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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!
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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, SteveAnd 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?
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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.
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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: -->
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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).
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