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Scoreboard

Sat, 06 May 2006 12:25:55

Crimson Wizard

Well, I completed 1st version of scoreboard. It needs some fixes, but I deal with them in few days. Also I wish to put here some screenshots to show my progress when I solve the problem with connection to koraxdev server (I need to upload these shots somewhere, since server on which my own website is located has some stupid warning system and does not allow direct access to its resources). To this point scoreboard has following features: - On command "impulse 19" it toggles on/off the screen. - It become shown when player dies and hides when player respawns. - When shown on screen it updates each time: anybody dies, new player connects to server, player disconnects from server, any player changes its info (color, name etc). My future plans include: - making list competition-sensitive; i mean it will arrange players in order of their scores. - adding player portraits (depending on their class); I hope artists help me by drawing these. - integrating this scoreboard into intermission and of course, there is still a need of making proper scoreboards for each game mode.
Sat, 06 May 2006 14:26:36

Firebrand

Sounds very good, did you already commit your changes to the SVN repository? be sure to keep a backup of your work somewhere (that's why the repository is there), we wouldn't like to loose your work with any problem, right? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I'm actually having some progress with my changes too, if you want I'll work on some portraits for you and upload them ASAP.
Sat, 06 May 2006 15:23:24

Crimson Wizard

Uploaded. Please, try it and say if all is working.
Sat, 06 May 2006 19:43:49

Crimson Wizard

Screenshot 1: just started, no bots connected. Notice player-specific colored highlight (golden) Screenshot 2: after some bloody carnage. EDIT: screenshots are posted by Firebrand below.
Sat, 06 May 2006 22:39:34

Firebrand

Yep! It works fine so far, BTW, I noticed you made me some comments on the code, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> , some of the problems you reported were my fault, I missed some of the player stats when I copied them to the client side of the game, I have fixed them all now, also I moved the scoreboard impulse outside of the artifacts list <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , again, my error, heh! I really like the scoreboard, once it's finished it would be a cool touch to add some sound messages like "you are on the lead!" or "you have lost the lead!", "you are tied for the lead!" etc. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->. That would be a cool touch I think, as for the classes portraits, this has already inspired me to begin working on them, hehe! Nice work Crimson Wizard!
Sun, 07 May 2006 11:52:27

Crimson Wizard

[quote="Firebrand":33jf4brj]it would be a cool touch to add some sound messages like "you are on the lead!" or "you have lost the lead!", "you are tied for the lead!" etc. Quake III Arena fan, heh? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> You read my thoughts, Firebrand. <!-- s:idea: --><img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea" /><!-- s:idea: --> I am also working under death messages. I noticed that there's no messages when player frags other player. It would be nice to have such. Something like: "Player1 was melted by Player2's plasmagun" or "Player5 was burnt to ashes by Player1's flamestrike" and so on. Now, about screenshots I posted. Do anyone see them? Me - no. <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> I uploaded them to <!-- w --><a class="postlink" href="http://www.rapidshare.de">http://www.rapidshare.de</a><!-- w -->, but for some reason I have problems loading them. Maybe this is again because of my connection? If you see them, can you copy them to koraxdev server and repost them here?
Sun, 07 May 2006 15:46:10

RambOrc

Can't see the pics from here.
Sun, 07 May 2006 16:19:33

Firebrand

[quote="Crimson Wizard":2nbdor88][quote="Firebrand":2nbdor88]it would be a cool touch to add some sound messages like "you are on the lead!" or "you have lost the lead!", "you are tied for the lead!" etc. Quake III Arena fan, heh? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> You read my thoughts, Firebrand. <!-- s:idea: --><img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea" /><!-- s:idea: --> Hehe! You can bet I'm a QIII fan! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> [quote="Crimson Wizard":2nbdor88]I am also working under death messages. I noticed that there's no messages when player frags other player. It would be nice to have such. Something like: "Player1 was melted by Player2's plasmagun" or "Player5 was burnt to ashes by Player1's flamestrike" and so on. Yes, I was thinking the same too, if you need any help with those, just ask, I'll be helping you out <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Crimson Wizard":2nbdor88]Now, about screenshots I posted. Do anyone see them? Me - no. <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> I was able to see them without any problems <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , anyway I have uploaded them to KDev, here they are: [img:2nbdor88]http://downloads.orcishweb.com/koraxdev/firebrand/scores1.jpg[/img:2nbdor88] [img:2nbdor88]http://downloads.orcishweb.com/koraxdev/firebrand/scores2.jpg[/img:2nbdor88] Enjoy! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Sun, 07 May 2006 17:15:46

Crimson Wizard

I almost finished deathmessages, they need some fixes, though, so I upload the code tomorrow. How you like this:
player1 was snored to death by some stupid pig...
just had some fun... <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Others look more serious like: playerX... ...was etherialized (heretic crossbow) ...was burnt to ashes (cleric's firestorm and heretic phoenix rod) ...caught a bullet (marine's pistol) ...was blown away (mage's whirlwind) ...was cut and served (marine's chainsaw) etc.
Sun, 07 May 2006 17:26:20

Firebrand

Hehe! Sound good, no problem in making funny of the death of the players since it's the objective of the game, to have fun with it <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, I'm sure that Ramborc will come with some fun sayings for some of them, since he was the one who helped me with the posters phrases.
Sun, 07 May 2006 20:50:30

RambOrc

The scoreboards looks good and the messages sound cool.
Tue, 09 May 2006 13:18:48

Crimson Wizard

Phew! finally finished death messages. Implementation became a bit complex though. Messages themselves are members of MainGameInfo class. it is a large array. First go player weapon-specific, afterwards - monster and enviroment specific. Each monster (Pawn) and missile (Projectile) class now should use messages index (or indices). As for player melee weapons, their index is calculated automatically based on PClass and ReadyWeapon variables. I put there some comments of how use all this stuff in case anyone wish to change anything. If something is not clear enouph, adress all questions to me. And, please, test as much as you can with all available variants. I am still not sure, that my code covers all the cases.
Tue, 09 May 2006 14:06:43

RambOrc

Sounds good. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Could you please post the list with all the messages so I can check it? Thanks.
Tue, 09 May 2006 16:08:32

Crimson Wizard

Well, I can, ofcourse. You also can see it yourself by looking into progs\game\MainGameInfo.vc code file (near the end of it). Here it goes (just copy from code): (NOTE: first %s is a subst place for killed Player's name, second %s is subst for killer name (except for enviromental sources).) heh, and also check for my spelling and for expression sense; I make mistakes sometimes <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
//
	//[CW] Death messages
	//
	// everyone is free to modify these at will
	//
	// generic messages
	GenericDeathMessage[0] = "%s was in the wrong place";
	GenericDeathMessage[1] = "%s become an enviromental victim";
	GenericDeathMessage[2] = "%s made a fatal mistake";

	// self-frag
	SelfFragDeathMessage[0] = "%s made a fatal mistake";
	SelfFragDeathMessage[1] = "%s has blown himself";
	SelfFragDeathMessage[2] = "%s was too close...";

	// falling death
	FallingDeathMessage[0] = "%s was in the wrong place";
	FallingDeathMessage[1] = "%s made a fatal mistake";
	FallingDeathMessage[2] = "%s forgot he cannot fly";

	// player-specific weaponry (some of them are used by monsters too)
// Fighter
	DeathMessage[0] = "%s was knocked down by %s";
	DeathMessage[1] = "%s was hacked by %s's axe";
	DeathMessage[2] = "%s was slammed by %s's hammer";
	DeathMessage[3] = "%s was ripped by %s, RIP";
	DeathMessage[4] = "%s was fragged by %s's hellstaff";
	DeathMessage[5] = "%s received %s's retribution";
	DeathMessage[6] = "%s was sliced by %s's halfquietus";
	DeathMessage[7] = "%s finally got his quietus from %s";
// Cleric
	DeathMessage[8] = "%s was maced by %s";
	DeathMessage[9] = "%s was fragged by %s's serpent staff";
	DeathMessage[10] = "%s was crushed by %s's morningstar";
	DeathMessage[11] = "%s was burnt to ashes by %s's will";
	DeathMessage[12] = "%s was iced by %s's wand";
	DeathMessage[13] = "%s was poisoned by %s";
	DeathMessage[14] = "%s ate %s's phoenix missile";
	DeathMessage[15] = "%s became a victim of %s's wraith";
// Mage
	DeathMessage[16] = "%s was slammed by %s's staff";
	DeathMessage[17] = "%s was fragged by %s's grey wand";
	DeathMessage[18] = "%s was enlightened by %s's firewand";
	DeathMessage[19] = "%s was frozen by %s";
	DeathMessage[20] = "%s was electrocuted by %s";
	DeathMessage[21] = "%s was blown away by %s's will";
	DeathMessage[22] = "%s was fragged by %s's bloodscourge";
	DeathMessage[23] = "%s painfully suffered to death by %s's will";
// Heretic
	DeathMessage[24] = "%s was necrocuted by %s";
	DeathMessage[25] = "%s was fragged by %s's gold wand";
	DeathMessage[26] = "%s was etherialized by %s";
	DeathMessage[27] = "%s was fragged by %s's dragonclaw";
	DeathMessage[28] = "%s was expelled by %s's advanced gold wand";
	DeathMessage[29] = "%s was ruined by %s's scullrod";
	DeathMessage[30] = "%s was burnt to ashes by %s's phoenix fire";
	DeathMessage[31] = "%s was splatted by %s's firemace";
// Marine
	DeathMessage[32] = "%s was cut and served by %s's chainsaw";
	DeathMessage[33] = "%s caught %s's bullet";
	DeathMessage[34] = "%s was gunned by %s";
	DeathMessage[35] = "%s was machinegunned by %s";
	DeathMessage[36] = "%s ate %s's rocket";
	DeathMessage[37] = "%s was whacked by %s";
	DeathMessage[38] = "%s was melted by %s's plasmagun";
	DeathMessage[39] = "%s was annihilated by %s's BFG";
// Witchaven
	DeathMessage[40] = "%s was knocked down by %s";
	DeathMessage[41] = "%s was slashed by %s's short sword";
	DeathMessage[42] = "%s was bombed by %s's morningstar";
	DeathMessage[43] = "%s caught %s's magic missiles";
	DeathMessage[44] = "%s was sliced twice by %s's longsword";
	DeathMessage[45] = "%s was burnt by %s's fireball";
	DeathMessage[46] = "%s was pinned by %s's arrow";
	DeathMessage[47] = "%s was desintegrated by %s";
// Pig; having 8 weapons... it might be heavy armed pig =)
	DeathMessage[48] = "%s was snored to death by some stupid %s-pig";
	DeathMessage[49] = DeathMessage[48];
	DeathMessage[50] = DeathMessage[48];
	DeathMessage[51] = DeathMessage[48];
	DeathMessage[52] = DeathMessage[48];
	DeathMessage[53] = DeathMessage[48];
	DeathMessage[54] = DeathMessage[48];
	DeathMessage[55] = DeathMessage[48];

	// non-player weaponry, enviromental stuff, traps, etc
	DeathMessage[56] = "%s was dispelled by %s";		// bishop melee & missile
	DeathMessage[57] = "%s was slashed by %s";		// centaur melee
	DeathMessage[58] = "%s was fragged by %s's magic bolt";	// generic missile
	DeathMessage[59] = "%s was eaten by %s";		// ch.serpent/whyvern melee
	DeathMessage[60] = "%s was toasted by %s";		// ch. serp.#1/whyvern missile
	DeathMessage[61] = "%s suffocated in %s's breath";	// ch. serp.#2 missile
	DeathMessage[62] = "%s lit bright by %s";		// afrit missile
	DeathMessage[63] = "%s was pecked by %s";		// heretic gargoyle melee
	DeathMessage[64] = "%s was hacked by %s";		// heretic golem melee
	DeathMessage[65] = "%s was scared to death by %s's screaming head";	// heretic golem missile
	DeathMessage[66] = "%s has drown in lava";
	DeathMessage[67] = "%s was slammed by %s";		// maulotaur's melee
	DeathMessage[68] = "%s was lit bright by %s's fire";	// generic fire attack
	DeathMessage[69] = "%s died in poison cloud";
	DeathMessage[70] = "%s died of poisoned dart";
	DeathMessage[71] = "%s fell in %s's claws";		// stalker melee
	DeathMessage[72] = "%s's life was drained by %s";	// wraith melee
Tue, 09 May 2006 16:22:23

Crimson Wizard

Hello, RambOrc. Are you reading this now? What time it's in Switzerland? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I have 20:20. EDIT: Nevermind... <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Tue, 09 May 2006 16:29:21

RambOrc

Corrected lines to insert into the code, feel free to correct further:
GenericDeathMessage[1] = "%s became an enviromental victim";

SelfFragDeathMessage[1] = "%s blew up himself";

DeathMessage[0] = "%s was knocked out by %s";
DeathMessage[2] = "%s was smashed by %s's hammer"; 
DeathMessage[4] = "%s was incinerated by %s's hellstaff";

DeathMessage[8] = "%s had his face smashed in %s"; 
DeathMessage[9] = "%s died of snakebite";
DeathMessage[10] = "%s saw stars after %s's morning star came out of nowhere";
DeathMessage[11] = "%s's thing became a hot dog"; 
DeathMessage[12] = "%s became an ice statue"; 

DeathMessage[32] = "%s was chopped up for firewood";
DeathMessage[33] = "%s bit %s's bullet";
This is going to be fun in-game, I'll continue later on when I have time.
Tue, 09 May 2006 16:35:52

Firebrand

I have made some corrections myself, the player classes bosses names were fixed and some of the "leader" enemies names too <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, nice work, I've also added some spelling corrections (but these were minimal).
Wed, 10 May 2006 07:11:28

Crimson Wizard

Well, guys, have fun. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
DeathMessage[8] = "%s had his face smashed in %s";
I didn't get this, RambOrc. It is Cleric's 1st weapon - the mace. What does it mean - had his face smashed [color=red:2qn2be40]IN[/color:2qn2be40] %s? Ahem... <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
DeathMessage[11] = "%s's thing became a hot dog"
Isn't it a bit... vulgar?
Wed, 10 May 2006 11:00:18

RambOrc

Oh, that would read "smashed in by" You can say "thingie" then. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 10 May 2006 19:07:22

Crimson Wizard

Pfff.... perverts... Ok, it's YOUR game after all. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> Then, back to Scoreboard topic. I need explanation about what values are counted as scores in all the game modes. For example, in deathmatch - that's clear - they are frags. In CTF - only flag captures? - in "castle sweep" - etc. And, btw, what modes are full-working already? When playing CTF I didn't see any flags at all.
Thu, 11 May 2006 00:20:55

Firebrand

[quote="Crimson Wizard":yw2ehb90]Pfff.... perverts... Ok, it's YOUR game after all. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> It's OUR game, you try to say <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. [quote="Crimson Wizard":yw2ehb90]Then, back to Scoreboard topic. I need explanation about what values are counted as scores in all the game modes. For example, in deathmatch - that's clear - they are frags. In CTF - only flag captures? - in "castle sweep" - etc. Yep, in DM the score is formed by frags, in castle sweep it's only monster kills (at least for now), in team DM you only need to add a team score column, in CTF it's only flag captures, in Football it's the game's goals scored by both teams. [quote="Crimson Wizard":yw2ehb90]And, btw, what modes are full-working already? When playing CTF I didn't see any flags at all. Yep, CTF it's not working already <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, Ramborc has told me to scrap CTF from the current KA version, there's still a lot of work to be done for it, mostly make the bots able to "recognize" how to play the game and how to attack and defend the flag carriers of both teams, also some special types of path nodes are needed so they can "navigate" through their base. It's not entirely difficult, but there are other things more important as of now (improvements to the physics, the new netcode, etc.), and there aren't that many CTF maps yet to make the mode worth of being in the public release anyway. And the rest of the gameplay modes you read about in the design document haven't been even started yet, I think that we should focus our efforts on releasing a public version 1.0 and then work on these, because other way we won't make a release this neither this year, which is not good IMO, since it's an awaited project since the beginning of the year and we haven't said a word this whole year about any of our projects. If you want, you can complete the scoreboard for the other game modes actually working (Castle Sweep and Football), and maybe add a first place, second place, etc. counter for the rankings, then we can start working on adding a "frag limit" counter for the maps and test the bots and new code like crazy <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> , hehe! Also, I'll be working on finishing the bots spawner, since I have forgotten about it and I have already made some progress with it (I remember I implemented it to a working stage, but there were still some problems with it), BTW, sorry for the long post, heh!
Fri, 12 May 2006 17:06:36

Crimson Wizard

[quote="Firebrand":x76wi9lf][quote="Crimson Wizard":x76wi9lf]Pfff.... perverts... Ok, it's YOUR game after all. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> It's OUR game, you try to say <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. I was trying to say that RambOrc is the project leader, so he will be the first to be beaten by raged parents for inserting awful vulgarities in teens' game. [img:x76wi9lf]http://fool.exler.ru/sm/old.gif[/img:x76wi9lf] <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Well, about scoreboard. I've already made it list player in order of score gained (this works for deathmatch only), but I will not upload it right now. I want make the whole feature team-based. At first, there will be new structure playerteam_t (or even class, I am still thinking about this) in MainGameInfo and array of teams. Team structure will hold all scoring values (I move them from Player and add some more necessary parameters) and list of players. There also is need for functions that enlist/discard players to/from team. Then, I am going to make universal scoring algorythm so that future game modes updates may be more easy to implement. The general idea is to make separate Score parameter for both Player and Team class. There will be functions (in both classes) for updating the score, which receive enumerated game events as parameters and then decide how to modify player's/team's score. They can be - frags, deaths, monster killing, flag capture - whatever, even item pickup or new level reached - if wanted. Players and Teams will be arranged in socreboard based only on Score value. In my opinion it is not very difficult.
Sun, 14 May 2006 18:38:55

Crimson Wizard

Please, what parameter holds game mode value?
Sun, 14 May 2006 19:31:38

Firebrand

Actally the gameplay mode value is implemented in a very cheap way by me, simply because it was easier this way, the gameplay modes are implemented as a deathmatch value, (I'll corect them if I post them wrong, I don't have my notes handy and I'm a bit busy right now) IIRC these are the correct values are these:
deathmach = 0 -> castle sweep
deathmatch = 1 -> normal deathmatch
deathmatch = 2 -> team DM
deathmatch = 3 -> football
deathmatch = 4 -> CTF
deathmatch = 5 -> team castle sweep
Actually, now that I'm thinking, there's a place throughout the menu code where you can check them out, in the new multiplayer game, where you select the gameplay modes, skill, number of players, etc.
Mon, 22 May 2006 14:07:00

Firebrand

I've updated the latest changes I made to the KA code to the SVN Repository, and I've got a question for you Crimson Wizard, are you able to actually compile the Vavoom executable? or do you want me to upload the latest version for you? I'm asking this because I had to make some changes to the actual Vavoom version (which are obviously applied already) and you won't be able to run the game without a new executable.
Tue, 23 May 2006 15:32:22

Crimson Wizard

Ugh, first of all, I must excuse for my update that hasn't been yet finished. Got a lot of work. It is almost done, I need to fix some things there. As for your question, Firebrand, I don't know, never tried. I presume I should use MS Visual C++ for it and I have it. But I suppose it is better to have ready executable, ofcourse. What I wish to know first is - will these changes be used in future versions of standard Vavoom and what are they. Maybe I will need to change something in my current update.
Tue, 23 May 2006 21:07:10

Firebrand

[quote="Crimson Wizard":g28ij106]Ugh, first of all, I must excuse for my update that hasn't been yet finished. Got a lot of work. It is almost done, I need to fix some things there. No problem, I'm having some delays myself, I've found a new job (finally <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->), but it's taking my free time in the mornings, which drastically reduces the amount of free time I've got for the project, which can be Wednsday afternoons, since I don't have classes that day and on the weekends, but don't fear, I'll keep working as hard as I can to upload those posters and other stuff I have been planning <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Crimson Wizard":g28ij106]As for your question, Firebrand, I don't know, never tried. I presume I should use MS Visual C++ for it and I have it. But I suppose it is better to have ready executable, ofcourse. You need MSVC 6.0, the libraries signaled on the Vavoom's readme and an ASM compiler, but if you prefer, I can upload the version Ive compiled, it's not a problem for me in any way, just asking. [quote="Crimson Wizard":g28ij106]What I wish to know first is - will these changes be used in future versions of standard Vavoom and what are they. Maybe I will need to change something in my current update. Yes, these changes are already implemented in the original Vavoom distribution, which is the good part of Janis being part of the KH team <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. What has been changed mainly is some routinges in the way monsters chase for the player, how they determine which route to follow, when it's blocked by dropoffs and when to walk away from them if they are "hanging" on the dropoff, which are things that I don't think you are working with, if you want you can check the changes I made, feel free to explore the SVN repository for them and copy/paste what you need to update your files instead of updating directly to avoid conflicts, if you have any problem or question, just ask.
Wed, 24 May 2006 06:43:59

Crimson Wizard

Hmm, honestly, I do not understand what do you mean under "dropoff" term <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Anyway, I've checked your update and it seems I only need to re-edit 'Actor.vc' since this is only vc that both of us were modifying this time. About new vavoom executable. I have TASM, but I still think that it would be much better if you just send me compiled executable, or upload it somewhere I can get. I am very lazy <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ... and time costs much, y'know <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Then. I wish to ask someone with good knowledge of project to draw scoring table. It should have a split for all game modes and player/team variant. For example, just to show what I mean.
game: team deathmatch

event -------- player -------- team

frag                  +2                +1
monster kill       +1                0
self-frag            -2                 -1
team-frag          -3                 -2
and so on
Wed, 24 May 2006 13:42:32

Firebrand

OK, I have uploaded the executable file to save you some time <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. The term "dropoff" is used for floors that are a lower height that the one an actor is standing on, since monsters fall off the higher place that's why it's called "dropoff" <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. As for your last post, you meant that you want help drawing the splits for the gameplay modes? Something like (if gameplay == team deathmatch, draw scoreboard like the one you made there)? or something else?
Wed, 24 May 2006 14:55:02

Crimson Wizard

I mean, can anybody draw this table on paper. Or in text editor. Or in PDF format. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I need to know what scores are given for every possible event. I'll program all this myself.
Wed, 24 May 2006 21:13:23

Firebrand

Ah, I get it now, yes, I don't think it could be much problem, I'll get to make a notepad table for you ASAP and add it to the SVN repository too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 25 May 2006 05:12:30

Crimson Wizard

Thanks. Oh, and I have made my update finally. BUT it seems that I've messed it up a bit with recent changes by Janis. Most probably that there'll be some compiler errors, but not very serious. It is only needed to fix some native functions calls. And here's a text that I wrote about my update ........
Thu, 25 May 2006 05:13:00

Crimson Wizard

First of all. Now there's a new class: PlayerTeam (written in 'game/PlayerTeam.vc'). MainGameInfo class has an array of references to PlayerTeam objects. PlayerTeam itself has an array of references to Player objects. Each Player now has Team parameter which is a reference to corresponding PlayerTeam object. That is how they are linked together. In case it is not clear enouph I'll draw a small scheme:
MainGameInfo ------> Teams references array
			|
			team 0 ----------------> players references
			|
			team 1 ----------------> players references
			|
			etc
How these teams are working. Whenever a player is spawned (function Player::SpawnClient()) it asks MainGameInfo to put it in the team by calling MainGameInfo::InsertPlayer(). In case it is non-team game, there's always one team, where all the players are put. I'll explain why we need that team later. If it is a team game, InsertPlayer() function checks player's color. If there is already a team of that color, it puts player there by calling PlayerTeam::EnlistPlayer(). If there's no team of that color, it creates a new team first and then puts player there in the same way. PlayerTeam::EnlistPlayer() first checks whether player was already enlisted in current team. Not mentioning programmer's mistake, this may happen usually if player was reborn (after death), because in this case he looses Team reference and it needs to be re-assigned. If player was not in team, EnlistPlayer() checks whether he/she is listed in some other team and if he/she is, then it first calls DiscardPlayer() function using current player's team reference. Finally it sets all the references so player is now counted as a member of a new team. What is the sense of all this stuff. It should be taken into account, that teams in MainGameInfo::Teams references array and players in each PlayerTeam are arranged not in the same order as in GameInfo::Players array (i.e. in order as they have entered the game), but in the scoring order. The ones with higher scores go first. This makes it much easier and faster to draw a scoreboard, since we already know who should be on the first place, who - on the 2nd and so on. That's why one PlayerTeam is used even in non-team game - it is not thought of as real Team, but it manages the scoring order of players listing. I must add, that players are arranged on scoreboard following way: first are listed ALL players of the winning team in the order of their score, then are listed ALL players of the team on second place and so on. This may be a bit confusing, because I haven't yet drawn normal scoreboard to show team colors and such. For example, if there's a team 1 (have 7 team score pts) with player 1 (1 pt), player 3 (4 pt)and player 5 (2 pt), and a team 2 (6 team pts) with player 2 (5 pts) and player 4 (1 pt), scoreboard will show following: player 3 4 frags player 5 2 frags player 1 1 frag player 2 5 frags player 4 1 frag Now, about how the scores are working. Each time something important happens program should call Player::UpdateScore() function and pass an event name as a parameter there. Events are enumerated in 'hexendefs.vc'. For example, if player frags someone, write Player.UpdateScore(scoreevent_Frag) or something alike. Player::UpdateScore() function adds (or subtracts) player score and then calls PlayerTeam::UpdateScore() function using this player's team reference. PlayerTeam::UpdateScore() updates team's score if needed. Afterwards UpdateCompetition() function is called that re-arranges player and/or team positions in scoring tables and automatically updates scoreboard if needed. Just a few words more about how these events are worked with in UpdateScore() functions (both of Player class and PlayerTeam class). There's a simple switch statement listing all possible events. For example, it sais: in case of Frag increase score by 1, in case of Self-frag, decrease score by 1, and so on. It is important, that scoring may differ for player and team. For example, in CTF player score may raise by fragging, but team score is raised only by flag capture. Theoretically there can be any wanted events mentioned. Any questions?
Thu, 25 May 2006 18:14:01

Crimson Wizard

OH NO! <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> There are so many errors.... and most of them aren't because of me. Well, there are several stupid ones in Player.vc which are my fault, so don't touch them please, I'll fix them soon. But still there are dozens in many other files that I haven't modified.
Thu, 25 May 2006 20:51:20

Firebrand

Oops, it's my mistake <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , Janis modified some common progs files in the original Vavoom source but he forgot to update KA to reflect this change, I updated the files and forgot to commit them yesterday, sorry about that, please update your SVN files Crimson Wizard <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. EDIT: As for the errors, I don't get any errors in Player.vc, I just get errors in ScoreBoardScreen.vc and GameInfo.vc, nothing else.
Fri, 26 May 2006 04:18:16

Crimson Wizard

No, there are errors in Player.vc. You cannot see them, because compiler won't show them until you fix those in MainGameInfo and Scoreboard. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> It is just a constant missing. I forgot to update Object.vc where I put it. Well, ok, now Ifixed all that. Unfortunately I have no time to test it right now.
Fri, 26 May 2006 11:29:51

dj_jl

[quote="Firebrand":1ibkoxck]Oops, it's my mistake <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , Janis modified some common progs files in the original Vavoom source but he forgot to update KA to reflect this change It's because I use common files from Vavoom sources.
Fri, 26 May 2006 13:43:50

Firebrand

[quote="dj_jl":3hzxkvir][quote="Firebrand":3hzxkvir]Oops, it's my mistake <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , Janis modified some common progs files in the original Vavoom source but he forgot to update KA to reflect this change It's because I use common files from Vavoom sources. Yes, that's what I was thinking, now that I check it, there were two missing updates in Objects.vc when I updated them, no problem, everything should be in the latest versions now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 27 May 2006 11:05:59

Crimson Wizard

Well, now it seems to compile right. But, Firebrand, I cannot use Vavoom exe that you've gave me. I just does not load the game - without any error messages.
Sat, 27 May 2006 14:22:06

Firebrand

What are those error messages? Also, on another related topic, I have seen the changes you made to the source, there's a function called P_GetPlayerNum that was sending errors when I compiled the source, I don't know if you created it or not, but Vavoom already has GetPlayerNum <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. P_GetPlayerNum is being called with arguments using the player in different situations, GetPlayerNum doesn't needs any parameters, I think using something like Player.GetPlayerNum would give the same results you are wanting do get <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, just a thought here. As for the error, can you post the last lines of the "debug.txt" file in your "basev" folder?? Maybe there's something else I missed somewhere... <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Sun, 28 May 2006 11:34:32

Crimson Wizard

I already fixed these P_GetPlayerNum. I just needed to replace them with GetPLayerNum. Please, check my latest upload. There must be Player.vc and Actor.vc files updated. As for Vavoom exe, as I said there were NO error messages. But here is what I found in debug.txt:
Init: adding ./basev/common/wad0.wad
Init: adding ./hexen.wad
Init: adding ./hexen.gwa
Init: adding ./basev/hexen/wad0.wad
Init: adding ./karena/wad0.wad
Init: adding ./karena/wad1.wad
Init: adding ./karena/wad2.wad
Init: adding ./karena/wad3.wad
Init: adding ./karena/wad3.gwa
Init: adding ./karena/wad4.wad
Init: Selected DirectSound sound device
Init: ======================================
Init: Initialising DirectSound driver.
Init: 3D sound on
Init: IKsPropertySet acquired
Init: EAX 2.0 supported
Init: Selected Windows multimedia system midi device
Init: Selected Windows CD audio device
Dev: CDAudio: drive not ready
Init: CDAudio_Init: No CD in player.
Init: CD Audio Initialised
Init: Using 15 sound buffers
Init: Selected Software reaserizer
- VClass::Serialise
- VMemberBase::StaticLoadPackage
- VMemberBase::StaticLoadPackage
- VMemberBase::StaticLoadPackage
- TProgs::Load
- CL_Init
- Host_Init
- CL_Shutdown
Log: CL_Shutdown failed
- SV_Shutdown
Log: SV_Shutdown failed
Uninitialised: block 08ED6C68 size      204 at H:\Korax\Vavoom\Source\svn\source\host.cpp:610
Uninitialised: block 08E39C7C size    19968 at H:\Korax\Vavoom\Source\svn\source\vclass.cpp:399
Uninitialised: block 08D98D54 size     5236 at H:\Korax\Vavoom\Source\svn\source\vclass.cpp:380
Uninitialised: block 08EB221C size    49262 at H:\Korax\Vavoom\Source\svn\source\wad.cpp:672
Uninitialised: block 08EA3380 size       20 at H:\Korax\Vavoom\Source\svn\source\wad.cpp:784
Uninitialised: block 08EA3348 size       32 at H:\Korax\Vavoom\Source\svn\source\vclass.cpp:355
Uninitialised: block 08B712DC size      320 at H:\Korax\Vavoom\Source\svn\source\vclass.cpp:390
Uninitialised: block 08B7145C size      568 at H:\Korax\Vavoom\Source\svn\source\vclass.cpp:380
Uninitialised: block 08D97ADC size     4669 at H:\Korax\Vavoom\Source\svn\source\wad.cpp:672
Uninitialised: block 08EA2908 size       20 at H:\Korax\Vavoom\Source\svn\source\wad.cpp:784
Uninitialised: block 08EA28D0 size       32 at H:\Korax\Vavoom\Source\svn\source\vclass.cpp:355
Uninitialised: block 08DA2034 size     1824 at H:\Korax\Vavoom\Source\svn\source\vclass.cpp:390
Uninitialised: block 08D96EE4 size     3000 at H:\Korax\Vavoom\Source\svn\source\vclass.cpp:380
Uninitialised: block 08E80094 size    99567 at H:\Korax\Vavoom\Source\svn\source\wad.cpp:672
Uninitialised: block 08E77428 size       20 at H:\Korax\Vavoom\Source\svn\source\wad.cpp:784
Uninitialised: block 08E77454 size       32 at H:\Korax\Vavoom\Source\svn\source\vclass.cpp:355
Uninitialised: block 08DAE160 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08DAE138 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08DAE110 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08DAE0E8 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08DAE0C0 size       16 at
this repeates almost hundred times <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, then goes:
Uninitialised: block 08DAC568 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08DAC540 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08D41894 size       21 at H:\Korax\Vavoom\Source\svn\source\str.cpp:95
Uninitialised: 198 blocks allocated


ERROR: Bad class size, class Entity, C++ 256, VavoomC 252)
Also, Firebrand, why KORAX_STATS is 90 now??? where did you get so many parameters?? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: -->
Sun, 28 May 2006 13:38:41

dj_jl

ERROR: Bad class size, class Entity, C++ 256, VavoomC 252)
It looks like it's loading older version of common package. Make sure you have correct basev/common/wad0.wad file.
Sun, 28 May 2006 13:54:04

Crimson Wizard

Hmmm, yes, it's 16th april version. And where (or how) I may get updated one? EDIT: I used wad0.ls in KA source common folder to build the wad0.wad for basev/common. I hope I did this right. Anyway the game runs. But there's still some error with BasePlayer::GetPlayerNum function. Game shuts down when tries to call it. And also I get this in debug.txt every time I exit (even then there was no error message):
Uninitialised: block 08D41500 size        9 at H:\Korax\Vavoom\Source\svn\source\str.cpp:95
Uninitialised: block 08D40D80 size        9 at H:\Korax\Vavoom\Source\svn\source\str.cpp:95
Uninitialised: block 08DAE160 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08DAE138 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08DAE110 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08DAE0E8 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08DAE0C0 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
and so on, and so on...
Uninitialised: block 08DAC568 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: block 08DAC540 size       16 at H:\Korax\Vavoom\Source\svn\source\pr_exec.cpp:93
Uninitialised: 183 blocks allocated
Z_Free after Z_Shutdown at :0
Sun, 28 May 2006 16:09:18

dj_jl

You get these messages because executable is compiled with memory debugging on which I use to properly free all memory on exit. Ignore these.
Sun, 28 May 2006 16:49:31

Crimson Wizard

And what's with GetPlayerNum() function? Maybe it does not work only with my progs or vavoom.exe?
Mon, 29 May 2006 00:25:48

Firebrand

[quote="Crimson Wizard":3ive6p1i]Hmmm, yes, it's 16th april version. And where (or how) I may get updated one? It's already getting compiled with the KA progs, just make sure you update the wad0.wad file accordingly using XWE, just load the .DAT files listed as lumps in the WAD file, I'm thinking in automatically adding the vlumpy functions to build the wad in the batch file, maybe I'll add it soon <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Crimson Wizard":3ive6p1i]EDIT: I used wad0.ls in KA source common folder to build the wad0.wad for basev/common. I hope I did this right. Anyway the game runs. But there's still some error with BasePlayer::GetPlayerNum function. Game shuts down when tries to call it. Yes, that might work, but it's strange it crashes for you, I can run the game just fine. [quote="Crimson Wizard":3ive6p1i]Also, Firebrand, why KORAX_STATS is 90 now??? where did you get so many parameters?? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Because I was having an error when the status bar was being drawn since it was dividing by zero when drawing the experience bars and when I played the game the experience levels and experience values were all zero, which happens when the game can't read the stats because you aren't assigning a correct value to register them all. Since you added an scoreboard_t array, if you check the stats, we already have 18 stats declared, you are using a struct, which has like 8 or 9 members in an 8 slots arra and you make the calculations, it's exactly 90 stats, which is the right way to make the game register it all and stop the crash when the status bar is being drawn and to have all the scores and stats set up correctly, it's odd to me the way it works, but it stops the crashes for me.
Mon, 29 May 2006 04:36:49

Crimson Wizard

Well, hmm, I'll try to download & recompile everything again then. [quote="Firebrand":301mpool]Yes, that might work, but it's strange it crashes for you, I can run the game just fine. Can you mail me your basev\common\wad0.wad, please, so I may compare it with mine? It is not very large in size. As for KORAX_STATS. I have added number of that scoreboard_t array in MainGameInfo directly earlier:
num_stats = 1/*NUMARMOR*/ + HexenDefs::NUMMANA + 7 + HexenDefs::NUMARTIFACTS * 2 + HexenDefs::KORAX_STATS + 7 * MAXPLAYERS;
It is "7 * MAXPLAYERS" expression. But, as you may see, I forgot to update it. Currently it should be 9 * MAXPLAYERS. May be it is really better to put this expression in KORAX_STATS definition. If I remember this right, there were 16 common stats. So it should be 16 + 9 * MAXPLAYERS. Anyway, does the scoreboard works as expected?
Mon, 29 May 2006 13:55:26

Firebrand

Yes, after changing the KORAX_STATS everything works as expected, nice work BTW, now the places are stored correctly and even in team games! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. EDIT: I sent you the wad0.wad file, check your mail please, and keep in mind that my mail address can get inside the spam folder, since it uses too much numbers <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> .
Mon, 29 May 2006 14:28:44

Crimson Wizard

Got it. Next, I am going to change scoreboard look, so there'll be team headers. And also info will be shown a bit different. I hope wad0.wad will work so I'll be able to test my work, huh.
Mon, 29 May 2006 16:36:26

Firebrand

Please keep us updated on it, so if something else fails I can think on how else to help you out, thanks!
Mon, 29 May 2006 17:44:44

Crimson Wizard

BTW, of what size are you planning to draw player portraits? I need this information to leave apropriate space for them on scoreboard.
Tue, 30 May 2006 13:15:54

Firebrand

Hmm, I think a 15x15 portrait should be enough, I'm planning it already but haven't had enough time to actually work on them, I've even extracted the frames from the wad file <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> , heh! If you think that's too big or small tell me about it and I'll see what can be done <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 30 May 2006 18:23:57

Crimson Wizard

I am not sure wthere it is big or small, because all depends on quality, I mean - artistism of these images. Well, I better draw the scoreboard first then see what maximum size these portraits may be to fit in it.
Tue, 30 May 2006 21:06:44

Firebrand

Or if you want, I can make "placeholders" of the portraits for now, so you can make an idea of how big they'll be and decide if it's a good size or not, you tell me.
Mon, 05 Jun 2006 00:26:31

Firebrand

I have made the portraits using the bigger frames from the walking animations in the main menu of the game, since I created sprites for all the classes and they didn't got used, I decided to make them this way, they are uploaded on my folder in KDev, subdir KArena <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 12 Jun 2006 21:30:49

Firebrand

Janis has added support for dynamic strings to VavoomC, this involved some changes to some progs files, please update your files Crimson Wizard <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. As for the common progs, I have removed them from the SVN repository, it was extremely difficult to keep updating them, they were already outdated some versions, since I don't have much time to keep track of these updates and we don't need to make any changes to them, I have took this decision, please checkout the SVN repository for the Vavoom common progs files, this will be kept as they update server and you'll be able to keep the latest source without much problem, I'll keep posting for common progs changes as they occur in the forums, if you have any problems checking out the Vavoom repository please post here and Janis or I will try to help you out <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, thanks!
Thu, 15 Jun 2006 19:51:45

Crimson Wizard

Uh, hello there. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I was absent for a long time again, but I hope I can return to my err... lovely scoreboard, hehe <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> on this weekend and finally give it proper look. About common progs, if I understand this right, I should just take them from Vavoom project instead of Karena, right? Well, I hope there will be no problems with this. I have also downloaded your portraits. They seem ok. But I need to ask - are they already inserted in some WAD, and if no, then where I can put them if I am going to test them in game?
Thu, 15 Jun 2006 20:30:13

Firebrand

[quote="Crimson Wizard":13zzikc0]About common progs, if I understand this right, I should just take them from Vavoom project instead of Karena, right? Well, I hope there will be no problems with this. Yes, it's exactly as you said, if there's any problem just ask, and I or Janis will try to help you out <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Crimson Wizard":13zzikc0]I have also downloaded your portraits. They seem ok. But I need to ask - are they already inserted in some WAD, and if no, then where I can put them if I am going to test them in game? No, I haven't inserted them to any WAD file yet, if you want to do it you can use XWE to do this, simply create new entries for them, but try to insert them on the WAD1.WAD file please, I have already set a certain order for the files in the WAD files, WAD1.WAD has all the graphical stuff <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Again, if you need anything, simply ask and I'll give you a hand <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 17 Jun 2006 12:01:41

Crimson Wizard

Just to be sure. You meant I should take this, yes? : https : / / svn.sourceforge.net/svnroot/vavoom/trunk/vavoom/progs/common
Sat, 17 Jun 2006 12:51:49

Firebrand

Yes, that's just right, when there are any updates to the common files, just update this particular directory and you'll get the most updated files, I didn't removed the creation of the common wad0.wad file from the compile.bat, since I find it very useful for me, just be sure to place vlumpy on that directory too, so it keeps creating and copying the wad0.wad to the right place <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 20 Jun 2006 13:27:51

Firebrand

I've commited some changes to the KA source that might require a new version of the Vavoom executable, please download the new version from KDev, it's in the Vavoom directory, the ZIP file name is Vavoom_EXE.zip.
Tue, 20 Jun 2006 15:22:34

RambOrc

It's become too complicated for me, FB could you create one big ZIP file with everything I need right now to test the latest version of KA? Thanks.
Tue, 20 Jun 2006 19:30:48

Firebrand

Sure! I'll make it ASAP, right now I'm just returning to my house from work, I'll eat and upload the new KA test version if you don't mind <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . EDIT: It's uploaded now, you can download it now! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Fri, 30 Jun 2006 19:46:29

Crimson Wizard

I read in SVN log that virtual resolution is changed to 640x480. Does it mean that I can freely use all 640x480 field when drawing scoreboard?
Sat, 01 Jul 2006 14:24:28

Firebrand

Yes, AFAIK the base menu object has this property set by default so it will be used automatically, if you check the latest version, the scoreboard looks uncentered on the screen so I guess it should be already using it.
Sat, 01 Jul 2006 15:02:10

Firebrand

Well, this just arrived to my mailbox, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. Look what Crimson Wizard here has been working on, the all new scoreboard version which looks more complete than ever, here's a new preview from Crimson Wizard <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [img:ldam1du8]http://downloads.orcishweb.com/koraxdev/firebrand/scores3.jpg[/img:ldam1du8] Another one: [img:ldam1du8]http://downloads.orcishweb.com/koraxdev/firebrand/scores4.jpg[/img:ldam1du8] Now all this makes it worth to add some names for the bots, hehe! When I finish what I'm doing with KA right now, I might look for some names for the bots, so if you have any suggestions it's the best time to start thinking, hehe! That's it for now, see ya all!
Sat, 01 Jul 2006 15:08:08

Crimson Wizard

WOW, that's the fastness! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Damn, they look to big. Maybe make them smaller for mor convenient viewing? Anyway, I declare uploading new version of scoreboard, and not only that. I've created a new feature, a sort of experiment. It consist in printing a name of targetted enemy near the crosshair, like I saw in Quake3. It looks a bit ugly this far, but I hope it can be enhanced.
Sat, 01 Jul 2006 15:32:31

Firebrand

My suggestion would be making the name print a bit more centered and lower it's height, since right now it almost appears above the crosshair and it's a bit unconfortable in a battle situation <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 02 Jul 2006 06:35:32

RambOrc

Hey this is awesome! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> FB can you post this on the website? If we are naming the bots, I've thought a bit farther, what about making every single bot a unique entity, where the name is tied to the color and also to a certain set of attributes? There could be bots both below and above the attribute values of what human players have at the same level, e.g. the weakest bots could have like half the HP and damage of a human, while the strongest could have double or triple of the values of human players. The names themselves could be taken from the Serpent Riders trilogy... ...and boom! Just had another of those flashes when a whole new idea just enters my mind from nowhere! There could be a campaign in the game that has storyline and specific scenarios, you could play it all alone on your comp with bots, or you could play it with other friends over LAN (the remaining slots being automatically filled by bots). The campaign could take you through all the Heretic/Hexen games, touching memorable scenes of the games like fighting D'Sparil or the Death Wyvern, etc. We could take maps from the original games and tailor them to a specific scenario in a specific game mode. And this would all be additionally to the already existing content, i.e. the standalone maps from UT, Heretic and self-made. So you could then play a campaign with pure Serpent Riders content (no marines, no industrial surroundings), and when finishing the campaign you still had lots of choices from maps that were similar to the campaign maps (like the 3 conversions we already have), or completely different. And while you could play different classes in the standalone maps (marine, hero), you would see special monsters/enemies in the campaign maps that don't occur on the standalone ones (and maybe vice versa). I think this is huge, this way KA can become a lot more than this far, and that with minimal extra work on our part - creating a campaign is not much more work than adding some extra monsters and maps (which we've done an masse already), and then connecting those into a storyline, if time or resources are scarce with something as simple as the original Heretic/Hexen story textboards in between episodes.
Sun, 02 Jul 2006 14:27:10

Crimson Wizard

This sounds a bit like Unreal Tournament single-player campaign.
Sun, 02 Jul 2006 16:22:53

Firebrand

[quote="RambOrc":zs6z8dt6]FB can you post this on the website? Sure, but I don't have a news account for myself, actually I never thought about posting news on the main page, but whatever, heh! I'll post some news about it as soon as I get my news account set up <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. As for the bot's names, that sounds good, but I would like to focus the current development at implementing the gameplay modes in a good state and then maybe even vary the gameplay mode troughout the campaign mode, a powerful bot could challenge you to a football game or something like that, heh! That would make it even more cool since UT and Q3 arena base their single player mode in DM only, what do you think? As for special monsters/situations for certain maps, that could be done too, I'd say that it would be an interesting change for a single player campaign and a goo reason for a player that doesn't plays much online to download our MOD too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, well thought Ramborc!
Sun, 02 Jul 2006 16:42:37

Crimson Wizard

[quote="Firebrand":r08v3hou]That would make it even more cool since UT and Q3 arena base their single player mode in DM only Q3 - yes, but UT has various game types for single player campaign - DM, team dm, assault, ctf, domination.
Sun, 02 Jul 2006 18:55:19

RambOrc

I was thinking more along the lines of RTS games like Warcraft III, where you get a storyline that connects missions, missions often being different. In the case of the KA campaign, it'd mean very little in the way of DM, it'd be more things like the Castle Sweep mode and similar, it'd be more like a coop or combat force type game than a DM type. Also, unlike in UT an episode wouldn't include one type of gameplay all through, it'd be mixed - there would be e.g. Castle Sweep missions in all storylines.
Sat, 15 Jul 2006 10:36:00

Crimson Wizard

I added a comment to one of the developers' blogs here: <!-- m --><a class="postlink" href="http://www.korax-heritage.com/blogs/?p=14#comments">http://www.korax-heritage.com/blogs/?p=14#comments</a><!-- m --> but it appeared without background frame thus almost invisible <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> and also topic shows "1 comment" info although there are 2 now: <!-- m --><a class="postlink" href="http://www.korax-heritage.com/blogs/">http://www.korax-heritage.com/blogs/</a><!-- m --> Some problem with blogs system? PS. I didn't register. Must I?
Sat, 15 Jul 2006 15:13:19

Firebrand

Nope, no problems here, the comment must be approved by one of the Admins of the blog, this is to avoid spamming in the comments (which actually has happened before, but it didn't showed because those comments were blocked by me <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ), BTW, you are also a developer Crimson Wizard <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, you can register yourself as an user for the blog and post anything you want to it,from personal happenings to development advaces and anything else you think of <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Sat, 15 Jul 2006 17:56:32

RambOrc

Interesting comment for that post: "I still find doom characters and weapons out of place." - do others feel the same way too?
Sat, 15 Jul 2006 19:01:39

Crimson Wizard

I think it's rather funny. The only thing that confuses me is that these modern weapons require mana instead of common ammunition. But what if we allow users to toggle some classes on/off if they do not wish to see modern weapons or maybe if they wish to play only with original Hexen characters?
Sun, 16 Jul 2006 12:28:48

RambOrc

An option would be cool to set which classes and which map types are allowed to be chosen from in random settings (e.g. you could say you want only fantasy classes and fantasy maps, or you could even say you only one Heretic maps and the heretic, making it feel a lot like a Heretic DM).

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