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KMod 2.8 observations

Wed, 05 May 2004 22:13:40

The Ultimate DooMer

Been playing with the new 2.8 version, and it's certainly improved since I last played it (that selling feature is particularly good). I have made the following observations: 1. The sound volume slider doesn't work. (only the Windows one does) 2. The cleric spells are not the 1st-4th, but 1st, 3rd, 4th and 5th (should've noticed that last time, but I forgot. I don't know if it was intentional or not, but it can be annoying if you don't know about it) 3. Sometimes when a fire imp dies, you get a random sprite image instead of the normal death sprites - usually the fighter's fist punching, but occasionally a side sprite of the cleric boss (OpenGL mode). 4. I've occasionally gotten WCache_LumpNum (numlumps) crashes in some maps. Seems to happen at random, but not very often. 5. The charred bodies left by a fire death are solid - leading to the stoppage of projectiles (if lower than the body) and the blockage of routes (as I found in the cave map). 6. They also leave no chance of dropping silver/gold (don't know if that's intentional or not). Of course I don't know if any of the bugs are system-related or not, but the solid body feature can lead to problems with gameplay. Anyway, keep up the good work, it's the definitive way to play Hexen!
Wed, 05 May 2004 22:34:33

RambOrc

Hey thanks for the feedback... Moose will look into them and we might release a new bugfix version to correct some of the errors (not #1 though, that's an engine prob). With #2, do you mean the levels where the Cleric gets a new spell?
Wed, 05 May 2004 22:36:59

leilei

[quote="The Ultimate DooMer":1fvqsife]1. The sound volume slider doesn't work. (only the Windows one does) 3. Sometimes when a fire imp dies, you get a random sprite image instead of the normal death sprites - usually the fighter's fist punching, but occasionally a side sprite of the cleric boss (OpenGL mode). I've heard/seen both of those bugs as well over here, and now that you mentioned the slider, I gave it a shot, doesn't work here as well :O Something's b0rked with Doomsday's volume code.... I'm glad i'm not the only one who experiences strange sightings of the 3rd kind.....
Thu, 06 May 2004 00:26:56

The Ultimate DooMer

Speaking of which, I've just seen reiver bodies masquerading as inactive fighter fists, axes in motion and in-flight hammers. (until I recycled them into wraiths) And finally, the Deathkings shop wad (dated 08/08/03) hasn't been updated with the selling feature. (and my editors won't let me get at the scripts so I can update it and the custom episode ones myself) RambOrc: I'm talking about the key bindings - the last 3 spells bind to the 3rd, 4th and 5th spell keys instead of 2nd, 3rd and 4th. (I'm using 5, 6, 7, 8, 9, 0 and - if it makes any difference)
Thu, 06 May 2004 17:23:18

Moose

I'll look into the problems you mentioned and do a KMod2.85 or somthing over the weekend probably.
Thu, 06 May 2004 17:47:36

RambOrc

After some thinking, I think the Cleric spell key bindings are intentional, because the spell keys are bound to a spell you get on a certain level, and the Cleric has a gap somewhere I think. Someone could check on it (I'm at work and can't).
Sat, 08 May 2004 20:15:45

The Ultimate DooMer

I know what's causing the crashes - the weird graphic anomalies that sometimes show up on the fire imp/reiver death frames. Some areas in some maps don't like them, and the only way out is to freeze them, which only the mage can do. Pretty rare in original Hexen, but a lot more common in custom maps. Not played Deathkings yet.
Wed, 02 Jun 2004 02:55:47

Silencer

I've been getting many of the same problems too, and I have an additional one to report: The Fighter is unable to pick up a duplicate of any weapon he already has, for example if you already have the axe you can't pick up another axe.
Wed, 02 Jun 2004 10:23:40

Moose

Ok I'll add that to my list, I'm working on a new version of KMod but progress is slow due to my GCSE exams which are going on at the moment. Although I'm on holiday this week so I can do more work than I otherwise could. If anyone else finds anybugs please report them here as quickly as possible, thanks.
Thu, 03 Jun 2004 17:18:05

Stryker

[quote="The Ultimate DooMer":2tynh6bo] And finally, the Deathkings shop wad (dated 08/08/03) hasn't been updated with the selling feature. (and my editors won't let me get at the scripts so I can update it and the custom episode ones myself) I've noticed that Error myself, I wasn't sure if it was a bug though.
Thu, 03 Jun 2004 21:54:04

RambOrc

There are no scripts (ACS) used in the shop maps, all you've got is two different linedefs, one for selling and one for buying. Shopping is contained directly in the game source.
Sun, 06 Jun 2004 23:47:51

Silencer

I'm not sure whether this is a bug or if it's just a problem with my installation, but the WARP command doesn't seem to work properly as it keeps giving me the error message "cannot find map". I didn't notice this until I decided to experiment with the cheat codes. I know the map numbers are correct since the game has no problem loading levels and each map title is clearly visible on the console, but it won't let me warp. A few more problems have surfaced since I originally posted this: 1) The Mage's Possession spell fails in Deathkings. The possessed monster dies instantly and the game counts it as a player death. This usually results in the game loading the last autosave. 2) The scorched remains of enemies can block sliding walls. This becomes a problem in certain key areas, like the Guardian of Steel when the large sliding steel slabs get blocked by charred ettins and prevent access to the switches. 3) In the Griffin Chapel, the crushing walls in the room with the last puzzle switch now have the ability to clip through other walls including each other. This leads to some strange wall positionings, some of which can kill you.

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