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KMod 3.0

Tue, 19 Aug 2003 20:13:49

Moose

Could I have a list of all the features you want in KMod 3.0 as well as the logic for the 5 attributes.
Tue, 19 Aug 2003 21:22:02

RambOrc

Taken the current version you uploaded some weeks back, here are the immediate changes: - enable traveling to shops in Hexen and Deathkings when exiting a hub - change the names of both exe and wadfile to kmod3 - change version number to 1.0 and game name to KMOD 3.0 - enable automap in full 640x480 resolution if possible, it should activate once you go to the journal and select the "maps" option - start work on the new inventory we discussed a long time ago (instead of an unlimited width belt, it's got several rows) Regarding the attributes, here the official description (the 2nd paragraph is always my comments I added now): Strength - Strength adjusts the amount of damage dealt with each physical attack. It also determines how much the player can carry (line of rows in the inventory). Currently, let Strength be the way it is in KMOD 2, i.e. modifying melee attacks. The inventory part you can't do until the new inventory is done so here nothing needs to be done. Leave the min/max values as in KMOD 2. Agility - This statistic determines how quickly your character runs and also how quickly he or she attacks. It could also help you with traps and jump'n'run dungeons. Currently, just rename the speed attribute to this. You need to change only those places where the prog communicates with the player (i.e. code-intern naming can remain "speed", that's no prob). Use min/max values of Speed from KMOD2. Vitality - Vitality augments the amount of hit points gained each level, and increases your armor class. The higher the ability score your character has, the more hit points gains per level. (maybe it should be called constitution?) Actually I think it should be called Constitution instead of Vitality. Use the same min/max values as for Strength in KMOD2. Instead of the currently predefined table of KMOD2 for how many new HP you get when going to the next level, it should be a formula using the previous level HP and the actual Constitution value. Intelligence - This ability changes how much damage magical attacks deal. The higher the ability score, the more damage that is dealt. For many spells and magical weapons/artifacts a certain level of Intelligence is needed. This works the same as Strength, only that it influences all weapons Strength doesn't (this makes it more fair for Mage and Cleric). Use the min/max values of Strength from KMOD2, just switch the values of the Mage and the Fighter. Also, it should increase the Magic/Faith/Rage values at each new level the way Constitution does for the HP. Wisdom - Wisdom determines how much each spell costs. The higher the wisdom, the less each spell costs. This is similar to efficiency in KMOD 2, it just influences different things, i.e. magical attacks and spells (if you want to simplify things, just consider all mana-using attacks of all weapons as magic attacks, meaning all you need to do with this is to call Efficiency "Wisdom" in public places and implement its effects for spells too). Use Efficiency min/max values.
Wed, 20 Aug 2003 23:42:06

Firebrand

I just got my own version of the fighter's hammer, I have just uploaded it to KDev, check the animation5.gif, it shows how it should look into the game (of course if you want it as it is now), if you want me to change something with it, just let me know, BTW I think I will start making the stalker (water monster) DS, give me your comments!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 21 Aug 2003 01:06:18

Ichor

Where exactly did you put it?
Thu, 21 Aug 2003 08:45:16

Moose

he put it in [url:tnf50wfk]http://www.koraxdev.korax-heritage.com/firebrand
Thu, 21 Aug 2003 19:54:29

RambOrc

Impressive. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Regarding the Stalker, do you already have a concept for the DS?
Sat, 23 Aug 2003 05:36:04

Firebrand

Yeah, I was thinking to add one sword like wound in the body and take out one eye or an arm (or both <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> ) I have already made some complete frames, maybe it will be ready for the next week, I got a lot of free time now yahoo!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> so I think I can work on it for the weekend.
Sat, 23 Aug 2003 09:14:36

Moose

Do you think we should try to get the cleric a new weapon? You'll probabally be able to see the new hammer in game in a week or 2 after I've done the attributes and the DS.
Sat, 23 Aug 2003 20:55:47

RambOrc

What about that poison breath thingie someone suggested in the forums?
Sun, 24 Aug 2003 20:23:58

Moose

This?
Poison Breath (have you ever tried using Disc Of Repulsion on cleric's gas cloud/flechette ? It's fun, and that's how this spell is going to work like. Translucent poison cloud flies forward and gradually slows down, stopping for few seconds. Area of effect larger than cleric's, but duration shorter.
Do you want to modify it in anyway? And KMod 3.0 and KMod 2.<the next one> will probabally be done at about the same time. A month ish, with alphas and betas for 3.0.
Mon, 25 Aug 2003 00:44:04

RambOrc

Should be fine the way it's described... minor adjustments might be needed, but as a concept it's fine.
Mon, 25 Aug 2003 21:00:38

Moose

I've got a new installation wizard (one that does more than VB projects) so I could now make distribution packages with a setup wizard if you like. If your interested I'll upload a trial go I'm having.
Mon, 25 Aug 2003 21:43:36

RambOrc

Oh yes, that's one of the things I planned for SE but it could already be used for KMOD 3.0 (OTOH not for KMOD2). Camper started fiddling with an installer months ago but I'm not sure how far he got so you're welcome to upload a trial.
Wed, 27 Aug 2003 09:24:58

Moose

I'll be on KDev soon. Only problem I'm having with it is that the desktop shortcut is appearing, so tell me if it works for you. I haven't tried all the features but it should give you a basic feel for what it'll be like. I can set it up to do different install types of install, legal agreement thing, read me pages. And it's free to register so if Ramborc you wanted to do the setups I'll give you the address.
Wed, 27 Aug 2003 12:57:27

RambOrc

Sure give it - as long as I can use an installer legally for free, I'm willing to do the whole packaging/install process thingie, no prob.
Wed, 27 Aug 2003 13:33:46

Moose

Yer it's free as long as your an independant programmer but I don't think you need to be a programmer, as long as your using it for independant things. [url:1xgz2by5]http://www.pantaray.com/index.html?tag=google
Wed, 27 Aug 2003 19:09:49

RambOrc

Well it looks somewhat complex at first glance, but I guess I won't have any trouble with it.
Thu, 28 Aug 2003 08:21:37

Moose

It's easy really and you have the added bonus of being able to read the manual.
Mon, 01 Sep 2003 17:06:15

Firebrand

Hi guys!! I'm back at last to inform that I have uploaded the Stalker DS, I got it since Tuesday, but my damn internet connection was failing due to that damn virus thing (why microsoft is so hated <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> ), anyway, it's there if you want to download it, I didn't knew about that cleric spell or weapon?? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> but I will be happy to make something for it, I got so much free time lately <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> that I have made a small preview of the Ice Wendigo DS too, BTW has someone had news from Mago? I just would like to hear something from him, I don't even remember what he was doing before he left, anyway I hope you like those DS. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Mon, 01 Sep 2003 17:19:22

RambOrc

Cool. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Erm where did you upload the latest stuff? Couldn't find it on koraxdev. Mago was working on the Fighter DS last I've heard of him. For the Cleric's Poison Breath spell, no new graphics are needed, it can use the existing ones from Hexen. If you're looking for more work besides the missing DS, a couple more NPCs would be cool and/or animating existing ones (like the lady or the innkeeper). Or you can start with "new" weapons, like a Runesword that is the original graphics - the sword w/o mana in KMOD - but with a different coloring and some runes etched into the handle. Or anything else. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 01 Sep 2003 17:29:36

Firebrand

I don't know what is happening with the fileserver, I tried to log in (I put both the usename and password, it sends an error loging in):
Connected to korax-heritage.com.
220 heresiarch.ravengames.com FTP server (Version wu-2.6.2-11.73.1) ready.
User (korax-heritage.com:(none)): koraxdev
331 Password required for koraxdev.
Password:
530 Login incorrect.
Login failed.
ftp>
that's the matter and why there isn't anything there, heh! I will try sending them by mail to you, OK? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 01 Sep 2003 18:14:48

RambOrc

Fileserver login info slightly changed a couple of months ago. I posted it back then I think but didn't update the sticky topic, just done that. The confusing thing is that the old fileserver location is still up and running, but uploading can be done only to the new location (it's physically another server). To save you the need to check the sticky topic, the only difference is that you need to put koraxdev.korax-heritage.com as FTP server.
Mon, 01 Sep 2003 20:10:31

Moose

Yes NPCs would be very good, they're easy to add into the code <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> and will be used to populate the shops. Ramborc - How are you getting on with QSetup? And the convos? I've done quite abit of programming for KMod3 today, finished the new hammer, make a little change to the ice wand, almost finished the attributes, made it so you can travel to the shops, started on the new spell, changed everything from SE to KMod3. So this time I'm on track for meeting the deadline I said and I intend to keep it that way. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Mon, 01 Sep 2003 20:14:43

RambOrc

I'll look into Qsetup once KMOD 3.0 is in late beta stage (maybe sooner if I'll find the time). I also want to convert the manual from HTML to PDF and restructure it all, if all goes well I might be able to finish it by the time you finish coding. Convos are no prob, since they aren't compiled into a wadfile I can just package them with the rest myself. I think we've got 2 fully animated new NPCs, the city mage and a helmet-less cleric, right?
Mon, 01 Sep 2003 20:21:00

Moose

I'm not sure but the only one that is in the code is the city mage, I think. But as I said programming NPCs is easy, putting the sprites into a wadfile is the hard/slow part. Oh and I take it we wont be having voice overs for this, or will we?
Tue, 02 Sep 2003 10:32:30

RambOrc

What I meant is that all sprites are done for the cleric w/o helmet (Mago did this earlier on). Voice acting: not for KMOD3, but for SE I still want to do it, at least to a certain extent (cutscenes?).
Tue, 02 Sep 2003 15:01:41

Moose

Ok I'll add the new cleric as an NPC. Voiceovers - Woo hoo, less work.
Tue, 02 Sep 2003 16:24:30

RambOrc

The basic idea is to add as little new code to the KMOD3 (ex-SE) codebase as possible as afterwards we'll change base engine. Once we're on Vavoom any code added can be reused in any future projects indefinitely, making it more sensible to add things first to the new SE/Arena engine.
Tue, 02 Sep 2003 17:59:17

Moose

Most of the NPC/enemy code will be a 1:1 change.
Tue, 02 Sep 2003 20:17:36

RambOrc

I guess most of the gameplay code can be ported with little difficulty. OTOH when writing technology, most of it might be unportable. And voice acting might need some sound engine enhancements (the same as music will need in SE, see the design guide).
Thu, 04 Sep 2003 19:26:20

Moose

HL Cleric is in if you want to add him to the shop maps befor I upload the beta (next week somtime) his code thingie is 12040.
Thu, 04 Sep 2003 21:38:31

Camper

Moose: Well I did take a short view on the QSetup. I basicly thought an installer would make only sense if it would be able to copy your hexen.wad file into the KMOD directory. With optionally checking the version of your .wad file. But the tool looks just fine. Another option would be NSIS The stats concept is cool, I just dont like the vitality name. I vote for constitution. And if I'm already at it. Dexterity sound better than agility. This stat could also influence the autoaim a bit. The next logical step would be to divide the several damage types and introduce at the same time resistances againt it, like the fire wand would do extra damage against the ice wendigo and the ice shard against the fire bull.
Thu, 04 Sep 2003 21:54:53

Ichor

The Wendigos are so weak and so rare anyway that modifying the red wand like that just wouldn't be practical. As for the fire bull, I'm guessing that you mean the Chaos Serpent. Anyway, they're also quite weak, and only the mage has the Frost Shards. By the end of the first hub, you'll probably have enough efficiency points for the Frost Shards to not need any mana, so it too won't help much. The concept is nice (and I even use it myself), but it just doesn't seem to work well with Korax mod 3.0.
Fri, 05 Sep 2003 10:13:25

RambOrc

OTOH it'd be real fine for SE where monsters will have many different versions, including very strong Wendigos and Chaos Serpents with maybe more than 1000 HP (ouch). Not to mention Frost weapons for other classes...
Fri, 05 Sep 2003 15:58:05

Firebrand

I like the idea, there's no need of too much work to make the new enemies, we could even use the same sprites for them or just make some small modifications to the existing ones, I like the ideas you are giving here I VOTE YES!! HEH! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 05 Sep 2003 16:05:41

RambOrc

Wow quite a family reunion here today, I think pretty much everyone on the team checked in in the last 24 hours. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> My idea was always to make a bunch of versions of every monster, with minimal differences in graphics and some differences in stats (HP/attack/inventory/etc.) and if possible slight differences in AI (different tactics, different attack styles etc.). Like an Ettin with red pants should have 20% more HP than an Ettin in blue pants, but move 10% slower and have a 5% higher attack etc. Janis should be able to tell whether sprite-based monsters can easily scaled in-engine in Vavoom - that would allow us to have Ettins differ slightly in height and/or width. It'd be funny to see a long thin and a short fat Ettin walk toward you together. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 05 Sep 2003 16:20:16

Firebrand

It's a better idea to scale monsters, I have finished uploading the stuff to koraxdev, this time succesfully <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> I'm now working on some kind of Crossbow for the Cleric or the Fighter, it will be done for some days from today, also I have been experimenting with some stuff to make a Spell Book (I will come back with some cool news). <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 05 Sep 2003 16:39:45

RambOrc

Hey can't wait to see the Spellbook idea. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> For a Crossbow, feel free to use the Heretic or Strife Crossbow's sprites as base, if you need either one I can get them for you.
Fri, 05 Sep 2003 16:41:40

Moose

Do you want to have the crossbow in KMod3?
Fri, 05 Sep 2003 19:32:08

RambOrc

Nope, only in SE. SE has a different way of handling weapons, thus not limiting their number any more.
Sat, 06 Sep 2003 11:49:32

Moose

[quote="RambOrc":1o2zb4s8]And voice acting might need some sound engine enhancements (the same as music will need in SE, see the design guide). When you say pool of battle music do you mean like in serious sam but more random, i.e. instead of having 1 or 2 battle musics for a level, have more that are used for all the game.
Sat, 06 Sep 2003 12:03:28

RambOrc

What I mean is that you have the standard music in a map or map section, which changes into battle music if certain conditions are met (you can already start thinking code-wise how it could be done, I think of things like having fired a certain number of shots within a time limit, lost a certain amount of HP within a time limit, a minimum number of monsters seeing you is reached etc.).
Sat, 06 Sep 2003 15:25:07

mago

Yes, there was a Duke Nukem TC called Starship Troopers that had this feature. It was called "dinamic music", and the tunes would change depending on the situation (a fast one when in danger, a calm one for quiet environments, a dreadful one when inside dangerous places, etc...). It's great for the gameplay, when the contrast between the songs aren't too abrupt, of course.
Sun, 07 Sep 2003 12:20:29

mago

Lemme see if i got this right: the last SE project will now be a part of a new KMOD version (3), that will feature the normal maps, along with the rpg elements, like the other older versions, PLUS the new maps that would make up the old SE (like a new episode?).
Sun, 07 Sep 2003 19:52:40

RambOrc

I'm not sure I understand 100% what you mean, so I'll try it to explain my way. Korax Mod 3.x - uses the enhanced Doomsday port coded by Janis, intended for SE originally (higher resolutions, NPC and conversation support etc.) - new attribute system different from that of 2.x - gameplay changes compared to 1.x and 2.x (like spells gotten in a different order) - new graphics for the stats update screen - support for single maps and small hubs (customizable amount of EXP needed for a new level) - NPCs in the shop maps (conversations) I also plan to rework some of the freely modifiable Hexen hubs out there (like chuxen) to optimize them for KMOD3 (like balancing the needed EXP for reaching a new level and adding a shop directly to the main hub map - something not really possible for the original Hexen maps). Scattered Evil - uses the latest Vavoom engine with some of the KMOD codebase ported over - new attribute system (might differ a bit from that of KMOD3, but most probably not much) - new weapons, spells and items - NPCs (conversations and quests) - journal integrating automap and stats update features plus general info about the world, monsters, items etc. - spellbook for the mage and cleric, using a simple graphical interface to cast and memorize spells (memorized spells can be cast at once in a combat, using the key assigned to it) - includes a lot of freely modifiable maps made by other people (but not all of them I planned first, only the better ones) at least partially enhanced using Vavoom's advanced 3D features, PLUS a number of all-new maps written for Vavoom from the beginning. If I didn't cover all your Qs, just ask them again. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 07 Sep 2003 20:48:36

mago

Then KMOD 3 would be like an Ultimate KMOD "type (3.x)", with improved gameplay characteristics (all the improvements intended for the original SE), plus support/use of custom maps in a limited (but existing, nonetheless) way. SE will be much closer to SP, with a good deal of gameplay advances, and general use of 3d capabilities (Vavoom), but the original storyline keeps the same (?). Doubts:"- includes a lot of freely modifiable maps made by other people (but not all of them I planned first, only the better ones) at least partially enhanced using Vavoom's advanced 3D features, PLUS a number of all-new maps written for Vavoom from the beginning." Even though all previous maps won't be used, the idea of totally new episodes (maps) continues, right? Are there any maps designed only for Vavoom?
Sun, 07 Sep 2003 21:16:36

RambOrc

What I meant is that I (and I hope other people too) will make new maps. Thanks to the new sloping systems and the full-around skybox, it should be farely fast work to create a simple desert or hill country transition map which looks cool all the same. The new SE will be in many ways what TSP was planned to be. As for SE storyline, there isn't that much to it anyway. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 07 Sep 2003 21:35:16

mago

As for making maps for Hexen, I've given up the whole idea...<!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> It's just too hard, and there isn't worhty information anywhere, the tutorials are too simple, you can't make elaborated maps and the scripting is just for guru mapmakers. I did try to make a forest map inspired by Betrayal in Antara, and it was looking fairly good, but I couldn't even make a loocked door for a Mage's hidden house, so I dropped the whole thing. By the way, I wanted to send it to you, and forgot... I'll send it right now. You take a look and see if you can use it, if only as an add-on to another map.
Sun, 07 Sep 2003 23:24:57

RambOrc

Actually, if you're interested we could work together on maps. I read once an article of Cliffy B about the advantages and disadvantages of several people working on a map, and in this case IMO there would be more advantages than dis-.
Sun, 07 Sep 2003 23:57:08

RambOrc

I just checked out your map, actually I checked it out twice - first I explored it then read your mail and then checked out the hidden areas. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> At first I didn't see what's BIA-like on it, but at second run I recognized a couple of such things, like the rock formations - and above all, the scale. You built on a scale for a game like BIA and less for a game like Hexen (for an FPS, the scale would have to map would have to be a lot larger for this many handlings). But I like the feeling. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> BTW an important feature of Vavoom are the skyboxes that can have 6 different pictures per skybox and don't need outside walls for a sector. Thus it should be possible to scrap those "rooty" walls and in their place put a skybox that has a pic of a forest on it. With rendering distance decreased a lot from the default value, you would see only the next 5-10 meters of forest only (a bunch of trees), and behind that the skybox with the whole forest of trees. This way also you wouldn't spot enemies coming out of the woods until the last minute. [img:2b5foawf]http://www.koraxdev.korax-heritage.com/ramborc/IMG_0006.JPG[/img:2b5foawf] I shot this image just this morning while checking out a place for the next scouting exercise. That's where I get my inspiration for outdoors maps. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 08 Sep 2003 00:48:48

Firebrand

I just have to say that you are really inspired! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> [size=150:8acsdey7]Good Ideas![/size:8acsdey7]
Mon, 08 Sep 2003 01:15:41

mago

That's a very beautiful place, that's for sure! I didn't know you are a scout. I was in a scout camp this summer and it was extremely fun and informative. Lots of good feelings and friendship there. Good folks...<!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Anyway, about Vavoom: as you said, Vavoom is really a far superior engine, the process you described could make up for great forest maps, the best ones any Hexen player ever saw! I was, since the beginning, more excited about map making than sprite creation, even though I had no knowledge about the first one. I always wanted to make some great Hexen maps while I played, the way I thought they should be, but even today, I still don't have acquired the know how to make good maps, specially with intricated buldings... <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> I don't see how I could help you in this area, if not only by giving ideas (I can easily make plants and drawings of buildings (front side, back side, etc..), and can even hand-draw maps, but I wouldn't be sure of it's quality in game, and the major work would be yours anyway...<!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> ). What do you suggest?
Mon, 08 Sep 2003 01:20:30

mago

Oh yes, about the map - I never really played it using Doomsday or Vavoom. The pc I use nowadays doesn't have any 3d acceleration card, so I only checked it out using the regular Hexen resolution (not even the bigger ones, the good old resolution from the DOS version), so all my experiences are from that pixeled look. I must say the map's landscape pleased me a couple of times, even in that visual mode, but I can't say how it looks with the enhanced video cards. Hope they still look ok! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 08 Sep 2003 09:31:01

RambOrc

I've been thinking for years on ways alternative to today's standards in mapmaking. I had no chance yet to test it in any way, but I think a dynamic skybox might work (one that changes texture within a map as you proceed into a certain direction). I could make the photos for at least some of the sceneries and you two could use them as base or dunno what. Mago we could work together in the way that you create the skyboxes which when my idea works out would contain a large part of what is normally built into a map directly, this way doing 2D art and still building a map. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Let's see an example of this technology idea... imagine a forest clearing with a shack and a creek flowing through. The creek is north-south and the house stands on the western half of the clearing. If you look toward the east, you see a path winding into the forest, and over the trees you see a mountain in the distance (most of the forest and the mountain is on the skybox). As already explained above, the forest would always mostly be on the skybox, only a limited number of trees actually on the map as such. If you start walking eastward, after a time the mountain is getting bigger (skybox pane changed several times), until at one point you actualyl reach the end of the forest and the foot of the mountain (at this point, some of the mountain would be already built into the new map and only some parts of it would still be on the skybox). Once you're up the mountain, you can look around and see the forest down, and with that I mean the treetops like in reality from an airplane (while it would be impossible with sprite trees, it can be easily down with a skybox's bottom pane). Another technology step I developed in theory after seeing how the real world looks like is a multi-layer skybox where you have a side pane for the near, middle and far distances each. Like a forest in the near distance, a couple of hills behind that with a village or town on top of them, and a range of high mountains far in the distance. I've observed while riding my bicycle that there often seem to be such different parts of a landscape in the distance, these parts moving at seemingly different speeds backwards as I drive forwards. Janis, can you tell me something about the feasibility of these skybox technology ideas?
Mon, 08 Sep 2003 11:48:11

dj_jl

At the moment skyboxes can't move, the view is always from it's center.
Mon, 08 Sep 2003 11:55:20

RambOrc

And can the texture on it be swapped mid-level?
Tue, 09 Sep 2003 06:33:09

dj_jl

That should be quite easy to implement.
Tue, 09 Sep 2003 10:27:51

RambOrc

If changing a certain pane of the skybox could be tagged on a map like any other event (to e.g. crossing a linedef), that would be perfect. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 10 Sep 2003 16:00:57

Moose

Mago's map won't run, the wad is only 69B so as a guess I'd say there is near to no data in there. Could you upload it to KDev or Mail it again.
Wed, 10 Sep 2003 16:35:00

RambOrc

He sent 2 e-mails in a row, one with the attachment and one w/o (though it looks like as if it'd be there). If you got only one mail, then you got the 2nd (faulty) one.
Wed, 10 Sep 2003 17:08:44

Moose

Yes I only got 1 E-mail. <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: -->
Wed, 10 Sep 2003 19:15:10

RambOrc

I've just uploaded it to my personal folder on kdev. I also uploaded there a file called katzensee_030910.zip, it's a bunch of photos I've shot this afternoon while cycling. Might be interesting for the art team. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 13 Sep 2003 15:22:52

Ichor

I've just managed to fix that nasty Porkelator bug. What I did was to essentially make it like the Banishment Device, except it spawns a pig in the place of the old monster. This makes the effect permanent of course, but at least there's no more trouble with the mapspots.
Wed, 17 Sep 2003 17:46:40

Moose

Is this? still up to date?
- enable traveling to shops in Hexen and Deathkings when exiting a hub - change the names of both exe and wadfile to kmod3 - change version number to 1.0 and game name to KMOD 3.0 - enable automap in full 640x480 resolution if possible, it should activate once you go to the journal and select the "maps" option - start work on the new inventory we discussed a long time ago (instead of an unlimited width belt, it's got several rows)
If not could you make a new list or possibly a small Design Guide so I get everything in. Next question - Do you want me to work quickly (flat out over the next few weekends) to get this out soon or work a little less quickly, add more features, NPCs, etc and have it for RavenGames XMas Event 2003. Note to artists - Make sure everything for this is done before thinking to much about SE, and keep up the good work.
Wed, 17 Sep 2003 18:26:59

RambOrc

Well except for the last one it all sounds quick and straightforward - as to the new inventory, maybe that should be pushed over to SE, meaning if you have the new attrib system up and running, KMOD 3.0 is pretty near release, right?
Wed, 17 Sep 2003 18:56:32

B0rsuk

Please make it so there's 35%-50% chance for fighter to use left punch. Sprites are in my (and RambOrc's) dir. Too bad I can't draw uppercut..
Wed, 17 Sep 2003 19:02:29

Moose

I think I only have to fix a few problems with the clerics new spell, add a couple of DS and finish off the attribute logic. Left punch - I'll see, but it's bottom of my list of things to do.
Wed, 17 Sep 2003 20:36:24

RambOrc

Moose never forget 3.0 is not the last 3.x release - the minimum requirements are what you quoted above minus new inventory. Everything else can be left for 3.1.
Fri, 19 Sep 2003 12:14:08

Firebrand

Hi guys! I'm here again to tell you that I uploaded the "fixed" version of the Crossbow and also my Spear version, I also uploaded a very little preview of the Tavern Keeper (made with the sketches Mago made time ago I think it looks nice <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> ) I made some color changes to the begar from Strife (but I plan to make something else to make it look more different though) anyway I hope this helps and looks cool, heh! Well, I have to go... <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Fri, 19 Sep 2003 16:06:03

RambOrc

I can?t check out wads here at work, but took a look at the tavern keeper, looks cool. Do you have the whole wadfile from Strife or only the demo wad? The full wad contains several fully animated characters in tunics and hoods, and since Strife is abandonware, artwork could be taken from there and be used with even small changes.
Sun, 21 Sep 2003 01:55:13

Firebrand

No, I have the demo WAD file <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> . I'm happy you like the tavern guy I made a big effort to make it like that. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 21 Sep 2003 10:01:45

Moose

You can download strife from [url:3nul3d0z]http://www.the-underdogs.org

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