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KA 0.9.1 Beta Released

Sat, 16 Dec 2006 04:40:08

Korax News

I just want to announce that we have released Korax Arena Beta 0.9.1, which fixes some problems that were present on the last beta release, you can get it from here. Here's a small changelog of it: [list:1q3d6s95]- Fixed crash when killing monsters in Castle Sweep - Fixed hero's long bow snipper feature - Added sprites for Heresiarch's purple ray and claws - Fixed problems with scoreboard drawing in team gameplay modes - Fixed problems in bots AI while tracking allies changing maps - Modified certain weapon's attacks - Added new weapons for Heresiarch player - Modified full-screen HUD's experience display - Added CVar for number of death player and monster corpses, this should fix flickering sprites in most situations - General bug fixes here and there[/list:u:1q3d6s95] Be sure to post your bug findings and comments in the Korax Arena forums, enjoy!
Sat, 16 Dec 2006 06:50:18

leilei

getin it! dam my instincts
Sat, 16 Dec 2006 19:42:06

TheCount

I downloaded it and I must say it rocks. Castle sweep is great, but game crashes when I'm about to enter the room with the many brown serpents in infested castle. I also got messages like "thecount was purple-fireballed by centaur the heresiarch". I love the first 2 heresiarch weapons' sprites, and the other weapons are great, especially the one like the bloodscourge. I didn't quite understand the unholy symbol though. I also liked the combined mana sprite a lot. One thing: when I ran kaswr.bat I got an error of OpenAL32.dll not found, so I copied it from my Vavoom folder and placed it there. Looks like that file's missing.
Sun, 17 Dec 2006 13:08:03

Crimson Wizard

[quote="TheCount":rkdz7whj]I also got messages like "thecount was purple-fireballed by centaur the heresiarch". There's problem with death messages, they were not very wise implemented and now, when we added new player class (Heresiarch) they become shifted... well, shortly - I'll fix this. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> [quote="TheCount":rkdz7whj]I didn't quite understand the unholy symbol though. It works like a limited range beam weapon. It was a sort of mine experiment, I know it looks rather weird. It should spawn red dynamic light to show its area of damage.
Sun, 17 Dec 2006 13:09:56

Crimson Wizard

[quote="TheCount":1nk9yqzt]I also got messages like "thecount was purple-fireballed by centaur the heresiarch". There's problem with death messages, they were not very wise implemented and now, when we added new player class (Heresiarch) they become shifted... well, shortly - I'll fix this. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> [quote="TheCount":1nk9yqzt]I didn't quite understand the unholy symbol though. It works like a limited range beam weapon. It was a sort of mine experiment, I know it looks rather weird. It should spawn red dynamic light to show its area of damage.
Sun, 17 Dec 2006 14:20:26

RambOrc

Still using IE?
Sun, 17 Dec 2006 18:05:08

TheCount

[quote="Crimson Wizard":2158myih] It should spawn red dynamic light to show its area of damage. I didn't notice because I don't use dynamic lights... or colored lights... in fact I don't use any of the visually improving settings because they slow me down a lot; I also use 640x480. In lower resolutions, menus are illegible. Another few things I noticed while playing yesterday. I get a *lot* of segmentation violations, and the game always freezes in the icy caves, in the pit with the weird texture-lightning thingy, the place that looks darker above. Also, in the icy caves, I was unable to emerge from the water being heresiarch. But that map is great anyway. Another thing, I noticed that, if I'm not wrong, bots and players don't telefrag, and they can get completely stuck one on top of the other. For the second time I think, I played Korax Arena with sound, and I liked the music.
Sun, 17 Dec 2006 19:03:24

Firebrand

Does the problem with players on top of each other happens in every gameplay mode or just team gameplay modes? Segmentation violations are common with death messages for me, I'm unsure of where the problem is thought, I'll make some more debugging on this. Could you post the contents of your debug.txt file in your basev folder when the crash in the Infested Castle happens? It would help us to determine where the problem is.
Sun, 17 Dec 2006 20:05:10

Crimson Wizard

[quote="RambOrc":pxpz3azr]Still using IE? No. Firefox. <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: --> It seems I've got some trouble with internet connection. [quote="Firebrand":pxpz3azr]Segmentation violations are common with death messages for me, I'm unsure of where the problem is thought, I'll make some more debugging on this. I supposewe should rebuild deathmessages system from scratch, it appeared to be very unflexible. I had one idea how to make them but I simply forgot to implement it last time <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Sun, 17 Dec 2006 21:38:15

TheCount

This is the log of that time at infested castle:
Log: INFESTED CASTLE
Log: 
Dev: Client level loaded
Log: <-- server to client keepalive
Dev: 536 subdivides
Dev: 307 seg subdivides
Dev: 427k light mem
Dev: Player::SpawnClient : 
Dev: Player::SpawnClient : netgame = 1
Dev: Player::SpawnClient : deathmatch = 1
Dev: Player::SpawnClient : goto DMSP
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 8
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 1
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : add player to current team as no 0, done...
Dev: EnlistPlayer : reset player's score
Dev: Player::SpawnClient : aprez TeleportMove
Dev: Player::SpawnClient : after TeleportMove
Dev: Player::SpawnClient : OUT
Log: <-- server to client keepalive
Log: PLAYER enters the game
Log: ICON OF THE DEFENDER
Log: PHOENIX ROD
Dev: PF_FormatString: Not all params were used
Log: SHADOWSPHERE
Log: ICON OF THE DEFENDER
Log: BOOTS OF SPEED
Log: PI DAMAGE
Log: DARK SERVANT
Log: FIRESTORM
Log: CRYSTAL VIAL
Log: CRYSTAL VIAL
Log: DISC OF REPULSION
Log: DISC OF REPULSION
Log: DISC OF REPULSION
Log: DISC OF REPULSION
Log: RED MANA
Log: ICE WAND
Log: CRYSTAL VIAL
Log: RED MANA
Log: GREEN MANA
Log: MORNING STAR
Log: CRYSTAL VIAL
Dev: Client NULL connected
Dev: Player::SpawnClient : 
Dev: Player::SpawnClient : netgame = 1
Dev: Player::SpawnClient : deathmatch = 1
Dev: Player::SpawnClient : goto DMSP
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 8
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 1
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : add player to current team as no 1, done...
Dev: EnlistPlayer : reset player's score
Dev: Player::SpawnClient : aprez TeleportMove
Dev: Player::SpawnClient : after TeleportMove
Dev: Player::SpawnClient : OUT
Log: botf67 enters the game
Log: PHOENIX ROD
Log: FLECHETTE
Log: COMBINED MANA
Log: DISC OF REPULSION
Log: DISC OF REPULSION
Log: DISC OF REPULSION
Log: COMBINED MANA
Log: FLECHETTE
Log: FLECHETTE
Log: POISON BREATH
Dev: Length 0, z = 0.000000
Dev: Length 0, z = 0.000000
Dev: Length 0, z = 0.000000
- (engine.Object.bprint)
- PF_FormatString
- RunFunction
- (engine.Object.bprint 0)
- RunFunction
- (svprogs.Player.DisplayDeathMessage 449)
- RunFunction
- (svprogs.Actor.Damage 1008)
- RunFunction
- (svprogs.Actor.HitFloorType 473)
- RunFunction
- (svprogs.Actor.HitFloor 159)
- RunFunction
- (svprogs.Actor.ZMovement 303)
- RunFunction
- (svprogs.Actor.Physics 591)
- RunFunction
- (svprogs.Actor.Tick 2)
- VObject::ExecuteFunction
- (svprogs.Actor.Tick)
- VThinker::Tick
- RunThinkers
- P_Ticker
- SV_Ticker
- ServerFrame
- Host_Frame
Dev: Sending clc_disconnect
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : team has no more players...
Dev: DiscardPlayer : push team down the table...
Dev: DiscardPlayer : removed team with index 8


ERROR: Segmentation Violation
Z_Free after Z_Shutdown
But I've tried and it doesn't happen anymore. Weird how it always happened in the same place. I also don't have more problems for now in the icy caves. The only thing I noticed is that when the crashes/freezes happened in those places I had picked up pydamage. I get segmentation violations sometimes when I select "leave arena", when I start a game, or, rarely, in the middle of a game. The players on players problem happened on deathmatch, after me and 2 bots entered the same red smoke one after the other in ancient arena, and in the icy caves, with 2 bots, but I don't remember the game mode. Also, when players overlap like this they don't die (didn't try disintegration though). Anyway, does anyone know why the menus become illegible in low resolutions, and how I can fix it if it's a problem of mine? Because I really want to play in 320x200. And by the way, I still get flickering sprites sometimes <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Sun, 17 Dec 2006 23:19:05

RambOrc

Could you post your system specifications (hardware and operating system)?
Mon, 18 Dec 2006 00:41:26

Firebrand

The menus problem in 320x200 is a bug in Vavoom itself, I've the very same problem when I try to play on my old laptop <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->, I don't know where the problem can be on this one neither. That log of the infested castle seems to be a problem with the death messages, but I could be wrong, I'll investigate it furthermore.
Mon, 18 Dec 2006 01:04:21

Moose

Firstly the problem with the 320x200 resolution is that (and I may be mistaken here, but I'm pretty sure) Vavoom no longer uses a base resolution of 320x200 for menus. All menus and the HUD are drawn at 640x480. Janis should probably have taken the lower resolutions off the options menu when he did this. And secondly may I just point out that I made the Ice Cave map, it's unfinished and I'm damn happy you like it.
Mon, 18 Dec 2006 04:55:07

TheCount

[quote="RambOrc":1r3an0js]Could you post your system specifications (hardware and operating system)? I've Windows 98 SE, and I'm pretty clueless in the "hardware" part. Just consider that my PC was bought in the year 2000 and there wasn't a single piece of hardware ever updated, except for the CD reader and the HD. [quote="Moose":1r3an0js]And secondly may I just point out that I made the Ice Cave map I think it's one of the best maps, despite being unfinished <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I specially like that flashy place where you can literally walk into a pool of water instead of dropping into it <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Mon, 18 Dec 2006 09:58:32

Crimson Wizard

Yes, that Segmentation Viloation is 100% for sure a problem with deathmessages. I am going to fix it ASAP. <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: --> Also I think I'll change Unholy Sign a bit to make it look better. Count, about Heresiarch'es unability to jump from the water - once again I say this - try not to "jump" but to swim straight (or nearly straight) up being close to an edge. Player should jump out automatically fast enouph to reach solid ground. At least that helped me.
Mon, 18 Dec 2006 21:44:33

TheCount

Thanks, I never really liked dealing with water and looking up-down. Game crashes when adding bots in the docks:
Log: THE DOCKS
Log: 
Log: Bad offset in patch kaw_014
Dev: Client level loaded
Log: <-- server to client keepalive
Dev: 3352 subdivides
Dev: 476 seg subdivides
Dev: 165k light mem
Dev: Player::SpawnClient : 
Dev: Player::SpawnClient : netgame = 1
Dev: Player::SpawnClient : deathmatch = 1
Dev: Player::SpawnClient : goto DMSP
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek
 for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 4
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 0
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : add player to current team as no 0, done...
Dev: EnlistPlayer : reset player's score
Dev: Player::SpawnClient : aprez TeleportMove
Dev: Player::SpawnClient : after TeleportMove
Dev: Player::SpawnClient : OUT
Log: PLAYER enters the game
Log: Bad offset in patch weapf0
Log: Bad offset in patch weapg0
Dev: Client NULL connected
Dev: Player::SpawnClient : 
Dev: Player::SpawnClient : netgame = 1
Dev: Player::SpawnClient : deathmatch = 1
Dev: Player::SpawnClient : goto DMSP
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 4
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 2
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : add player to current team as no 1, done...
Dev: EnlistPlayer : reset player's score
Dev: Player::SpawnClient : aprez TeleportMove
Dev: Player::SpawnClient : after TeleportMove
Dev: Player::SpawnClient : OUT
Log: botc86 enters the game
- R_DrawTranslucentPolys
- R_RenderPlayerView
- SCR_Update
- Host_Frame
Dev: Sending clc_disconnect
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : team has no more players...
Dev: DiscardPlayer : push team down the table...
Dev: DiscardPlayer : removed team with index 8


ERROR: Segmentation Violation
<!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Tue, 19 Dec 2006 09:54:36

Crimson Wizard

- R_DrawTranslucentPolys - R_RenderPlayerView - SCR_Update - Host_Frame
In fact this looks like a renderer error. Did you use software renderer? It crashes on the maps with 3d contents (water) sometimes.
Tue, 19 Dec 2006 17:13:02

TheCount

Yeah, I used software rendering.

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