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ka public beta

Fri, 24 Nov 2006 13:25:43

RambOrc

Since finishing up the the current work takes longer than we anticipated, I say just take the current internal version that's working, and call it 0.9, this way there will be some people who will test us independently of us. Put it on sourceforge and link it from the news I'd say.
Fri, 24 Nov 2006 15:18:48

Firebrand

OK, I'll pack it all up and upload it to SourceForge, then I'll make a news post with this and once we finish all we've got, we can release 1.0 <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 24 Nov 2006 16:03:04

RambOrc

Yep, this way it doesn't matter if 1.0 comes in a week or a month, because it's basically already here, just not all bugs ironed out and not all features completely in.
Tue, 28 Nov 2006 14:34:50

Firebrand

Crimson Wizard, could you please upload a zipped version of the Vavoom executable from KA 0.9? I'm asking you this because the latest revision has a very annoying visual glitch, I've reported this to Janis already, but now I can't even run the game with it, some maps look fine, but I'm annoyed of it, thanks a lot! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 28 Nov 2006 16:28:30

Crimson Wizard

Hope I understood you right, I uploaded Vavoom95.exe to koraxdev.
Tue, 28 Nov 2006 18:32:52

Firebrand

Yep, this was what I needed, thanks a lot! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 03 Dec 2006 16:33:43

Firebrand

I've been completing sprites for the Heresiarch player's weapons, I've finished the claw and I'm in the process of testing them to see if they look fine in-game, once I finish these sprites and wrap it all up again I'll upload the new KA beta, it might be during the next week or in the next weekend if possible.
Sun, 03 Dec 2006 18:01:23

Crimson Wizard

Can you please wait a while for my upcoming update? It will finalize KTH mode and also add new menus. I'll tell when it is ready, probably in a few days.
Sun, 03 Dec 2006 19:25:51

Firebrand

Sure! No problem there, it'll take a while to finish the sprites, so no rush here, maybe my estimated time wasn't correct, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 05 Dec 2006 23:44:23

Moose

I've just given the beta a try for myself, and I have a couple of comments to make. Firstly, when you finish a deathmatch it still goes to the old scoreboard instead of the new one. May happen in other modes as well, but I haven't tried them. And secondly I'd like to make a suggestion, why not add a frags/score limit to the new game options, so you don't have to just use time to limit. Other than that, awesome work guys.
Wed, 06 Dec 2006 03:54:22

Firebrand

Besides all that, I think we could make a "you win" and "you lose" screens for when the match ends, but if we can implement frag limits for now it should be enough <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Thanks for the comments!
Wed, 06 Dec 2006 10:14:18

Crimson Wizard

[quote="Moose":3jto2fvr]Firstly, when you finish a deathmatch it still goes to the old scoreboard instead of the new one. Heh, a stupid bug. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> BTW, WTF??? I started DM on Ancient Arena, played for 5 mins, then after match has ended "Infected Castle" map was loaded, which is not a dm map at all!
Wed, 06 Dec 2006 12:31:23

Moose

I noticed that too, but for some reason it didn't twig, and I just played it and won, as per usual <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> . Also I notice that you added my crappy ice cave map <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Wed, 06 Dec 2006 16:08:53

Firebrand

[quote="Moose":2e3r54zr]Also I notice that you added my crappy ice cave map <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . It isn't that bad, it's cool to DM on it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, you can improve it if you want BTW <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Wed, 06 Dec 2006 17:10:51

Crimson Wizard

I wished to suggest my map I am trying to create about 3 months already (because I usually leave it after couple days of mapping <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ), it seems rather cool, much darker than most of KA maps, because it uses only 3d static lights and torches. Maybe I'll finish it at last, its completed ro about 50% at this moment.
Wed, 06 Dec 2006 23:20:50

Firebrand

We want some screens!! <!-- 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: -->
Sun, 10 Dec 2006 13:52:27

Crimson Wizard

Here you go. I call it "House of The Asp"; it is a sort of an underground temple. By the way, I suppose its concept may be used in RPG Trilogy as well with some modifications. Earlier it had a lot of torches hanging on the walls but I removed them temporarily (substed by corresponding static lights) because earlier internal version of KA had that bug with flickering and many items dissapeared. [img:br6igw0j]http://www.heretichexen.com/downloads/koraxdev/crimson/misc/shots/asp_unfinished_03.jpg[/img:br6igw0j] [img:br6igw0j]http://www.heretichexen.com/downloads/koraxdev/crimson/misc/shots/asp_unfinished_01.jpg[/img:br6igw0j] [img:br6igw0j]http://www.heretichexen.com/downloads/koraxdev/crimson/misc/shots/asp_unfinished_02.jpg[/img:br6igw0j] [img:br6igw0j]http://www.heretichexen.com/downloads/koraxdev/crimson/misc/shots/asp_unfinished_04.jpg[/img:br6igw0j]
Sun, 10 Dec 2006 14:45:57

RambOrc

Looking good and definitely RPG material. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Actually, I think KA has plenty maps for now so besides fixing up current ones, IMO all mapping resources could be routed to the RPG project, where mapping is a huge part of the work that needs to be done yet.
Sun, 10 Dec 2006 15:18:28

Firebrand

I'm about to finish the whole KA map set, also, I might upload a new internal version with a new Vavoom EXE version which fixes many problems present in the old beta, like the loading of the DM_Curse map which had too many static lights and made the game crash and of course, all the bug fixing Crimson Wizard and me had done, with a couple of new Heresiarch player class weapon sprites and other extras <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. I'll manage to pack it all up and upload ASAP (maybe tomorrow morning). BTW, Crimson Wizard, nice work with your map, I don't know why, but from the screenshots it looks a lot like a map I've seen while playing Metroid Prime Hunters on the nintendo DS, hehe! Not bad <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Sun, 10 Dec 2006 15:29:58

The 4th Class

I love the roof in the last pic. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Makes me want to start making maps again. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Sun, 10 Dec 2006 15:48:28

mordy

[quote="Crimson Wizard":3lvgioms] Earlier it had a lot of torches hanging on the walls but I removed them temporarily (substed by corresponding static lights) because earlier internal version of KA had that bug with flickering and many items dissapeared. I like your last screenshot <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> If you want to use torches or another light source but don't want the default light that comes with it, you can give it a tag and for some reason it will turn off the light so that you're just left with a sprite. Anyone know if that's a bug, or if there's a way around it?
Sun, 10 Dec 2006 18:04:33

Crimson Wizard

[quote="mordy":1n217uge]If you want to use torches or another light source but don't want the default light that comes with it, you can give it a tag and for some reason it will turn off the light so that you're just left with a sprite. Anyone know if that's a bug, or if there's a way around it? I am not sure but similar bug happened sometimes on my map, I just resaved map and rebulded VIS data and everything was fine.
Fri, 15 Dec 2006 19:09:10

Firebrand

Crimson Wizard, there seems to be a problem in the player spawn code somewhere, I've been debugging, but I couldn't find the problem, I think it's related to the change teams code you recently added, could you please check it out? THanks!
Sat, 16 Dec 2006 15:46:54

Firebrand

Found what the problem was, there were two different bugs, body and corpse queues were being initialized in 0's, which made an evident division by 0, the other problem was something related how players are added to teams.
Sat, 16 Dec 2006 18:18:14

Ichor

I was on Malevolence and it crashed when I used the Arc of Death on a marine (bot):
Log: both77 was frozen by PLAYER
Log: BLUE MANA
Dev: SU : end
Log: botd62 was etherialised by both14
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 16
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 4
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : already in team, skip...
Log: FROST SHARDS
Log: RED MANA
Log: RED MANA
Dev: SU : end
Log: botd62 was etherialised by both14
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 16
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 0
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : already in team, skip...
Log: KRATER OF MIGHT
Log: ARC OF DEATH
Log: BLUE MANA
- (svprogs.LightningMissile.A_LightningClip)
- RunFunction
- (svprogs.LightningMissile.A_LightningClip 14)
- RunFunction
- (svprogs.LightningMissile.A_LightningZap 1)
- RunFunction
- (svprogs.LightningFloor.S_LIGHTNING_FLOOR1.None 1)
- VObject::ExecuteFunction
- (svprogs.LightningFloor.S_LIGHTNING_FLOOR1.None)
- VEntity::SetState
- RunFunction
- (engine.Entity.SetState 0)
- RunFunction
- (svprogs.Actor.Tick 39)
- VObject::ExecuteFunction
- (svprogs.Actor.Tick)
- VThinker::Tick
- RunThinkers
- P_Ticker
- SV_Ticker
- ServerFrame
- Host_Frame
Dev: Sending clc_disconnect
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : push player down the table...
Dev: DiscardPlayer : removed player with index 0
Dev: DiscardPlayer : removed player with index 1
Dev: DiscardPlayer : removed player with index 2
Dev: DiscardPlayer : removed player with index 3
Dev: DiscardPlayer : removed player with index 4
Dev: DiscardPlayer : removed player with index 5
Dev: DiscardPlayer : removed player with index 6
Dev: DiscardPlayer : removed player with index 7
Dev: DiscardPlayer : team has no more players...
Dev: DiscardPlayer : push team down the table...
Dev: DiscardPlayer : removed team with index 8


ERROR: Reference not set to an instance of an object
Z_Free after Z_Shutdown
Mon, 18 Dec 2006 14:26:15

Ichor

Every so often, if I'm frozen I won't be able to respawn, even after shattering. Here's the log if that helps:
Log: both75 was knocked out by PLAYER
Log: YOU REACHED LEVEL 5
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 12
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 1
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : already in team, skip...
Dev: SU : update scores for human player with index 0
Dev: SU : write Team 0
Dev: SU : write player 0 in slot number 0
Dev: SU : write player 1 in slot number 1
Dev: SU : write player 2 in slot number 2
Dev: SU : write player 3 in slot number 3
Dev: SU : write player 4 in slot number 4
Dev: SU : write player 5 in slot number 5
Dev: SU : write player 6 in slot number 6
Dev: SU : write player 7 in slot number 7
Dev: SU : end
Log: PLAYER was frozen by botm23
Dev: SU : end
Log: botm32 was necrocuted by both53
Dev: SU : end
Log: both53 was frozen by botm23
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 12
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 4
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : already in team, skip...
Dev: SU : end
Log: botm17 was fragged by botm32's grey wand
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 12
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 3
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : already in team, skip...
Dev: SU : end
Log: botm23 was slammed by botm32's staff
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 12
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 11
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : already in team, skip...
Dev: SU : end
Log: botm32 was frozen by botm23
Dev: SU : end
Log: botm17 was frozen by botm23
Dev: PF_FormatString: Not all params were used
Dev: Length 0, z = 0.000000
Dev: SU : end
Log: botm23 was necrocuted by both75
Dev: Player::DeathMatchSpawnPlayer : 
Dev: Player::DeathMatchSpawnPlayer : seek for a good spot - 
Dev: Player::DeathMatchSpawnPlayer : NumDeathmatchStarts = 12
Dev: Player::DeathMatchSpawnPlayer : try 0
Dev: Player::DeathMatchSpawnPlayer : check spot 5
Dev: Player::DeathMatchSpawnPlayer : successfull, goto SP
Dev: Player::SpawnPlayer : deathmatch = 1
Dev: Player::SpawnPlayer : goto setplayercolour
Dev: Player::SetPlayerColour : TeamSelection = 0
Dev: Player::SpawnPlayer : put player to team
Dev: EnlistPlayer : already in team, skip...
Dev: Sending clc_disconnect
Mon, 18 Dec 2006 15:17:22

Crimson Wizard

[quote="Firebrand":2nedmsoj]Found what the problem was, there were two different bugs, body and corpse queues were being initialized in 0's Oh, yes, I forgot this too. We need to add those two to config. By default they should be 32 and 64. [quote="Firebrand":2nedmsoj]...the other problem was something related how players are added to teams. Sorry for delay, currently I am rather busy. What is exactly happening? [quote="Ichor":2nedmsoj]Every so often, if I'm frozen I won't be able to respawn, even after shattering. Here's the log if that helps: Funny that, it seems that player is trying to respawn continuously.
Tue, 19 Dec 2006 09:56:06

Crimson Wizard

[quote="Crimson Wizard":1s78h1uy][quote="Ichor":1s78h1uy]Every so often, if I'm frozen I won't be able to respawn, even after shattering. Here's the log if that helps: Funny that, it seems that player is trying to respawn continuously. LOL, I think I know what's the problem here.... one stupid programmer's fault. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Tue, 19 Dec 2006 22:59:10

Firebrand

[quote="Crimson Wizard":12z36mpl][quote="Firebrand":12z36mpl]Found what the problem was, there were two different bugs, body and corpse queues were being initialized in 0's Oh, yes, I forgot this too. We need to add those two to config. By default they should be 32 and 64. Before the new beta release I set their default values to the lowest for bvoth, obviously, it should be better if they work as in the original game <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll change them again <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. [quote="Crimson Wizard":12z36mpl][quote="Firebrand":12z36mpl]...the other problem was something related how players are added to teams. Sorry for delay, currently I am rather busy. What is exactly happening? Well, it seems that players aren't being actually added to any team but team 0 (or 1??), I first saw this problem when playing team DM and seeing that blue bots still attacked me, even when bots check for player's color to decide their enemy (this one should be changed to make bot check if player is on his team or not), the second thing I noticed, teams score in the socreboard all remain "zeroed", which means that no players are being attached to any teams, I've been looking at the code and it seems the implementation isn't complete, so I'll let you complete it before trying anything else, no problem with time, there's no need for another beta for now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 24 Dec 2006 20:13:33

Crimson Wizard

I felt ill <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Those fixes will take more time than I thought.
Tue, 26 Dec 2006 18:03:20

Ichor

[quote="Crimson Wizard":26hx171v] screenshots What happened to koraxdev anyway?
Tue, 26 Dec 2006 20:49:15

RambOrc

Ah that's a temporary problem, the registrar is holding the domain orcishweb.com for hostage and I might lose it completely unless I renew at their 5x higher prices than the competition. Since nobody ever visits orcishweb.com I didn't worry much about it, forgot about the download site though. If I lose the domain name we'll just make a downloads.heretichexen.com and alter all links, there aren't that many I think. p.s. if you plan to register a domain, make sure you DON'T go to register.com
Tue, 26 Dec 2006 21:29:04

Ichor

Heh On a side note, I've been meaning to start up that old CG3 site (I still have all the data) since heretichexen.com got started, but I never got around to it for some reason (real life probably).
Tue, 26 Dec 2006 21:39:27

RambOrc

Well any time you feel like it, just tell the subdomain name to me, FB or Janis and you'll get an FTP account. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 27 Dec 2006 21:16:10

Ichor

Ok, how about fury.heretichexen.com?
Wed, 27 Dec 2006 21:45:03

RambOrc

Login info in the PM, make sure you test it tonight as I'll go out of town tomorrow for 5 days.
Sun, 07 Jan 2007 17:47:15

Ichor

Looks like heretichexen.com is gone too.
Sun, 07 Jan 2007 20:08:40

RambOrc

My bad, forgot to change the nameservers... just did it, depending on your ISP you'll be able to see it in 5 minutes or in 2 days (and anywhere in between).
Wed, 17 Jan 2007 20:23:54

Crimson Wizard

[quote="Ichor":b1k880bn]Every so often, if I'm frozen I won't be able to respawn, even after shattering. Most probably that is fixed now.

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