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Mago here

Wed, 09 Oct 2002 13:33:58

mago

It's good to hear we have two more members! Hello Firebrand and Moose! The gang is growing, which is fantastic. As RambOrc and Janis know, I won't be able to be around often for the next times, for several reasons, but don't think I'm leaving! I love the project and it's a question of honour to see it completed and be a part of the team who will do it. I will work on my part whenever I can, and you can count on me for any kind of help (specially you Firebrand). Good to know there's another artist in the team. And since I can't be online many times, I'll begin right now: first of all, Firebrand, I would like to see some of your graphics/sprites/mods ... so I can see if there's something you can make better or, if you are better than me (which isn't any difficult <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ), to send you some suggestions and solutions to make the mods much easier (things I learned from RambOrc and specially Janis). If you like, you could also tell me how you make the mods in the frames/graphics, so I can see if you do it the easy or the hard way ( I used to do it the hard way, using a very old but trusty program, painting pixel by pixel, but now I tend to use Paint Shop Pro 4 (which I got for free in my modem cd) using many different tools to make the sprites faster and easier. I can show you how I do it any time. Anyway, just to say Hello to everybody, and I'll be waiting for replies. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 09 Oct 2002 14:16:24

RambOrc

Whoo-hoo! Good to see you back again. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> As you see, once again I proved I might be slow but I don't just forget or drop things (I mean the Korax logo). <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> The biggest change for your work process is that damage skins have the highest priority of all artwork at the moment, as they'll be needed months before SE itself comes out (for KMOD 2.5).
Wed, 09 Oct 2002 17:45:32

mago

I don't think you read the e-mail I sent to you and Janis... You see RambOrc, I'm trully sorry and sad about it, but I don't think I'll have much spare times from now on. So, I'm really glad to know that there's another artist in the team, since it would take me LOTS of time to finish all skins by myself. I hardly have time to go to the pc nowadays, in fact I should be finishing a painting instead of being here talking to you. Of course, everytime I get some free time, I'll work on them, but you should expect them a lot later than they would normally be done... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Wed, 09 Oct 2002 19:18:55

RambOrc

I got your mail maybe half an hour ago, I expect some other old mails to come in the coming days too, as I made an error with the mail server reconfiguration and mails couldn't be delivered for days. I'd say best would be if you'd teach Firebrand your experiences with damage skins (and whatever else you think) so that he can finish them up, as they're highest priority of all artwork.
Wed, 09 Oct 2002 19:35:24

Moose

[quote="RambOrc":3v2ew1ay]as they're highest priority of all artwork. Does that mean coding the damage skins is highest pirority of all coding?
Wed, 09 Oct 2002 20:42:04

RambOrc

I guess coding for all monsters takes far less time than making the graphics for a single monster, but I'll ask Janis.
Wed, 09 Oct 2002 20:49:35

Moose

Thats my guess aswell but even if it takes lots of coding it should be close to what Janis has already done so I'll just Copy+Paste+Edit it a bit.
Wed, 09 Oct 2002 22:12:57

Ichor

It really depends on the monster. If you want to create a whole new monster, then the graphics would probably take quite a while, certainly a lot longer to add the code for it. However, if you're just changing the enemy's color, then it shouldn't take long at all. Also, if you're going to create a whole new behavior of a certain monster (not like the Korax Mod's Death Wyvern, where you just used the Afrit's AI), then it will take a long time to get it right with no bugs. It took several weeks just to get that breathing attack used by the Blood Lich, Frost Lich and Chaos Mutant just right, and there were a lot of minor bugs (but they do add up) to squish.
Wed, 09 Oct 2002 23:35:24

Firebrand

I will be happy to make the damage skins, also Mago if you want to teach me something it's ok, (and no, I'm not better than you) <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> I don't consider me as the greatest art maker here! I have seen some of your work on the FTP and it is really good!! To make my graphical stuff I use PSP 6, and what's that about the hard and easy way to make the graphics?? I don't get it... If you want to see some of my art Mago I will try to get you some old sprites I got, I'm not really good starting sprites from scratch, I'm better at using already made sprites to change them. Ramborc, have you seen the sprites I send you?? They are on the FTP, I got some errors when I sent them to you last day. How many damage skins are there to be done?? I got some free time these days, but on two weeks I will have exams (just the half of the week) <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> and that will be taking some of my free time, I will try to work as fast as I can, that's for sure...
Thu, 10 Oct 2002 19:31:22

mago

You are a nice guy, Firebrand. I admire your effort, so I'll skip the small talk and go directly to the point: when I said there's two ways of making or mod a sprite, I meant lots of diffrent aspects that can differ and some are easier than others. Lets see this example: when I began in the project , I used to make the sprites in a Paint-like program, coloring pixel by pixel, close to what you do when painting in real life (you select a colour, paint everything that should have that colour, and then clean the brush and pick another colour, to paint another area). Now, I do it differently. I paint everything with a base colour, and either I paint it with the Airbrush, making the color darker each time (to get shadows etc), or I use directly the Retouch tool and its suboptions, like Darken, Lighten (to get the same effect (shadows) easier) , and Smudge to smooth some areas. The problem in using the Retouch is that the colour tend to be too different from the ones in Hexen's pallete, so they may look a bit odd when in the game. You can see the difference in techiniques by looking close the Ettin's Hurt Skin and the Centaur's, side by side. If you want more on this matter, just ask. As for the new sprites from scratch: well, I admit it's kinda difficult to make sprites from scratch, specially when moving. Good thing RambOrc didn't ask us for totally new monsters (yet!). Anyway, I was making some pictures before I left on vacation, that were supposed to be used as guide/base for new NPCs, characters or monsters. I think I sent them to RambOrc, and I'll send them to you anyway, as soon as possible. They aren't completed as sequence, but should help out at least when making the "standing" NPC's (that should only have the standing position, all around). You could always use a toy to help you out. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> As for mods that are needed: well, from what I remember, the list is something like this: - First, make all the Hurt Skins, for all monsters (including and specially the Heresiarch), less the Wendigo (Ice guy), the Swamp things (forgot the name), and the Afrits, because they are too fragile. At this point we have the Ettin, the Brown and Green Serpents and the Centaur/Slaughter. We still need the Dark Bishops and the Heresiarch (later, MAYBE the bosses/players). - There should also be some mods for the existing monsters, like an Etiin with horns, or a body armor (difficult), other weapons (like axes or swords, easier), and for the othe monsters too, the same thing. They wanted a blue Serpent too (I prefer a red one), but since I don't know exactly how to change colours automaticly, it would be not difficult, but very work and time demainding. Of course, we NEED to make a UberHeresiarch, which would be the boss of SE. I'll make some sketches by hand and send them to RambOrc before we make him, to make sure the look is alright, and I ask you to do the same thing!:) Not a paiting or something, just some fast sketches, so we could discuss about something that we can see. The Uber H should come before the others mods, since it's really needed. - There HAS to be NPCs in SE!!! It's a dream of mine, I'm sure lots of people wants to see them in Hexen's world too (it's some of the few apects that were missing in the game). If not the allround, full featured npcs, at least the one sprite, just standing ones, like seen in Antara. At least we could have a chat during the game. Every fantasy game should have npcs! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Anyway, I was thinking about making 3 kinds of npcs, if possible. The standing ones, to be placed around to serve almost as scenery, or inside buildings as sellers or merchants, tavern keepers, guards, etc. ; the walking ones, that would walk around the city (there will be only one city in SE), and luckily talk to you ; and the full featured ones, that would be placed inside the mission's maps, and could walk around, talk to you, fight for his life and even follow you and help you out (lots of possibilities, like a person that needs to be rescued in a dark swamp, a forgotten city or something like that..., a mage who lives in a secret area inside the map that in exchange of money could heal you, sell info or magic items, etc,etc,etc). Of course, the last ones should be really hard to make, and to make things worse, it's not yet clear if there will actually be npcs in the mission's maps... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> In this area, I've "made" just two complete npcs, a city mage and a cleric without his helmet. There's a woman in progress, but that should take a while. And of course, the merchant in the Shop. You should ask Janis and take a look at his map, where you can see the mage waking around and you can even talk to him! The programmer is a wonder. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> - As secondary goals, there are some other ideas: I talked about it with the others a while ago, and we agreed (more or less) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> that a 3rd point of view would also be good, as an extra feature (like Tomb Raider or Heretic 2). Since the player's sprites don't have all the actions very detailed, we would have to add some frames to the sequences, focusing the 3 back positions (back-left, back and back-right). We would need to add the different weapons (kinda easy, since they are very small in the sprites), the jumping and crouching sequences (2 frames for jumping and 4 for crouching), add the armor pieces (only the mailcoat for the warrior, since the warrior and cleric already have the helmet), and if possible, add some more frames to the attacking series, to make it more detailed. Of course, this can wait, but would be great, and Janis says it can be done (the 3rd pov, I mean). We only need the graphics. We don't need to make textures, which is cool, but different patches could come in handy. I've already made some changes, like 3 different kinds of doors (to be used in the city- one large without the deamon sculpture, and two smalls, one without the deamon sculpture at the top, and another equal, but a stainless one, which looks newer), and a book shelf without the deamon sculpture, the skulls and spider net, so it looks like a normal shelf. This kind of quick and easy to make mods. Nothing too radical. And the last one I can remember are the ingame graphics, like new weapons for the players, and specially, new magics animations for the Mage, and if possible, for the cleric. I've made just some studies on this, but there is a frame for a mage's magic around my stuff in the FTP. I can send it if you want to see. Well, that's it, I guess. Any question about something, just ask and I'll be more detailed. Of course, you can always count on RambOrc for his support, he is really nice and will help you out anytime. And Janis has a deep knowledge about programming, so any question on that matter, you should try his patience. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ( Not to mention Moose, whose work I don't know yet, but I'm sure he is also very good and talented). I gotta go for now, alright people? See you later fellows.
Thu, 10 Oct 2002 19:42:00

Moose

[quote="mago":1ezulktx] ( Not to mention Moose, whose work I don't know yet, but I'm sure he is also very good and talented). I'm not bad but then again I'm not good but I'm only 14 and still learning how to program, but if I get stuck I go find out what I'm doing. My guess would be tomorrow or saturday I'll upload my first bit of real programming for the project. But if you want I could send you what I did for corvus.
Thu, 10 Oct 2002 20:00:02

Firebrand

I have read through your big post, heh! and you look really nice too Mago, I see there is a lot of work that has to be done, actually I'm working as fast as I can to finish the Mountain Centaur for Monday (I will add the damage skins later) and then I will start working on the damage skins for the bishop, and about the sketch I will think up something and maybe send it the next week to Ramborc, and about the body armor from the Ettin I made up a little sprite sometime ago, I will just have to fix it a little to make it look better... I'll try to send it to you later, and about the NPC's I think I will focus right now on the damage skins and then I will try to make some NPC's, the secondary goals sound great!! I hope those can get implemented on the game. They are not much difficult to make as there are not much frames to make... Well got to go, I will be sending you more news next week people see ya!!
Thu, 10 Oct 2002 20:11:29

RambOrc

Moose: Are you already using the SE code from CVS or still the KMOD2.2 code? Firebrand: Your mail came in today... LOL, Spam Assassin marked it as spam, as it reached 7.9 points (any mail over 5 points will be marked spam by this cool utility). It gave the mail 2.7 points for being delivered 24-48 hours later than the send date in the mail header. This means even under normal circumstances it'd just clear the 5 points mark and be qualified as spam by this utility. It gave 1.6 points for your e-mail addy having numbers at the end, without that it'd have come through just fine (this way, it was "demilitarized" by Spam Assassin, meaning the title was preluded by a ***SPAM*** tag, the mail was preluded by a Spam Assassin summary, then came the mail converted to plain text, and then the attachments converted from binary to ASCII, meaning they can't be opened any more <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->). Which means BTW that the new mail server is up and running and working fine, so everyone can have the mail addy. I just need to know who wants it as forward to an existing account and who wants it as a full-featured mailbox. Say it here or in a mail to me. Returning to the sprites, luckily you uploaded them to the FTP so I could take a look at them. I'd say go for the golden-armored centaur, it's a real hammer! Not only is his armor looking cool, I like its gray better than the other one's. The maulotaur frames gave me an idea, what about a Stone Maulotaur as special enemy? It could cause earthquake when slamming its hammer to the ground (I guess that wouldn't take too much programming as both the hammer-slamming move and the earthquake feature are contained in the original Hexen). He should have a skin similar to the Grost in Shadowcaster, a light gray stone texture (I just mailed you the cover art of ShadowCaster I scanned in last weekend for RavenGames). Damage skins to be done are currently the Heresiarch, the Death Wyvern, and any newly created monsters (mountain centaur, Uber-Heresiarch, new Ettin tribes etc.). I'm not sure about the Dark Bishops, if you have a good idea why not. Same goes for Wendigos, I just can't really imagine how to make one. Stalkers, Reivers and Afrits have lowest priority (and the 3 human bosses plus Korax), if there is time and capacity they would be cool but I can live without their damage skins. Mago: Yes, a red serpent sounds better... or what about a burning black serpent (in the style of the Afrit), one that would shoot a fireball like those in the wall of fire shot by Iron Liches? Uber Heresiarch: yes, send me ideas! It should be a cool guy, you'll see it a lot as that one will be a tough fight, lasting for a long time (maybe even through several maps). NPCs: I'd say let's concentrate on the 1st and 2nd type, IMO it's more important to have merchants and innkeepers in the town to talk to than mercenaries in a swamp to fight together with (we could always use the player/boss figures for that, plus the cleric and mage Mago already created). Especially that the mage in your example could be done even with the type 1 NPC that can only stand around. 3rd person view: Measuring up the work of the different departments, I think it'll effectively push out the release date of SE by months. While it starts to seem improbable SE will be out in final release this year, I aim for an Alpha test with a selected couple of people in late October or early November, and a - still not completely public - beta test for December. In the first half of December, I'd want to have KMOD 2.5 out, to give something to our fans to play with over the holidays (and I don't think it can be SE). Textures: I've created 50-100 custom ones from existing textures (mostly for the city buildings), plus we've got maybe 30 from Sylon (many natural ones like grass, stone, earth).
Thu, 10 Oct 2002 20:15:51

RambOrc

I'd say NPCs don't need damage skins. Or did I misunderstand your post anyway?
Thu, 10 Oct 2002 20:24:35

Firebrand

the new mail server is up and running and working fine, so everyone can have the mail addy. I just need to know who wants it as forward to an existing account and who wants it as a full-featured mailbox. Say it here or in a mail to me. What's the difference between them??
Thu, 10 Oct 2002 20:41:36

RambOrc

A forward says "firebrand@korax-heritage.com" but everything sent to it goes to your Yahoo mailbox and you can answer only from there. A real mail account means the mail stays in an assigned mailbox and you have to log in separately from your Yahoo account, at another place (or set it up in a mail client). You can also send mails from such an account where the "from" will say "firebrand@korax-heritage.com".
Thu, 10 Oct 2002 20:52:12

Firebrand

I will want it then as a normal account, please notify me when it's ready so I can check it!!
Thu, 10 Oct 2002 20:52:28

Moose

[quote="RambOrc":ibvl7js9]Moose:Are you already using the SE code from CVS or still the KMOD2.2 code? I'll get the SE code soon. [quote="RambOrc":ibvl7js9]Which means BTW that the new mail server is up and running and working fine, so everyone can have the mail addy. I just need to know who wants it as forward to an existing account and who wants it as a full-featured mailbox. Say it here or in a mail to me. I'll have mine directed to <!-- e --><a href="mailto:chris.bloomfield@btinternet.com">chris.bloomfield@btinternet.com</a><!-- e --> please.
Thu, 10 Oct 2002 21:12:16

RambOrc

Done and done... Moose, you don't need to do anything. Firebrand, you can login to the webmail at <!-- m --><a class="postlink" href="http://mail.korax-heritage.com">http://mail.korax-heritage.com</a><!-- m --> (I sent you the password in a PM). You need to log in with <!-- e --><a href="mailto:firebrand@korax-heritage.com">firebrand@korax-heritage.com</a><!-- e --> as username (i.e. firebrand isn't sufficient in itself).
Thu, 10 Oct 2002 22:19:30

Ichor

You know, I actually tried adding an earthquake attack to the Maulotaur (even the hammer slamming part), but I couldn't get it to work right, so I dropped the idea for now. Maybe instead of a vertical wall of fire like the Iron Lich uses, it could be horizontal. The Iron Lich fire is just as easy to dodge as a normal fireball, but if it was spread out horizontal (but not spreading continually like the Maulotaur's fireball shot), it would be a much bigger challenge.
Thu, 10 Oct 2002 22:33:35

RambOrc

Oh, I didn't mean anything complicated, simply an earthquake effect for the whole map (since it's single player only, you'll never know it's not only in your vicinity). Or would it still be a prob? As for the fireball, the fire wall of the Liches is made up of maybe 4 fireballs AFAIR. I meant taking a single one of those and giving it to the new Serpent, it'd be somewhat bigger than those the green serpents breathe, but not much.
Thu, 10 Oct 2002 22:48:26

Ichor

Actually, there's 5, and I used that very sprite in the Blood Lich's firebreath.
Fri, 11 Oct 2002 18:54:47

Ichor

The Red Chaose Serpent... I might use this in mine, but I haven't decided how just yet.
Fri, 11 Oct 2002 19:42:30

RambOrc

Whoa, it looks cool. Did you do it?
Fri, 11 Oct 2002 22:31:52

Ichor

It took several hours, but yes I did.
Sat, 12 Oct 2002 09:29:27

RambOrc

Hey Firebrand, you only have to make the damage skins and we've got a whole new monster for SE. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> The green one has a horn broken off, the brown is missing the tip of the tail, what about mangling one of his "hands" and braking a couple of his "spine thorns"? Ichor, thanks. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Also, if I understood right, you already have the graphics for the single fireball from the Iron Lich's fire wall, right? Could you pack those sprites into a ZIP too so Moose can start implementing this monster into the game?
Sat, 12 Oct 2002 09:37:15

Moose

I'll add anougher thing to my 'to do list'. Whats more important the read chaos serpant or finishing my name thingie?
Sat, 12 Oct 2002 10:09:36

RambOrc

Adding new monsters is a higher priority as else nobody can see the latest creations of the artist team.
Sat, 12 Oct 2002 10:16:00

Moose

Once its done do you want me to upload screenshots for the news.
Sat, 12 Oct 2002 10:45:28

RambOrc

If you can do it all yourself (making screenshots in the game, uploading screens and thumbnails with the tools in the Korax admin center, and posting the news themselves), that'd be really great. Else at whatever step you get stuck, just drop me a mail and I'll take up the flag at that point and carry it on to the base. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 12 Oct 2002 10:51:02

Moose

I should be able to do it. What size and format do the Screenshots and Thumbnails need to be?
Sat, 12 Oct 2002 10:57:36

RambOrc

It's all thoroughly described at <!-- m --><a class="postlink" href="http://www.korax-heritage.com/admin/">http://www.korax-heritage.com/admin/</a><!-- m --> , if still you need help after reading it, just drop me a note.
Sat, 12 Oct 2002 11:01:39

Ichor

Here you go.
Sat, 12 Oct 2002 11:07:50

Moose

Thanx Ichor I'll get to work now, with the SE code if I manage to get it off CVS. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sat, 12 Oct 2002 11:18:22

Ichor

By the way, I was just wondering about something. In the Chaos Serpent damage frames, one of the horns was missing, right? However, in the first couple of death frames, both (well, all three) of his horns are still there. This means that as he gets weaker, one of his horns is gone, but reappears when he dies.
Sat, 12 Oct 2002 11:36:33

RambOrc

LOL, I think Mago even mentioned something about that back when he made those damage skins... I guess you really notice them only when checking out the frames in an editor, but they go by rather fast in the game itself. Firebrand, you're welcome to correct them if you want. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> p.s. Moose, did you already talk to Janis? Did he teach you how to handle a source code in CVS?
Sat, 12 Oct 2002 11:39:20

Moose

I haven't talked to Janis about how to use it but he did say he said how to use it on here somewhere. Search is so handy.
Sat, 12 Oct 2002 11:54:20

Moose

Now that I think of it could somone put the put the red chaos serpent and its projectile in to the wad file for me. I'm not very good with wads.
Sat, 12 Oct 2002 12:44:15

mago

Hey Say Moose, what is Corvus? And of course I would like to hear what you did (I can't actually see it, since I don't understand a thing about programming <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ). And don't worry, we are all here to learn. As for the mail, RambOrc, I think I should better have another mail box too, since the hotmail's one is always full of garbage (do you believe that all the mails I had from you and other people I know were deleted because there were too many mails arriving, from places I don't even know). I have already two sketches of the UberH (draw by hand is much faster than in pc...), but they look odd. I'll scan them soon, send it to you (RambOrc and Firebrand), so you can say your opinions. They aren't too bad, but I'm not sure if they fit in the game's general ideas, or if they can actually be transported to a low pixels sprite. By the way, could somebody explain to me why are the Hexen's sprites so small. Could be the engine's fault? I mean, they have to be small graphics so it won't slow down the game, or something? I think Duke Nukem's sprites are much bigger than Hexen's. Why? I'll take a look at Ichor's red Serpent, and Firebrand's graphics. Oh yeah, since Firebrand is working on the Hurt Skins, I'll focuse on some more 1 frame npcs, with talking animation, to populate the city. They are easy and fast to make, it's the maximun I can promise for now... Broken Horns: Ermmmm..... Well..... Hmmm.... <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Hey, how can I add those cool graphics under my name like Ichor and you RambOrc have?
Sat, 12 Oct 2002 12:49:43

Ichor

Ok, it's in a wad file now. It's the same link as the one for the red Chaos Serpent graphics.
Sat, 12 Oct 2002 12:57:37

Moose

[quote="mago":13b3vcgv]Say Moose, what is Corvus? And of course I would like to hear what you did (I can't actually see it, since I don't understand a thing about programming <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ). Corvus is the character from heretic. And for fun a few months ago I continued to put him into KMod (part of him was already there) I got a few more weapons added and fixed a few bugs. But I wont bother sending you that bacause I'll probabaly have red chaos serpents done for tomorrow.
Sat, 12 Oct 2002 13:06:51

Ichor

He was in Heretic, but we never knew his name until Heretic 2. As for the pictures, go up top and click on 'Profile'. Then at the bottom you can select one to use. You can pick one from anywhere on the internet (within reason, of course heheh) or if you want to use one of your own, you'll have to load it onto your site if you have one. Oh yeah... I've decided to use this Red Chaos Serpent in my own game. I think I'll call it the Magma Serpent. He'll probably shoot a fairly large fireball that will explode into several smaller pieces, sort of like the Maelstrom (powered up Firestorm) or more like the volcano fireballs in Heretic.
Sat, 12 Oct 2002 13:33:18

Moose

I've uploaded a half working Corvus to KoraxDev if anyone wants a look. Corvus.txt will tell you what to do but if you don't understand it blame me and I'll explain. Its not the newest version but its the newest working version (well half working).
Sat, 12 Oct 2002 14:33:08

Moose

cOULD AN ARTIST PLEASE DO THE DEMON CHUNKS PLEASE. (sorry didn't notice I left CAPs on). Oh and boss I gave up trying to get CVS to work so I wait for Janis to help. Edit: And is there and explode animation for that projectile.
Sat, 12 Oct 2002 14:42:27

mago

Ichor: thanks for the tips. Moose: yeah, I know Corvus is the Heretic elf, I thought it was also a name for some project you worked on earlier, or something... <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Anyway, I really liked the guy in Heretic 2. Can't see why RambOrc didn't like it much. Maybe the game doesn't have all the charisma the others have, but it's still a fairly good game. I'll try to take a look at your mod. It would be great to play Hexen with him. By the way, what are DEMON CHUNKS?????
Sat, 12 Oct 2002 14:55:17

Moose

Demon = Chaos Serpent and the chunks are what you get when it explodes. And the Red Chaos Serpant could be finished for KMod today.
Sat, 12 Oct 2002 16:42:33

Moose

It is done <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->. Apart from <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->: -Porting it over to SE code (Easy once I can get it). -Projectile explosion. -Demon chunks. I'll upload the KMod version once thats done. BTW KMod version replaces the green chaos serpents. I wont do it this way in the real thing.
Sat, 12 Oct 2002 17:11:02

Ichor

Oh, shazbot, I knew there was something I forgot (also, the A5 frame was missing in the first zip file, the one with all the .bmps). The demon chunks are there now. As for the explosion frame, it uses the basic fireball explosion. Nothing special...
Sat, 12 Oct 2002 17:16:57

Moose

I'LL DOWNLOAD THE NEW WAD AND SEE IF EVERYTHING IS THERE (sorry just noticed I did it again). Then I'll upload the KMod version so you can all see what it looks like.
Sat, 12 Oct 2002 18:06:41

Moose

Finished and uploaded the KMod version now I'll see if I can work CVS.
Sat, 12 Oct 2002 19:12:31

Moose

Ramborc you beat me to it <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> (posting the news). I'm never stoping to eat again <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->. Whats my username and password for posting news, or do I still need one? Oh and I've uploaded some screenshots that was before I noticed you beat me. And what do you think of my first visable bit of work.
Sat, 12 Oct 2002 22:04:46

RambOrc

Heh, I see you people got quite some traffic here today. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Mago: just created your mail account, sent you the password by PM. If you want another password, just mail or PM it to me (it should contain at least one number). Regarding sprite size, dunno... I don't think Build's sprites are much larger. As for Heretic II, when the game came out I had been playing Heretic for years and it was THE game for me. So of course I had very high expectations for a sequel... and as such, Heretic II fell through miserably. It had a couple of great moments for a Heretic fan, but most of it was just plain behind Heretic. They shouldn't have called it Heretic II, even Hexen (which was called Heretic 2 while in development) has a lot more in common with Heretic than its so-called sequel. Moose: your build worked fine (as you could see from the shots), good work. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Sorry about posting before you did, I was experimenting with the old roofs once agin (still nothing better than those Camper-made ones from late 2000 or early 2001) and did a shot, and in the meantime checked this thread and downloaded the new runtime and made a shot too and posted them together. But I checked out your uploaded screenies and I saw you did all that right, so next time you should be able to pull it off just fine. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Regarding news account, your user name is Moose and your password is the same as for koraxdev (you should log in and change it ASAP to something else nobody else knows).
Sun, 13 Oct 2002 03:09:45

Firebrand

OK, I will make the damage skins for that too, I'm almost finished with the mountain centaur, I think I will be albe to put it on the FTP by Monday or Tuesday, after that I will bagin working on the damage skins for the Death Wyvern and I will show you one preview of them <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> by the way Moose the Red Chaos Serpent you made is [color=red:3a0ptx3t]cool![/color:3a0ptx3t] <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Which program did you use to make it?? Mago, I don't know if you got my mail about the things you post here before, I'm curious about them...
Sun, 13 Oct 2002 03:24:05

Firebrand

I haven't had much free time today as you can see (working on sprites and some familiar things, heh!) but I will download the new executable and give my opinions later, I would also like to have a news account maybe if possible??
Sun, 13 Oct 2002 06:45:50

Ichor

Actually, I was the one who made it, and I used Paintshop Pro 4 and the ol' Paint program. I could have simply changed it's color, but then it would end up being all red; eyes, blood, etc. That just wouldn't look good at all, so I gave it fiery eyes, lava for blood, and took some of the normal Chaos Serpent and added it to the red one. It wasn't hard, but it sure took a while. By the way, I noticed a slight problem with one of the frames. You might want to load the new wadfile. I doubt anyone will actually see it, but I fixed it anyway.
Sun, 13 Oct 2002 08:24:44

Moose

[quote="Ichor":3c7oqlms]By the way, I noticed a slight problem with one of the frames. You might want to load the new wadfile. I doubt anyone will actually see it, but I fixed it anyway. What problem was this? Oh and does the new one have the 'Ice frame' or do I need to add it myself?
by the way Moose the Red Chaos Serpent you made is [color=red:3c7oqlms]cool![/color:3c7oqlms] <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Which program did you use to make it??
I used MSVC and just replaced alot of sprite names. But most credit goes to Ichor.
Sun, 13 Oct 2002 08:28:06

Moose

Once I get CVS to work should I also add a journal entry for the red chaos serpent? Now I go off to find a helpful read-me file.
Sun, 13 Oct 2002 08:44:51

Ichor

Nothing like that. In the D2D8 frame, there was a small black spot by his left foot that shouldn't have been there. As for the ice frame, you could just use the same frame as the other two Chaos Serpents. You don't even need to add that sprite reference into the code. Just have it refer to S_DEMON_ICE and it should work.
Sun, 13 Oct 2002 08:46:53

Moose

I had to change it for KMod version but with the SE version I wont need to.
Sun, 13 Oct 2002 10:17:23

RambOrc

Firebrand, your news account is ready. Username is Firebrand and password is the same as for koraxdev (you should log in and change it to something else ASAP). Heh, new monster ideas... a frost-blue Chaos Serpent and a frost-blueish Centaur with the blue armor you made for the mountain centaur (the one I opted out in favor of the gold one). We've got a couple of ice maps for SE where all monsters could be replaced by these versions. Oh and there's no need for frozen states IMO, I suggest all ice monsters (the wendigos and these 2 new monsters) should take only half damage from frost shards and never freeze solid from them, OTOH take double damage from fire weapons. Same BTW for red serpents and afrits, they should take only half damage from fire weapons and double damage from frost weapons (we could make a frost axe and some kind of freezing clerical spell to give more or less equal chances for all characters). Journal: just leave it be in its current form, unless it proves to be impossible I plan an HTML implementation, Camper said it should be theoretically possible. That'd mean I could just design HTML pages, that'd make the journal very easy to create with a vast amount of info (you most probably already saw how circumvential it currently is to add a new page with content to it). Since Janis already pushed resolution way up, we could work with 640x480 at least, which makes for much more detailed journal pages than 320x200.
Sun, 13 Oct 2002 13:22:51

Moose

How about having, wait I'll quote it.[quote="RambOrc":1ft3176s]Yes, a red serpent sounds better... or what about a burning black serpent (in the style of the Afrit), one that would shoot a fireball like those in the wall of fire shot by Iron Liches? I like the idea of having a burning black one, and maybe have it slightly bigger. It could be a fully grown red one.
Sun, 13 Oct 2002 14:26:21

RambOrc

Hey I have nothing against 5 types of serpent, it's what an RPG lives from... also, within a certain type, individuals could be slightly taller or smaller, wider or narrower... this is however a Q of engine capabilities, could you find it out or clear it with Janis? If that would be possible, we could make different guys different in physical appearance, i.e. a bigger monster would have more hit points than a smaller one, a narrow one would be faster than a fat one, etc. (if the visual part falls through, I still want the slightly different individuals of a species, but you won't be able to see the difference by looking at them).
Sun, 13 Oct 2002 17:01:21

Moose

I'll let Janis answer. But having them differ should be easy (Stats that is).
Sun, 13 Oct 2002 18:05:48

mago

Well, changing the sprite form with the engine is possible for the Build type (in Duke Nukem, there's even a weapon that makes the enemies smaller). I dunno about Doom type... Only Janis can answer this, it seems.
Sun, 13 Oct 2002 18:06:23

mago

Hey Ichor, could you please explain to me as if I was a baby,:) how can we change between colours, like you did in the Red Serpent? I mean, there's one tool in PSP4 that allow you to cahnge 1 colour for another, but it sure isn't the right way to do it. I could use it to change colours automaticly for the npcs clothes, making them appear as different characters.
Sun, 13 Oct 2002 18:52:32

Ichor

What I did was change the color of the entire picture to red, not just a certain part. If I knew how to do that, it would have made it a bit easier. Anyway, I went up to Color, then selected Colorize. There, I can pick the hue (which was set to 0) which determines the color, and the saturation (set to 250) which determines how much of the color there will be. If it was 0, it would be black and white, and 255 would be a bright red or whatever color you wanted.
Sun, 13 Oct 2002 19:12:51

Moose

What stats do you want the red serpent to have? Two more enemy ideas: -Snow ettin -Red wendigo
Sun, 13 Oct 2002 21:55:05

Firebrand

I have been checking my old stuff and I found some sprites from a Heretic TC I was trying to do, but I never finished it, I remember I modify the Crossbow to make it shot Ice!! It was a cool effect and you gave me the idea to include it for Corvus (as I have downloaded the things that Moose made which are pretty cool <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> ) and I was thinking on sending it to you (Ramborc & Moose) so you can check it out, also the sprites of the Ice Crossbow are mostly done, also I invented a water staff (or something like that) for the 1st weapon of Corvus (I'll send it too), and about the new enemies they seem to be good, how about adding a mud man for the swamps? He can shot mud projectiles from his hands, and walk outside the swamps, also when he walks on the swamps he can hide on them. I have also thought on an enemy that could be able to walk on the ceiling, or maybe the walls, but I don't know how difficult it could be to program, heh! as for the sketch I am getting some ideas that I will send you by the week. also I have commented you the fact that I will be busy the half part of the next week and the next two weeks for my exams, after that I will be working as hard as always, I hope that this is not a problem...
Sun, 13 Oct 2002 23:09:22

RambOrc

Stats: just make it like the original serpent for the time being, once it's clear what types of which monster will be there, I'll give you a complete sheet with all data on all monster, but not before (would have to be reworked else, most probably). New monster and weapon ideas: sure, go ahead, none of them sounds unusable, except for the one walking on the ceilings, it could cause too many probs... 95% of SE's maps have been designed for the original Hexen, so anything special might easily break them.
Mon, 14 Oct 2002 14:59:18

Moose

Sure send me your weapon sprites I'll add them to the game and upload for you to all try. What exams you doing? I've got my first 3 GCSEs next month <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Stats- I've mucked around with the red serpent and made him pritty good but I wont when I do him/her/it for real. Having enemys on the celing shouldn't be to much of a problem. Strife managed it.
Mon, 14 Oct 2002 15:12:55

RambOrc

I didn't mean it coding-wise, I meant the maps we have. If you want enemies on the ceiling all rooms should be at least as high as the highest floor-walking and the highest ceiling walking enemy together, else you (and the monsters) will get stuck all the time. To make this possible, 30-40 maps would have to be edited, with unforeseen consequences. Ceiling-walkers are definitely out for SE.
Mon, 14 Oct 2002 15:20:01

Moose

Sorry didn't think of that.
Mon, 14 Oct 2002 23:18:52

Firebrand

I'm going to do my monthly exams from the system engineery career, they are somewhat difficult because they are too long and full of questions, so I need to have a plenty time for studying, but the career is cool and I like it, it's the price for wanting to be a programmer, heh! By the way the mountain centaur is finished, but I don't have much time to upload it, so I think I will upload it tomorrow when I get some free time, then I will start the damage skins and give you a preview of them, how's that sketch going Mago?? Mine is ok, it's not a big thing as I'm not a good hand drawing person, I'm better drawing on the PC, <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> the thing about the ceiling walkers is too bad <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> it would be cool to add it, but if the levels can't be fixed well then it's OK, I will send you right now the things I promised to you (Moose & Ramborc). Bye!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 15 Oct 2002 06:17:51

Moose

I've got the weapons and I'll start adding them when I get home from school (so in 8 hrs time) and they'll be up tonight or tomorrow. Who should have these weapons?? and do you want it posted on the site?
Tue, 15 Oct 2002 16:26:31

Moose

There are no projectiles in the wad.
Tue, 15 Oct 2002 19:58:42

RambOrc

Just implement the weapons for any character and upload the wad so all team members can check it out, after that we can decide which character should have it. If it's a crossbow mod (I recall having heard something like that), all bows and crossbows will be weapons that can be wielded by both the Fighter and the Cleric (as most probably some melee weapons too).
Tue, 15 Oct 2002 20:05:14

Moose

Wonder how the hack was done with out projectiles. And I started and almost had the elven wand put in then I had a power cut so I lost about half of it and have been doing H/W instead of continuing.
Tue, 15 Oct 2002 20:48:44

RambOrc

Saving your work every couple of minutes is a good idea with any kind of computerized stuff, be it word processing, imaging, web design, programming or whatever else.
Tue, 15 Oct 2002 20:51:42

Moose

I know but I'm very forgetful. I have to write down all the ideas I have to program.
Thu, 17 Oct 2002 14:21:12

Moose

The blue elven wand is all put in but now the mage has no weapons, I'll fix it then upload it. Then work on the ice cross bow. And I'm now off school till the 28th so I'll have all day to program (Yes I am that sad).

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