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KA 1.0 supplementaries

Fri, 15 Jun 2007 12:39:36

RambOrc

Since KA is coming out soon, it's time to finish the supplementaries as well. Mandatory: - readme.txt - user guide (incl. full credits list) Optional: - SDK (like WadAuthor plugin and whatever else we have), SDK documentation - installer - a GUI launcher (instead of the 3 batchfiles) 1) Post here if you know about other mandatory or optional supplementaries. 2) Post here which one(s) you could do. 3) Regarding the user guide, there is an old version IIRC that can be used as base. What I need from FB and CW is to give me a quick list of features and changes in KA vs that user guide so I can bring it up to 100%. 4) Regarding credits, post in this thread all credits you know of.
Fri, 15 Jun 2007 12:43:05

RambOrc

Credits (use further posts to add to this list): Concept: RambOrc Programming: Camper, Firebrand, Crimson Wizard 3D Engine: Janis Music: The 4th Class Graphics: Mago, Firebrand, ? Sounds: ? Beta Testing: RambOrc, Camper, Firebrand, Crimson Wizard, Col.J.P., ?
Fri, 15 Jun 2007 12:58:53

Crimson Wizard

I can make GUI launcher. Just say what you have in mind. What about modifying original Vavoom launcher? or something from scratch? [quote="RambOrc":24bfn9gd]3) Regarding the user guide, there is an old version IIRC that can be used as base. What I need from FB and CW is to give me a quick list of features and changes in KA vs that user guide so I can bring it up to 100%. Yeah, that is very important, since there're few things in game that are not obvious. I'll list what I can remember here.
Fri, 15 Jun 2007 13:33:52

RambOrc

Launcher: Whatever works for you, both options are fine with me.
Fri, 15 Jun 2007 14:28:04

Firebrand

Where I can get a copy of the user guide from? As for the launcher, I don't think it's needed IMO, but if you want it, you can make it <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. CREDITS: Graphics: Borsurk also made some of the new wands we are using Doomjedi made some of the medal artwork and some of the heresiarch weapons I'm completing now. You are forgetting the mappers DarkRaven, Stryker, Moose (since we are using his ice caves map), Me and MadPaul. Other public beta testers can be included in the special thanks section of the credits (CheapAlert, and others that posted bug fixes and ideas when it was out for the first time). The SDK is easy to do, I can upload another ZIP file and create distributions for it once I upload KA so SF.net, I think that's it for now, if something else comes to my mind I'll post it here too.
Fri, 15 Jun 2007 15:00:06

The 4th Class

I remember making a map once for Capture the Flag, way back around 2004. But it doesn't look like we're going to use it. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Anyways you can credit me for the SFX, CW sent me a list of texts he wants spoken out so I'll get around to that next week. If I have any questions about them I'll consult him.
Fri, 15 Jun 2007 15:20:58

Firebrand

If you make my life easier and find the map for me <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> (j/k), we'll use it <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Fri, 15 Jun 2007 15:56:26

The 4th Class

/koraxdev/4thclass/Wadfiles/CTFFort.zip <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Then again I doubt it's finished? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Haven't checked it in years.
Fri, 15 Jun 2007 16:11:53

RambOrc

Is it possible that I did some mapping for KA? I can't recall after all this time.
Fri, 15 Jun 2007 16:15:35

Firebrand

[quote="RambOrc":1qo5s7jm]Is it possible that I did some mapping for KA? I can't recall after all this time. Nope, you are slacking from mapping since god know when <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> EDIT: Actually, you made some improved version of Codex of Wisdom <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, so yes, you've mapped for KA <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 15 Jun 2007 16:16:27

Crimson Wizard

CREDITS: some sounds already made by Todd the Mongoliod, or whatever he called himself <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> (his nick is tmc2i @ mtsu . edu)
Fri, 15 Jun 2007 17:27:53

RambOrc

Now I remember, there was a time when I wanted to do the posters for half a dozen maps but you didn't deliver the textures I needed. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Fri, 15 Jun 2007 17:53:28

Firebrand

[quote="RambOrc":2hdhpgb2]Now I remember, there was a time when I wanted to do the posters for half a dozen maps but you didn't deliver the textures I needed. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> My ears are tingling now, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I'll have to create some new textures for this, it's going to be needed if I plan to revamp the maps (which is the next thing on my to do list), once I finish the artwork for KMod 3 (yes, it'll have fixed spell icons and some other things <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->).
Sat, 16 Jun 2007 10:22:51

Crimson Wizard

Regarding Korax Arena user guide (korax_arena_manual_10.pdf) Getting started : Installing.
Copy a full version wadfile of Hexen, Heretic or DOOM into this folder
I never tried using other WAD than Hexen's with KArena, but I have a big fat doubt about this idea. Does anyone knows if this is true?
To start Korax Arena, use either of the 3 batchfiles provided with the distribution:
Well, this has to be changed if one 'll make a GUI launcher. Game Modes:
Currently, Korax Arena supports three different gameplay modes: Deathmatch, TeamDeathmatch and Football.
Now it supports DM, Team DM, Castle Sweep, Team Castle Sweep, Footbal, Kill The Heresiarch and perhaps CTF (if we'll finish it before release). New ones need to be described as well. About Football -
To kick the ball, walk up to it, face in the direction you want to kick the ball and then press your jump key.
Now it works a bit differently. Player kicks ball horizontally when he touches it, ball's velocity will depend on player's speed in the moment of touch (i.e. running player will kick ball stronger). Secondly, player may use "USE" key to give the ball more vertical acceleration. Press and hold "USE" key while being not far from the ball to gain "kick power" (a green meter will be displayed on screen), then either release USE very close to ball, or run into ball as mentioned above. To make maximal possible kick strength, player should run towards ball from far distance, then hold USE from average distance to let power meter grow to its limit while continue running into ball and finally kick it. Ummm... hope you will explain this in better way in user guide. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
- To be able to play Football, you must use the map called ”The Stadium” (last in the map list), and set Monsters to On before starting the game.
Setting monsters to On is no longer needed since Ball is no longer a monster object type. Then, we must add description of the main menu in game (it's different). Options are - Select Team (in Team game) Add Bot Remove Bot (I'll try to enable this now, since Janis added bot removal possibility) Leave Arena (return to title) Exit Game And, yes, we should mention team selection screen that appears at the beginning of the team game for each player. Notes: 1) While in this screen player is invisible (I hope so) and invulnerable (this is for certain) and can't move, attack etc. Re-selecting team during the game (using Select Team option) won't put him into this state anymore (I think I am going to make game pause when player call for menu during game, but this will work only for single player game with bots, not netgame). 2) Pressing Esc during team selection will automatically select team of the colour, that is set in player setup options.
Sat, 16 Jun 2007 10:55:43

Crimson Wizard

Since you need more and more EXP to reach the next level as you go higher, this system makes it nearly impossible to reach very high levels.
In fact, it is rather easy, since each new level requires only 1000 more exps. Or this should be changed?
Level requirements Many weapons require that you reach a certain level before you can pick up and use them. On Level 1, you can use weapons #1-#4. To be able to use weapons #5-#7, you need to reach Level 3. Once you reach Level 5, you can pick up weapon #8.
Absolute bullshit. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Isn't this is supposed to be so? Anyway, it is not so. Weapons and items - Need to rewrite section about discs and flechettes. Now they act as alternate weapon - with toggling between 1 Disc mode and 3 flechette modes. Finally - Items paragraph. Not listed - - Dark servant, - Porkalator - Pi Damage - anything else?
Sat, 16 Jun 2007 13:59:34

RambOrc

The latest avaiable version of the KA manual describes the latest publicly available version of KA which is about 0.2, those things were true back then. As for using a different wadfile, ofc that works, I'm running KA with a heretic.wad as I couldn't find my 1.1 hexen wadfile and the CD has only a 1.0 which you have to patch in DOS. KA doesn't need anything from any of the original game wadfiles, so it doesn't matter which one you hook into it. Camper wrote that part and we tested it, KA will start up with any of the full wadfiles but will reject demo iwads.
Sat, 16 Jun 2007 17:59:41

Crimson Wizard

[quote="RambOrc":fph0tvuo]as I couldn't find my 1.1 hexen wadfile and the CD has only a 1.0 which you have to patch in DOS. Can't you ask someone to send you extra 1.1 wad contents and put them manually? IIRC there are only several lumps need to be added.
Sat, 16 Jun 2007 18:08:34

RambOrc

I do have a 1.1 wadfile somewhere and I also have a Hexen CD, but since it's not needed for KA I didn't bother trying to find it. I'll have to though for the RPG.
Sat, 16 Jun 2007 20:10:11

Firebrand

Items available in the latest version: - Porkalator - Dark Servant - Boots of Speed - Pi Damage - Shadowsphere - Torch (?) <- This one maybe is unneeded - Icon of the defender - Dragonskin Bracers This are the ones that come to my mind now, I'll edit this post with a definitive list shortly.
Sat, 16 Jun 2007 22:09:00

RambOrc

Torch is definitely not needed. What do the bracers do?
Sat, 16 Jun 2007 22:23:30

Firebrand

They give max armor (200 A.P.), they are included in only one map IIRC.
Sun, 17 Jun 2007 00:19:15

RambOrc

With all the different armor pieces around, the bracers shouldn't be any different than the rest. There should be more armor pieces on the maps though or they should give more armor, in my experience I was mostly running around with very little AP.
Mon, 18 Jun 2007 08:04:04

Crimson Wizard

BTW, there are Wings of Wrath on CTF map 'Ratchet', but player does not pick them up.
Mon, 18 Jun 2007 08:16:23

RambOrc

They have no function in KA, so they can be removed from any map they are on.
Mon, 18 Jun 2007 14:37:24

Firebrand

Some artifacts were made unable to pick up, since they won't be used, it worked like this from some time ago now <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 18 Jun 2007 15:12:22

RambOrc

Well the code should such items simply ignore and not display then.
Mon, 18 Jun 2007 15:54:34

Crimson Wizard

We could simply remove corresponding classes from progs, then those objects won't spawn in game at all. (Engine will ignore them)
Mon, 18 Jun 2007 16:19:43

Firebrand

I was thinking, how about recording some demos for KA?
Mon, 18 Jun 2007 16:58:16

RambOrc

IMO it wouldn't work, variables are just too widely set.
Mon, 18 Jun 2007 17:54:07

Crimson Wizard

What do you mean?
Mon, 18 Jun 2007 19:04:38

Firebrand

Recording demos to use when the game isn't started, remember old school doom? It had demos displaying the gameplay, as for not working, we could try to recording one and checking it to see how it works <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 27 Jun 2007 08:06:13

Crimson Wizard

KA GUI Launcher (will be ready soon) [img:fx0bl8z0]http://downloads.orcishweb.com/koraxdev/crimson/kalauncher/kalauncher.jpg[/img:fx0bl8z0]
Wed, 27 Jun 2007 13:19:26

The 4th Class

Are the last 2 (particles and SCM) really all that necessary? GUI launchers should be really simple and straightforward. On second thought, fuck the launcher: what's so wrong about making a binary that instantly runs the program once you double-click it?
Wed, 27 Jun 2007 13:28:30

RambOrc

The fact that DOS has been dead for 10+ years?
Wed, 27 Jun 2007 13:28:42

Crimson Wizard

I may remove those extra params, ofcourse (there's still a window for entering additional command line options). As for launcher itself - it is needed to setup parameters like renderer, sound options, toggling debug mode etc. I may make it run application with default settings when they were already written in registry.
Wed, 27 Jun 2007 14:23:18

The 4th Class

[quote="Crimson Wizard":34zbjkyq]As for launcher itself - it is needed to setup parameters like renderer, sound options, toggling debug mode etc. I knew you'd say something like that, and to be honest I'm not convinced. All the renderers look the same to me, in other words I don't see any difference in them. As for sound options, that could instead be easily incorpated into the main menu during gameplay. As for debug mode, I don't even know what the hell that means, so I won't comment. Other than it would help programming zeros (like me) if these options or modes could just be determined from a config plain text file. Like, pick a reasonable default, and more keen users can adjust them at their will. All this jargon is just so intimidating for me. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 27 Jun 2007 15:29:07

Crimson Wizard

[quote="The 4th Class":lugjtnko]I knew you'd say something like that, and to be honest I'm not convinced. All the renderers look the same to me, in other words I don't see any difference in them. They look different for me though <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: --> But okay, I'll make quickstart exe which would use default settings or settings configured in the Launcher.
Wed, 27 Jun 2007 18:05:32

Firebrand

Here's my 2 cents on this, I don't think a launcher is really needed, but if you include it on the final release, for me it's not very difficult to configure the options in game, but if the launcher includes an option for additional parameters (and even console commands), it could come handy for users that don't have an idea for configuring advanced stuff (like network configurations) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. It would also help us when bugs are reported. Just one note to you Crimson, I would suggest you that you make the game log debug output, at least on the first stage of the release, so if there are bug reports we can track them easily, just a comment on this <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 27 Jun 2007 19:31:44

RambOrc

[quote="The 4th Class":2mrt8g2a]All the renderers look the same to me, in other words I don't see any difference in them. You must have either the shittiest graphics hardware or the most fucked up driver/OS configuration I've ever heard of if you don't see the difference between at least the software and the hardware accelerated renderers. Crimson I like the launcher a lot, carry on and add as many options as you want, that's what such launchers are for. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Since it reads and writes from config files, after initial setup users can just click "run" and not need to change any of the settings at startup.
Thu, 28 Jun 2007 07:56:52

Crimson Wizard

[quote="RambOrc":16v6f4wf]Since it reads and writes from config files, after initial setup users can just click "run" and not need to change any of the settings at startup. It reads from and writes to system registry. That's how Janis implemented this in his Vavoom Launcher and I simply changed GUI. BTW, Lucas, thinking of making you happy I wrote a quick-start executable which uses same config, so now I have a great experience of working with system registry using WinAPI... argggghhhh. <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> j/k <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 28 Jun 2007 13:44:39

The 4th Class

Excellent <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 01 Jul 2007 12:22:49

Crimson Wizard

Regarding user manual. Here're options that would be added to New Game -> Server Settings submenu. There are 2 options already- that control player and monster corpses max amount. I'm adding there: 1) Team Autoselect. - makes human player be put into team automatically. If there are empty slots for teams in game, team would be chosen using player colour set in player options menu. Same selection is made if there is a team of his colour already. Elsewise team is selected randomly between existing ones. 2) Keep Teams Equal. - denies to select team if it already has an advantage of at least 1 competitor. BTW, I used this option to make 4x4 Team DM on "Ancient Arena" (with bots), and it was a real massacre <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> we had 52 : 44 score in 15 minutes. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> (BTW#2 - Vavoom is running real fast now. It only slows when there are too many projectiles flying, like Fighter's Ripper balls) 3) Friendly Fire. - self-explanatory.
Sun, 01 Jul 2007 17:36:56

Firebrand

[quote="Crimson Wizard":226u80tw]BTW, I used this option to make 4x4 Team DM on "Ancient Arena" (with bots), and it was a real massacre <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> we had 52 : 44 score in 15 minutes. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Wait until I commit my recent changes for distance checking, bots are unstoppable now on nightmare skill, heh! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 12 Jul 2007 08:09:11

Crimson Wizard

KA Launcher is on kdev - arena / kalauncher.zip. I must mention, it appears to be twice as large as Vavoom's launcher (in file size). Visual components library it was built with is not very economic. Should be compatible with any KA version.
Sat, 15 Mar 2008 20:20:42

Crimson Wizard

Umm... RambOrc, as a project lead and lead designer, aren't you going to make a manual for KA? <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> There already was a user asking how to play in Domination.
Sun, 16 Mar 2008 05:17:25

RambOrc

Yes, I am meaning to ofc, please update the old thread that deals with the info that needs to go into it.
Sun, 16 Mar 2008 12:07:41

Crimson Wizard

Isn't that was this very thread? There are many comments (including mine) at the beginning. Maybe you update an old manual, and then we'' found more to add/modify. I think it would be simplier.
Tue, 14 Oct 2008 12:04:19

Crimson Wizard

Ahem... so what about new KA manual <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 14 Oct 2008 13:27:25

RambOrc

You give me a release candidate of what could be the official final release and I will get off my ass and do the stuff described in this thread. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 11 Nov 2008 13:24:07

Crimson Wizard

Just a notice, I splitted KA Users Manual and Mapping Documentation in Wiki, so here's a page for User Manual, if someone wahts to commence write it: <!-- m --><a class="postlink" href="http://korax.wiki.sourceforge.net/Korax+Arena+Users+Manual">http://korax.wiki.sourceforge.net/Korax ... ers+Manual</a><!-- m -->
Tue, 11 Nov 2008 16:29:06

Firebrand

Good, I was thinking about that myself <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. I'll complete it when I have a bit more time, maybe on the weekend.

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