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KMOD 2.5 out - nice work

Sat, 14 Jun 2003 20:39:14

RambOrc

I just released the KMOD 2.5 download. I like this mod, it's uncommonly polished. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Anyway, since SE is still a long way off, I realized it makes quite a lot of sense to continue on with KMOD development and include a number of SE features in it. Here is a list of things I favor adding to future KMOD releases, feel free to debate or add new ones. Programmers also please say what is feasible or not. 1) More Damage Skins (self-explanatory). 2) The ability to sell unneeded items (price would always be half of what you pay for it new). AFAIK it's in the engine in a crude way, I'll ask Camper about how exactly it works. 3) Importing the conversation module from SE. Even if it'd be only talking to the single shopkeeper and he'd give no quests, it'd still be a refreshing change in the slash'n'hack of Hexen. I can imagine a lot of things to be talked about at those shop visits, starting with what new stuff the shop has since the last visit, followed by a discussion about the hero's latest exploits or happenings in the world of Hexen, hints for the next stage of battle (like stocking up on Discs of Repulsion against Traductus), etc. There could also be quite a couple of gags. Once SE is in the beta stage (i.e. detailed story is done), these conversations in KMOD could already start off a couple of threads of the SE story, helping us integrate the original Hexen story even more into the big picture. 4) Reducing the number of files in the distribution. SE is much cleaner with its way lower file count than KMOD is (and KMOD 2.2 and 2.5 is still way better than 2.1 with the nearly 50 files).
Sat, 14 Jun 2003 20:59:14

Moose

1) Easy. 2) Should also be easy if its in there, but even the improvements should be easy. 3) Also easy if I can find all the code in SE. 4)um, I'll leave this to Janis. Something I would like to do is improve the attributes page and points system. Possibly the 'Recommended' feature that many D&D RPGs like NWN have for adding attributes quickly.
Sat, 14 Jun 2003 21:18:07

RambOrc

Well OK Moose than I guess you can already start with it, parallelly to developing SE (do you still have something on your to-do-list? I think there are things like quest engine on it). [quote="Moose":xjs98taw]Something I would like to do is improve the attributes page and points system. Possibly the 'Recommended' feature that many D&D RPGs like NWN have for adding attributes quickly. What exactly do you want to change? Looks or also basic gameplay? Oh yes another thing, what about including the ice staff for the Mage so he can switch between two different versions of the ice weapon in slot 2? Or would it be unsuitable for gameplay/feeling?
Sun, 15 Jun 2003 08:45:10

Moose

Yes, I still have things to do on my to-do-list. And I'll add the new things to SE as well as KMod. Well I was thinking alone the lines of adding a new feature or two: -Like as I said yesterday a 'Recommended' button that distributes your remaining points in the recommended way for you class. -And if you think it would work in KMod possibly the new 5 attribute system. -And now you mention it it could do with looking a bit nicer maybe just add a backround. I'll add the Ice Wand and we can test it and see if it is balanced.
Sun, 15 Jun 2003 11:33:17

Moose

Ice Wand is now in and works, if you want I'll upload it but I think there is already a version of the Ice Wand on the old KDev for SE. At the moment each Shard does 3 damage and costs 1 blue mana, but I'll have to change this because by level 2 you can get it to not use mana.
Mon, 16 Jun 2003 12:36:18

RambOrc

1) With the "recommended" button you mean like the values the auto-adjuster in demos and multiplayer does? 2) The new RPG system is no go. As I said before, I don't want any gameplay changes in KMOD any more - I'm sure you also have seen a game sequel or a new version that was in many ways better than its predecessor and still it lacked a couple of crucial things that make it somehow unsatisfactory. I don't want this to happen to KMOD, I just want to polish an established stuff. If it were our only mod ever, we could re-build it all the time, but it's just our "business card" and it shouldn't be changed all the time - that's what new projects are for, to try new approaches. 3) If you find a good background, just put it in and show us. Regarding the entry, strength and mana usage of the Ice Wand, I think it should be received at level 5 or 7 or so first thing (a level or two after you receive the last wand in slot #1 so that there's always something new), should use more mana than Frost Shards and should have a damage that's about 3/4 of the damage of all shards of a Frost Shards spell, but in one single burst (i.e. it'd be a LOT more effective against a single opponent).
Mon, 16 Jun 2003 17:42:36

Moose

1) Yer, like that. 2) Ok, I see what you mean. 3) If I find one I'll add it. 4) Right I'll change that soon. Are there any deadlines at the moment.
Mon, 16 Jun 2003 18:46:48

Ichor

Moose: Did you load those two files to the server yet?
Mon, 16 Jun 2003 18:53:49

Moose

Oh, no sorry I was distracted when I went to do it a few hours ago, by the fact I couldn't connect to the internet. I'll do it now.
Mon, 16 Jun 2003 19:01:58

RambOrc

"Recommended" button: go ahead. Deadlines: not ATM, though of course the sooner you port the conversation system, the better, I see a lot of new potential in there without disturbing the gameplay (for FPS types, there is no need to talk to the shopkeeper even once, for RPG types there can be a lot of extra talk stuff for fun and expanded story). Also, AFAIR from what Camper told me last year, the selling stuff system works in the way that you have a special linedef on the map (should be included in the WCL file like the selling one), you press the SPACE key on it and you sell any item from your inventory with the ENTER key. The prices for the products are in a table somewhere (either in the wadfile or compiled into the DLL, dunno) and vary from shop to shop. This way, since all shop maps are different, the shopkeeper might offer more or less depending on where you are in the game (e.g. items he doesn't yet stock but you already have one or two, you could sell for maybe 90% of the price he later charges for it, items he stocks he'd pay 50% of his price, etc.). If you need any help from Camper, just write him an e-mail and if he doesn't answer in a day or two, just tell me what I should ask him.
Mon, 16 Jun 2003 20:52:04

Moose

One of the files you need is up on KDev, the A3D one, you can try the EAX file but i don't think it'll work. 1) should I use the multiplayer table (if thats what it uses) or new ones? 2) Right I'll start on the convo system during the week. 3) I'll look for it in the code and see what I need to know. Does Camper still use his KH e-mail addy?
Mon, 16 Jun 2003 21:22:46

RambOrc

1) I have the strong suspicion that table is still the same since KMOD 1.0 (or 1.1?) and thus somewhat unsuitable for KMOD 2.x - if you can find it, just send it to me as a text file or whatever and I'll send it back with the necessary changes. 3) Just checked to be sure, the forwarder is still set to his office e-mail addy so it should work fine.
Mon, 16 Jun 2003 22:33:56

Ichor

Ok, I got the A3D file, and that worked fine, but the EAX was corrupted. Besides, I'm really just looking for eax.h and ia3dapi.h. Maybe you could just zip those two files and send them by email.
Mon, 16 Jun 2003 23:06:32

RambOrc

Can't you people put your OT talk to another thread??? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> BTW Ichor, your Heretic map did crash on DOS Hexen within 2 minutes - regardless of that, you could submit it to <!-- w --><a class="postlink" href="http://www.ravenfiles.com">http://www.ravenfiles.com</a><!-- w --> , at least there'd be some Heretic news on RavenGames again, there is nothing there since last December aside of source port releases.
Tue, 17 Jun 2003 00:25:56

Ichor

What was the problem? I know you can't save the map, but other than that, there shouldn't be any bugs. And I managed to find a working EAX SDK file, so never mind what I said earlier.
Tue, 17 Jun 2003 06:59:45

dj_jl

[quote="RambOrc":3ca5fjf8]3) Importing the conversation module from SE. Even if it'd be only talking to the single shopkeeper and he'd give no quests, it'd still be a refreshing change in the slash'n'hack of Hexen. I can imagine a lot of things to be talked about at those shop visits, starting with what new stuff the shop has since the last visit, followed by a discussion about the hero's latest exploits or happenings in the world of Hexen, hints for the next stage of battle (like stocking up on Discs of Repulsion against Traductus), etc. There could also be quite a couple of gags. Once SE is in the beta stage (i.e. detailed story is done), these conversations in KMOD could already start off a couple of threads of the SE story, helping us integrate the original Hexen story even more into the big picture. 4) Reducing the number of files in the distribution. SE is much cleaner with its way lower file count than KMOD is (and KMOD 2.2 and 2.5 is still way better than 2.1 with the nearly 50 files). I don't think it's a good idea to bring conversation system to kmod, because this will require conversion to C++ and probably some other big changes (probably take new menu system). I think that the best choice will be taking SE binary and use it for KMOD (probaly with some macro defined in main header which changes stuff like wad file name, normal automap, etc), and this way you will get all new cool stuff like conversation system, less files, etc.
Tue, 17 Jun 2003 10:25:44

RambOrc

Wouldn't it be a lot of work? Not to mention quite some stuff would have to be disabled etc. - wouldn't skipping the conversation system in KMOD be a more optimal solution?
Tue, 17 Jun 2003 16:12:55

Moose

Well I'm not bothered about having to disable all things that aren't wanted for KMod. And in a way switching to SE would be easier for me because I'll only be working with one Workspace. Oh and Janis any news on saving/loading in Vavoom yet?
Tue, 17 Jun 2003 17:08:09

RambOrc

So do I understand right that both Janis and Moose are for making 3.0 the next KMOD release and that on the SE codebase rather than on the old KMOD codebase?
Tue, 17 Jun 2003 17:11:16

Moose

Well yer I guess I am.
Tue, 17 Jun 2003 17:17:45

dj_jl

Yes, that will be the best and easiest choice. No news on Vavoom at the moment.
Tue, 17 Jun 2003 20:47:42

RambOrc

OK so how about this? - KMOD 3.0 on SE codebase as soon as Moose disabled the unneeded stuff and a couple of conversations etc. have been added. - Putting the old KMOD codebase on the side but not throwing it away. Once all (or at least a lot of new) damage skins are finished, they'll be added to this old KMOD codebase too. Is it OK with you or too much hassle? The point behind it is to not leave KMOD 2.x unfinished forever (i.e. with only half the damage skins in), but still be able to start on a new round for it. Actually, such an arrangement would enable to introduce a couple of minor gameplay changes in 3.0 as people who don't like it could always go back to 2.x and not lose anything groundbreaking besides the conversation module (things like support for higher resolution screens is important only once they're actually used which in KMOD they aren't yet). OK I'm not sure how clear is what I mean... let's try another approach, a feature list: KMOD 2.x (2.6, 2.7, whatever) features over 2.5: - damage skins for all monsters - you can sell artifacts in the shop - maybe a couple of minor bugfixes (if something comes around) - in the absolutely clearly completely last version of this development branch: new demos because they are all broken since the change from 2.1 to 2.2 KMOD 3.x (starting at 3.0) features over 2.5: - damage skins for all monsters - you can sell artifacts in the shop - conversations in the shop maps - complete removal of multiplayer elements from code and menus (we agreed on that for SE anyway) - new high-res help screens - thanks to high resolution additional HUD elements like displaying EXP and LVL somewhere on the screen at all times - minor gameplay changes if still wanted (like the order in which the Mage gets his spells, the amount of Magic/Faith a spell costs etc.) - bugfixes (if needed) As always, feel free to discuss/debate/deny these suggestions.
Tue, 17 Jun 2003 20:59:49

Moose

Ok, it isn't a problem for me. I'll discuss tomorrow after school, but now I want sleep.
Tue, 17 Jun 2003 21:09:38

Ichor

How about only displaying the player status (experience, etc.) when using the automap?
Tue, 17 Jun 2003 21:43:44

RambOrc

As far as I'm concerned it'd be fine either way or even without - something better, what about a kind of customizable hub where in a menu you can set which elements of the HUD you want and which not (the way you can currently enable or disable mana display in the upper left corner)?
Wed, 18 Jun 2003 00:11:41

Firebrand

Hey guys!! I'm back before a long time without news, it has been really difficult for me to keep working on the Mage, but still I got it at 65% done, I think it will be ready in two or three weeks, I will have some school work to finish but I think there won't be problems, I like the ideas you mention here, I think that it's better that we start working on KMOD 3.0 and not to let the 2.X versions, because there will be people, as you mention Ramborc, that will like them more for any reason, so we can maybe support both them. Well I think that's all for now, when I got something more I will come back, see ya! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 18 Jun 2003 02:47:00

Ichor

I just found a bug. If you possess a monster that doesn't fly, and then fall off a cliff while inside the monster's body, the moment that you hit the ground, the game crashes. I'm not sure, but the same thing may happen if your old body falls off if you're still inside a monster's body.
Wed, 18 Jun 2003 06:36:36

dj_jl

I like your ideas about KMOD 2.x and 3.0. Let's do it that way.
Wed, 18 Jun 2003 09:39:33

RambOrc

Good. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> After some thinking, I think in this case we can take the gameplay modifications even farther in KMOD 3.x, like implementing the 5-skill system planned for SE - indeed the more of SE's gameplay we implement in KMOD 3.0, the more of it will be tested aforehand. Hey Firebrand good news on the Mage, maybe Mago will pop up with the finished Fighter damage skin at around the same time. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> In such a case and if Moose can fix the Heresiarch DS by then, then that coupled with the selling artifacts system (which Camper just told me yesterday is supposed to be "simple and brilliant") could be all we need for a 2.6 release. Moose should be able to tell whether a 3.0 release might be before or after such a 2.6 release. Regarding conversations, everyone who wants to contribute is welcome. My idea is that every time you go to the shop, you can talk with the innkeeper about some of the latest gadgets he sells (like "this porkelator just came in, it's a real cool artifact, it'll show the true nature of some of your adversaries"), talk about the hero's latest adventures (i.e. the happenings in the hub just before the shop, like "I heard you just put that Death Wyvern out of her misery." - "Yeah, except that it was a he, you should have seen his ...erm... tail, I bet you've never seen such a huge one."), or talk about other parts of the Hexen world (like "Have you heard what happened in Dro'elch (the next village down the river)? They just caught the weredragon who butchered all those people at every full moon and it came out he was the son of the mayor."). Any ideas, detailed dialogues or even completely finished scripts in the required format are welcome. p.s. Just as an unimportant aside, if I wouldn't have been that "greedy" back in late 2001 to call the 3rd KMOD release "KMOD II" and give it the version number 2.0 after the previous 1.1, now we'd have released KMOD 1.5 last week and this 3.0 could be called KMOD 2.0 and could be called this time a KMOD II with more reason. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> nevermind <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Wed, 18 Jun 2003 09:52:01

RambOrc

Still another idea for 3.0... we could put in other NPCs now and then in a shop, like in one episode the city mage could walk down the road when you enter, and you could watch him go inside, talk to the innkeeper, buy something and then turn and leave (you could catch him outside for still more talk).
Wed, 18 Jun 2003 10:43:10

Ichor

One thing we need for the shop is for the prices of the artifacts to be shown somehow, preferably before you buy the item, heheh.
Wed, 18 Jun 2003 14:42:13

RambOrc

You mean it's insufficient that you can press the F1 key and view the prices at any time?
Wed, 18 Jun 2003 15:14:38

Moose

Well the Heresiarch is fixed and has been since before KMod 2.5 was released I even uploaded the new dll with it working. KMod 3.0 will probabally be just after or at the same time as Kmod 2.6 mainly depends on artist speed and how fast you can make the demos. NPCs easy, unless I have to program somkind of path feature, but it could still be done. 5 attribute system I can do I hope, just be a case of looking up what they do and shutting myself in my room for a few hours. Who wants to do the convos? As for the shop I want to change it, infact I think I talked about my idea before somwhere. Another thing, do you want zeus' sounds added for the spellsor leave that out? Ichor I'll look into that bug later. Might have some more talking to do but for now I'll go.
Wed, 18 Jun 2003 15:32:12

RambOrc

Heresiarch DS: sorry, I misunderstood you back then... I somehow thought the version I downloaded that had all those bugs still was the latest before KMOD 2.5 release. Demos aren't meant for 2.6 but for the last 2.x release which won't be for a very long time yet I guess (until all DS are in). What convos? Shop changes: I'm not sure I remember what you mean, best you just give me the essentials again and if I suddenly remember, then good, else I'll just ask for the details too. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Sounds from zeus: you can certainly put them into pre-release 3.0 for testing how it feels, we'll just see whether it's good enough for public release.
Wed, 18 Jun 2003 15:40:47

Moose

The convos that you have with people in the shop. Who is going to write them? Heresiarch DS - Don't worry about it, easy mistake to make. Ok new will new demos be needed for KMod 3.0. Shop idea - Basicly that instead of going up to the item and pressing use or what ever button it is, to buy and sell the items in a convo like system. Zeus sounds I'll add should be easy enough.
Wed, 18 Jun 2003 15:55:39

RambOrc

Ah, I see... I want to give everyone the chance to participate in creating them, but I'll of course write any necessary/remaining. LOL, this is a day of misunderstandings... I thought you talk about KMOD 2.6 demos, not 3.0 - for 3.0, they can be made first thing once 3.0 is ready to go. The only prob is that there are quite a lot of items in the game, how do you want to list all of them in the 4-5 lines you have for conversations?
Wed, 18 Jun 2003 17:27:29

Moose

Shops - That is a point. But I still think that the shop does need changing not for KMod but maybe SE or even leave it for TSP. In TSP am I right in saying that in game menus like the inventory will use the mouse, or am I remembering somthing that never happened.
Wed, 18 Jun 2003 18:21:55

RambOrc

LOL I see you're getting cautious with statements... the mouse interface is something I'd like to see in TSP for menus, inventory etc. - I think SE will push the 6-keys interface as far as it goes. Shopping system: it all depends on project. In KMOD, simplicity is the most important so I think best will be to leave the sell stuff system the way it currently is, i.e. when you press SPACE on the shopkeeper's desk and then ENTER on an item, it'll be sold instantly. To simplify things even more, I'd say let's just make prices the way that the shopkeeper will pay his full price for artifacts he doesn't stock at the moment, and half the price for things he stocks (rounded up to the next silver, e.g. an item costing 5 silvers will bring you 3 silvers if he has it on stock and 5 silvers if he doesn't). By selling him one piece won't make it a stock item, it'll be a stock item only when it regularly appears according to the existing table. In SE, when you want to sell something to a merchant, he'll always tell you how much he'd give for it and you can decide to accept or decline his offer. Buying stuff in SE is another thing, I'm still not sure which version would be best: - going to the merchant and he giving you a list of things - having all merchandise on display as individual items and you could purchase any one of them separately (with a price statement and an option to buy or decline, of course) - (this I just thought of) having different kind of merchandise represented by one item each. going to that item (e.g. a sword) and pressing the SPACE key you would get a list of all such items available (e.g. all swords in the shop) along with their prices and you could use it the same way you use the stats update screen, e.g. highlighting a certain type of merchandise (navigating with up/down cursor), increasing/decreasing number of items to buy with the left/right cursor keys, and going down to the OK button at the bottom with the cursor keys and pressing ENTER to buy all indicated stuff at once. The program should check at that point whether the total price is more than what you have and in that case it should deny you to go on until you decreased some quantities (it could display total price and subtotals in real time, that'd be a neat thing).
Wed, 18 Jun 2003 19:58:08

Ichor

I've never needed to use the F1 button, so I didn't even know it showed the prices.
Wed, 18 Jun 2003 20:47:05

RambOrc

Moose, what about a context-based F1 menu? Instead of always displaying the 3 screens one after the other, it could always display only one. In-game the spell screen, in a shop map the shopping list, and outside of a game the credits screen.
Wed, 18 Jun 2003 22:29:13

Firebrand

I like the F1 context menu idea it sounds interesting and useful, I think that the Mage Damage Skin will be finished by these days (I only need to finish the last frame which shouldn't take long) I will try to upload it to the new file server (which I have never used) if I get any problems I will create a new topic to tell you when it's ready to download <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I would like to say that I think that KMOD 2.6 will take some time to finish, as we actually have more original monsters damage skins to do, so I hope that Mago comes here by these days to start organizing the last part of this Damage Skin work, I really don't remember which monsters are missed, so if you got another list of them Ramborc, I would appreciate that you post it so we can check better, Thanks!! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 19 Jun 2003 06:53:22

dj_jl

How about this: when you are talking to shopkeeper, he might offer some special item (i.e. he has only one of them) and only next time you can buy many of them.
Thu, 19 Jun 2003 07:27:54

Moose

Context based F1 - I'll look into it. Special item offer - I like the idea, and it could cost a little more than it normaly would. Is the ability to give item already in the convo code? Another idea - How about in the shop there are sometimes NPCs that will train you. e.g. You talk to a city mage who will train you, he gives you advice and you gain 1 point to Wisdom and or 1 to Intelligence.
Thu, 19 Jun 2003 10:48:20

RambOrc

Firebrand: here a couple of damage skins to be done yet which Mago most probably doesn't work on: - Afrit (initially it was said there is no need for one, but especially in the beginning you might need to hit them several times until they go down). I think simply tear off half of one of his wings and that's it. - Stalkers (same deal as Afrits, they were discarded at first). Since you don't see them a lot, there don't need to be much detail on the DS but rather one large obvious fact (dunno what). - Reivers/Wraiths. What about a missing arm? That's plainly visible even on such a torn shape. - Wendigos. Neither I nor Mago had any idea for a DS yet, but since they take quite some beating, especially in Seven Portals, there should be a DS IMO. Mago is AFAIK working on the Fighter DS. That leaves Korax and the Dark Bishops, for the latter I think Wolverine started something before he left the team. Janis/Moose: You talk about 3.0, right? For 3.x, I find those good ideas. Maybe we could also put some of the weapons and some of the spells up for sale in the shop.
Thu, 19 Jun 2003 17:54:11

Moose

OK, this is what I think has been agreed on so far, tell me if there's anything missing or stuff that shouldn't be there. I need to keep note of this or I'll forget stuff. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> -DS for all -Sell stuff -Convos in shops -Compleat removal of MP -High res screens -HUD up-grades -Spell cost/order -Bugfixes -Customizable HUD -5 attribute system -NPCs -Context based F1 -Special item offers -Training -New weapons -Selling weapons in shops
Thu, 19 Jun 2003 20:30:11

RambOrc

Not all of it is planned for the next release however. Since it seems 3.0 will be out before 2.6, this is the goal of 3.0 as far as I can see: obligatory (as far as it's possible to do): - migrating to SE engine (basically, disabling SE-special stuff in the current SE codebase like journal) - any extra DS that's finished by the artists until the rest is ready to go (currently it's the Heresiarch for sure and very likely the Mage damage skin from Firebrand; more might come in before the release) - conversations in shops - removing MP code and configs/menus as far as you can by the release date - one new weapon: the ice wand for the mage (already in I think; don't forget to change damage values to agreed ones) - bugfixes (LOL of course always in every version) Once this is done 3.0 is ready to be tested/released. The rest can be implemented in later 3.x versions. A new release every 2-4 weeks with less features is better than one release in 3 months with more features in the current situation IMO. Another thing if you can tackle it: contect based F1/highres help screens. If you can do the context based F1 it should be taken farther I think. It should not only vary the way I described before but also by class. That way, I could make a lot more specific and detailed help screens for each class that would not only list e.g. spell costs but also describe shortly what they do. This of course begs for the high resolution (at least 640x400), but AFAIK that's already supported by the SE engine. In this case, e.g. the shop help screen would also explain in a couple of words what the artifact does.
Thu, 19 Jun 2003 20:49:48

Moose

The hersiarch is actually in 2.5 I had a look this morning. Arn't High-res screens in there already, and I think MP has been removed already. Yes the ice wand is in. you you want it gain at a curtain level like you said or maybe gotten in the shop after a while. Context based F1 I'll see what I can do, one day I might actually have some lessons and a degree in programming then I wont have to try or see what I can do. Actually from this new list I don't actually have all that much to do.
Thu, 19 Jun 2003 21:03:12

RambOrc

Of course you don't since I forgot the new 5 attributes system (and who knows what else). <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Fri, 20 Jun 2003 06:33:28

dj_jl

Currently there's no buying command in conversation script, but it should be prety easy to do. The rest needed for first release is already in or easy to do.
Fri, 20 Jun 2003 09:17:38

RambOrc

Well once you think it's so far just upload the binaries for internal testing. Oh yes, is there stuff in ScatteredEvil.wad we'd need for KMOD 3.0? If yes, it should be transferred to kmod2.wad which should be renamed to kmod3.wad.
Sat, 21 Jun 2003 22:33:21

Firebrand

OK, I will start making the affrit DS, maybe continue with the Reiver, and then, we'll see what comes next, I have finished the Mage DS now, I will try to upload it now, I also will upload some new stuff I made for the Journal (not very good, just the existing journal image with new colors and 6 spots for the text in it), and some "spell books" ideas, I think it can be useful, mayber if the F1 context menu per class is done, we can add the description of the spells in one of the pages (check the images to see what I mean) give me your comments, I hope that everything is useful for the next versions... <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 22 Jun 2003 15:03:18

RambOrc

I got the DS by e-mail, I've uploaded it and the stuff ZIP to koraxdev (subdir "firebrand"). Regarding the journal pics, the book in there is from Heretic II and the colors have gone wrong when inserted, it was done by Camper ages ago only as a placeholder image, so don't regard that as base for anything. OTOH I quite liked the map scroll idea. I'll leave it to you to experiment around whether you can work better with a book or a scroll for the journal. If it's a scroll, it shouldn't cover all the screen but leave about 1/4 of the screen on the left empty, where you could see the surface of a wooden desk (you might be able to use one of the original Hexen textures with small modifications or maybe even without any). In that left part, in some way the navigation menu for selecting different sections of the journal should be added (e.g. by displaying several parchment edges looking out from under the current parchment, and on that edge the words "maps", "bestiary" etc. would stand. Just an idea.
Mon, 23 Jun 2003 07:17:07

dj_jl

The easiest may be simply rename ScatteredEvil.wad to kmod3.wad, add all new damage skins. Maybe there is some unneeded stuff, but not much.
Tue, 24 Jun 2003 00:18:56

Ichor

While this may not be a bug, it can be a bit annoying when you exit a hub or finish the game while the Berserk is still active (red screen blocks out most of the text).
Tue, 24 Jun 2003 12:39:01

RambOrc

That's one of the 2.2 bugs I discussed with Janis a year ago and he told me there won't be a fix for it (correct me if I remember wrong). Oh and BTW we tried a coop LAN game of KMOD 2.5 over the weekend and it crashed at the exit of Seven Portals with the clus1msg not found error.
Tue, 24 Jun 2003 13:07:39

Firebrand

I quite liked the map scroll idea. I'll leave it to you to experiment around whether you can work better with a book or a scroll for the journal.
OK, once I finish these 2 DS I will work a bit more on the journal and the map scroll, these ones were just to see which ideas you guys have for them, I will upload some other "sketches" later... BTW the affrit DS is going pretty cool, I may even be able to finish it by the end of this week, so let's see what happens!
Tue, 24 Jun 2003 16:09:40

RambOrc

Moose, do you have an estimation about when you'll have a working 3.0 pre-release reaady for internal testing?
Wed, 25 Jun 2003 11:30:01

Moose

Give me 2 weeks from monday, it should be near enough what we want for 3.0. Oh and I would expect to see me much over the next few days I have exams. As for the Coop bug, I'll look into it for KMod 2.x.
Thu, 26 Jun 2003 19:18:57

Ichor

Although I haven't been able to find this out for myself yet, someone I know may have run across a major bug. When playing the kmd3d.bat, the maps one the first couple of hubs kept resetting themselves, as if he had never been there before (even the things and scripts reset themselves). Also, he can't save his games when playing the GL version (this goes for fury.wad as well).
Thu, 26 Jun 2003 19:53:44

RambOrc

You mean this e-mail?
Hi, I've started playing through Hexen with the Korax mod v 2.5 (which is great btw) and have run into major trouble with maps resetting themselves. In the Seven Portals hub, I did the maps like this: Winnowing Hall -> 7 Portals -> Ice -> 7 Portals -> Steel -> 7 Portals -> Fire -> 7 Portals -> Ice and when I left the Guardian of Ice through the same portal as in the first visit, the Seven Portals map reset itself. I then went back to the Guardian of Steel (through the other portal) and that reset itself as well, and the same thing happened with the Guardian of Fire, too. Thinking it was because I forgot the flame mask, I carried on to the Shadow Wood hub, and did this: Shadow Wood -> Darkmere ->Shadow Wood -> Wastelands and when I re-entered Darkmere it had reset itself (regardless of whether or not I pressed the puzzle switch) and when I reloaded and went to the other portal, the Shadow Wood had reset itself as well. I was playing with the fighter, using Direct 3D on an AMD Duron 700 with an NVidia Riva TNT2 model 64 card, although I can't see it being a system issue (even though I'm forced to use Direct3D due to the drivers not liking OpenGL) as this is to do with the game itself, which doesn't have any trouble with the original hexen.exe. I'm going to try an earlier version next, to see if the bug reoccurs. Regards, Steve
And here is my reply to it:
Hi, This problem hasn't been reported this far. I also played KMOD 2.5 myself and the prob never occured. Are you sure you are using our distribution unchanged and that you didn't install it into a directory with another Doomsday version?
Thu, 26 Jun 2003 20:09:25

Ichor

That's the one. He did say that he sent a bug report, but I figured I'd say something here just in case someone else has seen the problem. I always use kmogl, but I'll try the kmd3d when I get home.
Thu, 26 Jun 2003 20:37:15

RambOrc

Here the followup on my mailing with him:
I do have another Hexen mod using the same version of jHexen in the same folder, so I removed that, reinstalled the Korax mod and the next map still reset itself (although I loaded up the savegame I had, which might have an effect, I don't know. I would try OpenGL but I can't load savegames in it - that's down to my drivers, as they crash all OpenGL FPS's a lot) I've got a newer version of Doomsday as well, but that's in a different folder. I'll try removing that to see if that fixes it.
It's not a question of rendering - I myself use D3D on one of my PCs and it never gave a prob. To be sure, I just started it up on D3D, warped to Shadow Wood, went through to Darkmere, came back, went to Darkmere again - everything was just fine, what I killed stayed dead. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Here is what you should do: - create a new folder that's empty - extract the contents of kmod25.zip into it - copy a version 1.1 hexen.wad into this dir If it works at that point, good. If not, try to re-download kmod25.zip (though it's rather improbable). Also, your unzipper prog might have made some of the files (or the folder itself) write protected, remove any such thing if you see it.
Thu, 26 Jun 2003 22:10:30

RambOrc

OK here is the end of the story - everything as I suspected:
I removed everything from the Hexen folder except the original Hexen files, reinstalled the Korax mod and so far I've played the first hub right through without any trouble. Fingers crossed, it should be alright now.
That means there isn't still another bug in KMOD. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Thu, 26 Jun 2003 22:13:09

Ichor

Good. I was sort of worried that it was a bug in JHexen. In which case, it would have affected Fury, heheh.
Thu, 26 Jun 2003 23:21:08

Firebrand

Hey guys!! I got you some more updates here! I got finished the Affrit DS, I will upload it now (I hope for sure this time <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> ) I also will upload some updated scroll ideas (the one that you did mention Ramborc), there are 2 versions of it, so I would like to hear your comments on them, and if someone would like to give me an idea on how to make the "menu" selection for the items in the journal everything it's welcome! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> , BTW I won't be here for the next week (I got lots of work to finish for school and I will have exams <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> ) so I will try to be here at least for a day to see your comments on my stuff, hope you all like it, see ya! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Fri, 27 Jun 2003 06:39:31

dj_jl

Already from the beginning that bug souded to me as a savegame conflict. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Fri, 27 Jun 2003 09:33:53

RambOrc

Since I'm at work I couldn't yet check the Affrit DS, but took a look at the standalone images - they look quite cool. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Map.bmp is quite fine the way it is, Map2.bmp I think should be arranged after a different principle - the scrolls under the top one should be somehow more "disorganized", not so nicely put in a row (I'm not sure it's clear what I mean). BTW Janis, your remark reminds me of an idea I had earlier on but forgot: to make <korax@korax-heritage.com> an addy that automatically goes to all team members. In this way, anyone who gets it first could reply - just always put all replies on CC to <korax@korax-heritage.com> and so all team members will know about the discussion. Do you want it people or should it remain the way it is now (that I handle those 3 e-mails a month)?
Fri, 27 Jun 2003 18:29:16

Moose

Actually KMod 3.0 is coming alone quicker than I said it would, the ice wand is in a how you said, DS are up to KMod 2.5 and I've started on the afrit, and the 5 attribute system is about half way. E-mail thingie sounds like a good idea.
Fri, 27 Jun 2003 20:27:51

RambOrc

That's good news. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Is the target of starting internal testing in the 2nd week of July and releasing it to the public a week or so later (mid-July) feasible? As for the mail spread, I added a forward to you too and sent you a test mail, we'll see whether it worked the way I think it does.
Fri, 27 Jun 2003 21:01:49

Moose

Yes very feasible, well as long as someone can make the convos and help screens in the next week.
Fri, 27 Jun 2003 21:36:53

RambOrc

I'll start on convos this weekend I hope, and will be most probably add them in new releases over the time of the internal testing too (since they aren't in a wadfile yet, they mean only a couple of KBs download). As to the help screens, do you have the new version that changes depending on context?
Sat, 28 Jun 2003 08:41:25

Moose

Convos - Right and you can add the city mage to the shop if you wish. Help Screens - I haven't started on them yet but I will once the 5 attributes are working fully.
Sat, 28 Jun 2003 18:36:46

Moose

Was do you want the defaults and max values to be for each class.
Sat, 28 Jun 2003 21:57:46

RambOrc

OMG, that never have been worked out... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Just make it 5 default, 40 max for each attribute for each character ATM, I'll give you something better ASAP. Of course if anyone has an idea what limits to give to attributes, just post them here.
Sat, 28 Jun 2003 22:36:01

Ichor

Since this will be 5 attributes instead of 3, will we get more points per level? If not, then maybe the player should increase levels a bit faster.
Sun, 29 Jun 2003 00:46:10

Firebrand

I think that the mail thing is also a good idea, so we can always keep updated on the things that are related to the project, I'm happy that you like the images I made <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, I may make a fix for the Map2 image later, when I have more time (next week will be a mess for me <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> ), I hope that the 3.0 release can be done in time, it would be nice for the people that follows the MOD. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 29 Jun 2003 11:23:08

RambOrc

Ichor: OK so how about 10/8/6 new skill points per level (easy/normal/hard)? Firebrand: I've added to you to the mail distributer too. Note that it's going to <!-- e --><a href="mailto:firebrand@korax-heritage.com">firebrand@korax-heritage.com</a><!-- e --> which is not a forward but a mailbox - I'm not sure whether you tend to check it.
Sun, 29 Jun 2003 14:05:37

Ichor

That sounds good.
Sun, 29 Jun 2003 18:00:04

Ichor

Actually, now that I think about it, that seems a just little bit high. How about 8 for easy, 7 for normal, and 6 for hard?
Sun, 29 Jun 2003 18:54:32

RambOrc

In KMOD, it was 3 attributes with 5/4/3, now we have 5 attributes which doesn't mean just taking 40% more points for each new level - in KMOD, Fighter and Mage had essentially 2 attributes only. This time, all 5 attributes should be important to a certain extent for every character, meaning the system needs a lot more points to distribute. I'm not even sure doubling the number will be enough (something we'll see during beta test or maybe only after public release through feedback of fans).
Wed, 09 Jul 2003 19:30:54

Moose

KMod 3 might still get finished soon only really important thing left to do is stat effects, so what do u want each stat to do and formula for what it does.
Wed, 09 Jul 2003 20:01:13

RambOrc

Sorry for not having done the attribute tables yet... I'd say as soon as you're finished with the rest, just upload it for testing and the rest of the stuff can be tested in the meantime by the staff while I do my part (starting this weekend, I should have more free time than this far).
Thu, 10 Jul 2003 20:10:30

Moose

If you still want somthing out before the end on July and KMod 3.0 isn't going to make it. Kmod 2.6 with the 2 new DS and a little bug fix a made, could be done for this saturday morning.
Fri, 11 Jul 2003 10:06:27

RambOrc

Let's wait a week or 2 (that'd still be July), I'd like to include the ability to sell items in 2.6 (as pretty much the last new feature ever in 2.x if I remember right). I'll look into the selling stuff over the weekend, it might not need any changes to the source code, only to the wadfile. You are welcome to upload the latest 2.6 pre on Saturday, I'll test the selling stuff with that release then. As for 3.0, I hope you haven't yet removed multiplayer? I'm not sure how clear it was that it'll remain in there after all, indeed I'd like some things fixed in coop: - mana creation, speed, invulnerability and heal spells should affect all other players within a certain radius (take the values from the ambit incant, which should have all the necessary code for this feature) - (this one maybe not in 3.0 but in 3.1 or later) a new kind of coop launcher should be created that allows you instead of starting on a certain map to start one of the hubs at its regular entry - with the addition that after a predefined table all players would get certain weapons, a certain amount of EXP and certain items at start. Sorry if you already removed code parts, it's possible I posted about it only in the news and forgot to tell you (OTOH maybe I did, I really don't remember).
Fri, 11 Jul 2003 16:51:46

dj_jl

As much I can tell, in SE codebase there's no multiplayer menus, so Moose will have to reate a new ones. I don't remember how much of other multiplayer code I've altered.
Fri, 11 Jul 2003 16:59:01

RambOrc

In that case I suggest to just leave out DM altogether and put in only coop stuff at all (what's missing from the codebase can be copied over from the KMOD 2 code, I guess).
Sat, 12 Jul 2003 10:26:55

RambOrc

Moose, I was browsing the CVS and it seems you still don't use it, right? In that case, pls upload the complete source of both branches every couple of weeks (best to do it together with every major release).
Wed, 16 Jul 2003 18:34:34

RambOrc

Moose, can you upload the latest build of KMOD 3 pre by Sunday at latest? Next week I'm on vacation meaning I could do a lot of stuff for KMOD I've been promising only this far.
Wed, 16 Jul 2003 19:08:15

Moose

Yer sure, I too am on holiday next week and the week after that, then 4 more weeks after that.
Wed, 16 Jul 2003 19:16:12

RambOrc

When I was a pup like you, I had that many holidays too. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> (LOL j/k)
Wed, 16 Jul 2003 19:46:20

Ichor

I'm sure this won't have any use for this latest version, but it could be useful in Scattered Evil or Serpent Power: [img:1vh0dlmp]http://fury.ravencommunity.net/staff26.png[/img:1vh0dlmp] A very familiar magical weapon that I'm making for my own game.
Wed, 16 Jul 2003 20:18:15

RambOrc

You mean familiar because it looks similar to the Phoenix Rod?
Wed, 16 Jul 2003 20:46:34

Moose

or is it D'sparil's trident?
Wed, 16 Jul 2003 20:46:57

Ichor

No. Familiar as in D'Sparil's staff.
Sat, 19 Jul 2003 13:32:26

Firebrand

Hi guys! I would like to have my vacations, but I have to keep my hands on some school work <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> anyway, I have a big advance with the Reiver, maybe if time allows me to finish it on the next week I will be able to finish the DS for the weekend. Ichor, that staff looks quite cool, I think that we could make it a wicked weapon, for the mage or the cleric! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> That's all for now, I will keep you updated!
Sun, 20 Jul 2003 11:14:46

RambOrc

That would mean Heresiarch, Mage, Afrit and Reaver as new damage skins since 2.5, right? Together with the sell items system (I've got the details from Camper, I'll create the new text file to be compiled into the source code and send to Moose), it could make a KMOD 2.6 parallelly to 3.0. Actually, a new weapon for the cleric wouldn't be bad for KMOD - the Mage got 4 new ones and the Fighter one (even if most of these are variations of original weapons), but the Cleric none. p.s. Moose, I was on Koraxdev but saw no latest build. Can you upload it soon?
Sun, 20 Jul 2003 15:28:58

Moose

Should be up there soon. The only bits it really needs are the attribute logic, and the new F1 menu. I think.
Sun, 20 Jul 2003 15:44:19

RambOrc

I plan to work on the shop conversations mainly, so I could very well use a version even w/o those features.
Sun, 20 Jul 2003 16:43:57

Moose

Maybe I said what I was saying badly. The one that is up there needs the attribute logic, and the new F1 menu. Oh and just put it in a folder with a fresh install of SE.
Mon, 21 Jul 2003 18:14:01

RambOrc

I'm not sure what you mean with "clean install" - your latest ZIP contains the exe and the wad and SE never had more files than those 2. Or are there any other files I need? Also, how do I go on about the shop maps? They aren't in the SE wadfile and I'm not sure about loading an external wadfile.
Thu, 24 Jul 2003 16:04:36

RambOrc

Hello?
Thu, 24 Jul 2003 16:20:11

Moose

Sorry, If SE only had the wad and exe to start with then just forget what I said, and extract my wad into a folder and run it. As to the shop putting in an external wad with the shops should work unless that part of the code has been removed. If so just tell me and I'll add it back in.
Sat, 26 Jul 2003 20:44:35

RambOrc

I tried with -file kmods2.wad, the maps are in and shopping works, if I exit one I am at the correct place too (next hub), but at the end of a hub I step into the portal and I'm at the start of the next hub, no shop in between. Another thing missing is the automap - if I press TAB I'm in the journal, so no map. I'm not sure, do we want a journal for KMOD3 at all or do we leave it for SE? In the latter case, you can just disable the journal and the automap should appear on TAB (you might have to do something so that it auto-stretches though, if I press ESC to get up the main menu and then press TAB, I see the map but it's only in the upper left corner, not full screen). Oh yes and KMOD 2.6 should be released before the end of the month if possible, what do I need to give you for it besides the code you have to compile into the codebase so that items can be sold in the shops (I'll have it ready shortly)? Can you also make a complete feature list what's new in this version? Unless it's nothing more than the ability to sell items and the Heresiarch, Mage boss and Afrit damage skins.
Sun, 27 Jul 2003 09:27:27

Moose

[quote="RambOrc":1gjgibkr]I tried with -file kmods2.wad, the maps are in and shopping works, if I exit one I am at the correct place too (next hub), but at the end of a hub I step into the portal and I'm at the start of the next hub, no shop in between. That would be because a bit of code has been removed, should be a copy and paste job, easy. Map should also be reasonably easy, I hope. Should only need the selling code from you. And if you can get it for me today or tomorrow KMod2.6 should be out by the end of the month. Feature List: -Mage DS -Afrit DS -Minor bug fix for Wyvern DS. -Selling stuff in shops. I think thats all.
Mon, 28 Jul 2003 21:08:55

RambOrc

Moose I just mailed you the files, though with no modified list yet, as I ran into some trouble. This is what I got from Camper:
p_spec.c starting at line: 470

boolean EV_LineShop(byte *args, mobj_t *mo)
{
	player_t *player;
	if (!mo) return false;
	player = mo->player;
	if (!player) return false;
//	if (player->inventory[inv_ptr].type==arti_puzzgemgreen1) 
//	if ()
	{
		P_PlayerRemoveArtifact(player, inv_ptr);
		player->money+=shops[args[0]][player->class][player->inventory[inv_ptr].type];
	}//*/player->money=10;//player->inventory[player->inventorySlotNum].type;
	return true;
}



Def of shops (numshops, numclasses /* please take it out */, numartifacts)

static int shops[3][4][NUMARTIFACTS]=
{
	{{0,10,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,10,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,10,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}},
	{{0,10,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,10,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,10,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}},
	{{0,10,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,10,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,10,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}}
};
I also have an artifact list:
typedef enum
{
	arti_none, 
	arti_invulnerability,
	arti_health,
	arti_superhealth,
	arti_healingradius,
	arti_summon,
	arti_torch,
	arti_egg,
	arti_fly,
	arti_blastradius,
	arti_poisonbag,
	arti_teleportother,
	arti_speed,
	arti_boostmana,
	arti_boostarmor,
	arti_teleport,
	// Puzzle artifacts
	arti_firstpuzzitem,
	arti_puzzskull = arti_firstpuzzitem,
	arti_puzzgembig,
	arti_puzzgemred,
	arti_puzzgemgreen1,
	arti_puzzgemgreen2,
	arti_puzzgemblue1,
	arti_puzzgemblue2,
	arti_puzzbook1,
	arti_puzzbook2,
	arti_puzzskull2,
	arti_puzzfweapon,
	arti_puzzcweapon,
	arti_puzzmweapon,
	arti_puzzgear1,
	arti_puzzgear2,
	arti_puzzgear3,
	arti_puzzgear4,
	NUMARTIFACTS
} artitype_t;
I've got 2 probs: 1) The number of artifacts is 33 and Camper's code has only 32 entries in a row (33 artifacts if I disregard arti_none, if I count that too it's 34 even). 2) I'm not sure about the grouping criteria and how I add new ones. From the line "Def of shops" it seems the groups are the shops and the rows within a shop are the different classes, but then why are there 4 rows and not 3 per group? I guess the groups are the classes after all and each row is a shop, meaning if I want 5 shops I should add a new row to each of the 3 groups, right? Though at second glance, maybe it's 3 shops after all - the 4th row of every group is "empty", i.e. no fields are modified like in the rows 1-3 of every group (fields #2 and #9 have the value of 10). Since you're the programmer, can you give me an answer to these Qs? Without this, I can't make the final code to compile into KMOD 2.6. As for testing stuff yourself, it's rather simple, there is an extra linedef in WadAuthor called "shop" (or similar) with one single attribute, that's the number of the shop. I have to praise this solution of Camper, to me it seems a quick and simple way of enabling selling items at different shops for different prices and still being able to do it all at one desk in the shop, not needing to sell different items at different physical spaces (like it currently is when buying stuff).
Mon, 28 Jul 2003 21:32:55

RambOrc

(Note: I posted another long item before this one in this thread a short time ago, you should read that one first, it's on the previous page). In the meantime I've uploaded the price tables, you can view them here: <!-- m --><a class="postlink" href="http://www.koraxdev.korax-heritage.com/kmod/kmodshoplist_hexen.html">http://www.koraxdev.korax-heritage.com/ ... hexen.html</a><!-- m --> <!-- m --><a class="postlink" href="http://www.koraxdev.korax-heritage.com/kmod/kmodshoplist_deathkings.html">http://www.koraxdev.korax-heritage.com/ ... kings.html</a><!-- m --> <!-- m --><a class="postlink" href="http://www.koraxdev.korax-heritage.com/kmod/kmodshoplist_complete.html">http://www.koraxdev.korax-heritage.com/ ... plete.html</a><!-- m --> Basically, as long as an item isn't sold in the shop yet, you get full price for it. Once the shop stocks it, you get only half the price (rounded up to the next integer).
Mon, 28 Jul 2003 21:53:14

RambOrc

Obviously it's one of those days... <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I don't know what got into my WadAuthor, it can't open any of the KMOD shop maps (it works fine with original Hexen and Deathkings wadfiles). Can someone edit the shop maps in the wadfiles for me? The only thing needed is to change a linedef in every shop map, the side of the table in the shop that's looking toward the entrance. It should have the Class Special, Type Shop(index), Argument x, whereas x is a number from 1 to 8. For map #70, it's 1, for map #71 it's 2, for map #77 it's 8.
Tue, 29 Jul 2003 10:52:47

Moose

1) Haven't got a clue, but it'll all fall together in the end. 2) The 3 groups are the shops. The 4 rows to each group are the player classes fighter, cleric, mage and pig. What long post would this be? I'll make the changes to the shop maps for you, I'll have to edit one to be able to test. If you want to add a 'HELP3' screen for selling prices, just tell me and I'll add it into the code. But you'll have to add the image to the wad later. I should be able to finish and have a beta KMod2.6 uploaded to KDev this evening.
Tue, 29 Jul 2003 11:34:21

RambOrc

Should I now create the rows for the code or will you do it yourself from the tables (one table column is one shop row, don't forget the first field in a row is the arti_none, so it's 0 and my table starts at the second field)? LOL I had the feeling it'll be something like this pig thingie (though I rather thought it'll be the Corvus character Tzar Sectus put in halfway). The long post was meant as the one with the code quotes on the previous forum page (7). There is no need for a help screen for selling prices, it was more work to create the table and code it in than it will be to understand it in the game itself. You just look around in the shop, and items you see you can sell for half the price they cost (refer to the help screen already in the game), and items you don't see you can sell for full price. I don't want to take it any further in 2.x (in 3.x I've got a couple of extra ideas for shopping).
Tue, 29 Jul 2003 13:09:59

Moose

1) I'll work it out from your tables. 2) Well it was probabally ment to be the pig, but it would have worked as corvus, this I have already fixed. 3) Right thats ok then, I read that to start with. 4) Help screens, fair enough. I'll get back to work.
Wed, 30 Jul 2003 20:15:04

Moose

Small problem, everything we want for 2.6 works apart from the selling, but that is half working. Now it should only take me a few hours to compleate but today I don't have those hours so the eairlyest I can get 2.6 done is tomorrow at around 12:00 GMT. sorry.
Wed, 30 Jul 2003 22:08:29

RambOrc

Don't worry, it's not an "it must be in July" thing. OTOH it shouldn't take much longer for 2.6 since 3.0 is still some time off.
Sun, 03 Aug 2003 17:40:52

Moose

ok KMod 2.6 code is done, now I've just got to edit the shops and upload.
Sun, 03 Aug 2003 18:02:43

RambOrc

Very good, can't wait to test and release it. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 03 Aug 2003 20:48:43

Moose

Right it's on KDev. AFAIK it works but I haven't tested it fully, I'll let u do that <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> . I'll give it a test aswell in he morning.
Tue, 05 Aug 2003 15:00:49

Moose

Is it just me or does the 'shopping' command not work?
Tue, 05 Aug 2003 17:58:52

RambOrc

Just tested with Camper and it really doesn't work. Upload the source to Koraxdev or mail it to <!-- e --><a href="mailto:camper@korax-heritage.com">camper@korax-heritage.com</a><!-- e --> , he'll take a look at it.
Tue, 05 Aug 2003 18:08:21

Moose

what doesn't work, the shopping cheat or the selling. Either way I'll zip it all up and upload it.
Tue, 05 Aug 2003 19:59:01

RambOrc

Shopping cheat = ? Selling items doesn't work.
Tue, 05 Aug 2003 20:15:50

Moose

[quote="RambOrc":1ot2teuz]Shopping cheat = ? Selling items doesn't work. OK now I'm even more confuzzulated. But do all DS and stuff work atleast.
Wed, 06 Aug 2003 19:51:15

Ichor

This may be good for version 3, since it's a little late to consider this for 2.6. Anyway, the Hammer of Retribution is a powerful melee weapon, but because it uses at least twice the mana as usual, it's almost never used (the axe is faster and the unpowered Quietus kills quicker). What I was thinking was maybe you could make the hammer like the sword (allow the player to use the melee version without throwing the projectiles). Of course, you're going to need some kind of graphic so people can tell the difference between the unpowered hammer and the normal proectile hammer. Also, you could increase the melee attack damage of the normal hammer (not the unpowered version) by between 50 to 200 percent (not factoring the strength yet).
Wed, 06 Aug 2003 19:53:52

RambOrc

The idea is good. The hammer could glow red when it's in "shooting mode", and in this case it would always throw a projectile. BTW in KMOD 3 one or more of the stats should IMO increase the damage caused by ranged weapons, with characters over level 10 melee weapons deal immensely more damage than ranged weapons.
Wed, 06 Aug 2003 19:57:32

Moose

Right will do. Oh and I'm going to be away monday - wednesday next week, just so you know.
Wed, 06 Aug 2003 20:36:25

RambOrc

Make sure you upload the latest source ASAP, Camper is already on the case. Since everything else is most probably OK, a release might happen on Monday (no guarantee though). Oh yes, the engine version numbers... for KMOD 3.0, it's 1.0 and not 2.2 (and it's also not called "ScatteredEvil 1.0" but "Korax Mod 3.0"). Also, for KMOD 2.6, should it be engine version 0.9 (instead of 0.8 from KMOD 2.5)? After all, this item selling enhancement is the last modification ever planned. I'll leave this latter question to you programmers, you decide whether to increase to 0.9 or not. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 06 Aug 2003 20:42:51

Moose

The latest KMod 2.6 code is up so if when camper is finished he could change the version to 0.9, or upload it for me to do.
Thu, 07 Aug 2003 11:08:55

Ichor

I've noticed something about the berserk. Suppose your normal health is 100, and you use berserk. Your health goes to 200, but the group of Slaughtaurs takes your health to 85. If you use or pick up any health, your health will only go back to 100, not 200. Once the berserk wears off, that health will be cut to 50. It isn't really a bug, but it is mildly annoying at times. By the way, a couple of things about Deathkings of the Dark Citadel. With a Wings of Wrath you obtained from the first hub or market, you can completely bypass the entire hub in Constable's Gate, although you would miss out on a ton of experience. And in Locus Requiescat, the music that plays is the startup music, not the normal music for that map.
Sat, 09 Aug 2003 14:54:57

Ichor

Ok, I fixed the music problem. Just take the dk-shops.wad file and overwrite the other one.
Sun, 10 Aug 2003 16:19:27

RambOrc

I don't know why, but today suddenly the code started to work - strange. I mean, Moose had a prob with the shops too, not only I. Maybe it's the way I rearranged stuff or dunno, main thing it now seems to work fine. So I just put together the KMOD 2.6 distro and am currently uploading it, will announce once it's up. Ichor: the berserker thingie is really a glitch, I guess Remi didn't think that part through. Moose if you can go on and correct it. Regarding Locus Requiescat, we put in the song that's played from the CD in the original DOS Deathkings. But since you've been spending time working with it, I put in that version now. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> If after this bit of info about the original CD track arrangement you want to change it back, no prob, I don't think anybody will notice it anyway. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I've also fixed a keybinding error (Horrible Pain was on the same key as the stats update screen) and corrected a couple of things in the manual. Oh yes and Moose the Afrit DS didn't work for me.
Sun, 10 Aug 2003 17:09:26

Moose

I'll do the beserker fix for KMod 3.0/2.7 onwards. I also fixed the keybinding problem for horrible pain in the code. Afrit DS - We'll have to leave it till the next release, I'll look into it when I get back.
Sun, 10 Aug 2003 19:33:55

RambOrc

[quote="Moose":e3qbuigq]I also fixed the keybinding problem for horrible pain in the code. ??? The only prob was that the default binding was for the 'u' key and that was overridden by the game, so I just changed the binding in korax.cfg to the next key in the row ('i'). Or do you mean for SE? Oh BTW could you one of these days insert the current KMOD keybinding scheme into the SE code so I don't have to fumble around for keys every time I test a new build?
Sun, 10 Aug 2003 20:01:10

Moose

I could have been for SE/KMod3 but what ever it was I changed the keybindings for when theres no .cfg to load. Keybind for SE I'll do when I get bac. See you all wednesday I guess.
Wed, 13 Aug 2003 21:12:22

Firebrand

Hey it's cool to see anothe KMod release!! Let's keep up with the hard work! I just came back to let you know that the Reiver DS is up on KDev, I will come again to tell you what will be my next work as actually I don't have enough time to work on this <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> , the good thing is that it will be just the next week until my vacation starts!! yuppi!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . I have read Ichor's comments on the hammer of retribution, I think that the graphical work for that weapon won't be really difficult to make, but I want to finish the remaining DS before moving to something else, or we won't finish anything on time, I'm really happy to be working on the MOD and to see how we progress on it! Well, have to go, see ya! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 13 Aug 2003 23:34:03

Ichor

How do you sell things?
Thu, 14 Aug 2003 07:54:50

Moose

Select the item you want to sell in your inventory, then press 'open' and the counter in the shop.
Thu, 14 Aug 2003 20:07:38

RambOrc

There are already a couple of things on the to-do-list for KMOD 2.7: - manual: add a description of how to buy and sell items in the shops - DS: fix the Afrit DS, add the Reiver DS Anything else? BTW Firebrand you could do the Hammer animations before finishing all DS, it'd be a feature used in KMOD as soon as the graphics are done (I guess it's not much of a coding since a very similar code already exists for the sword). And thanks to the current KMOD development model, both 2.x and 3.x is developed simultaneously, meaning it isn't imperative all DS are done before we start on new stuff. So feel free to choose either a DS or the Hammer as next job. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 15 Aug 2003 13:17:55

Ichor

To cut down on confusion, there should be a message saying that the item was sold, similar to when you buy something.
Sun, 17 Aug 2003 02:06:05

Firebrand

I think I will make the new hammer first, it's not too difficult and I can give you some time to finish the DS into the code and make some fixing to the sell stuff, then we will be ready to make the final code for the hammer <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> I don't know which DS I will make after this, heh! But we'll see what happens, got to go, bye!
Sun, 17 Aug 2003 03:26:15

Ichor

I've just discovered a bug (well, someone else did and told me about it, heheh). If you save your game when changing weapons (I don't know why you'd want to, but it's certainly possible) and then reload that game, you lose all your weapons, even your starting weapon, until you exit to another map. Only then will you get them all back. In earlier versions, this crashed the game when you loaded your saved game, but here it does not. Still, it's not very fun when you're running around defenseless looking for an exit, especially on maps like Dark Crucible.

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