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Custom SE maps

Mon, 29 Jul 2002 00:46:00

mago

I just remebered something when I was thinking about that RPG Specs we discussed some time ago. RambOrc said it was very creative the way the man found to implement those rpg features into the game without having to go to the source code. Of course, and as he said too, nowadays it's much more effective and "easier" to go to the source code and do some programming to achieve the results. But this way has it's negative side: what about those people who don't know anything about coding? And that leads to my next question: how will people be able to make their own SE maps (to swap between friends or upload in the Net (maybe in Korax's site, if the deamon agree) and add npcs who can talk? It may be an important matter, since it is a resource to keep these kind of mods alive for longer periods, and that's is always cool for the makers. Janis already said that external programs with user friendly interface are too time demainding to be considered an option, so if you think I'm right and some kind of help should be packed with the mod when it's out (many mods do that. That Starship Trooper tc I keep talking about had it's own programs for building maps and adding changes to the game's art and codes (named .con files, if I remember right) which you could download as an extra pack for the tc), here are some suggestions: if it isn't that hard to change the codes, I think Janis could writte (if he wants of course, otherwise I can do it, if he explains it to me [img]images/smiles/icon_biggrin.gif[/img] ) an article/text/help text which would explain in clear and direct steps how to go into the codes, add the phrases to the respective npc and get out without causing damages to the codes. It don't need to be a book about it, just a quick but clear text. Of course, since it is your original work, Janis, you have all the right not to expose it in such an open way. In that case, or if it happens to be too comlicated for non-programmers, I think Janis could take a look at that RPG Specs, review it and try to make it work on SE code (which will be different from the one in Hexen), and perhaps even modify something in order to make it easier or simpler (since you have such a knowledge about Hexen's codes, it's possible that you can even make it better). It wouldn't be the same thing as the original SE maps and npcs, but at least people would have a way to add talktive persons in their own maps, not just monsters. Of course, as most of my ideas, this one is more for the final stage of development, but since I had the idea some minutes ago, I thought I should show it to you. We have to remind all these features and ideas for the project, I just don't know how... [img]images/smiles/icon_sad.gif[/img]
Mon, 29 Jul 2002 10:20:00

RambOrc

I feel you're chasing shadows here, Mago... adding NPCs (or any other SE-specific objects) to an SE map needs nothing but a modified hexen.wcf file which we can make available for download any time. Since the latest conversation code Janis introduced weeks ago, adding conversations to a map is easier than adding an ACS (script). If you take the fact that most halfway decent Hexen mappers used ACS back in the 2nd half of the 90s, virtually anyone can make conversations. The only thing you need to take care of is proper syntax. For someone who never saw a programming language, it might be somewhat difficult to grasp at first, but it's indeed very simply, comparable to PHP syntax which every teenager can code nowadays. And the shopping system was already in KMOD2 very easy to edit, it's been easier to add an object to a shelf and make it purchasable than to make a door. As for Janis keeping a close lid on the source code once SE is released, Korax code is open source and Janis isn't a guy who'd do such things anyway. [img]images/smiles/icon_smile.gif[/img] To summarize it, there is no need to edit a single line of the source code or to modify the executable in any way, you can create maps with shops and NPCs w/o that. Anyway, I guess it's my mistake I didn't tell anything about this (as too many other things too), because the design guide is still far away from completion (I've got maybe 4 or 5 pages yet). But I was planning on the release of an SDK that will make it easy for DMs to create their own adventures for the Korax 1.0 engine.
Mon, 29 Jul 2002 16:35:00

dj_jl

Talking about SE source code it's already available in the CVS on SourceForge, so anyone knowing how to use CVS can get current source and see how we are progressing and what new features are here. Of course since game data isn't publicly available, it isn't too usefull.

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