":2b6itycl]Then, several crashes througout the game... Noted and added to my todo list now <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. [quote="Crimson Wizard":2b6itycl]First of all, I want to mention again a kind of weird weapon disbalance. I do not know, either weapons are too powerful, or players are too weak. 1st class weapons are more or less natural, but following are too much powerful IMHO. I'll rework this stuff after all the bugs are scrapped, for now it works fine and balancing weapons is a real mess, believe me, it was a mess when we did it the first time. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> [quote="Crimson Wizard":2b6itycl]There's something weird with Armor too. It is spent more or less naturally if there are more than 100 armor points (e.g. player took Dragonskin Bracers), but more common 20-25 points (mesh armor, falcon shield) vanish in 1-2 hits. I cannot remember same behavior earlier. Well, Janis changed some parts of this code, because armor didn't worked as needed two versions ago, this should be related to the unbalanced weapons, also note that as the players level up, so this is something to test and work on too. [quote="Crimson Wizard":2b6itycl]There's a logical bug with Heresiarch class. It seems that when player is morphed, all his old weaponry stays with him and substitutes Heresiarch weapons. We need to check the logic behind player morphing in original Hexen progs, I'm sure there's something missing in our version of code, from the inventory additions. [quote="Crimson Wizard":2b6itycl]There's a bug with announcements during team game. If both teams are at 0 score and one of them got a point, announcer first say that team X leads, then, that other team LOST THE LEAD (which it didn't have at all). Never noticed this, I'll test it out ASAP. [quote="Crimson Wizard":2b6itycl]Many obligatory Hexen sprites are missing in the package. So are Heresiarch sprites, and some monster sprites, Afrit's, Centaur's, maybe some other. This is a real mess, I have to find a better way to work with PK3 files, it's just too messy to rebuild everything up when adding new sprites <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->, I'll fix this for the final version, I promise to manually check for each entry nedded on the game <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Crimson Wizard":2b6itycl]CTF is still practically unplayable. CTF maps do not have any items on them, Flags are still of one (default) colour. Because I don't have enough time to work on everything at the same time, things will be easier during the december holidays, but right now, yo'll have to bear with my development speed and free time <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Things are progressing slowly with KA, we have fixed a number of serious things, and it's normal that as development advances, new bugs are introduced and should be scrapped, so no worries with this, the only serious bug IMO is the one from the bots skill.
Thu, 15 Nov 2007 23:05:54

RambOrc

Weapon balance means that weapons are balanced against each other. If all the problem seems to be that weapons are generally too powerful, we can simply double or triple all hit point values.
Fri, 16 Nov 2007 10:25:44

Crimson Wizard

Since this looks like quite a mess, I am finishing working on RPG today and join Firebrand in fixing KA.
Sat, 17 Nov 2007 13:17:48

Crimson Wizard

Fixed bugs with poison clouds (hopefully) and Wraithverge.
Sat, 17 Nov 2007 19:51:29

Firebrand

I've already commited fixes for the Heresiarch weapons, the logic with heresiarch morph, and other things, please update your local repository, I'll get to work on fixing the problems with the bots and the division by 0 in getmanause, which is the most strange of the bugs <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 20 Nov 2007 12:06:47

Crimson Wizard

I am working on Obituaries (aka death messages), rewriting a system, since there were some logical bugs. And also, there's something weird with Scoreboard again. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Tue, 20 Nov 2007 12:33:26

Firebrand

Something weird? What could be the problem?
Tue, 20 Nov 2007 15:46:52

Crimson Wizard

Hard to say, but there are players missing after death and re-appear only after some time. Plus, sometimes game hangs-up when displaying scoreboard (it happens 100% when there's Heresiarch player in game).
Tue, 20 Nov 2007 17:23:20

Firebrand

I think I fixed that, could you please update your SVN and try again?
Thu, 22 Nov 2007 13:24:12

Firebrand

OK, I've resolved other bugs and small things, I'm now ready to begin bot's CTF AI for good, I needed to tweak other things and fix bugs in the weapons to properly test the new things added for bots, with all that out, I now can finish adding other ticks for bots like anger and frustration, which should make bots choose different options for attack and aiming <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, KA is about to be finished <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: --> <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: --> <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 22 Nov 2007 13:28:10

Crimson Wizard

Happy to hear that. [quote="Firebrand":ps7ai0gu]I now can finish adding other ticks for bots like anger and frustration Maybe make them make some noises? Like "arghhh!!" <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 22 Nov 2007 15:02:01

RambOrc

Or bots could post chat messages.
Thu, 22 Nov 2007 16:14:05

Firebrand

[quote="RambOrc":wwc7md4x]Or bots could post chat messages. That's the idea <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, that's why those counters are needed, but it's very easy to implement them, the most complex stuff is the CTF AI, but that's the top priority for me now <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Thu, 22 Nov 2007 19:11:03

Crimson Wizard

What about Football?
Thu, 22 Nov 2007 22:33:29

Firebrand

After I finish CTF AI, football will come next. EDIT: On another note, take a look at this <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> [img:z2t9t20l]http://downloads.orcishweb.com/koraxdev/firebrand/Bot_Gen.jpg[/img:z2t9t20l] It's still missing the text file generation, but it'll be complete for the release too, we just now have to make a new way for using external lumps to define bots <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. If this isn't complete for the release, we'll add it for a later version.
Fri, 23 Nov 2007 09:38:22

RambOrc

1) Can I make bots with this for KA? 2) Intellect is written with two Ls 3) What's a "piss chance"?
Fri, 23 Nov 2007 12:38:48

Firebrand

1) Yes, when it's finished we'll be able to make any number of bots, but for now it's just a preview of the real thing, heh! I've got it working for generating stats for bots, but it doesn't makes text files yet, also, the engine might not recognize the bots until I or CW add them to the right place in the code <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> . 2) I noticed the same mistake already <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> . 3) A bot can get pissed if a threshold number is filled to a certain different value for each bot, if that happens the game runs a feat against the bot's piss chance if the number is lower or equal to the piss chance number, the bot will get pissed of and chase the last player that kicked his ass with brutal aggressiveness <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. This utility will also handle chat strings for the bots, but it's very basic right now.
Fri, 23 Nov 2007 12:49:38

Crimson Wizard

Are stats could be only generated there, or user may type them in?
Fri, 23 Nov 2007 17:13:05

Firebrand

Both, I'm changing things to make the values limited to those used by the engine, but the image I posted there is the basic idea of the bot generator, the final product might be a bit different <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 26 Nov 2007 23:01:28

Firebrand

OK, I've got CTF AI done and running in a preliminary way, it still might need tweaking here and there, and now a small problem presents here, the players spawn in deathmatch starts as normal, but there are starts in both teams sides, making players of one team spawning on the wrong side, my solution was to create two kinds of player starts, one for team 1 and one for team 2, would this work fine <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> Also, bots are very stupid for getting the flag, they already choose their actions (offense, defense, return to base with flag), but still fail it in a great way, I don't know what else to add, some suggestions would come in handy now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 27 Nov 2007 01:25:21

Ichor

Stupid how? Anyway, I was thinking of this: Flag defense - hover around team flag as a last line of defense Base defense - hangs around the base shooting whatever comes through Perimeter defense - more like a first line defense out near the center of the map Offense (no flag) - roams around the enemy base blowing things up and generally cause a lot of problems for the other team Offense (flag) - goes for the flag, but usually engage in battles along the way (also will go for dropped flag if it's nearby) Flag rush - do nothing else except go for the flag
Tue, 27 Nov 2007 10:42:39

Crimson Wizard

[quote="Firebrand":23djigsa]but there are starts in both teams sides, making players of one team spawning on the wrong side, my solution was to create two kinds of player starts, one for team 1 and one for team 2, would this work fine <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> In fact, I wrote this in our TODO list long ago <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
- Team Player starts - that allow to spawn only players that belong to corresponding team. May be useful for CTF primarily.
I agree, and that would possibly work fine I think. [quote="Firebrand":23djigsa]I don't know what else to add, some suggestions would come in handy now Smile. Now, I think, what if we use Actor Tasks mechanism from KRPG? Earlier I said it would be ifficult, but now the code is simplified and optimised, I think that would be possible even without pathfinding. Generally, idea is to have a prioritised list of tasks for bots (monsters don't need them in KA), each of task define its own target on map (thing or spot, or else indentifier of array of spots etc) so that bot knew where to go to perform this task. Tasks could be both common and game-dependent, like Ichor listed above.
Thu, 29 Nov 2007 19:14:51

Firebrand

[quote="Ichor":19g6a33f]Stupid how? They actually just run stupidly around the map, following special placed nodes depending their current state (going for flag, defending flag, carrying flag back to their own base) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> [quote="Ichor":19g6a33f]I was thinking of this: Flag defense - hover around team flag as a last line of defense Base defense - hangs around the base shooting whatever comes through Perimeter defense - more like a first line defense out near the center of the map Offense (no flag) - roams around the enemy base blowing things up and generally cause a lot of problems for the other team Offense (flag) - goes for the flag, but usually engage in battles along the way (also will go for dropped flag if it's nearby) Flag rush - do nothing else except go for the flag Yes, this all would be good, because it's really needed, unfortunately, it's not very easy to implement this with the current bot's AI <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> . I'll think up something. [quote="Crimson Wizard":19g6a33f]In fact, I wrote this in our TODO list long ago <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
- Team Player starts - that allow to spawn only players that belong to corresponding team. May be useful for CTF primarily.
<!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> I just saw it today, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> [quote="Crimson Wizard":19g6a33f]I agree, and that would possibly work fine I think. Yep, it should work fine, I'll check it out ASAP. [quote="Crimson Wizard":19g6a33f][quote="Firebrand":19g6a33f]I don't know what else to add, some suggestions would come in handy now Smile. Now, I think, what if we use Actor Tasks mechanism from KRPG? Earlier I said it would be difficult, but now the code is simplified and optimised, I think that would be possible even without pathfinding. Generally, idea is to have a prioritised list of tasks for bots (monsters don't need them in KA), each of task define its own target on map (thing or spot, or else indentifier of array of spots etc) so that bot knew where to go to perform this task. Tasks could be both common and game-dependent, like Ichor listed above. Yes, this is the right time to add this functionality, I'll begin working on it ASAP. I mainly want to let you know I won't be around the forums until December 13th or 14th, I'll be really busy with real life stuff, but it doesn't means I won't work on KA, I'll still be working on it when possible, I hope to have something interesting for this christmas to release <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, so let's cross our fingers people, talk to you all later <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Tue, 11 Dec 2007 11:23:53

Crimson Wizard

Found a bug: bots continue to use repulsion discs while stand frozen <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Tue, 11 Dec 2007 11:26:02

Crimson Wizard

Well, I propose to make a release at last (beta, whatever) until 31 december. I think I'll add Domination mode, no matter bots would recognise it or not I suppose.
Tue, 11 Dec 2007 13:12:43

RambOrc

Yep, a public release should be fine as long as the game doesn't crash too often and bots move at least most of the time.
Tue, 11 Dec 2007 13:29:00

Firebrand

Yes, I agree, I'll finish debugging some AI changes this week and we'll hopefully have a BETA release this weekend or the next at the most <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. BTW, I made CTF flags and special decorations to translate correctly now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll commit my changes ASAP.
Tue, 11 Dec 2007 17:47:20

Crimson Wizard

And I fixed some bugs in announcements and scoreboard. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Bad thing I still experience crashes in Weapon.A_Lower (happens sometimes when player dies). I think that's the only crash issue left in game. Was that fixed completely? Maybe I haven't updated my working copy...
Tue, 11 Dec 2007 18:24:04

Firebrand

Try updating your common progs, the main fix is there, the rest is on KA repository, but make sure you have the latest version.
Thu, 13 Dec 2007 11:18:50

Crimson Wizard

Ok, I uploaded domination progs, and my domination map (unfinished, but playable) is on kdev at karena/domination: there's a map, sprites for D. game, and textures for map, all graphics in PNG format (don't have a will to mess with wad lumps anymore <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> )
Thu, 13 Dec 2007 13:16:48

Firebrand

I was thinking that it would be wise to make it all PNG images, that way I'll just have to create a single directory tree to put everything in and recompress a single ZIP file (or PK3 file) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I don't know what's your opinion on this.
Thu, 13 Dec 2007 13:38:22

Crimson Wizard

There's only one problem with sprites, in PNG format they do not initially have offset values (maybe you can make these in graphical editor, but I do not know how). I asked Janis and he gave me a link to one tool that writes offset data to png: <!-- m --><a class="postlink" href="http://vavoom.heretichexen.com/forums/viewtopic.php?t=1226">http://vavoom.heretichexen.com/forums/v ... php?t=1226</a><!-- m -->
Thu, 13 Dec 2007 13:42:40

Firebrand

Hmm, guess I'll have to make some tests to see how feasible this solution might be <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> . THanks for the link!
Thu, 13 Dec 2007 14:35:21

Crimson Wizard

It lacks automation. It's a command-line executable actually. I used it to make 9 sprites with equal offsets, but I fear that it will take lots of time to do so with dozens of sprites which have all diferrent offsets. Maybe it would be a good idea to make simple GUI app for this. EDIT: by the way, what if I try to make my own prog for automated converting sprite lumps into pngs? I checked lumps with Hex editor, I think I undertsand its format, its rather simple. 2 bytes: width 2 bytes: height 2 bytes: X offset 2 bytes: Y offset then goes main data probably EDIT2: but OTOH... I am not sure this is very imporant, we do not modify those sprites so maybe we may leave them as they are for now.
Fri, 14 Dec 2007 23:57:50

dj_jl

Thu, 20 Dec 2007 13:15:23

Crimson Wizard

Updated SVN. Please check how it compiles. One notice: I tried to use latest Vavoom code, but it has some weird glitches like weapon sprite not displaying, and constant crashing, usually when capturing Domination base (don't know why it doesn't like it). So its better to have backuped Vavoom executable older version. Also, uploaded maps with some changes to kdev: arena/maps And updated texture pack for my domination map: arena/textures. ----------------------------------- KNOW ISSUES ----------------------------------- 1. Vavoom crashes, rare and random, with different error messages, either in engine or in common progs (I wanted to post these reports on Vavoiom forum, but it's not working). 2. Graphical glitches: Witchaven's short sword sprites is positioned incorreclty a bit so that there's some space between sprite and right screen border. Heresiarch purple fireballs hand has wrong transparency glitches around it (teal pixels). 3. Gameplay: some maps dowsn't seem to have enouph ammo on them. Malevolence for example. 4. Well, Rachet CTF is empty (no items), Gargoyle Forest (another CTF) is empty too, plus it has player starts only in one place.
Fri, 21 Dec 2007 13:52:19

Firebrand

[quote="Crimson Wizard":14evghjq]----------------------------------- KNOW ISSUES ----------------------------------- 1. Vavoom crashes, rare and random, with different error messages, either in engine or in common progs (I wanted to post these reports on Vavoiom forum, but it's not working). 2. Graphical glitches: Witchaven's short sword sprites is positioned incorreclty a bit so that there's some space between sprite and right screen border. Heresiarch purple fireballs hand has wrong transparency glitches around it (teal pixels). 3. Gameplay: some maps dowsn't seem to have enouph ammo on them. Malevolence for example. 4. Well, Rachet CTF is empty (no items), Gargoyle Forest (another CTF) is empty too, plus it has player starts only in one place. 1. I'll check this out, I have to compile the new source yet, I've been busy with other matters <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. 2. Yep, already working on these, they should be fixed for the next internal beta. 3. Yep, this one is being fixed by me too, remember I was going to revamp maps? That's what I meant with "revamping", heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> 4. Ratchet has items in my local version, Gargoyle Forest will be completed and with items too... someday, heh! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Fri, 21 Dec 2007 14:01:36

Crimson Wizard

[quote="Firebrand":33qgvcoo] 3. Yep, this one is being fixed by me too, remember I was going to revamp maps? That's what I meant with "revamping", heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> By the way, I like some new additions you made for Rachet, like shortcuts (new areas). But there are still some places where you can't get, probably that'sbecause UT and Vavoom has different heights ratio. By the way, I am going to update SVN today once more, important changes to game models, especially CTF. I wanted to send a new version of Rachet fixed, but since you have your own you better do it yourself. There are mapspots on the plcaes where Flags should appear and scripts set these spots as "flag base" IIRC. I made so script is not needed at all (now I think it was a silly idea in ganeral), so you should fix the map: 1) kill the script, its not needed 2) replace mapspots by CTF Banner object (if you are using DoomBuilder you may use its config I updated, otherwise look into code for thing ID). One of the flag should have its Arg1 = 0, anither Arg1 = 1. (it's team ID)
Fri, 21 Dec 2007 14:42:55

Firebrand

Ok, sounds good, I'll fix it on my side <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, BTW, it seems you haven't added CTFBase object to the SVN repository <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Remember, when you create new VC classes always right click over the VC file and click on the tortoise SVN option and then on the "add" option, this way when committing your changes new classes will be added to the repository <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Fri, 21 Dec 2007 15:01:01

Crimson Wizard

Dammit. I am sleepy today. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 22 Dec 2007 02:10:20

Firebrand

OK, this is a status update for KA, we now have a complete domination map (egyptian by CW), working bots in DM, Castle Sweep, KTH, Team DM and Team CS, somewhat balanced gameplay, load screens are working fine, and most gameplay modes feel complete. What remains to be done is mainly revamp and complete maps, I'll get to work on it and upload the complete version for internal test, if the internal tests succeed, we'll have a KA beta out by the end of the next week <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, I'll make sure things are complete after Christmas eve.
Mon, 14 Jan 2008 11:16:59

Crimson Wizard

Updated SVN. Teams data now is being read from TEAMINFO lump. Syntax:
team { name "name" colour 0xRRGGBB fontcolour <font colour index (0-20) (table of font colours is added in script in comments)> an_leads <sound name (as in SNDINFO), directs to sound that announces this team leads> }
Samples:
team { name "blue" colour 0x0000aa fontcolour 7 an_leads "Gen_An_Blue_Leads" } team { name "red" colour 0xaa0000 fontcolour 6 an_leads "Gen_An_Red_Leads" }
No actual limitations for teams quantity. Now, the only serious game bug I know at the moment is graphical clipping in game menus: since GUI implementation was changed in Vavoom, now some KA menus fail to display all their items properly. Also there's one crash issue in engine that happens rather often (reported on Vavoom forum); something with "HitFloorType" function.
Mon, 14 Jan 2008 14:04:34

Firebrand

The "HitFloorType" can be caused by some object falling to the floor, but I don't know what causes it exactly, I'll fix the bugs, for now I'll release a new internal build after testing the new code <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 24 Jan 2008 17:49:04

Firebrand

I've updated the SVN with the latest bug fixes and improvements, I made CTF flags to translate properly and fixed the problems with the witchaven's sprites, fixed the problem with the main menu items not being displayed correctly too. Please let me know what remains to be done <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. I still want to fix some map errors I recently discovered before the beta release, which should happen on the weekend for sure! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 24 Jan 2008 23:05:43

RambOrc

To avoid all confusion, here are the official names for the classes: fighter mage cleric heretic marine hero
Tue, 29 Jan 2008 16:37:38

Crimson Wizard

So. Month is over. Where's internal beta? <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: --> I want to release KA 1.0. I want to release KA 1.0. I want to release KA 1.0. I want to release KA 1.0. ...
Thu, 31 Jan 2008 23:43:46

Firebrand

The internal beta is up on KDev now, I had to attend some real life stuff, tomorrow I'll have some free time in the morning, so I'll get to work on the remaining code for a 1.0 release <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Enjoy!
Fri, 01 Feb 2008 19:07:34

Firebrand

As I said, I've got the 3d floor checks on CanReach methods, CW please update you SVN repository and check them to see if they work fine, I've been playing for the morning now and it all seems to work fine <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Sat, 02 Feb 2008 15:30:52

Crimson Wizard

First of all, I am getting same crashes in HitFloorType again. I think that was fixed. Have you used latest common progs for this build? Then, some minor things: - Player name should be "player" by default, not "firebrand"; also I think default player color should be different (blue maybe). - There should be some more vertical space around "class" option on player config menu. - I suggest a change in default controls for alt-fire. Current is : alt-fire - 'Q', selections - '9','0'. I suggest making selction Q and E, as for alt-fire itself some key (not sure which one, X, R or F maybe) and right or middle mouse button. - Also, maybe make mouse wheel change weapons by default along with standart keys. - In server settings "team autoselect" should be OFF by default, I think. - In in-game menu options could be moved up a bit.
Sat, 02 Feb 2008 19:24:04

Firebrand

That's not the default config, hehehe! My config goes there, just delete the config.cfg from "karena" folder, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I've used the latest common progs, I've played on the citadel which is a map which used to crash a lot, played like 40 minutes (90 frags), I'm not getting any crashes myself <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , strange? I'll fix the menu options and make sure the default keys are assigned as mentioned here, but I would really recommend you to delete the config.cfg file if you want defaults, heh! It's my mistake, sorry <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->.
Sun, 03 Feb 2008 13:08:32

Crimson Wizard

[quote="Firebrand":2uik4oxc]I've used the latest common progs, I've played on the citadel which is a map which used to crash a lot, played like 40 minutes (90 frags), I'm not getting any crashes myself <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , strange? I got it on Ancient Arena after about 2 minutes of play.
Wed, 06 Feb 2008 13:19:29

Firebrand

I'm still not getting any crashes <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> . I've started working on the new intermission screens, I've got very small progress here. Anything in particular you might wish to have? It's the time to talk <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. After this, I'll work on some fraglimit variable selectable from the start menu, so once you reach 10 frags for example, the map ends and shows the intermission screen, which shows which player wins the match <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, after this, we'll have a complete KA, or at least codewise IMO <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Thu, 14 Feb 2008 16:39:55

Col.J.P.

[quote="Crimson Wizard":1h2f22av][quote="Firebrand":1h2f22av]I've used the latest common progs, I've played on the citadel which is a map which used to crash a lot, played like 40 minutes (90 frags), I'm not getting any crashes myself <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , strange? I got it on Ancient Arena after about 2 minutes of play. No crashes here but VERY LOW framerate, I have a row of screenies all of them with 8, 9/10 fps! The problem seems to be related with the bots in deathmatch, castle sweep has no problems, even in LAN, I play ok, full of monsters but no bots, with 60 to 100 frames per second. No other trouble so far.
Thu, 14 Feb 2008 16:54:57

Firebrand

I think I know where the problem could be, I'll remove some pieces of code from the bots and upload a new version so we can compare between them, you'll have it up on KDev this weekend, ok? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 14 Feb 2008 19:39:56

Col.J.P.

[quote="Firebrand":smtbfzk9]I think I know where the problem could be, I'll remove some pieces of code from the bots and upload a new version so we can compare between them, you'll have it up on KDev this weekend, ok? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Fine with me <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Post it here when ur done, k?
Wed, 20 Feb 2008 03:19:26

Firebrand

Well, it took longer than I had expected (again <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> ), but I've got frag limits working fine, I also added a check for castle sweep, so when there are no more enemies in the map it finishes and shows the intermission screen, which displays the game results <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. I've been working as my free time allows me, lately things have been very moved for me with real life, I'm starting some new projects of my own, not related at all with modding or videogames, I still need to dedicate some more free time to them, I still want to implement score limit for CTF (and leave football and the other remaining modes as they are for now), after this, I'll upload a new internal beta, just to make sure everything is working fine, then we'll release a new beta if it's OK with all of you. After the beta release, I'll be hanging on the forums and working on some KA maps and sprites I have in WIP state <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, but I won't be able to help with any other stuff until things begin to settle down, believe me, I don't like how things are turning out for this hobby of mine, but sometimes you have to accept how things are and work for the best, right? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I'll keep you all posted on the progress <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, see ya soon!
Wed, 20 Feb 2008 10:14:52

NeoWorm

Hello, I am new here. I tried latest version and it seems this mod is almost complete. Only Heresiarch lack some weapon sprites and few other sprites can be improved. In some other thread I read that DooMJedi and Firebrand are working on them. I can help with these too. Just say whats needed.
Wed, 20 Feb 2008 10:31:58

Crimson Wizard

[quote="Firebrand":108w0r3g]I still want to implement score limit for CTF (and leave football and the other remaining modes as they are for now), after this, Hey, FB, I really think you are making something strange, I think score limitation could use unique algorythm for all game modes. EDIT: Well, I looked in there, I think its nice idea to have a "X frags left" reminder <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, but I still suggest to organise these things somehow different. [quote="NeoWorm":108w0r3g]Hello, I am new here. I tried latest version and it seems this mod is almost complete. Only Heresiarch lack some weapon sprites and few other sprites can be improved. In some other thread I read that DooMJedi and Firebrand are working on them. I can help with these too. Just say whats needed. Hi. Speaking about KA, IMO, the only obligatory thing left are Heresiarch weapon sprites for 3rd,4th and 5th weapons (they are using other weapons' sprites right now). Also, DoomJedi proposed we use icons instead of plain text messages to announce various events and bonuses ("double kill", "accuracy" etc); icons themselves are ready I think, but we just didn't implemented them in code yet (and frankly I don't think this feature has high priority right now). So, what about H.'s weapons. There were some sprites for 5th one made by DoomJedi also involving a claw with an Orb with tiny spirits animation, but I cannot find them on kdev server right now. As for 3rd and 4th weapons, they have nothing, so if you wish you make start here. Use your imagination <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. PS. Ah yes, actually some artwork could be useful for Scattered Evil project already. At the moment I am the only one fully involved there (as a coder, plus I made couple of monster images using simple sprite conversions); and I created several new monsters wich currently have temporary visages (using original monster sprites).
Wed, 20 Feb 2008 11:18:26

NeoWorm

Ok, I will try to make sprites for rest of Heresiarch weapons. I already read what should they look like so can start working soon.
Wed, 20 Feb 2008 14:01:24

Firebrand

Feel free to work on them, I've been a bit busy with other things, as I mentioned in my last post, just tell which weapons you'll work on, so I focus my work on the remaining ones, the faster we finish them, the faster KA 1.0 will be out <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->. BTW, welcome to the team! <!-- s=D> --><img src="{SMILIES_PATH}/eusa_clap.gif" alt="=D>" title="Applause" /><!-- s=D> -->
Wed, 20 Feb 2008 14:12:01

NeoWorm

I will stard with third one - the storm
Thu, 21 Feb 2008 00:16:56

Firebrand

Well, finally got it, the latest internal build is on KDev, arena subdir. This build implements score limits for all gameplay modes, I also think I made the engine to warp to the correct maps when finishing a map, please test it out and give your comments <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 25 Feb 2008 10:19:01

NeoWorm

I tought I will have some time this weekend, but It turned out to be one of most busy weekends in last year. So I didnt make much. Mage staff with correct hands (ready to be added into game) [img:166ln76p]http://img178.imageshack.us/img178/6424/magestafffr3.png[/img:166ln76p] And I started new Heresiarch gestures. I used photos of my own hands as a base. [img:166ln76p]http://img99.imageshack.us/img99/4281/heresiarchtu4.png[/img:166ln76p]
Mon, 25 Feb 2008 13:36:12

Firebrand

Really nice artwork there <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, I'll insert the mage staff in the KA files right away <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, as for the heresiarch hands, they look good, they still could get some more cleaning up and work on them, but so far excellent work <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> . I've been working on the code part of the intermission screen, I want to make the game to display the loading screens of the maps the player will play in, so far the progress is successful, expect some news soon <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 25 Feb 2008 14:17:16

NeoWorm

These Heresiarch hands are rough WIP, only one is almost complete (the one with sleeve). I will try to make complete versions this week.
Mon, 25 Feb 2008 20:22:17

NeoWorm

By the way, what is supposed to be last mage weapon? It looks really lame and very hard to use (I was able to hit enemy once from 5 shots). It would probably use some better sprites too.
Mon, 25 Feb 2008 20:37:12

Firebrand

It's the horrible pain spell, it's supposed to work like that, if it touches an enemy it'll deal a big amount of damage (almost instant kill assured <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->), if you want, you can create new sprites for it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 26 Feb 2008 10:30:41

Crimson Wizard

[quote="NeoWorm":3sxrbf8e]By the way, what is supposed to be last mage weapon? It looks really lame and very hard to use (I was able to hit enemy once from 5 shots). I was thinking the same. If its power was proportional to usage difficulties and its high damage really had sense... but it does not, since most of faster weapons now kill enemy with 2-3 shots (some with 1 shot). What about make it fire 3 projectiles, for instance?
Tue, 26 Feb 2008 11:02:44

RambOrc

Nah, just make it a guaranteed kill, i.e. no matter what level the other player is and how much armor he has, it should kill him with one shot if not missed.
Tue, 26 Feb 2008 11:24:16

NeoWorm

Horrible pain spell seems like a stunning/paralyzation spell which does some damage to me. Not a instant kill weapon. In D&D there are spells like Finger of Death or PowerWord Death. What about Hand of Death? I can make flying ghoul like hand sprites for projectile and some new gestures (weapon graphics) for it. Maybe making the projectile little faster or even hitscan can improve the weapon.
Tue, 26 Feb 2008 12:46:56

RambOrc

Feel fee to replace it with anything else as long as you keep to the guidelines of the concept document (mana usage, relative power vs other weapons etc).
Wed, 05 Mar 2008 03:55:57

Firebrand

I've finally configured Doom Builder correctly on my computer, I also found how to use an external directory for extra textures and flats, which is good, because it was slowing down the map revamping task for KA, I'm done with most of the deathmatch maps, I've changed some textures here and there and added further details for some of the maps, dynamic lights here and there, fixed item and path nodes placements here and there, after revamping all of the actual maps, I'll upload a new internal test version with all the changes, then I'll get to work on some WIP maps I've got on my HD for Castle Sweep and Domination gameplay modes <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I've got some DM maps too, but IMO DM already has enough maps for now, so I'll focus on Domination and Castle Sweep, expect more updates soon! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Fri, 28 Mar 2008 18:03:29

Firebrand

OK, I finally had some time to compile the latest progs for KA, I've made small tests with the latest weapon sprites, they look amazing! (I've already scaled them down outside of the game) <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> . There are some crashes in the Player class related to experience giving/loosing methods, I'll try to find the cause for these ASAP, if everything comes along nicely, I'll upload a new internal test when it's working fine <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 28 Mar 2008 23:31:33

NeoWorm

I would like to see my heresiarch sprites in action. I could be good to make a Heresiarch gameplay video after all sprites will be done (it should be done this weekend)
Sat, 29 Mar 2008 02:41:33

Firebrand

Sure! If you want I can upload some screenshots of the heresiarch sprites in action <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 30 Mar 2008 13:08:26

Crimson Wizard

[quote="Firebrand":2cwf3q31]Sure! If you want I can upload some screenshots of the heresiarch sprites in action <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. He was talking about video by the way. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> Are the latest sprites already somewhere on kdev? We can use fraps to take a video. Did that 2 times already. (well you know that) I fixed two bugs in Player that crashed when he gained or lost experience. Plus fixed new bug in XMasHavoc appeared because of latest changes in Vavoom progs. Still there's a bug that confuses me much - Blue Mana is not given to player in start. Just have no idea why this happen. I tried to change order of initial inventory, amounts, etc, in all cases it is Blue mana that fails to add to player's Inventory <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Sun, 30 Mar 2008 19:46:19

Firebrand

It's strange, I noticed also noticed it, but I haven't given a check to the code, I'll try to fix it later today if possible <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. As for video, it's ok, I prefer screenshots, since they are easier to take, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> The latest sprites aren't on KDev, I'll upload the updated sprites PK3 tomorrow morning.
Tue, 01 Apr 2008 13:45:51

Firebrand

This afternoon I'll upload a new internal test build, if it works fine, it'll become a new beta and my work on code will focus on starting the RPG leveling system for KRPG, is this ok?
Wed, 02 Apr 2008 09:08:54

Crimson Wizard

[quote="Firebrand":1qqj6723]This afternoon I'll upload a new internal test build Don't forget about new football map please. <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/arena/maps/maps_upd20080331.zip">http://downloads.orcishweb.com/koraxdev ... 080331.zip</a><!-- m --> [quote="Firebrand":1qqj6723]my work on code will focus on starting the RPG leveling system for KRPG, is this ok? There are some things will not work due latest changes in vavoom progs, I was going to fix it, but still too busy. I just feel an urge to warn you not to mess much with krpgactor/playerpawn classes, some things need to be changed there cardinally.
Wed, 07 May 2008 14:07:31

Firebrand

I'm almost done with bugfixing KA stuff, most of the bugs were small problems in Vavoom progs, there were only a few things that needed to be changed in KA progs to be compatible with the latest Vavoom progs <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll upload a new internal build soon, if it works fine it's automatically the next KA release, after this one I'll complete the bots AI for football and I'll make the new Heresiarch weapon sprites <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 08 May 2008 09:37:36

RambOrc

Since KA is in the last stages, any beta can now be coupled with a news item on the front page plus a news item on RavenGames.com - just send the news text and a few screenies to Col.J.P. and he'll post it there too.
Fri, 09 May 2008 20:04:50

Firebrand

Yep, I was thinking the same thing <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, I'm working on CTF AI for the bots now, the initial implementation is already on SVN repository if you want to test it out, I'll create a smaller test map to tune up some remaining stuff <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, expect some news soon <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Wed, 21 May 2008 09:47:16

Crimson Wizard

Arrg, come on, I think we can release a new public beta, its been too long! Plus latest beta released contains some bad bugs which are already fixed.
Wed, 21 May 2008 13:06:20

RambOrc

As long as you can complile the code you can always throw out another beta.
Wed, 21 May 2008 14:34:54

Crimson Wizard

[quote="RambOrc":1cq8wxtk]As long as you can complile the code you can always throw out another beta. Not really, I need all that new sprites and graphics Firebrand and Neoworm were going to add.
Thu, 29 May 2008 02:21:23

Firebrand

I'll take my laptop to my trip this weekend and finish working on the demo CTF map for the bot's AI, so you can test it and give some comments, if it works as expected, we can release the next internal beta as public beta without trouble <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Sat, 14 Jun 2008 12:01:59

Crimson Wizard

I am going to 2 weeks vacations soon and will go to another town where possibly won't be able to use computer; can be internal KA build be made in following week? Maybe it alsmot ready for a new beta? Its about half year already since last beta was released.
Sun, 15 Jun 2008 01:12:20

Firebrand

I'll compile a new internal build and upload it during the week <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, then it's a matter of testing it out and determining if it's ready to be public.
Tue, 17 Jun 2008 08:22:42

RambOrc

For the public release, whip up a few screenshots and a short text and give it to Col.J.P., he'll post it on ravengames.com for us. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 18 Jun 2008 17:50:45

Firebrand

New internal build is uploading to KDev, should be done shortly <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> .
Wed, 18 Jun 2008 18:32:12

Crimson Wizard

[quote="Firebrand":36vkpwpt]New internal build is uploading to KDev, should be done shortly <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> . Sounds like you are uploading gigabytes <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 27 Jun 2008 10:11:40

Crimson Wizard

I am going to vacation in 2 days, and be absent here for 2 weeks; I'll try to check the last internal KA build tommorrow and see how it looks like.
Mon, 04 Aug 2008 04:46:09

Firebrand

Quick status update ppl, I'm still alive and working on CTF bots AI, it's coming along slowly because my free time has been small, but after these next 2 weeks, I'll be on vacation from school, so my free time will increase, I hope that for that time I'll be able to show up something new for KA, I'm doing a small CTF map to test bots, once bot's AI works OK I'll make my map a bit bigger and maybe complete some more maps for other gameplay modes <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. Just hang a little longer, I'm working slowly for now <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 04 Aug 2008 10:19:54

Crimson Wizard

I want to attend to this too, just need to get rid of some current buisness... maube in few days.
Thu, 09 Oct 2008 09:42:45

Crimson Wizard

I feel really uneasy about KA; the last beta had some bad bugs and I hoped we could release another one in few months, but time goes and no beta yet <!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( --> I know only Firebrand works on this now, anyway, can't we just release what we got here? FB, can you make an internal release asap please (if possible)? I would like to test it and see if there are any serious bugs.
Thu, 09 Oct 2008 13:12:00

Firebrand

Sure! I've prepared an internal release with all we've got <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, it's already on KDev. I've only spotted one bug so far in my test, but haven't had the chance to check it out <!-- sorchmmm --><img src="{SMILIES_PATH}/orchmmm.gif" alt="orchmmm" title="orchmmm" /><!-- sorchmmm --> . There might be some other small things I haven't found, but I don't think that anything serious remains, enjoy! <!-- s8) --><img src="{SMILIES_PATH}/orccool.gif" alt="8)" title="Cool" /><!-- s8) --> I was thinking on also release the doom builder configs for KA, so we can now expect new maps from the user side, what you all think about this?
Thu, 09 Oct 2008 13:59:44

Crimson Wizard

[quote="Firebrand":n9i21qvg]I was thinking on also release the doom builder configs for KA, so we can now expect new maps from the user side, what you all think about this? I vote with both hands for this, but we should think about some sort of short manual to explain how to design maps particulary for CTF, Football and Domination.
Thu, 09 Oct 2008 14:52:52

Firebrand

Yep, haven't thought on it, but it could be a good idea... did you know that KH has the possibility to make a wiki in SF.net? That could be a good way to use it IMHO <!-- sorc^^ --><img src="{SMILIES_PATH}/orc^^.gif" alt="orc^^" title="orc^^" /><!-- sorc^^ --> .
Thu, 09 Oct 2008 17:58:24

RambOrc

Yes yes, go ahead with all ideas posted above.

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