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Hail... and now what?

Wed, 05 Nov 2003 01:50:40

Nightwolf

Hello... they are a lot of topics that are very old. Anyways, i want to know who is the graphic leader to discuss what i can do. Of course, im NOT a 2d artisc. I only make little changes to the original graphs in 256 colours. Well, anyone here can explain me how is the plan?
Wed, 05 Nov 2003 16:37:39

Moose

Hi, welcome as you probabally know I'm moose one of our programmers. Mago is our lead artist and is probabally the person to talk to for jobs, advise, etc. What plan? No seriously I think at the moment we are trying to finish off KMod 2.x and release KMod 3.0 and patch it up if needed. Then we'll start work on SE, although from the art side it has been started, I guess with the skills you have you'll be making different versions of weapons.
Wed, 05 Nov 2003 16:42:34

Moose

For uploading files to KDev look here and if you haven't already looked at the Developer Info you should.
Wed, 05 Nov 2003 16:43:49

Nightwolf

Ok. Then i will make different weapons, spells and so. I made (i send it to RambOrc) the first mage staff reloaded. But... i think will be better with two different graphs with different process. One the hand charging the staff, and another the staff itself. So we can use Heretic, Strife and what other games?
Wed, 05 Nov 2003 22:34:03

RambOrc

Heretic can be used w/o probs since it's from Raven too - Strife should be OK since it's abandonware, but any other games might be a prob.
Wed, 05 Nov 2003 22:44:24

Firebrand

Hi Nightwolf, I'm Firebrand, one of the 2d artists, I'm happy to see a new face with us the artists, actually what we are planning to do, is to make some new weapons for the different classes into the game, I have made most of the damage skins for the monsters, but there are some still missing, I have been working on a kind of list that may be useful not only for us artists, but for the programmers, it's OK if you want to make new weapons (I think more new weapons would be cool). Actually we are also working with NPC's, as you may know these are the characters the player can speak to into the game, there are some small sketches of them in KDev, I will send you some useful information about this (it was written by Mago), so you can know how we plan to work on them, also if you have any questions about anything, please ask I will try to keep up on this (or Ramborc can ask them too). Well, I will paste here the list I have made for the Damage Skins that are finished and those that are missing yet, hope it will be useful:
DAMAGE SKINS FOR ORIGINAL MONSTERS:

FIGHTER				NOT DONE
MAGE				DONE
CLERIC				DONE
STALKER				DONE
CENTAUR/SLAUGHTAUR		DONE
GREEN CHAOS SERPENT		DONE
BROWN CHAOS SERPENT		DONE
REIVER				DONE
DEATH WYVERN			DONE
DARK BISHOP			NOT DONE
ETTIN				DONE
AFFRIT				DONE
ICE wENDIGO			DONE
HERESIARCH			DONE
KORAX				1st NOT DONE			                                2nd NOT DONE

DAMAGE SKINS FOR NEW MONSTERS:

RED CHAOS SERPENT		                NOT DONE
STONE CENTAUR/SLAUGHTAUR	                NOT DONE
HELL WENDIGO			NOT DONE
EMERALD WENDIGO			NOT DONE
STONED WENDIGO			NOT DONE
Well, that's it from now, see ya!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 05 Nov 2003 23:28:33

Ichor

I should be able to do the damage frames of the Red Chaos Serpent in a few hours.
Thu, 06 Nov 2003 08:01:33

dj_jl

Hi! I'm Janis, one of the programmers. Currently I'm unable to work on Korax projects, but I'm here in a case there are some problems with engine.
Thu, 06 Nov 2003 16:08:37

Ichor

Ok, here it is.
Fri, 07 Nov 2003 17:42:19

Nightwolf

The first thing to ask.... what CAN be made and what cannot. Will be a weapon/speel limit? I mean with the engine. Um... to make "pain" skins i need some help how to do it. Some way? Another thing: Dual Wield. Can be done with the engine, or we must paint when the player wield the two weapons?
Fri, 07 Nov 2003 18:03:03

Firebrand

OK, the first question is a matter of Ramborc and the programmers, but have a small think of this: "every weapon that we make has to be programmed, that takes time, Ramborc told us some time ago that our time working on SE wasn't too much, so I think that a reasonable amount of weapons might be like 20 or 25?? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> (that's just my thinking, but Ramborc and the programmers can change it if I'm not right), also the other thing that we were discussing was that the mage wouldn't have any melee weapons (just a staff if I remember), so try to give the mage a lot of spells (and magical stuff), and let melee weapons for the Fighter and the Cleric. Now, for the 2nd question, I think that in the Docs. I sent you there was an small talk from Mago about the DS's, but if you don't have any idea of it, you can think on it by looking at the monster and imaginning it wounded by swords or axes (or spells), of course this is if your problem comes when thinking how to make the DS, but if your problem is with which tools to use, first I need to know which program you are using to edit your images (I personally use Paint Shop Pro 7 it has a lot of effects and it's not too difficult to learn), now to make the Damage Skin you need to select the brush tool and give it a decent size (3 or 4 with 35 opacity to make it somewhat transparent), now choose a red tone that seems like blood and start making some "wounds" to the monster, that's the way I do it, it's not too much time consuming and not too difficult to make, the other way to do it is that you paint "pixel by pixel" (but that's too difficult and time consuming), I know I'm giving you a very quick explanation (if you want some examples of this please tell me or Mago about it and we will try to help you out <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> ). About the two weapons, I think that the engine can't do it (and I really don't know if it can be done <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->), so that's another question that the programmers can answer, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Fri, 07 Nov 2003 18:44:10

Nightwolf

Ok, thanks! only 25 weapons?.... arf.... Well... um.... To edit grahs i use a dos tool. I make games with Div Games Studio 2. And it contains a very usefull image edit. It's fast anough to make little pixel per pixel change, edit, and contains a few basic, but usefull, effects. All my work was made with it. But i need to upload more <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> So, i must download PSP? I think the last versi?n is 8. So its ok? But i prefer to edit with my old Div Studio... <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Its fun.
Fri, 07 Nov 2003 19:00:26

Moose

Weapon restrictions - Only 25, hell no there are currently 48 that includes possession weapons and weapons for the pig and corvus. So in answer to weapons none that I know of. Spell restrictions - Well at the moment there are restrictions but in SE there will be a spell book so when I get round to finishing the spellbook there will be no restrictions, well thats what I think Rambie wants. Duel weapons I'm not sure it's probabally possible and if support is not in the codebase yet it could be added.
Fri, 07 Nov 2003 19:03:57

Nightwolf

Someone here said something about a shield. Anyone knows where to "find" one? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Ahm... where are those weapons!!!?? And what about the "CharginStaff"? Will be made with one or two graphs? So the mage will have only one staff... and what will be?
Fri, 07 Nov 2003 19:12:13

Moose

[quote="Nightwolf":q8nuq5x1]Someone here said something about a shield. Anyone knows where to "find" one? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> If you mean in screen graphic I haven't got a clue, but if you can get one it would be easy to implement because its already coded for the possessed centaur. Woo hoo easy jobs. [quote="Nightwolf":q8nuq5x1]Ahm... where are those weapons!!!?? What weapons are you on about?
Fri, 07 Nov 2003 19:23:05

Nightwolf

[quote="Moose":2rv21mei]Weapon restrictions - Only 25, hell no there are currently 48. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> So actually exists 48?
Fri, 07 Nov 2003 19:35:16

Moose

yes 48 weapons exist unless I miscounted but even then there will still be more that 25. ok proof: (the bottom 2 arn't actually weapons.)
From h2def.h current SE/KMod3 codebase:

typedef enum //Remi Newweaponcode
{
	WP_FIGHTER_PUNCH,
	WP_CLERIC_MACE,
	WP_MAGE_WAND3,
	WP_MAGE_WAND2,	
	WP_MAGE_WAND,
	WP_MAGE_WAND4,
	WP_CORVUS_GAUNTLETS,
	WP_CORVUS_PGAUNTLETS,
	WP_CORVUS_STAFF,
	WP_CORVUS_PSTAFF,
	WP_PIG_SNOUT,
	WP_ETTIN_MACE,
	WP_AFRIT_FIREBALL,
	WP_CENTAUR_SWORD,
	WP_CENTAURL_SWORD,
	WP_ICEGUY_MISSILE,
	WP_SERPENT_BITE,
	WP_BSERPENT_BITE,
	WP_REIVER_MELEE,
	WP_BISHOP_MELEE,
	WP_FIGHTER_AXE_G,
	WP_FIGHTER_AXE,
	WP_CLERIC_STAFF,
	WP_MAGE_CONE,
	WP_MAGE_BWAND,
	WP_CORVUS_GWAND,
	WP_CORVUS_PGWAND,
	WP_CENTAUR_SHIELD,
	WP_CENTAURL_SHIELD,
	WP_SERPENT_FIREBALL,
	WP_BSERPENT_MISSILE,
	WP_REIVER_FIREBALL,
	WP_BISHOP_MISSILES,
	WP_FIGHTER_HAMMER,
	WP_FIGHTER_HAMMER2,
	WP_CLERIC_FLAME,
	WP_MAGE_LIGHTNING,
	WP_CORVUS_CROSSBOW,
	WP_CORVUS_PCROSSBOW,
	WP_CENTAURL_MISSILE,
	WP_FIGHTER_SWORD_G,
	WP_FIGHTER_SWORD,
	WP_CLERIC_HOLY,
	WP_MAGE_STAFF,
	WP_CORVUS_MACE,
	WP_CORVUS_PMACE,
	NUMACTUALWEAPONS,
	WP_NOCHANGE,
} newweapontype_t;
Fri, 07 Nov 2003 19:40:04

Nightwolf

Whoa, nice. So every weapon from this list WAS already made? Could be possible to add weapons in that way: in a file wapons.txt: - weapons name - name of graph while holding - graph when hitting - damage and/or effects Slot: where to buy it to make fast test.
Fri, 07 Nov 2003 19:49:35

Moose

No everything in that list is currently in there. Um I'll do the list again and say when they first appeared publicly/will first appear publicly.
typedef enum //Remi Newweaponcode
{
	WP_FIGHTER_PUNCH,     -Hexen
	WP_CLERIC_MACE,     -Hexen
	WP_MAGE_WAND3,     -KMod
	WP_MAGE_WAND2,     -KMod	
	WP_MAGE_WAND,     -Hexen
	WP_MAGE_WAND4,     -KMod
	WP_CORVUS_GAUNTLETS,     -KA
	WP_CORVUS_PGAUNTLETS,     -KA
	WP_CORVUS_STAFF,     -KA
	WP_CORVUS_PSTAFF,     -KA
	WP_PIG_SNOUT,     -Hexen
	WP_ETTIN_MACE,     -KMod
	WP_AFRIT_FIREBALL,     -KMod
	WP_CENTAUR_SWORD,     -KMod
	WP_CENTAURL_SWORD,     -KMod
	WP_ICEGUY_MISSILE,     -KMod
	WP_SERPENT_BITE,     -KMod
	WP_BSERPENT_BITE,     -KMod
	WP_REIVER_MELEE,     -KMod
	WP_BISHOP_MELEE,     -KMod
	WP_FIGHTER_AXE_G,     -KMod
	WP_FIGHTER_AXE,     -Hexen
	WP_CLERIC_STAFF,     -Hexen
	WP_MAGE_CONE,     -Hexen
	WP_MAGE_BWAND,     -KMod3
	WP_CORVUS_GWAND,     -KA
	WP_CORVUS_PGWAND,     -KA
	WP_CENTAUR_SHIELD,     -KMod
	WP_CENTAURL_SHIELD,     -KMod
	WP_SERPENT_FIREBALL,     -KMod
	WP_BSERPENT_MISSILE,     -KMod
	WP_REIVER_FIREBALL,     -KMod
	WP_BISHOP_MISSILES,     -KMod
	WP_FIGHTER_HAMMER,     -Hexen
	WP_FIGHTER_HAMMER2,     -KMod3
	WP_CLERIC_FLAME,     -Hexen
	WP_MAGE_LIGHTNING,     -Hexen
	WP_CORVUS_CROSSBOW,     -KA
	WP_CORVUS_PCROSSBOW,     -KA
	WP_CENTAURL_MISSILE,     -KMod
	WP_FIGHTER_SWORD_G,     -KMod
	WP_FIGHTER_SWORD,     -Hexen
	WP_CLERIC_HOLY,     -Hexen
	WP_MAGE_STAFF,     -Hexen
	WP_CORVUS_MACE,     -KA
	WP_CORVUS_PMACE,     -KA
	NUMACTUALWEAPONS,
	WP_NOCHANGE,
} newweapontype_t;
I put KMod because I can't remember when they came in.
Fri, 07 Nov 2003 19:59:10

Nightwolf

Do you see my serpent staff? The colour of the eye change. This can be the same staff, only when you rearch certain level (or buying "food" for the snake) you can switch the eyes, then the effect can change (in one blink) Blue Mana Eater: You shoot, and use Blue Mana, but recover blue mana when leeching. Green Mana Eater: The same, but with green mana Life Eeater: Uses HP to shoot, but recover hp. Yellow: Blue and Green cost to shoot, but recover both. ... and so.
Fri, 07 Nov 2003 20:08:20

Moose

Quite possibly and that would be quite easy to add I could use most of the existing code.
Sat, 08 Nov 2003 18:36:27

Nightwolf

Well, with the shield from Witchhaven we can start to make new ones. The problem is.... how? Firebrand, any idea? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 08 Nov 2003 19:31:11

RambOrc

The time limit on SE was before the changes to the roadmap this Summer. By releasing a KMOD 3 and thus not to waste any of the work done on codebase and stuff for the original SE, and by moving Korax Arena ahead of SE in the roadmap, we now have as much time for SE as we want (well I still hope it'll be released in the next 1-2 years, LOL). As for weapon/spell limits, I don't know of any - there certainly isn't one gameplay-wise. As for coding them, all those weapons are just variations of a couple of basic types, meaning if Moose or Janis could make a table a non-programmer can edit, all the values for the different weapons could be put into such a table and then compiled into the code, thus saving a lot of time for the programmers. An in-screen shield can be made using the graphics in Witchaven (Mago has the CDs), while i wouldn't want to use that shield 1:1, you can surely alter it enough to look differently (or make a new one from scratch using that one as reference). The good thing about that shield is that it even includes degraded pics for when the shield is greatly damaged. Hey funny idea with the eye color. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 08 Nov 2003 19:41:31

Nightwolf

I like the shield that shows the left arm... (ummm... maybe adding an anim where you hit with it) But the problem is editing the colours. Maybe its time to switch to PSP... but i only have the demo <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> 1 or 2 years?... arrrghh... lol
Sat, 08 Nov 2003 20:40:19

Moose

[quote="Nightwolf":2kioasuc]1 or 2 years?... arrrghh... lol Yes but those 1 or 2 years will be full of work. Artists have to make new weapons, enemys, NCPs, etc.... Janis and Myself have to rewrite everything that exsists and is needed for SE and then add new things like the quest system, finish the journal and spellbook. Ramborc has levels to make, remake and edit to include the new vavoom features like swimable water, slopes and 3D floors to name 3. I haven't said anything about voiceovers and other extra bits yet. Oh and I have My version of Firebrands DS table:
DAMAGE SKINS FOR ORIGINAL MONSTERS:

Enemy                                Sprites              Programming

FIGHTER                             NOT DONE         Not Done
MAGE                                 DONE                Done
CLERIC                              DONE                Done
STALKER                            DONE                Not Done
CENTAUR/SLAUGHTAUR       DONE                Done
GREEN CHAOS SERPENT      DONE                Done
BROWN CHAOS SERPENT     DONE                Done
REIVER                              DONE                Not done
DEATH WYVERN                  DONE                Done
DARK BISHOP                     NOT DONE         Not Done
ETTIN                                DONE                 Done
AFFRIT                               DONE                Not Done
ICE wENDIGO                    DONE                 Not Done
HERESIARCH                     DONE                 Done
KORAX               1st           NOT DONE          Not Done
                         2nd          NOT DONE          Not Done
Sun, 09 Nov 2003 02:03:40

Firebrand

Well, with the shield from Witchhaven we can start to make new ones. The problem is.... how? Firebrand, any idea?
Well, if you upload the shield graphics or tell me in which pack they are (there are a lot of graphic packs now <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> ), I will take a look (and maybe look for a way to make one from scratch or in base to that one). <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I also like your ideas about elemental weapons and color changes, that can make a quick way to make weapons with very less effort for us and the programmers, and about the 48 weapons ...... no comments <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> I never thought we could have soooo much weapons!! <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Anyway, the next 1 or 2 years are going to be the most busy ones for the art department, I'm sure that if we can work together we can make it (this not only goes for the art department <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> ).
Sun, 09 Nov 2003 02:57:15

Nightwolf

<!-- m --><a class="postlink" href="http://www.koraxdev.korax-heritage.com/nightwolf/Test_wh.zip">http://www.koraxdev.korax-heritage.com/ ... est_wh.zip</a><!-- m --> Here is where i uploaded shield example and witchhaven test. Sorry, i think i need to make a txt file...
Sun, 09 Nov 2003 10:26:42

RambOrc

There is also a lot of artwork besides what's in work right now - detailed skyboxes for example.
Tue, 11 Nov 2003 12:43:22

Firebrand

OK, I will make some small tests with the sprites you tell me and see what I can do (nice work! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ), I have sent you some of the documents that we talked before Nightwolf.

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