Back to the Korax Forum Archives


Forum

KA code

Wed, 27 Oct 2004 18:29:59

RambOrc

By now it's quite obvious Camper won't work on the KA code any more (he didn't even touch it since June or so), I asked him several time to upload the latest source to koraxdev, I hope he'll do it one of these days... at any rate, this means someone else on the team has to brush it up so it can be released, Moose I hope you can do most of the work like adding/replacing weapons etc, and I hope Janis you could take a look at the code too. The game is not yet good enough for public release, OTOH it doesn't need that much work any more IMO, and we've got many great maps for it, so the sooner it can be released, the better.
Wed, 27 Oct 2004 18:44:49

Moose

Well you already know my asnwer, I'll do what I can once Camper gets the code up. Oh and maybe not to much work in the next few weeks, I'm moving, yes again.
Fri, 29 Oct 2004 06:39:14

dj_jl

Not a problem here.
Sat, 30 Oct 2004 23:56:04

Firebrand

What is exactly what needs to be done actually??
Sun, 31 Oct 2004 11:17:47

RambOrc

For the moment, implementation of the Witchaven character and his weapons/spells (also adding some of those to other character classes, as outlined in the KA weapons thread here, I can repost it as needed). At that point, I plan to go through the weapon tables once again to create a better balance. This, along with a couple of minor bugfixes (hopefully) and the whole range of the new KA maps, should be the next public beta. If everything works out well, by this time Janis might have the new netcode ready, meaning work could at last start on the advanced game modes. Sometime around that point, the final 1.0 release could be put out. I don't want to say when KA will be officially announced and stuff, because that depends on when the game feels like ready for the masses - currently it doesn't.
Sun, 31 Oct 2004 16:00:16

Firebrand

I have modified a bit the ZDoom source code (but let me tell you that it's a very different thing from the Vavoom code). As you might know, the computer in which I mainly work on my sprites and maps is being repaired, the good thing is that the HD's won't be touched at all, and the guy that is repairing it is a good old friend of me and my brothers, I spoke to him and told him that if the HD needed to be formatted or anything I would need to take a backup of my latest work (which unfortunately I couldn't complete before the crash <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> ) , it's not much I was starting the 2nd HUB of the Deathkings maps and finishing a not so good map for KA which I might start again (because I didn't like it much), the Hunter sprites are on my DVD-RW (which I can't touch because my DVD Drive is in that computer <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> ), so there's not much else I can do to help the project (and I'm getting really bored <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> ), that's why I have decided I could help you a bit with the KA code, my programming skills are good at some point, but I might be slower than a snail <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> , but I think that won't be a problem, we actually got the sprites for the Witchaven guy, so I could try to implement it on the code, of course, I will need to know exactly which files to modify and I can decipher the rest by myself (I hope <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> ). If I get the right instructions on how to compile this thing I might be able to have something done by the middle of November, the machine I'm going to be using is faster than the one being repaired but has a crappy video card (which runs slower most of the games, heh!), but it will be enough for me to complete this task, I might not be able to fix the bugs (or at least not all of them), but I could try to do something with it, so it's your call Ramborc.
Sun, 31 Oct 2004 17:33:54

Stryker

I might be able to help with coding (source or progs whatever), I could do source if everybody here could use Win2k or higher and then get Visual C++ 2005 Express Beta, then it might work. But I can probably help with Progs.
Sun, 31 Oct 2004 18:05:48

RambOrc

It would help a lot if you'd state what areas of programming are your strengths, so I can better assign you something to do.
Sun, 31 Oct 2004 19:30:53

Firebrand

As far as I know, Vavoom source can be modified via the Progs and the main source code, and each one of them controls something on the game engine, Vavoom's Progs control the game logic (enemies, items, weapons, etc. behaviour) and the rest of the source controls everything else (sound, network / LAN, video, etc.), am I right on this?? What is what we are modifying for KA, the Progs or the rest of the source?? This is really important to know, because they compile differently depending which one you are modifying AFAIK. Could you explain me this in a more deep way? I would like to know which are the main differences between them to make a clear idea of how to treat this. Now, regarding my skills and strengths I can handle most of the common instructions in the source code, and I know more or less how the engine works with the objects and their codepointer stuff, I can modify the enemies behaiviour in ZDoom for my needs and I know how to create new objects and decorations, but of course, some of this stuff might be different to do in Vavoom, if you tell me exactly how to compile and how to declare the objects I can give you a hand on this, I'm going to give the source code a check and try to understand it for now. But my main approach to help you is with the Progs because the LAN and network problems are not my specialty, maybe later when I know a bit more on programming stuff (it's going to become my area of specialty in some time <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> ), I can even help Janis or KH on further projects, but for now, Progs will be enough (maybe I can solve some bugs in the Progs if you want). BTW, which one is the latest version of the KA source code? there are a lot of files there... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Sun, 31 Oct 2004 20:31:27

RambOrc

AFAIK KA consists only of prog changes, no additions to the source code as such. For any details about progs coding, Janis is the person to ask. Regarding the latest KA source, I asked Camper several times these last weeks to upload it to kdev, but he didn't do it yet.
Sun, 31 Oct 2004 23:28:54

Stryker

I can probably do weapons, maybe Items.. If needed for any other projects I might also be able to do Monsters.. Once again to trust me on this one. I'm not sure what I can and can't do. I'll have to look at the progs again to see if I can remember anything that I "learned" from them. I haven't touched the Progs about since I joined KH I think, because I was trying to get some maps done at the time.. BTW, don't worry, I'm hoping to work on the Heresiarch Seminary hub maps tommarow. (Kinda going off topic but I just had to say it)
Mon, 01 Nov 2004 09:16:33

dj_jl

All of the work that needs to be done is in progs. If there's anything needed in engine, it will be done in main Vavoom source tree. But in order for all of us to work on it you need to learn how to use CVS. I personally recomend you Tortoise CVS <!-- m --><a class="postlink" href="http://www.tortoisecvs.org/">http://www.tortoisecvs.org/</a><!-- m --> that will integrate into Windows shell.
Mon, 01 Nov 2004 21:29:24

RambOrc

OK guys here you go: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/arena/ka-source_october2004/">http://downloads.orcishweb.com/koraxdev ... tober2004/</a><!-- m -->
Mon, 01 Nov 2004 22:52:24

Firebrand

Good! I'll give it a check tomorrow, BTW how are we supposed o use it on the CVS?? I'm just asking because I have just downloaded the program that Janis pointed us and I'm reading the docs, so I better finish that and enter in details later, heh!
Tue, 02 Nov 2004 00:05:12

Stryker

Can I do anything to help with it?
Tue, 02 Nov 2004 08:19:10

dj_jl

Got them. I will update them to version 1.15.3. CVS is a system that enables multiple developers to work on the same source.
Tue, 02 Nov 2004 18:50:52

Moose

I've downloaded it. So Janis when you've put the code up onto our CVS server, just give us the details and I'll see if I'm more successful with the whole CVS thing this time. Then we just need to work out whos doing what.
Wed, 03 Nov 2004 00:23:34

Firebrand

Please keep us updated on it.
Wed, 03 Nov 2004 17:04:45

Firebrand

I got a small question regarding the KA code, I have been doing some work with the files, but I found something that is different from the ZDoom source code, just want to clarify to avoid cofusions, check this line of code:
	S_WITPLAY_RUN1('WITC', 0, 4.0 / 35.0, S_WITPLAY_RUN2) { }
I can recognize that the first part is the State name / ID, next comes the name of the sprite in the WAD file with letter represented by a number, then comes the duration?? or the alligment inside the game?? why it needs a slash there?? and finally the next state, I need a small expanation of the numbers there... (ZDoom only has the duration in TICS for the frame).
Thu, 04 Nov 2004 08:06:30

dj_jl

The general format is like this:
<state_id> ( <sprite_name>, <sprite_frame>, [ <model_name>, <model_frame>, ] <duration>, <next_state_id>) { <code> }
Part in [ ] is optional. Duration in Vavoom is expressed in seconds, not in tics. So having 4 tics you need to divide it with 35 to get seconds.
Thu, 04 Nov 2004 17:17:56

Firebrand

Thanks! this is of great help to prepare the sprites for the Witchaven character <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Thu, 04 Nov 2004 17:29:31

mago

I'm really surprised by you Firebrand, you have evolved to a pretty good artist and now is moving on to programming, which is amazing (while I remain an obsolete piece of trash... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> ). My only hope for the near future as far as additional abilities goes is 3d works, but there's a lot to know and I have my hands and brain fulled with architecture work... Anyway, just wanted to say that I'm the one holding the Witchaven games, I made some adjustments with the character's frames and since there are so many of them, I might have made a mistake or failed to explain something well enough. Any question, just put it here, I might be silent but I check the forum regularly. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 04 Nov 2004 17:32:28

mago

This is specially true for the way I named the frames and each sequence. I tried to stay close to Hexen's original WAD formula, but since know sero about the programming, some names or sequences might not make sense or may be plain wrong. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Thu, 04 Nov 2004 17:49:09

Firebrand

No problem Mago, I have been checking your WAD file for the Witchaven character and there isn't any problem so far, I haven't completed anything to test it into the game, but I don't think there are any alligment issues on them, also the weapons sprites are very good, I like them a lot! but I won't be able to put them into the game yet, I still need to learn how to make some stuff with the code, but I'm learning a lot from this <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . And what you say here is not true, I still consider you have pretty good skills for anything you do! Really, you still make us all surprised by your drawing skills from scratch, which is something I still don't do and my programming skills are not as good as you think, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> . And about the weapons, I have been thinking a lot the way you named them, it's true, the weapons have a lot of frames, I have been trying to find a way to make them all fit, because they really look awesome from the looks into the WAD file, I might have to rename some of their frames because Vavoom C just accepts letters for frames, if I finish the letter sequence I can rename it to something else and put it like it into the code. BTW, Stryker I'm going to need your help with implementing the weapons into the code, and since that's what you wanted to do <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> , there won't be any problem with it, as soon as I finish the renaming of the weapons I will upload the WAD file again and talk with you and Janis about what's needed to do, also I'm giving enough time for Janis to finish updating the code to the latest Vavoom version <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Thu, 04 Nov 2004 18:37:02

RambOrc

LOL it seems the bad trend goes around in the team for everyone to put himself down... maybe I caused this by behaving this way from the start, it's time to change this, from now on I'll always puff out my chest and hold my nose so high that the rain can fell into it. Let's start with claiming that I'm extremely very absolutely superbly good, better than anyone ever, in ... uhm... in... well, nevermind. <!-- 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: -->
Thu, 04 Nov 2004 21:47:01

Stryker

<!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> Somebody actually wants me to help? I guess I'll get to downloading the KA Source. Then I'll see what I can do about it, it might not be exactly as you want.. Somebody might have to do some sort of ajustments to the code.
Thu, 04 Nov 2004 21:51:12

Moose

Well if everyone waits till Janis is done adding it to our CVS account before working then we won't write each other out.
Thu, 04 Nov 2004 23:13:21

Firebrand

[quote="Moose":3lf8upzm]Well if everyone waits till Janis is done adding it to our CVS account before working then we won't write each other out. Yeah, I think Moose is right we have to wait until Janis sets everythin up and then decide what should be done next.
Fri, 05 Nov 2004 01:29:59

Stryker

Agreed.. I still haven't figured out how to use this CVS thingie... <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Fri, 05 Nov 2004 11:12:30

RambOrc

Well then it's your highest priority to learn to use CVS, this goes for all of you. There is no way more than one programmer can work efficiently on the same code without CVS.
Fri, 05 Nov 2004 12:43:41

dj_jl

And you must register as a user on SourceForge.net and tell me or RambOrc your username so you can be added to the project's developers list.
Fri, 05 Nov 2004 14:19:30

RambOrc

Am I admin at all on our SF account?
Fri, 05 Nov 2004 14:55:01

dj_jl

Yes, me, you and Camper are admins.
Fri, 05 Nov 2004 16:39:02

Stryker

[quote="RambOrc":1u47hg21]Well then it's your highest priority to learn to use CVS, this goes for all of you. There is no way more than one programmer can work efficiently on the same code without CVS. Okay Okay.. For the first time in about a week I'll read the help file. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I'm not kidding about that either.. I don't read help files. <!-- s:| --><img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral" /><!-- s:| -->
Fri, 05 Nov 2004 17:49:06

RambOrc

That's why you have so many questions to which the answer should be obvious. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Fri, 05 Nov 2004 19:49:01

Stryker

WHAT DO YOU MEAN?!?! Just because I didn't know how to do a 3D floor (And I asked afew people but for the strangest reason they never answered) in Vavoom until about 2 Months after I started trying to map for it. (BTW, Ramborc, the second map I showed you... That one has the first 3D Floor I ever made in it.) <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 05 Nov 2004 20:35:44

Moose

Well I won't be on here for the week, untill I get ADSL. If theres anything thats really important e-mail me and I'll pick it up at school. Wish me luck for moving house tomorrow. Ciao.
Fri, 05 Nov 2004 21:14:42

Firebrand

Good luck Moose! I have finally registered myself on SF.net my user name there is firebrand_kh.
Mon, 08 Nov 2004 07:55:09

dj_jl

Added.
Mon, 08 Nov 2004 23:03:43

Firebrand

Thanks Janis! I have uploaded a fixed version of the files that Mago did for the Witchaven guy, mainly the alligment into the WAD file, which still has to be tested, also I renamed the sprites to use them with Vavoom C. It's on my directory into the FTP.
Mon, 15 Nov 2004 07:55:59

dj_jl

I hoped I will have time this weekend to finish it all but it turned out to be a prety busy one. But I think today or tomorrow I will finish it.
Tue, 16 Nov 2004 13:44:14

dj_jl

The code is up there. The module name is karena.
Tue, 16 Nov 2004 15:49:04

Firebrand

It appeared to be difficult how to get into the CVS with TortoiseCVS, but I have been reading the docs and it's pretty simple <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> , I got the code on my computer and I'll start by adding the player class into the game, of course, if it's OK with evryone <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Tue, 16 Nov 2004 19:44:26

Stryker

I still haven't figured out CVS.. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Maybe I should just stick to mapping, and Art. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 17 Nov 2004 16:04:47

Firebrand

I have been implementing the Witchaven class into the game succesfully, there are some problems with the color translations and bots, but I don't seem to be able to fix them, I'll update the code in the CVS repository so you can check it all and fix it or give a tip to fix it myself. The next step should be to fix the stuff I made and to add the weapons, but the problem is that I don't know which order they will take, for now the Witchaven guy uses the fighter's weapons. Also, the sprites need some more tweaking for alligments and maybe size, I don't know if the code can force an alligment at all or it has to be done inside the WAD files, for now I think it's all. EDIT: The code has been updated now. EDIT2: I forgot to add the new files, it's done now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . BTW, is there a way to make the compiler or another program build the "Wad0.wad" file?? because I just compile both .DAT files and add them myself to the WAD file but it's a bit tired when you are testing stuff, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Thu, 18 Nov 2004 11:19:59

RambOrc

I posted a weapon order for the Witchaven class back in the topic where for the other 5 classes, if you can't find it any more I'll try to locate it for you.
Thu, 18 Nov 2004 13:30:13

dj_jl

By runing Vavoom with '-devgame karena' progs will be loaded directly from dat files. As of creation of wad0.wad, there's utility vlumpy. running 'vlumpy wad0.ls' will create the wad file.
Thu, 18 Nov 2004 16:06:27

Firebrand

The thread you mention is this one?
Thu, 18 Nov 2004 20:13:36

mago

Firebrand: To convert the Witchaven's images to Hexen, the majority of work centered at: - Load Hexen's palette (amd thus rep+lacing the original colors to the nearest tone in Hexen), - Adjust the bad automatic coloring left-overs. - Manage the whole original sequence and SELECT the frames I wanted to use in Hexen : for instance, I didn't add any of the "drawing weapon" sequence, because that's not how it's done in Hexen (where the standard weapon's frame, the one we see as we are holding the weapon only, is automaticly lifted from the botton (out of the sreen), up to it's right position). - Replace, ignore or change some of the frames to make the sequence smaller: this had limited impact, but in various ocasion, it seemed right to, for example, delete a frame or two inside an animation to make it lighter, faster, and avoid unnecessary delay (if you notice, most Hexen's weapons have only around 4 frames for attacking - in Witchaven, most weapons has more than one type of attack, and it often has 10 or more frames (which sounds good, but I strongly believe it makes the game look even clumsier in this particular case). The size wasn't changed at all: after some experimeting, it seemed to me as the Witcahven team had to size their in-screen graphics at the same resolution as the Hexen team, so the weapons dimensions look very similar. Also, there was no editting on the frame's technical specs: the only thing I could do was name it the best I could and save it as a sprite in the WAD, but the coordinates of the in-screen alignment wasn't done at all ( I don't have a clue...). Because of this, I couldn't edit any of the frames, in terms of actual image dimensions: for example, if a weapon is travelling left, I couldn't say if the image's limits were already out of the viewing screen or not, so many of them can and probably WILL have parts of them outside the coordinates area, which might be a problem... I don't know if I was very clear here... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> Any doubts, ask away!
Fri, 19 Nov 2004 14:27:55

Firebrand

I have updated the code again with those sprites Mago did some time ago for the cleric's spells and the fighter's dragon claw, also I made some sprites for the powered versions of the heretic weapons (skull rod & phoenix rod), I hope you like them <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . I also got a question for the Witchaven's weapons, since I have never played the game I don't really know how they should behave and I might need some help to implement the new code for them (Moose or Janis), my question is, how much damage and range they should have?? I know it's going to be difficult since the engines were pretty different, but maybe an approximate of values could be useful and a clue on how to make the code for the weapons too, heh! Hope you can help me.
Fri, 19 Nov 2004 16:57:14

RambOrc

Firebrand you got the right thread, yep. As for getting a feel of the game, the Witchaven demo can still be downloaded from a number of places, e.g. <!-- m --><a class="postlink" href="http://jonof.edgenetwork.org/index.php?p=build.games&game=wh">http://jonof.edgenetwork.org/index.php? ... es&game=wh</a><!-- m -->
Fri, 19 Nov 2004 16:58:44

RambOrc

Anyway, what I'd need to be able to polish the weapon balance is a table that includes following for every weapon: - damage - range - speed - mana costs
Fri, 19 Nov 2004 22:29:37

mago

It might be good to study multiple impact spots (as in the no-mana Quietus, by Tzar Sectus), to simulate some weapon's circle of action (don't have a clue how it's done). Firebrand: the Witchaven's frames were ripped as stand alone bmp files. The program used isn't lik WadAuthor where you get to see not only the pics, but also the game's statistics about a particular frame - they were only images named with huge numbers... My guess is to take a look at the demo (download only the Witchaven 2 demo, as it has all the weapons from the first game too), and then code them comparing the results with Hexen's original ones...
Mon, 22 Nov 2004 16:43:39

Firebrand

I'm still working on the source code to make the Witchaven Guy weapons, they will take some more time, I'm having some problems with the alligment and the codepointers, but I think it won't be difficult to fix them. I'll post again when I got something fixed or finished.
Thu, 25 Nov 2004 16:25:40

Firebrand

I have finished updating the code on the CVS, I have added the Witchaven guy's Punch, the Short Sword & the morning star (which still needs to be pretty much improved <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ). BTW, Janis I don't know if it's because of the code I modified / added or it was a bug in the engine, you change a weapon and when the selected weapon is coming up the game crashes, here's the log I made for it, I have been trying to find the cause, but I couldn't could you please give it a try? Here's the log I made:
- VViewEntity::SetState
- TProgs::ExecuteFunction
- (PlayerThink)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame
It happens when you change a weapon or pick a new weapon.
Thu, 25 Nov 2004 16:44:21

dj_jl

Yes, Camper even added this to the bugs file. But this happened only in karena. I'll check it out. BTW I updated CVS with support for all ZDoom sector special types.
Thu, 25 Nov 2004 17:01:19

Firebrand

Yeah, I noticed it, it even gave a compiling error about a missing semi colon, I think I fixed it already, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> (Please double check my fix, I don't know if it was fixed or not).
Thu, 25 Nov 2004 19:07:52

RambOrc

[quote="dj_jl":11g09v1g]BTW I updated CVS with support for all ZDoom sector special types. Do you have a link to some comprehensive info about these types (i.e. something more than just a keyword-list)?
Fri, 26 Nov 2004 10:09:01

dj_jl

Most of them a re listed in [url:1vjdyymi]http://zdoom.doomworld.com/reference/sectorspec.html. But this list doesn't include wind specials and specials added for Heretic and Strife. New for Hexen is availability of Doom, Heretic, Strife and Boom specific specials, nothing completely new.
Tue, 30 Nov 2004 16:12:37

Firebrand

My work with the source code continues slowly, I have been busy with some college work and I plan to really finish the Witchaven Guy on the weekend (if I can finish my work), it's very probable that I may work on it in the weekend and finish it.
Tue, 07 Dec 2004 16:43:51

Firebrand

It's obvious that I didn't finished the witchaven guy, but I have made a big amount of work on it, I have finished implementing the half of the weapons for it and I'm actually beta testing my results (very funny if you allow me to say, heh!), it seems the KA code is more stable for me now, because it was a problem to play more than a few minutes before it crashed, I think I'll finish the witchaven guy by the end of this week (this time I mean it, I have finished all my college work by now <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> ), I really like what I have done, the 4th weapon is the best one now, heh! and the fifth needs some tweaking, instead of the shield I tried to make a "protective missile" which has health and can bounce the enemy projectiles, which works for the most part well, but still has some small problems, Janis, can you make a projectile or an effect solid?? that's the main problem, some of the enemy projectiles pass through the missile and don't bounce, but others bounce sometimes, the only thing I know is that something is wrong <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> , but what could it be?? If you need me to update the code on the CVS, please tell me, OK? Thanks!!
Tue, 07 Dec 2004 20:35:06

RambOrc

Can't you make use of the original Hexen shield code (for the Centaurs)?
Tue, 07 Dec 2004 20:58:35

Firebrand

Yes, it could be used for it, it's just a matter of figuring out how to make it work with both functions and to combine them together, if you want it that way, I'll change it on the code later. EDIT: Now that I think about it, you gave me an idea Ramborc, I'm going to try it now, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 07 Dec 2004 21:26:50

mago

Actually, Firebrand's design is much better, as it works exactly as it should be really (even with the bugs) - in Witchaven, the shield wouldn't protect you of all blows like the Centaur's one (it had some kind of probablility system, which would somehow make it harder to get hit if you had your NW side directed to the enemy (or so I remember), and wouldn't protect you 360?, only block blows from the front (or so I remember)). Also, by absorbing the blows and not deflecting it, makes it much more adequate to implement the physical damage to the shield, meaning it is a temporary item (much like normal armor in Hexen). Good work there Firebrand!!! By the way, which weapon is that cool one you mentioned? I made some changes on some of the sequences, I'm still wondering if they will work as well as I think. If you explain me how, I would really like to give it a test! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I'm specially curious to see how you set the frameskip speed for the attaks, and to see how they look in Hexen, of course!
Tue, 07 Dec 2004 22:08:36

Moose

I must apologise for my even lower amount of work since september, collage really is starting to take over my life, but well I've got a holiday in just under 2 weeks so hopefully I'll be able to get some stuff done, don't hold your breath though, I have exams to revise for.
Wed, 08 Dec 2004 00:06:21

RambOrc

LOL if I'd delete all posts in the devforum that contain a sentence like "sorry for not having been able to work on the project for this and that RL reason", not many threads would be left untouched. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Wed, 08 Dec 2004 00:51:42

mago

That's just the tricky ole life getting the better of us. No problems there man we all have our moments! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 08 Dec 2004 11:28:14

RambOrc

LOL if I would one day make a graph of who worked what weeks these last couple of years, the graph would look very empty. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Yes I know I'm a fine oen to talk, haven't done anything on the project for months now... <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 08 Dec 2004 14:52:19

Firebrand

[quote="mago":125jj2zu]Good work there Firebrand!!! By the way, which weapon is that cool one you mentioned? I made some changes on some of the sequences, I'm still wondering if they will work as well as I think. If you explain me how, I would really like to give it a test! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I'm specially curious to see how you set the frameskip speed for the attaks, and to see how they look in Hexen, of course! The weapons I mention are the magic missiles and the short sword's animations (because the code needs to fix the ranges & maybe the damge, but that can be sorted later), and about testing, sure! I am uploading a beta version for you all to see, it contains a lot of changes (and new bugs, yay!) from the previous version of KA, most of them being sprites / effects and some changes to the weapon ranges and damage (which can change at any rate), for the Witchaven's weapons, take on mind that this is merely a test, feel free to suggest any speed changes and range changes as you feel right, I can still change a lot of stuff for it. Once the upload is finished i'll post here again. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 08 Dec 2004 15:03:12

mago

Just one thing Firebrand: PLEASE add some quick notes to how sucessfully load the character in game, because I'm a total brain dead when it comes to figuring out anything related to coding, I've missed a lot of progress made just by not being able to put it to work. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Wed, 08 Dec 2004 15:17:20

Firebrand

[quote="mago":1tzu7d96]Just one thing Firebrand: PLEASE add some quick notes to how sucessfully load the character in game, because I'm a total brain dead when it comes to figuring out anything related to coding, I've missed a lot of progress made just by not being able to put it to work. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Sure! It's not really difficult, the version I uploaded is compiled and zipped up, there are 3 zip files on my 'karena' subdirectory in KDev, the classic karena.zip, witchaven.zip & wad0.zip. You should download these 3 files and make sure you also download the latest KA from KDev (july 7) it's in the 'arena' directory in KDev, if you are sure you have the latest version then you don't need to do it. Unzip the files to any directory, but make sure that you copy karena.wad & the files from witchaven.zip to your KA directory, then unzip the wad0.zip and copy it to the basev/karena subdir of the location KA is in, and then select your favorite map in the batch file, run the game, select the witchaven class as any other, you color, and start playing!! <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 08 Dec 2004 15:32:47

mago

Thanks a lot, gonna try this baby right now! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 08 Dec 2004 17:15:24

Moose

[quote="RambOrc":1m3atkw7]LOL if I'd delete all posts in the devforum that contain a sentence like "sorry for not having been able to work on the project for this and that RL reason", not many threads would be left untouched. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Will there are only 68 threads in the DevForum with the word "sorry" in. And Firebrand over the weekend I'll download your work and see what you've done, I have to admit your much quicker at this than I am.
Wed, 08 Dec 2004 19:25:25

RambOrc

I guess there are threads where the word "sorry" is replaced by something "I am ashamed of myself", "I hate myself", "please don't throw me out of the team" and similar crap. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Wed, 08 Dec 2004 19:32:06

Moose

Well I guess we could say it's a figure around (z-2i) where z = the amount of threads in the DevForum.

Back to the Korax Forum Archives