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KMod3 again.

Wed, 07 Jan 2004 17:16:32

Moose

Ok I'm moving along with KMod3 development, so I'm putting this together. [quote="Ramborc":y1n8p0ut]- original SE engine (based on the KMOD 2 engine, but with Janis' enhancements like higher resolution) - NPCs and NPC interaction (conversations, maybe even quests) - journal and spellbook - context-based help screens (e.g. in shops you get the item index, it depends on your character class what you see in-game) - new attribute system (5 instead of 3) - new weapons/spells (maybe not much) - enhanced coop mode (heal/mana creation/etc. spells now with area of effect) - better support for custom maps (like the ability to set leveling-up rate before starting a game, from 50% to 500% or so) - a couple of freeely reusable hubs (like chuxen) enhanced for KMOD 3 (setting custom level up rate, adding/removing some goodies, adding a shop to the main map) - some kind of "SDK", containing documentation on how to add KMOD features (like a shop) to your custom map, a WadAuthor config file, and more And for the artists I have a few requests, (although do the stuff for KMod2.x first): -Mago could you do the rest of those Journal images you were doing, maybe images for the spell book too. -If somone else could make me a new font (FireBrand I believe) used a blue one in his ideas for the spellbook (which I like). -We'll also need a spell book backround (I'm currently using the 'HELP1' from scatteredevil.wad so possibly base it round that). Ramborc - What catagorys of spell do you want? At the moment I have it as 'offensive', 'defensive' and 'misc'. And what spells go in what catagory? And I take it you want this to be class based so you only see your spells.
Wed, 07 Jan 2004 19:26:58

RambOrc

Spellbook is only for the Mage and the Cleric - the Fighter has nothing but a hotkey for berserk. After taking a look at the really short list of spells in KMOD, I think no categories are needed, on the left side the spells should be listed under each other, so that if you highlight one with the up-down keys, you can see its description in the right 3/4 of the screen. Since spells can't be tuned, the only other key neeeded is Enter which activates the currently chosen spell. For faster navigation, you could configure the left/right keys to do the same as the up/down ones. The other ideas I had about spellbook don't apply to KMOD3 after all - I don't see any reason to develop new spells for it. What we're going to change vs KMOD 2 (besides using a spellbook) is that you get spells at different levels and in different order (no more invulnerability spell for the mage at start). And yes, spellbook is class based (but it can use the same background). On second thought, if you think it makes sense you can enable the spellbook for the Fighter as well (even though it contains only one spell).
Wed, 07 Jan 2004 19:42:55

Moose

Right I'll redo that and post a screen shot of what it currently looks like.
Wed, 07 Jan 2004 21:47:50

Firebrand

Yeah, I think that we can have a new font I will start working on some quick stuff and upload it when I got something for you, BTW about the spellbook background image, I have already made one (check my directory), of course I can be wrong (or you don't want to use it), anyway just check it and ask Ramborc if it's ok to use it...
Wed, 07 Jan 2004 21:51:36

Moose

Oh yer so you have, I just need somone to put it in a .wad for me cause it won't do it for me.
Wed, 07 Jan 2004 21:54:39

Firebrand

I'm actually finishing to upload the MP3's, so I think I can do it quickly and upload it when I finish <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> .
Wed, 07 Jan 2004 22:28:02

RambOrc

The wadfile you uploaded contained only an LMP - I renamed it to BMP but I still couldn't view it. What gives?
Thu, 08 Jan 2004 13:42:45

Firebrand

It contains the spellbook image on my folder in the FTP but it's actually an 800x600 bmp image, I don't want to resize it because it would lost some quality so I used XWE to insert it into the WAD file, maybe I did something wrong <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> .
Thu, 08 Jan 2004 16:26:56

RambOrc

Well then just upload it as BMP - and don't forget KMOD 3 supports higher overlay resolutions than 320x200.
Fri, 09 Jan 2004 16:51:18

Firebrand

OK, done with uploading the spellbook again, I have tested it this time as the titlepic, I think it looks very good <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> . I have uploaded a screenshot of the new font, so you can give it a look, I haven't uploaded it yet because I'm still fixing some small glitches in it and playing a bit with the x, y positions, anyway I like how it looks so far but I think some characters need to have more space between them, the font replaces the original hexen font right now, but I might rename it when uploading. [/img]
Fri, 09 Jan 2004 22:41:04

RambOrc

Still same prob with spellbook.wad - could you upload the BMP? Regarding the fonts, can they be pulled out more horizontally? They kinda flow together, making them difficult to read.
Sat, 10 Jan 2004 18:37:20

mago

Regarding the drawings: Yes, I made sketches of them all some time ago, but I need to make the actual drawings, which could take some time, but I'll do it, no problem. As for the other things: I'm now in a difficult time at College, and I'm not having time to do anything... I'm still working on the Warrior HS, and I didn't forgot the fire death animations, I'll try to work on those this weekend, but I won't promise anything. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Sat, 10 Jan 2004 19:58:50

Moose

There's no real rush, the way my PC's going at the moment I could be out of action for a while soon anyway <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: -->
Sat, 10 Jan 2004 23:41:26

RambOrc

Well then you should really make a full backup of both 2.x and 3.x source code and upload it to koraxdev before something bad happens...
Mon, 12 Jan 2004 20:33:06

Moose

I think I've fixed my problem. I put a new IDE cable in for my hard drives and so far no problems. And don't worry about the back ups I'm doing them weekly not I've got my USB flash drive thingie. But if it makes u feel happier I'll do one to KDev aswell just not as often, well untill I get boardband.
Mon, 12 Jan 2004 23:27:19

RambOrc

Well you should definitely do one - I don't think it'll happen with you as it happend with Tzar Sectus (and I also very much HOPE it won't), but it was just luck that when he disappeared from one day to another it was AFTER he uploaded the KMOD 2.0 source code to kdev. Imagine also other things like losing your backup drive and your HDD crashing at the same time. LOL I don't want to paint the devil on the wall, it's just that as project leader I'm responsible for all the work done, and the thing is that if your source codes you currently work on would be lost, the latest other versions we could start again with are KMOD 2.2 and the old SE code from Janis. Also, what's up on koraxdev is backuped offline once a month on a CD and goes into a bank's vault (along with my other backup CDs), which makes it kinda super-secure. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 13 Jan 2004 20:11:46

Moose

I'll start uploading sourcecode to KDev every sunday when I do my own backup. What needs to be done to run DK, is it just by running KMod with the DK wad file. If so it's easy for me to do.
Tue, 13 Jan 2004 22:52:35

RambOrc

Take a look at how KMOD2 is doing it and copy the method - there are separate batch files for it.

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