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KA 0.9 Beta Thread

Fri, 24 Nov 2006 17:32:45

Firebrand

Please post here all your bug reports and comments on the new KA beta, I'll use this thread to post some instructions on how to use this thing, just to avoid having repeated questions <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. If you have any problems using it be sure to review this small steps first, thanks! Instructions for playing: [list:3nk1ftes]> Delete the old beta files. > Unzip the ZIP file to any directory you want and BE SURE you do it with the path information it has!! > Run any of the 3 batch files included. > Enjoy!![/list:u:3nk1ftes] If you find any bugs in it, please make a descriptive post of what you were doing when the crash happened, in which map it was, etc. in the bug tracker on SourceForge or in the Korax' Heritage homepage forums, so we can track it down and fix it for the next version of Korax Arena.
Fri, 24 Nov 2006 17:56:50

leilei

PARTY TIME EXCELLENT
Fri, 24 Nov 2006 18:00:10

PePe QuiCoSE

christmas came early this year =) gonna check it up in during the weekend
Fri, 24 Nov 2006 19:20:17

Crimson Wizard

[quote="Firebrand":1fli281i]If you find any bugs in it, please make a descriptive post of what you were doing when the crash happened, in which map it was, etc. in the bug tracker on SourceForge or in the Korax' Heritage homepage forums, so we can track it down and fix it for the next version of Korax Arena. Did you included "-debug" parameter in batch files? It will be nice to have logs as well.
Fri, 24 Nov 2006 21:13:02

Firebrand

Yep, I did <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Fri, 24 Nov 2006 22:41:30

menelkir

castle sweep isn't working at all, whenever i would kill something, CRASH, and i get this..
Reference not set to an instance of an object Stack trace: (svprogs.Actor.Died) <- Runfunction <- (svprogs.Actor.Died 300) <-Runfunction <- (svprogs.Actor.Damage 1154) <-Runfunction <- (svprogs.Actor.PTR_ShootTraverse 463) <-Vobject::ExecuteFunction <- (svprogs.Actor.PTR_ShootTraverse) <-svprogs.Weapon.GunShot 134) <- Runfunction <- (engine.Level.PathTraverse 0) <- Runfunction <- (svprogs.Actor.LineAttack 111) <-RunFunction <- (svprogs.Weapon.GunShot 134) <-RunFunction <- (svprogs.WeaponPistol.A_FirePistol 128) <- Runfunction <- (svprogs.WeaponPistol.S_PISTOL2.None 1) <RunFunction <- (svprogs.WeaponPistol.S_PISTOL2.None) <- VViewEntity::SetState <- RunFunction <- (engine.ViewEntity.SetState 0) <- Runfunction <- (svprogs.Player.MovePsprites 203) <- RunFunction <- (svprogs.Player.PlayerTick 1129) <- VObject::ExecuteFunction <- (svprogs.Player.Playertick) <- Sv_RunClients <- SV_Ticker <-ServerFrame <- Host_frame
at the time, i had just opened up normal castle sweep. i selected the map infested castle, and just as i put 2 bullets into a gargoyle, *SNAP, CRACK, FOOM!!!!* dead. same thing happened when i ran right up to a green serpent and fired a rocket, which would have made us both little skid marks if it didn't crash. PS: i was in D3D mode, if that helps.
Fri, 24 Nov 2006 23:21:59

Ichor

Try standing next to a wall and firing a rocket at it. You'll be surprised at the results. Also, it crashes for me too as soon as a monster dies, and I was using GL mode.
Sat, 25 Nov 2006 01:01:00

TheCount

I can't get KA to work at all. It returns a "Microsoft Visual C++ Runtime Library" window that says : "Runtime error! Program C:\HEXEN\KA_09_BETA\VAVOOM95.EXE This application has requested the Runtime to terminate it in un unusual way. Please contact the application's support team for more information" I kinda get the feeling that MS' shit caused the problem.
Sat, 25 Nov 2006 02:25:40

menelkir

yeah, taking like 10% damage for standing next to an explosion seems a bit farfetched. also, this is more of a matter of opinion, but i notice that just about all the guns/weapons suck up ammo like a starved chiwahwah surrounded by whatever the hell chiwahwahs eat. personally, when i play deathmatch, i like to recklessly fire down a hallway and not having to worry about having only 2 shots for my super shotgun. an increase in the capacity for ammo, and the gaining of quite a bit of ammo with a gun, would be nice. what fool drops a super shotgun in an arena with only four shells?! PS: sorry if i'm obnoxious.
Sat, 25 Nov 2006 02:30:47

RambOrc

First of all, the super shotgun is a tier 2 weapon, meaning it's causing huge damage for high ammo usage. The standard shotgun is a tier 1 weapon and gives you a lot more shots from the same amount of ammo. Also don't forget that with every level you reach, the ammo usage for the weapons go down.
Sat, 25 Nov 2006 03:43:46

Ichor

I fell... [img:2vqtk9et]http://img215.imageshack.us/img215/1489/kaagooe7.png[/img:2vqtk9et] Also, the Wyvern attack is too weak. Either the fireball damage needs to be increased, the delay before the explosions lessened, or make it continuous. I was at level 10 and it took at least two or three direct hits with all three fireballs and the explosions to kill a bot. And the rockets, phoenix rod shots, etc. really do need to cause a lot more damage to the player if they explode too close to them. The Witchaven guy's bow still skips a bit when it's drawn back. I like the zooming in though. Also, there shouldn't be any delay between the moment you let go of the button (when it zooms back to normal) and the moment it actually fires.
Sat, 25 Nov 2006 05:21:31

Firebrand

[quote="TheCount":wcyxntow]I can't get KA to work at all. It returns a "Microsoft Visual C++ Runtime Library" window that says : "Runtime error! Program C:\HEXEN\KA_09_BETA\VAVOOM95.EXE This application has requested the Runtime to terminate it in un unusual way. Please contact the application's support team for more information" I kinda get the feeling that MS' shit caused the problem. Are you sure you are decompressing the file correctly? You need to keep the directory structure for it intact, or there will be problems, also, make sure OpenAL.dll in the same directory as your EXE file and that you have an IWAD file from Doom, DOom2, Heretic or Hexen on it too, if all this is there, then I'm unsure of what the problem can be <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , but don't worry, I'll investigate it out if needed <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. As for the comments we already have, we'll get to the root of the problem, I know what's the problem with Castle Sweep, but it's strange, because I didn't have this problem in the morning when I tested the game before uploading the release <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> . Be sure we'll try to fix most of the problems ASAP, maybe we'll make a patch for the critical bugs (i.e. the Castle Sweep one) and maybe fix something else if possible <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 25 Nov 2006 08:52:08

RambOrc

My test machine runs Win98 so probably that's the reason why the game locks up all the time, on W2K/XP maybe it justs crashes back to the desktop, anyway I'm rebooting for the second time in like 10 minutes. There are also many crashes back to the desktop. I've been trying the KTH mode, it looks promising. I'm for removing all the special music, IMO just let the map soundtrack run non-stop, no need to change it for Heresiarch events. I have the feeling the game is a lot slower than it was in earlier versions, I think the enhanced AI or other features put a lot on the CPU, on a 950 MHz Celeron the game is not playable, it's too choppy (the graphics card is a Radeon 9550). I couldn't start the map "curse". I also experienced the reported bug regarding castle sweep (the moment a monster dies, the game crashes). Off to more testing. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 25 Nov 2006 12:24:28

Crimson Wizard

[size=150:of95g748]I have fixed that bug with Castle Sweep.[/size:of95g748] (to FB - I'll upload changes later today) Was my fault. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Seems we have to build beta 0.9.1 to allow people test this game mode. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> [quote="RambOrc":of95g748]I'm for removing all the special music, IMO just let the map soundtrack run non-stop, no need to change it for Heresiarch events. Ok, but I suggest to make some sounds play instead, I dunno, some magickal fizzling and such.
Sat, 25 Nov 2006 14:04:53

Crimson Wizard

New bug: If a Witchaven guy is killed when aiming with bow, zoom will not reset. By the way, I am glad to see new maps there. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> And also, I don't know how you did this, or where I was wrong, but now there's no flickering or dissapearing items at all! (Instead game slows down horribly when there are too many bots).
Sat, 25 Nov 2006 17:31:28

RambOrc

I think the announcer's voice is sufficient. This is a fast-paced kill'em'all shooter, not an RPG. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 25 Nov 2006 21:26:42

Firebrand

[quote="Crimson Wizard":3123jqqd]New bug: If a Witchaven guy is killed when aiming with bow, zoom will not reset. Oops <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , I accidentally removed this check by mistake, heh! [quote="Crimson Wizard":3123jqqd]By the way, I am glad to see new maps there. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> And also, I don't know how you did this, or where I was wrong, but now there's no flickering or dissapearing items at all! (Instead game slows down horribly when there are too many bots). Just before the release I reduced the corpse queue to the half, I really didn't expected these results, on my own tests I was amazed too, hehehe! As for the game slowness, I'll have to investigate what causes it, maybe is as you said, the new bots AI is doing something constantly, maybe I'll have to look for a faster processing of certain stuff <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , but the bots now work A LOT better with path nodes, right? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 25 Nov 2006 21:29:34

RambOrc

What I saw once was a bot running into a corner, racing me to pick up a weapon, he got it and then instead of turning around and doing something, he got stuck in the corner facing the way he was before picking up the item (in this case the wall).
Sat, 25 Nov 2006 21:37:29

Firebrand

Haha! I've never thought I would hear this behavior, I recently added this kind of decisions for bots (to run to the item trying to win an enemy player to it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->), there are some maps which still need path nodes into them, maybe later versions will have this <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, on my personal tests, bots improved greatly with the use of path nodes, there are small problems, like bots which get stuck on angled halls that are to small, but that's more a mapping thing than an AI thing IMO.
Sun, 26 Nov 2006 00:30:14

TheCount

I finally got it running. Thanks anyway Firebrand <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> The problem was that I was trying to run Vavoom with Winamp running without setting -nosound. About the bots, I've seen many times some bot running against a wall like a trapped turkey in thanksgiving. The comments on the top of the screen are really funny. Stuff like "both13 got retribution from player" or "player's thing turned into a hot dog" made me laugh out loud. Another thing that made me laugh was the comments guy in the heresiarch mode <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> [quote="RambOrc":8ylbdoiz]This is a fast-paced kill'em'all shooter, not an RPG. Yet you get experience points and level up <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> [quote="menelkir":8ylbdoiz]just about all the guns/weapons suck up ammo like a starved chiwahwah surrounded by whatever the hell chiwahwahs eat. personally, when i play deathmatch, i like to recklessly fire down a hallway and not having to worry about having only 2 shots for my super shotgun But that's good because it discourages the player to use badass weapons in early levels. Deathmatch wouldn't be so fun if you could go disintegrating everyone a while after starting. [quote="Ichor":8ylbdoiz]Also, the Wyvern attack is too weak. Either the fireball damage needs to be increased, the delay before the explosions lessened, or make it continuous. I agree. I think the shot should be made continuous. I also noticed that the serpent staff doesn't fire as rapidly as it should <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Sun, 26 Nov 2006 00:38:02

Dio5

hey where is the witchaven guy, the doomguy, corvus...? o_o i was thinking that korax arena had status, magics, just like korax mod o_o oh, and a lot of sprites are strange, they appear n disappear very fast (i'm using windows xp)
Sun, 26 Nov 2006 11:54:51

Crimson Wizard

[quote="Firebrand":2327hhqq][quote="Crimson Wizard":2327hhqq]New bug: If a Witchaven guy is killed when aiming with bow, zoom will not reset. Oops <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , I accidentally removed this check by mistake, heh! Well, I fixed it and also modified LongBow a bit (you'll see). [quote="Firebrand":2327hhqq] Just before the release I reduced the corpse queue to the half, I really didn't expected these results, on my own tests I was amazed too, hehehe! Hehe, no, seems it's not the reason. Earlier I've got terrible items flickering on Ancient Arena at the game start with > than 2 bots active already, but now I am playing it with 7 bots and NOTHING flickers (except for cases when a mage player (s) fire their fast-shooting firewand). As for game slowness, I am not sure what is more important here, I tried KA on 2 computers with similar characteristics, but on one of them I had slownesses rather often (that didn't ruin the game though), on the second they were very rare. And, hey, I really think we should release 0.9.1, Castle Sweep is great, I enjoyed wacking centaurs with shotgun <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Ah, just remembered, what if we make full vis data for Hexen maps as well (if it is possible)? [quote="TheCount":2327hhqq] Ichor wrote: Also, the Wyvern attack is too weak. Either the fireball damage needs to be increased, the delay before the explosions lessened, or make it continuous. I agree. I think the shot should be made continuous. DONE. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> and increased damage. [quote="Dio5":2327hhqq] hey where is the witchaven guy, the doomguy, corvus...? o_o Go to MULTIPLAYER -> PLAYER SETUP. You'll see character selection. There are: Fighter, Cleric, Mage, Corvus (Hereitc), Marine, Hero (Witchaven guy). Bots select their character automatically for now.
Sun, 26 Nov 2006 15:21:26

leilei

hey what happen to gargoyle wtf
Sun, 26 Nov 2006 17:13:47

menelkir

HEY!! HEY!! I FOUND A BUG!! IT'S A BUG!! HEY!! the heresiarch can't jump out of water onto land for some reason, probably because he's too big. also, another opinion thing, but if the heresiarch is supposed to be a badass terminator mofo, shouldn't he get full mana upon becoming heresiarch? just a thought.
Sun, 26 Nov 2006 17:16:42

Firebrand

Nope, it's part of the game to find ammo for your weapons IMO <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. As for Heresiarch being taller, this has changed in the latest internal build, I think it was cool, but it causes other problems, like players getting stuck and other things <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. As for the gargoyle class, it's in hold until I convince everyone to use it in the game <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Sun, 26 Nov 2006 17:48:48

Dio5

[quote="Crimson Wizard":tuizypjq]Go to MULTIPLAYER -> PLAYER SETUP. You'll see character selection. There are: Fighter, Cleric, Mage, Corvus (Hereitc), Marine, Hero (Witchaven guy). Bots select their character automatically for now. i did this! looks that nothing changed from 0.2 to 0.9, maybe i used the wrong link, but i'm sure that i used this one: <!-- m --><a class="postlink" href="http://sourceforge.net/project/showfiles.php?group_id=34156">http://sourceforge.net/project/showfile ... p_id=34156</a><!-- m --> well... i will download it again o.o
Sun, 26 Nov 2006 18:06:47

TheCount

Did you delete the old 0.2 files before unzipping?
Sun, 26 Nov 2006 19:00:59

leilei

[quote="Firebrand":2m2ffum5]As for the gargoyle class, it's in hold until I convince everyone to use it in the game <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> WHAT ABOUT THIS CLASS IT WOULD RULEEEEEE
Sun, 26 Nov 2006 19:42:15

Crimson Wizard

[quote="menelkir":2mzxypb4] the heresiarch can't jump out of water onto land for some reason, probably because he's too big. Probably, I know what's the problem. I'll check this out. EDIT: But actually you can jump out by continuing "swim up". At least, this helped me many times. [quote="menelkir":2mzxypb4] also, another opinion thing, but if the heresiarch is supposed to be a badass terminator mofo, shouldn't he get full mana upon becoming heresiarch? just a thought. [quote="Firebrand":2mzxypb4]Nope, it's part of the game to find ammo for your weapons IMO Wink. Actually, I changed this so that H. has 100 each mana on spawn <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. Just wish to test if this is good.
Sun, 26 Nov 2006 19:53:48

Dio5

yeah i deleted everything! i made a new past for KA 0.9
Mon, 27 Nov 2006 09:59:53

Crimson Wizard

So? Does it work now?
Mon, 27 Nov 2006 17:31:37

Dio5

it is not <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> look - i downloaded it - i extract it on a new past - copied hexen.wad in the past - executed vavoom95 - played single player a bit <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> - multiplayer game -> player setup -> fiter -> cleric -> mage -> fiter again o_o
Mon, 27 Nov 2006 17:33:57

Ichor

[quote="Dio5":3afpe5q7]- executed vavoom95 Try using kaogl.bat or kad3d.bat instead.
Mon, 27 Nov 2006 18:25:45

Crimson Wizard

[quote="Dio5":19h978zy]it is not <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> look - i downloaded it - i extract it on a new past - copied hexen.wad in the past - executed vavoom95 - played single player a bit <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> MAN! You are running original HEXEN, NOT Korax Arena!! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> There s NO single player in KA. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Run one of the BAT files (depending on wanted video mode). Firebrand, where the hell is README.TXT??? <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Mon, 27 Nov 2006 20:29:58

The 4th Class

Only old ladies use TXTs these days - now we use PDFs. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> And I liked all your smilies at the beginning. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Mon, 27 Nov 2006 20:50:41

menelkir

i like TXTs.. *sobs* <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> anyhoo, yeah, i agree that you should release 0.9.1!! i wanna turn chaos serpents to confetti with my rocket launcher!
Mon, 27 Nov 2006 23:39:22

The 4th Class

How about instead of 0.9.1, we release 1.0? <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Tue, 28 Nov 2006 00:28:03

Dio5

oh crap <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Tue, 28 Nov 2006 00:37:54

Ichor

I can't see the cleric's morning star at all. It still works and I can hit things with it, but the weapon graphic isn't displayed.
Tue, 28 Nov 2006 01:45:40

TheCount

[quote="Ichor":d21n39kh]I can't see the cleric's morning star at all. It still works and I can hit things with it, but the weapon graphic isn't displayed. Yeah I noticed that too. Another thing: If I'm not wrong, the fighter's weapon of darkness darkens your sight. Does this have any effect on bots? Also, the dark projectile draws blood from bots, and it shouldn't. [quote="The 4th Class":d21n39kh]Only old ladies use TXTs these days - now we use PDFs. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Anyway, I'd like to comment on the very cheerful map names <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Agony is my favourite <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 28 Nov 2006 08:24:59

RambOrc

[quote="The 4th Class":2wnoyxhl]Only old ladies use TXTs these days - now we use PDFs. LOL that's the dumbest thing I heard in a long time. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Tue, 28 Nov 2006 09:20:43

Crimson Wizard

[quote="Ichor":1x9v4lhi]I can't see the cleric's morning star at all. It still works and I can hit things with it, but the weapon graphic isn't displayed. Yep, seems FB missed at least one lump this time again. [quote="The 4th Class":1x9v4lhi]Only old ladies use TXTs these days - now we use PDFs. I'd say that old ladies and blondes use PDFs, The Real Programmers use only TXT <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Tue, 28 Nov 2006 12:25:28

Ichor

How about adding the levels of each of the players/bots in the scoreboard?
Tue, 28 Nov 2006 12:34:48

Crimson Wizard

[quote="Ichor":2ng430ma]How about adding the levels of each of the players/bots in the scoreboard? Are they missing? There must be strings like: 1st fighter, 6th mage etc. - under the player name.
Tue, 28 Nov 2006 12:53:37

Ichor

I always thought that was the place they were in, as in who had the most frags.
Tue, 28 Nov 2006 13:06:27

RambOrc

No, that number is the numerical code for their color. For 1.0 public, all bots will have personal names.
Tue, 28 Nov 2006 13:48:19

Crimson Wizard

[quote="Ichor":12j36xsq]I always thought that was the place they were in, as in who had the most frags. They are POSITIONED in the order of score amount, so there's no need for such numbers. [quote="RambOrc":12j36xsq]No, that number is the numerical code for their color. For 1.0 public, all bots will have personal names. RambOrc, actually we are talking about level numeration, not bot names. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 28 Nov 2006 14:24:50

Firebrand

[quote="RambOrc":3fsrpqt8]No, that number is the numerical code for their color. For 1.0 public, all bots will have personal names. Plus different stats for aiming, searching, etc. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> As for missing lumps... err... somehow they've got missing... it was a problem in how I ordered the files, I promise this won't happen again <!-- s#-o --><img src="{SMILIES_PATH}/eusa_doh.gif" alt="#-o" title="d'oh!" /><!-- s#-o -->.
Sun, 03 Dec 2006 13:20:35

Crimson Wizard

Has anybody tried team game mode (team DM, team castle sweep)? Were there any crashes after team selection?
Sun, 03 Dec 2006 14:03:11

Ichor

Yes, I got this once I selected a team (team DM crashed, but team castle sweep seemed to work alright):
Log: ---------------------------------------
Log: ANCIENT ARENA
Log: 
Dev: Client level loaded
Dev: 176 subdivides
Dev: 71 seg subdivides
Dev: 456k light mem
Log: Bad offset in patch weapf0
Log: Bad offset in patch weapg0
- SV_UpdateLevel
- SV_SendClientDatagram
- ServerFrame
- Host_Frame
Dev: Sending clc_disconnect
- RunFunction
- (svprogs.Player.DisconnectClient 147)
- VObject::ExecuteFunction
- (svprogs.Player.DisconnectClient)
- SV_DropClient
- SV_ShutdownServer
- CL_Disconnect
- CL_Shutdown
Log: CL_Shutdown failed


ERROR: Segmentation Violation
Sun, 03 Dec 2006 17:52:37

Crimson Wizard

Does it happen only on ANCIENT ARENA? I debugged a bit and found out that engine failes to find appropriate spawn point for player when he selects a team. OTOH, it succeeds on other maps. Also, I noticed many times on ANICENT ARENA map, that bots dissapear after some time. Once I played with all 7 bots and they dissapeared one after another when I fragged them. Firebrand, can you check spawn spots on this map? I do not know what may be wrong there, I only suppose it is nothing related with program itself.
Sun, 03 Dec 2006 19:24:26

Firebrand

Yes, I'll check it out, are you sure the bots disappeared? or they could get stuck somewhere? I have a small idea of where to look, the spawning code was going to be changed to make players telefrag each other when respawning, normally a player wouldn't spawn if another player or object was occupying the same spot where the player should respawn, maybe there's something wrong with that, I don't really know, just pointing you out to changes to that part of the code.
Tue, 05 Dec 2006 07:18:52

blademaster

whilst playing, i noticed that the clerics morning star did not appear, but functioned. im shure thats the only weapon also bots will often just sit in a corner or stand facing a wall when i find them. and it is often not hard to gib people when at higher levels with low powered weapons. also the maps need some work. football: how fo you play it? all i see is 2 goals and a unhatched fire imp thing. i tried hiting it in, and succeded, but for no reason. also the bots just stood around trying to kill eachother. for now its just a deathmatch.
Sun, 31 Dec 2006 16:27:43

Frostrose

Here are the things i've been able to gather together. This'll be a bit of a long post BUT stay with me: Bugfixes: --- Bots get stuck: For example, they get stuck in the hole in the middle of Ancient Arena. Bots disappear: They just disappear after a while. It happens on more than one map, and definately Ancient Arena. Water weirdness: When swimming, swimming into a ledge seems to move the player downwards, causing it to be quite hard to get out of the water sometimes. If any direction, bumping into a ledge should lead the player upwards, making it easy to get out of water. Flickering Items: Items just flicker sometimes. Multiplayer: It crashes when trying to connect to a server manually just as well as when loading the server list. It doesn't work in multiplayer at all. Weapons: The original weapons don't all seem to be there. At least for the heretic guy. Features: --- More powerups from different games: There seem to be very few powerups. Doom had a ton of them, invisibility, berserk and whatnot. C'mon! add 'em! Weapon modes and tomes of power: Instead of having your own home made weapons as normal weapons, add them as alternate modes to weapons that can be switched between by pressing the weapon number an extra time - if you have a tome of power. An option to toggle "Show character item type" so it's possible to just see a rocket launcher and not the tier-basedweapon pickup icons, or to see medpacks instead of crystal vials and the like. An option for the server to restrict weapons/items. Good presets are; "No Powerups", "No Super Weapons" and "Original weapons only" More different items and a normal inventory system. The button system is in my opinion a bit too strange, and doesn't seem to allow for a lot of different items... Levels with doom-like, heretic-like and witchaven-like surroundings (and possibly support for specific .WAD files required to view each type) abd also the ability for certain maps to require certain wads for the client to join them. (to avoid a possible crash) Boss Kill Mode: YES YES YES!!! Players team up and kill one or more bosses from the different games. Imagine different maps for different games and different difficulty (Doom Bosses(EASY), Doom Bosses(MEDIUM), Doom Bosses(HARD), Doom Bosses(NIGHTMARE), Heretic Bosses(EASY) etc) Each of the doom bosses maps are the same map, but with differently powered bosses. So the EASY map has the original bosses, best for 1-3 players or so, and in medium the bosses all have 2x as much HP and 125% damage, in Hard, 4x HP, 150% damage, Nightmare, 8x HP, 2x damage. While the players fight these bosses, there is a timer, and each player that dies has to wait 30secs for respawn. This timer then stops when the boss is dead and the timer is then shown on the middle of the screen next to the name of the boss - such as "1hour 55minutes 34seconds - Cyberdemon" Players are during this time given the chance to take screenshots of their record. After 10 seconds or so, the next boss spawns. This is in my opinion EXTREMELY awesome, and i don't think it seems like it would require changing too many things.
Mon, 01 Jan 2007 20:15:54

Firebrand

Thanks for the comments and suggestions, BTW, Heretic and Hexen bosses WILL be used, but for something EVEN better, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 01 Jan 2007 21:21:47

TheCount

[quote="Firebrand":1kh5p7q7] Heretic and Hexen bosses WILL be used, but for something EVEN better, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. What bosses could you possibly get from Hexen? Heresiarch, the Wyvern and Korax <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> It'd be stupid to include Menelkir, Zedek and Tratuctus anyway. And what evil plans do you have for the bosses?
Mon, 01 Jan 2007 21:46:34

TheCount

Btw how about making an arena with special hazards? I once made a small Pwad in WadAuthor which was a small map with the heresiarch in a room with a lava star in the middle (kinda like in the gibbet), and a bunch of scripts that made hazards. Using a script to execute the others randomly, a bunch of stuff could happen, and the hazard name was printed to the script. For example, "geyser" would create an iceshard column (lack for better word) which was many iceshards flying upwards and others with gravity flying to the sides. Well I can't really explain it, you gotta see it to understand it. Then there was another which caused fireballs to emerge from the floor fastly, another which caused ice shards to fall from the sky (as if it was snowing), another which turned the floor into lava and the lava star into walkable ground, another one that caused fireballs to burst out in an exploding like manner, another one that spawned affrits from the center of the star, and another one that darkened the whole sector (but not the star), and spawned things like serpents, centaurs, ettins, wendigos, mana and armor in random directions (as projectiles). I don't have that file anymore, I must have lost it when i deleted WadAuthor. Stuuupid <!-- s](*,) --><img src="{SMILIES_PATH}/eusa_wall.gif" alt="](*,)" title="Brick wall" /><!-- s](*,) --> I have another file like that, but using Korax instead of Heresiarch, with attacks like one that darkened all for a while, and spawned wraiths, another that darkened the whole room and spawned iceshards everywhere, flying in one direction, and another that summoned monsters when korax' health was low.
Tue, 02 Jan 2007 01:48:16

Frostrose

Here's some more i scribbled together. But let's try and keep this mainly about bugfixes and comments/suggestions, although crazy ideas are fun - they ARE extra work for the team. Here we go: Suggestions: --- Fighter has a hammer that shoots weird blinding bolts of lightning. Make it melee, but have it COMPLETELY blind someone it hits, then have it gradually take off. He ALSO has a HELLSTAFF!? Okay... That's just... Ugh. I mean just do some recolours of other weapon sprites to make him some different melee weapons. If the fighter is underpowered, then let him jump twice as high as everybody else and decrease the overall total movement speed of the other characters while letting it stay or increasing it for the fighter. Everybody runs around so insanely fast anyway. The fighter shouldn't have more projectile weapons than he already has in hexen. instead add some cool new melee ones. I would also rather like to return the mana/no mana versions of his weapons as single weapons like in hexen. Generally i would like things to be more like they were in the original games. Ideas for fighter weapons divided into normal and alternate modes ( the way i would've liked if you guys had done it! i'm still hoping!) Of course you probably don't want to do that, but my suggestion still works if you just count the alts as seperate weapons. Fists ---> Alt: Berserker Fists: look like Fists except colourized red. They hit 2x as fast as normal and allow the fighter to run 50% faster when in use. they require a certain amount of mana per second while in use but none when attacking. Timon's axe you just change back to normal, and its alt-mode is the same but weaker (without the blue aura/impact sprite) and no mana requirement etc. The hammer (what was it called again?) = (just like timon's Axe.) Death Fangs: Take the fighter's sword, make the blade shorter, then copy/paste a mirror image of it on the other side. There ya go. Two daggers. The normal version has low damage but insane attack speed. ---> Alt: Vampire Fangs= Colourize the Death Fangs red. They regain 50% of the health they take away when they slash. If the user has full health, they regain 25% of the health it drinks as bonus health. Costs mana for every slash, no extra damage compared to normal. Magical Mace: looks just like the cleric's Mace, except colourized green. When the button is held down, it points the player towards the nearest enemy IF he is within a certain distance (so it's not a total wallhack but just a thing that directs the fighter towards a target constantly while he's holding the hit button, but only if he's close) in effect this is a mace that does not miss!. Doesn't cost mana. ---> Alt: Enchanted Mace: Add some funky photoshop thing to the magical mace. It now also enables the user to run 50% faster, !!!but only when locked on to a target!!! The sword ( i think it was Quietus?) = (Just like Timon's Axe) Another thing to note is that i would like the names of weapons to more closely reflect their original names, or if possible, be their original names. Features: --- Torches. They were in Hexen. I can't seem to find them on any of the maps... Certain maps, such as Lethe's Castle, could use some in dark places. But a torch should be an item that can be activated, not one that activates on pickup, since being illuminated for all to see can be undesireable in some situations. Could be an interesting tactical advantage/disadvantage thing. Although to make the disadvantage equal to the advantage, the light from the torch should be BOTH a dynamic light around the character and an overall gamma change on the screen of the one who uses the torch.
Tue, 02 Jan 2007 03:48:49

The 4th Class

[quote="TheCount":ehr481p7][quote="Firebrand":ehr481p7] Heretic and Hexen bosses WILL be used, but for something EVEN better, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. What bosses could you possibly get from Hexen? Heresiarch, the Wyvern and Korax <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> It'd be stupid to include Menelkir, Zedek and Tratuctus anyway. And what evil plans do you have for the bosses? You only say this because as a non-team member you don't know what evil plans we have come up with. <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> And Frostrose we will take your bug reports into consideration for the first full release. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 02 Jan 2007 14:40:42

Frostrose

Thanks. Oh and cleric, of course, also IMO should be more like the original. XD But ah well. I'm really looking forward to the next version! I love the whole korax heritage project and i've been following it from the beginning... lol. I actually once tried to become a member of the team (recolours of weapons/monsters and some maps...) but i never got around to it. School and all. Good luck you guys on the team. I'll come with more bug reports the sec i get another batch worthy of posting done. (that is, if it gets done before the next version) <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 02 Jan 2007 17:31:45

Firebrand

Just some comments on your suggestions Frostrose, I think there are some really nice ideas there, but KA is meant to be fast pased gameplay for DM and other gameplay modes, so the inventory isn't a good idea for it, also, if we make the fighter to have just melee weapons and start making things like making him jump higher and other stuff, we'll unbalance the gameplay A LOT, we have balanced the weapons, so every class would be fragging almost any other class with any level (sure, there are still some problems with this), and we are almost there <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. As for evil plans with bosses, it's something that will make you ask for more! <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Tue, 02 Jan 2007 20:55:55

The 4th Class

[quote="Frostrose":3eeillgu]Thanks. Oh and cleric, of course, also IMO should be more like the original. XD But ah well. I'm really looking forward to the next version! I love the whole korax heritage project and i've been following it from the beginning... lol. I actually once tried to become a member of the team (recolours of weapons/monsters and some maps...) but i never got around to it. School and all. Good luck you guys on the team. I'll come with more bug reports the sec i get another batch worthy of posting done. (that is, if it gets done before the next version) <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Well you are probably our most patient fan then. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> As for joining, all it takes is to share some of your work. AFAIK no one who has requested joining and did this was rejected so your chances are virtually guaranteed. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 02 Jan 2007 21:44:42

TheCount

I'd request joining myself if I were of any use.
Wed, 03 Jan 2007 00:28:23

PePe QuiCoSE

lol, similar here. ramborc told me to take a look at the source and once i was familiar with it they would send me a code to debug to see if i could help with the programming. Never really got around the code and quitting joining...
Wed, 03 Jan 2007 02:43:47

Frostrose

Yeah i thought it was something like that (when it comes to the weapons) But i really don't like the idea of a fighter with a hellstaff. In any case i'm just grateful the thing exists. Can't wait! Did a little more testing today; Bugs: --- Bot AI: It's been mentioned before, but the bot AI is not too great yet: They get stuck on walls (mainly in 90-degree turns or small places) They don't avoid lava (at least in codex of wisdom) They get stuck in water and can't get up (may be related to the water problem i mentioned before) They don't seem to be able to cope with CTF at all. They just kind of stand around and blast each other. Starting "The Docks" with bots and 'monsters on' seems to crash the game. I tested this with 4 bots and i didn't seem to get an error message - just a crash. Then i tried with 3 bots and i got this: Error Segmentation Violation Stack trace: R_DrawTranslucentPolys <-R_RenderPlayerView <-SCR_Update<-Host_Frame It is impossible to change teams in the game modes that support that - the option exists in the menu but doesn't react to clicking. (you guys probably know this though) Blinking items after a while of game time - even with bodies set to 0 and so on. I've on many occations noticed the entire screen blinking a little bit every once in a while (OpenGL mode, several maps. It has only happened when i've had more than 4 bots assigned.) I know it's obscure but i'm not sure what it is. It's probably related to the flickering items issue though. Vavoom doesn't properly close after crashing. Suggestions: --- Players blinking after spawning; in my honest opinion it should turn off when the player starts shooting. (Edit: Oops! Almost forgot; can someone send me a PM with the best map making/sprite ripping programs to use for this are, and possibly some useful tips and tricks on various things that could be useful to know? I've made a couple of hexen maps before but that was a long time ago... and not vavoom xD)
Wed, 03 Jan 2007 13:49:29

The 4th Class

[quote="Frostrose":2djoanny] Bugs: --- Bot AI: It's been mentioned before, but the bot AI is not too great yet: They get stuck on walls (mainly in 90-degree turns or small places) They don't avoid lava (at least in codex of wisdom) They get stuck in water and can't get up (may be related to the water problem i mentioned before) Are the bots damaged by lava? Maybe the water one is concerned with how high the bot can step up without having to jump being a bit lower than the player's? Hey, I'm a musician, not a programmer. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> [quote="Frostrose":2djoanny](Edit: Oops! Almost forgot; can someone send me a PM with the best map making/sprite ripping programs to use for this are, and possibly some useful tips and tricks on various things that could be useful to know? I've made a couple of hexen maps before but that was a long time ago... and not vavoom xD) I use WinTex 4.3, though I don't know where to get it (somewhere online, heh). As for tips and tricks, they all become trivial once you fiddle around for about 5 mins. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 03 Jan 2007 14:04:17

Crimson Wizard

[quote="Frostrose":5f6lp5gc]Then i tried with 3 bots and i got this: Error Segmentation Violation Stack trace: R_DrawTranslucentPolys <-R_RenderPlayerView <-SCR_Update<-Host_Frame It is a problem with software renderer. Sometimes it failes to render translucent contents. We are unable to fix this. All questions to Janis Lengzdish (<!-- m --><a class="postlink" href="http://www.vavoom-engine.com">http://www.vavoom-engine.com</a><!-- m -->) [quote="Frostrose":5f6lp5gc](Edit: Oops! Almost forgot; can someone send me a PM with the best map making/sprite ripping programs to use for this are, and possibly some useful tips and tricks on various things that could be useful to know? I've made a couple of hexen maps before but that was a long time ago... and not vavoom xD) For map making WadAuthor and DoomBuilder are most popular. For editing wads, along with WinTex mentioned above, there's a good one XWE (eXtendable Wad Editor). For tricks and tips see Vavoom forum (<!-- m --><a class="postlink" href="http://www.vavoom-engine.com/forums/index.php">http://www.vavoom-engine.com/forums/index.php</a><!-- m -->) and Vavoom Wiki (<!-- m --><a class="postlink" href="http://www.vavoom-engine.com/wiki/">http://www.vavoom-engine.com/wiki/</a><!-- m -->)
Tue, 26 Jun 2007 21:22:55

ZedSlayer

umm i dont know if this has been said or something but i get the same error "Vavoom95.exe - Entry Point Not Found The procedure entry point alcGetString could not be located in the dynamic link library OpenAL32.dll" ummm i got hexen wad in the main folder and OpenAL32.dll too but i keep getting this im on XP Service pack 2 if that helps
Wed, 27 Jun 2007 08:21:26

Crimson Wizard

It looks like some DLL corruption. Haven't you tried reinstalling it?
Wed, 27 Jun 2007 14:47:53

ZedSlayer

acually i found a different openal32 download then after some failed starts i found out i didnt have my hexen wad in the folder <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Wed, 27 Jun 2007 14:49:06

ZedSlayer

ooops sorry for double post <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Thu, 28 Jun 2007 09:48:51

bUrn

i remember i had this same problem, i don't remember what i did though <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Wed, 25 Jul 2007 00:29:52

UltimateCarl

Bugs: - I tried starting the map "Hunting Place" in Deathmatch with 7 bots and the game crashed. I don't remember the error message it gave me. Strangely enough, when I tried to reproduce this so I could copy the error message, it worked this time! - The map Agony has some really bad pathfinding issues for the bots. I very VERY often find them staring at walls or stuck under stairs here. - Also in Agony, I have no idea where it happened, but I fell off a ledge once and then just kept going. I landed in some black abyss, but it didn't kill me. I could still move and fire, and the blackness would fill with "copies" of anything I did, if that makes sense. (You know, like when you clip through a wall off a stage or something?) I'm not sure how or where (I was kind of being shot at) this happened, but apparently it wasn't a one-time fluke. At different times, two other bots managed to fall down there later. I was able to kill them, but since I had no explosive weapons, I couldn't kill myself to respawn in the stage. Not that killing yourself is a solution to a bug anyway. - Is the bot class selection really random? In my games, it seems like a good half of them are always Corvus, many are Mages, and the rest are Clerics and Marines. I've never had a bot be a Witchaven guy or Fighter. This could just be strange luck on my part. - In Ancient Arena, the Heresiarch can't get out of the pool in the middle. - The Heresiarch getting bigger is neat, and I realize that because of how powerful he is that he needs all the nerfs he can get, but I think he's TOO big. You can't fit into certain parts of maps anymore, which is irritating. Even still, good work! I like it!
Wed, 25 Jul 2007 05:28:05

UltimateCarl

More stuff. - I was playing "The Pit" as Corvus with 7 bots. Ran fine for about 10 minutes, but then it suddenly crashed for no apparent reason. - Bot AI needs improvement, or difficulty settings. Pathfinding aside, I can regularly charge into a battle of 4 bots, waste all of them, and even then take out a bot or two who ambushes me immediately after before I get to heal. And trust me, I'm NOT good. - My sound is iffy. I know it's not that I've got it set too quiet or anything, but very rarely can I hear sound effects when playing with bots. Mostly I can only hear stuff right on top of me, like when I use the Gauntlets of the Necromancer for instance. - Thanks for not changing Corvus's weapons TOO much. I totally dig Heretic's weapon set. I'm not sure what level it happens at, but I love when eventually the Gauntlets of the Necromancer (already and awesome weapon) double in speed. I know they wouldn't work so well against other players who wisely dodge about, but they eat bots alive. I like the message, too. By the way, whoever wrote the kill messages, kudos. They're excellent.
Wed, 25 Jul 2007 05:28:22

UltimateCarl

Another thing of note... The maps are neat (dig the names), they look cool and they're fairly balanced with little opprotunity for camping and they've got a decent flow. But, I think a lot of them are a bit small. Now, I realize, you want to contrast the huge original maps, and you want fast and furious gameplay (without Vin Diesel) so smaller maps means you run into each other more often, but I still feel like they could use a bit more room. Maybe it's just because I always play with max players/bots, I dunno. On a similar note, I... Well, I'm a complete n00b to it, but how could I possibly go about making maps for Korax Arena? Would you at least look at them if I made some and submitted them to you? I played around with the build engine a bit back in the day, and the Half-Life level creating tools, and a few old (I can't even remember which) Doom wad editors, but to be honest I have little skill, but a lot of ideas and I'm willing to learn. I said in another thread I'd like to help out in any way, and I've been looking for an excuse to start mapping anyway. Could someone at least point me in the right direction?
Wed, 25 Jul 2007 14:40:15

Firebrand

Thanks for the reports! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, we have noted some of the comments you make, the final version of KA will hopefully fix most of this issues and add some nice things. As for making maps for KA, once the final version is out, we'll release a SDK with tools and things needed for maps to work on KA, for now, you could start by finding a good map editor for Doom engine games and practice your mapping skills <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, there are plenty of tools out there to make maps, I would recommend Wad Author or Doomnuilder, google them <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Wed, 25 Jul 2007 15:12:23

RambOrc

Ultimate: 1) Thanks for all the feedback, greatly appreciated. 2) Feel free to try mapping, we can always use a lot of maps. 3) The character in KA is called "Heretic", not "Corvus". Corvus is a fucked up whiny elf from a very disappointing "sequel".
Wed, 25 Jul 2007 20:47:15

UltimateCarl

Really? Hm. I'm not sure how but I managed to get that Corvus was the name of the character in the original. Haven't played II, is it really that bad? Well, thanks for correcting me. I'll look up Wad Author and Doomnuilder, thanks. If I come up with anything else of note I'll let you know!
Thu, 26 Jul 2007 08:03:43

UltimateCarl

Doom Builder is really neat! Thank goodness for the 3D mode, that's definitely a huge leap for texture alignment. Anyway, I'm working on my first very own small test map for Heretic. I'm not expecting it to be completely stellar, but would anyone care to check it out after I'm finished? At least that way, if it's completely abysmal, you can tell me to give up and not plague you by submitting anything else, heh! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Sat, 28 Jul 2007 08:16:05

UltimateCarl

[color=red:w64z0ci4][Crimson Wizard][/color:w64z0ci4] o holy crap, I am very very sorry <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> but it seems I edited this post instead of quoting itm, that's because of my moderator rights <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> and now all is gone. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Sat, 28 Jul 2007 11:01:06

Crimson Wizard

What I wanted to say is that those maps like "Tomb of..." etc - they are maps taken from original Hexen.wad that you put into KA folder, thus we cannot guarantee their playability.
Fri, 14 Dec 2007 22:28:01

baratus

if possible can someone tell me if there are other online players and their ip adress?
Sun, 16 Dec 2007 02:50:39

Valherran

[quote="baratus":3gz8r2lk]if possible can someone tell me if there are other online players and their ip adress? Baratus = Thread Reviver 2.0 <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Sun, 16 Dec 2007 04:05:33

TheCount

Everyone is a newbie to online communities at some point... I did the exact same thing once about 3 or 4 years ago, and the main difference is that that forum is now dead.
Sun, 16 Dec 2007 12:49:26

Crimson Wizard

I have a potential possibility of online playing, but I use it rarely, and nowadays I am too busy to even think of online playing.

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