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KA Work that needs to be finished

Mon, 20 Dec 2004 22:43:37

Firebrand

I don't know if there was already another post for Korax Arena, but mainly I need to ask, what I need to ask besides the new classes (Witchaven & Gargoyle), what else needs to be implemented in the code?? I know that for example the big mana items need to be added, that there's a PI item or something like that, but what else needs to be fixed??
Mon, 20 Dec 2004 22:48:43

Moose

Well if you focus on the characters, I'll take the new mana types and do that table for Ramborc (unless you've already done it), anything else that gets said we'll try to split out evenly. I'll get CVS running tomorrow and get to work on either KA or KMod3.
Mon, 20 Dec 2004 22:50:56

Firebrand

Sure! No problem, I'll finish the two classes, you get the rest, if I need help with something I'll post it here (the shield of the Witchaven guy is giving me some problems, but I think I'll have it done by the end of the week <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> ), also if you need me to help you with anything just ask and I'll try to help <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Mon, 20 Dec 2004 22:52:29

RambOrc

Last I know is that a bunch of weapons/spells don't exist yet in the code, or did you do that and I somehow missed it? Anyway, the biggest missing part is the gameplay modes, before work starts on that let's hear Janis how the current progress is with the all-new netcode and what ETA is. Depending on how long that still takes, there are basically two possibilities: if it's only a couple of weeks or a month at most until it's up and running, then focus should be put on gameplay modes; if it's going to take longer, I'd say let's aim for another public demo with the lots of stuff that's been done since the July public demo (approx. half a dozen maps, new classes, weapons and spells) so that peeps can test those things and can give feedback.
Mon, 20 Dec 2004 22:53:36

Moose

Ok we'll help each other, then failing that ask the one who knows what he's doing, Janis <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . And I guess we're not adding any new game types to this version of KA.
Mon, 20 Dec 2004 22:54:51

RambOrc

LOL cross-posting all the way, my previous post was meant as a reply to the starter post of this thread. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 20 Dec 2004 22:58:12

Firebrand

The only thing I modified from the existing spells was the sprites that Mago did for them (the dragon claw, the poison spell, and the healing spell), from there I made some more changes for the doom guy's weapons effects (mainly lights and stuff), and started my work on the Witchaven guy, I tried to make some bug fixing for the armor, but I suck at it <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> , so nothing else has been done from that.
Mon, 20 Dec 2004 23:04:59

Moose

Firebrand can you either tell me what I need to put into TourtoiseCVS to get the KA code or point me in the direction of the files you used to figure it out, thanks. So we'll just do little things at the moment untill Janis gives the word on the netcode, I do truely hope that it's comming on well, as Critter Hunter is going to be top of my list. Although I guess making new mana has it's upsides aswell. Oh we are being active tonight.
Mon, 20 Dec 2004 23:06:00

mago

Yes, I haven't forgotten - I'm currently also working on new HUD magic animations for the Mage, even though I'm still not sure of what are the new spells...
Mon, 20 Dec 2004 23:21:51

Firebrand

You need to follow the instructions on the SourceForge page of the project, here's a bit of help for you:
CVS ROOT: :ext:firebrand_kh@cvs.sourceforge.net:/cvsroot/korax
Where firebrand_kh is your user name, then just make the module name karena, then just put your password when requested for it and you are done! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 20 Dec 2004 23:39:13

Moose

Right thanks, I'll look into it and try to get somthing done, may wait till morning though, it's 23:40 here. And my ability to type seems to have gone out the window.
Mon, 20 Dec 2004 23:44:42

Firebrand

No problem, if you upload anything to the CVS please post here so I know to update the source, OK?
Mon, 20 Dec 2004 23:46:39

Moose

Right will do, and if you could do the same. I may even get round to adding KMod3 and TCS.
Tue, 21 Dec 2004 01:00:02

Moose

I got the code, this was much easier than WinCVS, glad Janis pointed it out. Right well I'm off to bed, if someone could give me a job either for KA or KMod3 and details on it if I'm likely to need them. You've got about 12 hours <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Tue, 21 Dec 2004 21:33:40

mago

I mean, c'mon, who sleeps 12 hours?!?!? Hard, tough men with beard sleeps 6-7 hours at most!!! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> The sad truth is that I've been getting fewer and fewer hours of sleep nowadays - not only do I look like a freaking zombie, but also I've been loosing a lot of weight (not getting luch or dnner every now and again also helps). <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Tue, 21 Dec 2004 21:36:39

Moose

Well I went to bed just after getting the KA code, which was just after 1:00 this morning and I woke up at 11:45 this morning, so it wasn't 12 hours <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> . And I no longer have my beard I was forced to shave otherwise my mum wouldn't have stopped having a go at me.
Tue, 21 Dec 2004 21:37:07

RambOrc

I wish I could do that, since March I've put on some 10-12 kgs. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 21 Dec 2004 22:55:17

Moose

Right back on-topic slightly, today while the site was defaced I wondered if I could still get onto any of the files on KDev, and to my joy they where still there. I downloaded the latest KA stuff from Friebrands directory, installed it on a fresh install of KA and went about play testing. Took me a while to get going as things are a little all over the place, I think that soon we should try and sort everything out into a more logical order, we can still split everything up into different wads but make use of Vavooms auto loaded wad system. I noticed one bug when setting my character up as the Witchhaven guy, the blue and red clors are back to front (blue is red and red is blue). the 2nd and 5th weapon both seem to be the long sword, although I expact you know about this. Didn't notice anything else that was really wrong concidering that the final few weapons need adding. Very good work. Oh any bots I spawned all seemed to be fighters, does anyone know if this is a new bug or has it been there all along? they also really need glasses <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Tue, 21 Dec 2004 23:02:00

mago

Hmmm... that was something I wanted to ask Firebrand some days ago, because I couldn't load the Witchaven guy (every time I went on selecting him before a game, Vavoom would crash) - but if you guys were able, then it must have been my mistake as usual. Bots do tend to avoid/ignore you sometimes; they could need more agression. Or am I THAT good? <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Tue, 21 Dec 2004 23:07:36

Moose

Have you remembered to put either Hexen.wad, Heretic.wad or Doom.wad into your KA folder? If you forgot don't worry I didn't untill I got the error, but even after that you may have a few problems getting going.
Wed, 22 Dec 2004 00:15:08

Firebrand

Yes, I'm aware of those problems that you mention Moose, the 2nd and 5th weapon are the same because it's a bit tired to play until you are level X to test a particular weapon just to shoot and receive a crash <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> , that's why, also the colors are reversed because I made some stupid mistakes when I made the translation, I'm glad that you like my work on the code, it was a bit difficult for me to start with it, but I eventually got my skills in a somwhat good level now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . Mago, when you run the karena.bat file, be sure it has the -debug parameter, that way if something fails the error will be logged to a file in you "basev" directory debug.txt which will contain the cause of the error and will give us a clue of where to look for the problem. Also remember to make a bit of memory of what you were doing when the crash occurs (is not that important, but it could help). <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 22 Dec 2004 02:00:04

mago

Yes, I know vague descriptions are worthless and damn annoying, I didn't mean to complain, just explaining why I haven't given any feedback on the Witchaven character, as I still haven't played with it. No problem though, I've finished some nice flat textures today (taken from real photos), and tomorrow I'll give it another try with a fresh KA directory. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 22 Dec 2004 09:59:40

dj_jl

Nothing has been done on net code. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> I was focusing on editing features (such as ZDoom's extended ACS stuff) and full Strife support. I'm planing to release new version of Vavoom near Christmas. There are several changes in engine interface, but I'll commit them later when there will be corresponding binary available.
Wed, 22 Dec 2004 15:42:43

Firebrand

That's not a problem, that way we can focus on balancing the weapons and finishing the new classes, maybe when that is done a new beta can be released and then we can start thinking on the new gameplay modes of the game (it sounds faster than it will be to make it <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> ).
Mon, 27 Dec 2004 17:07:17

Firebrand

OK, I'm almost done with the Witchaven Guy, but there are two questions left to do, one is about the Long Bow weapon, I know that there are some keys in Vavoom which control the FOV amount of the screeen, but I don't know if there's a way to change it using a weapon or something else and where I could look for the code for that? The second question is about the Disintegration spell for the Witchaven, how it should work exactly? That's all that is left to do. Also, I found a curious bug with the Witchaven, the color translations work already inside the game, but the colors are still inverted in the menu, I don't know why <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , blue is red & red is blue in the menu, but inside the game the colors all work well. Do you know what could the problem be?? <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Mon, 27 Dec 2004 19:49:12

RambOrc

I'm not 100% sure how it worked, but I think pretty much the same way the Mauler in Strife does disintegrate enemies with a single shot, even the graphical effect is very similar. Since Janis already programmed that all, you could use that code to start I think.
Tue, 28 Dec 2004 00:48:13

Firebrand

OK, I have just downloaded the latest Vavoom progs, that should make the trick, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Tue, 28 Dec 2004 08:02:44

dj_jl

I can handle the FOV thing.
Tue, 28 Dec 2004 09:44:17

RambOrc

Can't wait to see the sniping in action. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 28 Dec 2004 15:32:17

Firebrand

OK, as soon as I finish the basic code for the weapon and the disintegration weapon I'll upload everything to update the CVS repository and move to the gargoyle class, it should be done today BTW, the snipping is going to be cool if you allow me to say <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> , heh! You can see a small preview of it if you press the division sign on the numeric keyboard, I think that's how it might work, maybe with the value tweaked a bit, heh!
Tue, 28 Dec 2004 17:26:27

mago

Hmmm... I'm not sure what you mean by FOV. Something like zooming feature? BTW, nice work there Firbrand!
Wed, 29 Dec 2004 03:14:36

Firebrand

FOV = Field Of Vision, it controls the distance that the player can see to the front, the lower the value, smaller is the distance you see to the wall you have in front, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> EDIT: I have just noticed that you uploaded some new stuff from the latest Vavoom source Janis, but when compiling it throws the following errors:
D:\Korax' Heritage\KArena\KA_Source\karena\progs>vcc -I../common -Icommon client
/clprogs.vc clprogs.dat
cpp: ../common/defs.vc:29 ../common/client.vc:28 client/clprogs.vc:26 #error dir
ective: These are version 16 progs

D:\Korax' Heritage\KArena\KA_Source\karena\progs>vcc -I../common -Icommon server
/svprogs.vc svprogs.dat
cpp: ../common/defs.vc:29 ../common/server.vc:28 server/svprogs.vc:26 #error dir
ective: These are version 16 progs
../common/builtins.vc:432: Error #5 - Internel Error: Too meny params.
EDIT2: I got it fixed now, heh! I was using an older version of the vcc.exe compiler, using the one that comes with the latest progs does the trick, nice work Janis!
Wed, 29 Dec 2004 15:32:05

Firebrand

Hmm, that bug that Camper reported with the older Vavoom build has gotten worse, now the game freezes when you get a new weapon and it fails, I don' see any error message just freezing <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> . Are you having the same problem Moose?
Wed, 29 Dec 2004 16:03:33

Moose

I never noticed any weapon switching problems with the old build and I haven't as of yet tried the latest version. I'm re-formatting and installing XP so I saw little point in getting it and setting it up just to do it again in a few days. Tomorrow hopefully.
Thu, 30 Dec 2004 02:05:47

Firebrand

I have updated the CVS repository with the latest work, so you can check it and modify what is needed for the snipper functions, also, could you try to implement the shield for the long sword Janis?? I have made a small explanation on how it should work in the ".vc" file so you get an idea, that's my way of thinking, if you know that there's an easier way, go ahead, you are the one who knows what you are doing, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 02 Jan 2005 19:36:51

Firebrand

OK, I have finally finished the witchaven class for good, it's finally done, I have uploaded the latest code to the CVS repository, updated the karena.wad with the witchaven sprites, and updated teh wad0.zip on KDev, so if you want to test it all done, you are free to try, please post any problems that you find, so I can give a check to the code or the WAD file if needed, the only stuff that is still missing is the snipper feature, and the shield of the long sword (i.e. protection), everything else is fixed up, be sure to give it a test, I'm sure you'll like it! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 02 Jan 2005 20:46:14

mago

Am I right to assume the procedure to test the character remains the same as the last time? I'll go for it right away!
Sun, 02 Jan 2005 21:12:19

Firebrand

Yes, it's the same, nothing has changed, just be sure to have the latest Vavoom executable and overwrite the old one you had in the KA folder, because some things have changed for the progs and the old version will send an error if you try to load it.
Mon, 03 Jan 2005 00:52:08

mago

Sorry Firebrand, had to pick up my girlfriend, so I couldn't answer... still, I got the first error, thanks for clearing that up, but even after copying the exe file and replacing it, I get this new error, saying that the doom.wad is needed and don't have it. This this have anything to do with that function to check if the user has a least one of the games? And yes, I have the hexen.wad on the folder...
Mon, 03 Jan 2005 17:16:02

Firebrand

Oh yeah, I also forgot that as you change the executable the checking for the IWAD files changes too, so what you have to do is to edit the games.txt file on the basev subdir of KA and comment any other IWADs that are there except the hexen.wad file. Simply put a "//" before the names of the wad files and that should fix it...
Mon, 03 Jan 2005 22:32:05

DarkRaven

I have an idea <!-- s:idea: --><img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea" /><!-- s:idea: --> concerning with KA. RPG functions are cool, but this style may be unpleasant to somebody. So I thing there should be a function in KA settings that can completly [u:14hfwatk]disable[/u:14hfwatk] all RPG elements (no experience, weapons with constant damage, the player can take any weapon 3-8, etc.) (and all classes should be walking the same speed!!!). Do you now what I mean? <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Tue, 04 Jan 2005 05:09:06

The 4th Class

Run Hexen.exe. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Seriously, though, IMO it would not work: let's say there are four players playing together, and only one person wants to turn off the RPG functions...what happens? Also, why all players at the same speed? The fighter, cleric, and mage are all at different speeds anyway, and equalizing the behaviours would be just like having only one class.
Tue, 04 Jan 2005 08:09:31

dj_jl

You shouldn't edit the games.txt file, since when using -game or -devgame option it's not used. I suppose you are using -game option, do you?
Tue, 04 Jan 2005 10:58:17

RambOrc

Just to set things right, I already posted several times that all characters should have the exact same attributes, the only thing they are different in are their weapons and their player sprite/sounds. I was also strongly thinking about setting all weapons to a fixed damage. It seems to me most of you are looking at all this in the way "the more features and special stuff, the cooler the mod", but I'm more concerned about actual playability and balance. You see, Hexen had only three different character classes with not much of a difference in characteristics and only four weapons each and they still couldn't make multiplayer balance work right. When designing KA, you *must* forget Hexen, Heretic, or any other single player oriented shooter. Think in terms of UT and Q3A, games that were developed from the beginning as multiplayer only.
Tue, 04 Jan 2005 13:52:21

DarkRaven

I agree with you RambOrc! [quote="RambOrc":lim6aq4q]"the more features and special stuff, the cooler the mod", but I'm more concerned about actual [u:lim6aq4q]playability and balance[/u:lim6aq4q]. >EXCATLY <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: -->
Tue, 04 Jan 2005 15:16:34

Firebrand

[quote="dj_jl":3w4hy641]You shouldn't edit the games.txt file, since when using -game or -devgame option it's not used. I suppose you are using -game option, do you? Then what's wrong with the "games.txt" file? why it loaded fine with the old version of Vavoom? [quote="DarkRaven":3w4hy641]I have an idea concerning with KA. RPG functions are cool, but this style may be unpleasant to somebody. So I thing there should be a function in KA settings that can completly disable all RPG elements (no experience, weapons with constant damage, the player can take any weapon 3-8, etc.) (and all classes should be walking the same speed!!!). Do you now what I mean? That's what makes our multiplayer mode different from any other of it's kind, the RPG elements, if someone doesn't likes it, he/she can go play Skulltag or something else <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> , heh! No seriously, we still need to work a lot on balancing the weapons DarkRaven, it's not going to be easy, but we are going to make this baby to work fine! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> . There's still one class remaining, heh! but I'm working a lot to bring it up before my vacation ends <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> .
Tue, 04 Jan 2005 15:46:05

dj_jl

[quote="Firebrand":2bflnx22]Then what's wrong with the "games.txt" file? why it loaded fine with the old version of Vavoom? Maybe it was a modified version.
Tue, 04 Jan 2005 17:26:50

RambOrc

No Firebrand, it's not the RPG elements that make KA unique - what makes KA unique in the first place is the innovative game modes, combined with the multi-class setting that means dozens of different weapons instead of the usual 8-10. To this you add the fantasy world and the fantasy creatures, the fact that some of the weapons are actually spells, and that's the mix. The only RPG element KA has at all is the levels and the 5 basic character attributes which increase automatically with every level gained, meaning a higher level player is actually stronger and faster and uses less ammo than a lower level one. Oh yes and to be able to use better weapons/spells you need to achieve a certain level. Unless I'm mistaken this sums up *all* the RPG features in KA. The Hexen mod that's all about RPG elements is KMOD. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 04 Jan 2005 23:54:14

The 4th Class

RambOrc, I'm pretty sure that all the work that I need to do for the upcoming KA release is finished, but I need your agreement: - 6 MP3s (Heretic levels E1M1, E1M5, E2M3; KAtheme; My Wutzitr; Hell Keep) Is that all? Any more music-oriented work that may be done before next release? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 05 Jan 2005 01:53:40

RambOrc

There are several more maps from DarkRaven and madPaul in the upcoming distribution. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 05 Jan 2005 04:13:23

The 4th Class

OK. Unless you really like a particular song, I'll just choose one or two that would fit those maps best and make the MP3 conversions. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> BTW be sure to check out the two new MIDIs I just uploaded onto KDev. Their names are Allbass and Ogreland. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 05 Jan 2005 09:16:10

DarkRaven

[quote="RambOrc":292jcoms]There are several more maps from DarkRaven and madPaul in the upcoming distribution. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Yep, we're making on the several maps, nevertheless I don't have a much time <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Wed, 05 Jan 2005 14:52:04

RambOrc

I meant those maps you already finished for KA but weren't included in the previous public beta half a year ago.
Wed, 05 Jan 2005 15:01:43

Stryker

Now that I think of it.. I've been a mapper for almost a year (just afew more months) and I haven't even really finished a Map.... Hehe.. Maybe I'll skip playing Final Fantasy or my Gameboy Advance and more on some Maps.
Wed, 05 Jan 2005 15:52:47

Firebrand

BTW, there's a problem with the MP3's in the latest Vavoom version, it seems that Camper added the MP3 feature by modifying the executable (I don't know if it was via progs <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> ), but MP3's are disabled in the actual KA version, maybe Janis can bring it back (I'm sure it might not be a problem for him, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> ). I have started my work on the gargoyle class, I'm actually doing the sprite, as soon as I finish it, I'll upload the WAD file (to have a backup of it, just in case, heh!), and continue the work on the source code!
Wed, 05 Jan 2005 16:37:26

dj_jl

Actually it was mine quick, ugly and Windows only hack to try fmod library. I'll have a proper implementation in some near future.
Sat, 15 Jan 2005 17:40:32

Firebrand

On a second note to the gargoyle class, I remember there was some other items to be finished (the combined mana, the big blue / green mana, am I missing something else?), which other existing items are going to be used? Which other new items need to be done? (these will be done when everything else is working fine, heh!) This is to upgrade my to do list and to start coding something else. My vacations end on Monday, I'll be back to college, it would be fine to be on the move of what needs to be done, because I might not be able to post here as much as in these last days, heh!
Tue, 18 Jan 2005 14:19:03

dj_jl

I didn't find places where to set FOV. I added SetFOV function to the Weapon class so you can use it where necessary.
Tue, 18 Jan 2005 16:13:58

Firebrand

OK, I'll see what to do, when I get more time and fix some issues I'll update the CVS repository with more stuff I have done, I have added the big mana items and the combined mana items to the game. [list:2u251rs9]The big mana items give 20 of the mana color they represent. The combined mana item give 25 of the 3 mana kinds. The krater of might give 30 of the 3 mana kinds. [/list:u:2u251rs9] That would be all for now, also I have been doing some work on the gargoyle sprites, I hope to have something done for the next 2 weeks (it's nice to be busy with school again, heh!).
Tue, 18 Jan 2005 17:55:25

Firebrand

Hmm, strange bug, it seems that something is not working fine in the client side maybe, here's the error that happens when I use the SetFOV thing:
Dev: Length 2
Dev:   132
Dev:   45
Dev: ReadCount 2
Log: Host_Error: Invalid packet 132
Dev: Sending clc_disconnect
And here's the piece of code that makes the SetFOV stuff (this is just a quick test I did myself to start):
void A_WBowAttack2(void)
{
	UseWeaponMana();
	SetFOV(45);
	Player.MO.PlaySound('FighterHammerContinuous', CHAN_WEAPON);
	Player.SpawnPlayerMissile(WitchavenArrow);
}
Wed, 19 Jan 2005 07:39:26

dj_jl

Fixed that.
Thu, 20 Jan 2005 19:09:46

Firebrand

Thanks Janis! I have also seen that you updated the code with the fix for my Hexen bug! Nice work!
Mon, 31 Jan 2005 18:15:54

Firebrand

Well, I think it's OK to give a small advance on how things are going with KA source code, I haven't done much work on it, college projects are coming every day, it will take some time, but I have done some work on the gargoyle weapons, once I finish half of the weapons I'll upload something new for it... that's all for now. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 02 Feb 2005 22:56:25

Firebrand

I have updated the CVS finally, the new code for the long bow is done, sniper mode! <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> There are some bugs with the doom guy's bullet weapons that I hadn't figured out, something about "Z_Free" or something like that, I'll check the code and try to find them now.
Thu, 03 Feb 2005 10:47:00

RambOrc

Hey great work, Firebrand. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Janis, how does it look in the meantime with the netcode? Any ETA?
Thu, 03 Feb 2005 14:57:40

Firebrand

I also fixed the bugs with the doomguy weapons, now it seems the code is more stable that it was and that we can make another beta release soon <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> , I'll now start working on the next sprites for the gargoyle's weapons and code them as soon as they are ready (once I get like half of the weapons I'll start coding them and update some more). <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 03 Feb 2005 17:32:59

dj_jl

I'm planing to work on some net code optimisation soon.
Thu, 03 Feb 2005 18:34:42

RambOrc

Sounds good, KA might actually be out this year... <!-- s:| --><img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral" /><!-- s:| -->
Fri, 04 Feb 2005 22:29:23

Firebrand

I have been working a bit to make the tornado spell for the mage instead of the maulator spell, I have most of it done, it still nees some final tweaks, but it shouldn't take much time, any ideas to change the darkness thing for the figther with something more insteresting?
Sat, 05 Feb 2005 23:05:09

RambOrc

Actually, I think that one is not so bad, it could be enhanced by actually making other players' screen go black as long as they are in that field.
Sun, 06 Feb 2005 18:01:50

Firebrand

OK, I think it can be done in a similar fashion as the whirlwind damage stuff, it shouldn't be too difficult <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Mon, 07 Feb 2005 14:16:14

Firebrand

I have two questions for you Janis, the first one concerns about dynamic lightning, is there some kind of limit to how many the game can define and use? if there is, where I can change that limit? Another question is if there's any function that can check if the player is hit by a projectile / melee attack? I'm asking this because that's the only thing that is missing for the Witchaven's long sword's shield, I need a counter that decreases when the player gets a projectile / melee hit, but I don't find an easy way to do it, any help on this will be really appreciated, thanks Janis! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 08 Feb 2005 07:42:07

dj_jl

There's maximum 32 dynamic lights on screen, there's no way to increase this. Actor's Damage function has arguments inflictor and source. If inflictor and source are the same then it's a melee attack, otherwise inflictor is the projectile and source is the player that launched it.

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