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KMod 3.0, almost finished?

Tue, 28 Oct 2003 14:12:32

Moose

Well the title explains it all I guess, basicly KMos 3.0 will probabally go into beta tomorrow. The 5 attribute system is the main thing that needs testing. This is how it works: -Strength = Normal -Agility = Same as speed -Constitution = When you level up your new health = health + constitution. -Intelligence = When you level up your SP = SP + intelligence. -Wisdom = Same as efficiency. I haven't tested it much myself so I can't say how the difficulty has been effected, but I would guess that it's going to be tougher to begin with and easier towards the end because of how HP and SP are now done. I'm now going to and all new DS that hav been made and disable all SE features we don't need.
Tue, 28 Oct 2003 22:47:00

RambOrc

Good news! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 05 Nov 2003 01:44:10

Nightwolf

ahem, may it sound dump but... where to find the beta? Now im surfing the dev files, and a lot of my work was made yet!! <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> So far i dont see any mod in weapons but yes on wendigo and so...
Wed, 05 Nov 2003 16:27:59

Moose

The beta of KMod 3 is still on my PC I compleatly fuck somthing up and can't compile and I'm having trouble finding time to work on it, but the weekend should be enough time to sort out my mess and upload.
Thu, 06 Nov 2003 16:56:37

Moose

I had a day off school today I wasn't feeling well, so I had some time in which to work. I managed to fix my problem, and continued changing names of DS sprites ready to add them. I also noticed that I have 2 different sets of notes for the KMod 3 attributes so I'm starting to add a few extra things like AC upgrading, projectile strength. This time I wont say a date for upload but it shouldn't take long mainly because I really want your opinion on our new attribute system and my work. One question do you want the number of points you get when leveling up to go up a bit or for me to make you level up quicker, because with 2 extra attributes your going to need more points somhow.
Thu, 06 Nov 2003 17:26:06

RambOrc

[quote="Moose":trzxbdjb]On questing do you want the number of points you get when leveling up to go up a bit or for me to make you level up quicker. Sorry, I didn't understand this one. Can you put it in a different way?
Thu, 06 Nov 2003 18:25:34

Moose

True it doesn't make sense try reading it again now.
Thu, 06 Nov 2003 21:11:21

RambOrc

OK, now I get it. I think we discussed this already some months back and AFAIR I said increase it from 3/4/5 to 5/7/10, but I wouldn't swear. At any rate, try it with these values and we'll see while testing how it turns out.
Fri, 07 Nov 2003 20:35:56

Nightwolf

Me want to test!! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> One thing... for the multiplayer part... will be bots?
Fri, 07 Nov 2003 21:27:08

Moose

Well because Multiplayer is unstable and unsavable with the doomsday engine we removed it from KMod 3. Bots will be in KA for sure well they already are.
Fri, 07 Nov 2003 21:40:51

Nightwolf

Aha, great! So now we can play against bots? Me waaaaaanttt!!!! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Vavoom will be used for the three projects, right? How work vavoom in multiplayer?
Sat, 08 Nov 2003 13:35:42

Moose

Yes in Vavoom you can play against bots in DM, maybe even Coop. Janis will be able to say for sure. Vavoom will be used for SE, KA and as far as I know TSP. Not sure how well Vavoom does in multiplayer but it'll be better than our current engine.
Mon, 10 Nov 2003 07:51:05

dj_jl

Vavoom bots currently will work fine only in DM, not coop.
Mon, 10 Nov 2003 18:28:45

Moose

I've really got to stop trying to improve KMod 3 and get it into beta soon. But having said that I've only got one DS to do to catch up with the art team and I've found out an easy way of increasing the projectile damage with the intelligence.
Mon, 10 Nov 2003 18:35:16

Nightwolf

Yesss... soon a beta... will it include new art? Do you need some pics into wad? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 10 Nov 2003 18:47:25

Moose

There will be some new art but not much, 2 NPCs the city mage and a helmetless cleric, 4 new DS, possibly some other things that I can't remember. There are also several new enemys hidden in the code but you'll only be able to get to them if you have the wad files and Korax Heritage WadAuthor config. Oh and Ramborc do you want me to post some news about progress, show the new DS and mention the attribute system.
Mon, 10 Nov 2003 19:08:32

Nightwolf

err.... what don you mean with... DS...
Mon, 10 Nov 2003 19:12:19

Moose

DS is Damage Skins
Mon, 10 Nov 2003 19:17:16

Ichor

When an enemy's health goes below a certain point (usually half), the sprite frames change to a bloody, weakened version of that enemy. By the way, did anyone get the one for the red Chaos Serpent I posted a few days ago?
Mon, 10 Nov 2003 19:30:40

Nightwolf

was uploaded to the ftp?
Mon, 10 Nov 2003 19:40:29

Moose

Yes I got your damage skin, I wont add it to the code as I'll only have to do it again later. No he didn't upload it to KDev it was hosted on his own site. Heh heh heh, the gray wand looks more powerful than the red one when your intelligence in on 68.
Mon, 10 Nov 2003 19:43:35

Nightwolf

are you using the ones with the "spirith withing"? Please, some screenshots!! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> How a beta to waste some time? can i ear this night? (ahem, night, here is 20:48)
Mon, 10 Nov 2003 19:53:01

Ichor

No, I didn't. I...what he said. Anyway, this is just a wacky idea. I've just devised a new artifact for my game, and it works so well and is so unusual, that I figured it could be a nce new spell for your game (but it would have to be a high level spell because of it's power). I call it the Time Stop, and it was surprisingly easy to code.
Mon, 10 Nov 2003 19:54:24

Moose

Probabally wont be done tonight, I have school tomorrow and a piece of homework that I should really get done. But I've only got a few more weapons to do then one more DS then I will upload.
Mon, 10 Nov 2003 20:22:06

Nightwolf

[quote="Nightwolf":18t0avyj]are you using the ones with the "spirith withing"? Please, some screenshots!! I'm refering with the new beta and the gray wand.
Mon, 10 Nov 2003 20:28:27

Moose

the gray wand is just the same as it usually is but with the new attribute system your magic (projectile) weapons can also get stronger. So there isn't any need for any screenshots. Well unless I'm getting confused, which happens quite a lot.
Mon, 10 Nov 2003 20:37:04

Nightwolf

source code is C/C++? Could be possible to help? I know little C/C++ (well, only C)
Mon, 10 Nov 2003 21:32:25

Moose

Yes it is C++ and I see no problem in you helping, but you'll need the 3 SDKs that have been mentioned elsewhere first.
Mon, 10 Nov 2003 22:00:38

RambOrc

Moose: yes go ahead, anything you post in the news is welcome, there wasn't much posted these last couple of months though there was progress. Ichor: Time Stop, how does it work? Any similarities to one of the two time-something spells in the SE design guide?
Mon, 10 Nov 2003 22:13:06

Ichor

For a few seconds, it stops all enemies, projectile, and decorations (the map scripts will function normally though). You will be able to walk around like usual, but if you try to fire a projectile weapon, the shots will immediately be frozen until the spell runs off (melee weapons will work normally). When it does run out, everything returns to normal. The artifact sprite that I used was the Time Bomb from Heretic (I may add a glowing effect to the sprite though).
Tue, 11 Nov 2003 11:19:32

RambOrc

Yep, pretty similar to what I outlined in the SE design guide, I actually thought of two not unsimilar spells: Hour Glass Slows down the world around the player. This gives a much greater advantage than just accelerating the player, since this way not only are you better able to control your character, but you also need less superior reflexes to dodge the (much slower flowing) projectiles of your foes. Stop Time This makes the whole game world and all effected entitites to stop for a short time, in which the player can move around freely. since time is stopped, nothing can be killed or destroyed, but hits will be registered (e.g. if you hit a stained glass window twice and an Ettin 5 times, the one will shatter and the other die the moment the spell ends).
Tue, 11 Nov 2003 11:45:42

Ichor

The slow spell is also in there, but as an enemy attack, heheh. Another similar attack is the dispel spell. If it hits you, whatever artifact effects you may be using at the time (speed, flight, maybe even invincibility) will be instantly erased. I haven't decided what it will do if it hits a monster yet (except maybe cancel out the Charm Spell).
Tue, 11 Nov 2003 20:40:13

Moose

Woo hoo almost done, I think the only thing needed is for me to finish with the projectile damage. Their will be other problems but they'll be removed while the beta is happening, things like the map.
Fri, 28 Nov 2003 17:26:04

Moose

Ok I'm annoyed by this now, I'm going to upload an Alpha what ever state it is in (well as long as it still works) this evening, while your testing I'll try to fix the last few weapons and squeeze out any small problems you find. Somthing else I now feel ready for is elemental damage, but we'll leave that for KMod3.0
Fri, 28 Nov 2003 21:59:31

Moose

Don't download the KM30be1.zip from KDev it wont work.
Sat, 29 Nov 2003 10:02:50

Moose

You can now play the beta, it's in my folder on KDev. I've also put a descripion file up as well.
Sat, 29 Nov 2003 15:33:08

Ichor

Where is it? <!-- w --><a class="postlink" href="http://www.koraxdev.korax-heritage.com">http://www.koraxdev.korax-heritage.com</a><!-- w --> is down and the normal password doesn't seem to work for the new site.
Sat, 29 Nov 2003 15:45:04

Moose

Its on [url]koraxdev.korax-heritage.com/moose[/url], which works fine for me and your right the old one [url]korax-heritage.com/koraxdev[/url] you can't log on.
Sat, 29 Nov 2003 15:47:13

Ichor

The link doesn't work. That page is down.
Sat, 29 Nov 2003 15:48:12

Moose

Strange works for me.
Sat, 29 Nov 2003 20:55:40

RambOrc

OMG... I made the same mistake for the second time in the move process! I switched the nameserver and forgot to add the entry for koraxdev on the new nameserver to point to the fileserver. Well since the fileserver will go down in 3 days anyway I will just transfer the stuff from there to the new webserver and set up a koraxdev there, copying over the old koraxdev files too (you can't access them because the .htpasswd file specified in the .htaccess file wasn't copied over). OK OK to put it short and simple, it should all work in a day or two. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Sat, 29 Nov 2003 21:40:56

Moose

Ok, don't worry we all make mistakes, usually not again though.
Sun, 30 Nov 2003 00:02:11

RambOrc

Very funny... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> At any rate, the new koraxdev is up and running, I also updated the links in the admin panel, the File Manager part works now too. If you want to upload by FTP use public_html as remote directory (previously httpdocs). I moved in to this new place not only the latest koraxdev data but also the first generation stuff from the old server, it's in the koraxdev_old subdir.
Sun, 30 Nov 2003 00:07:37

RambOrc

I just tried to run the new beta, it crashed at startup with following error message:
drD3D.Init: DirectX init failed. Error: 16386. Stack trace: Init <- DD_Main
Also tried in OpenGL, but in that case it just showed a white (or light gray) screen and I hat to shot it down. This is on my G400, tomorrow if I'll have the time I'll try it on the machine with the GeForce 3.
Sun, 30 Nov 2003 12:49:22

Moose

Odd it works on my GeForce2 MX400 in both OpenGL and Direct3D. I'll try it on my dads GeForce4.
Sun, 30 Nov 2003 16:54:58

RambOrc

Just tried it on the GeForce 3 comp and it works fine. BTW how does constituion/health exactly work? The more points I give this time into constitution, the more HP I get when I get a level increase next time?
Sun, 30 Nov 2003 19:16:21

Moose

You answered you own question. If you don't like it I can change it, but this was easier to do.
Sun, 30 Nov 2003 19:52:57

RambOrc

No no, I just wasn't sure any more what we agreed upon (it was so long ago). <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Actually, it's quite an interesting system, if I build strength today, I can never have so much HP later, right?
Sun, 30 Nov 2003 19:58:24

Moose

Yer you can have loads more health than normal as a fighter, but less SP. But as as mage you can have loads more SP but less HP than normal.
Sun, 30 Nov 2003 20:25:06

Ichor

I noticed that the experience needed for the next level goes from 1000 to 4000 instead to 2000. Why is that?
Sun, 30 Nov 2003 20:29:57

Nightwolf

maybe to make it hard? i like lo level a lot!! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 30 Nov 2003 20:37:41

Moose

I belive the term I need is, I made a boo boo or I fucked up, your choise. Can't remember doing this but I made it so the EXP counter resets when you level up, I'll fix it.
Sun, 30 Nov 2003 20:40:00

Nightwolf

err... what do you mean? i cannot understand it... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> (a joke?)
Sun, 30 Nov 2003 20:45:08

Moose

The problem Ichor said about is caused by the EXP counter resetting itself whenever you level up. Try it level up in KMod3 and KMod2 and see the difference to your current EXP in the attribute menu. Oh and before anyone says anything about the map, I know its small, but on the plus side you can now see how it works. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Sun, 30 Nov 2003 21:10:33

Nightwolf

Ok. Got it. Nice "feature" <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 30 Nov 2003 21:18:46

RambOrc

Hey relax, that's why we are doing internal beta testing, after all. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 30 Nov 2003 21:26:07

Moose

I know, I'll look into these problems tomorrow they should be easier than the weapon problem. And I'll also look into a good way to get DK to be useable.
Sun, 30 Nov 2003 21:58:51

Moose

Oh and somone may wish to make some better conversations to have with the NPCs in the shops. As you'll see when you get there they could be better. Nightwolf if you don't already know, to talk to an NPC just 'use' him.
Sun, 30 Nov 2003 22:06:29

Moose

SE.wcf is the latest Korax' Heritage wad author config file if anyones interested, find it in my folder.
Sun, 30 Nov 2003 22:58:22

Nightwolf

well, im currenly at work. I wonder if i can download it this night... dammit!! <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Mon, 01 Dec 2003 11:25:14

Nightwolf

ok, finally i played it! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> It crash when i change the quick load and quick save to F9 and F5. Another "feature": My keys: inventory left [ inventory right ] screen large - screen shrink + Default keys for screen large and shrink are [ and ] If i press [ or ] still large and shrink the screen.
Mon, 01 Dec 2003 15:57:04

Moose

Thats somthing that was probabaly done by Janis for SE, I'll sort the menu out for KMod3.
Tue, 02 Dec 2003 07:20:38

dj_jl

I didn't do anything like that, must be a bug.
Tue, 02 Dec 2003 17:01:01

Moose

I'll still look into it. Squish the bug <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> And Ramborc could you please put the avatars somwhere else, being asked for the KDev password on here is getting annoying.
Tue, 02 Dec 2003 21:59:25

RambOrc

I'll do that one of these days when I get a free breath, I mean hey I never told anyone to upload public avatars to a developer only fileserver... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Tue, 02 Dec 2003 22:44:55

Firebrand

I never told anyone to upload public avatars to a developer only fileserver...
But when we uploaded the avatars we never thought that "mistakes" could happen <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> . I have downloaded the beta, everything works fine for me, I really like the new attributes system, it makes the game more difficult because the levels go up less frequently than in other versions (or it seems that way <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> ), anyway you are doing a good work Moose. BTW, I remember what someone said some time ago about the conversations into the shops, that the people could give some advices on the next hub or make some funny comments or stuff like that... I think it's a good idea to make it that way.
Thu, 04 Dec 2003 21:19:00

Moose

How is the testing going? Got to the shops yet? And as I said before but none answered, does anyone want to make some better convos for the shops.
Thu, 04 Dec 2003 21:42:41

Moose

I've uploaded a picture my dad took of the view from the landing window, I wondered if the sky would be useful for SE of TSP. Personally I think it looks a little odd. And I've updated my description file.
Thu, 04 Dec 2003 23:34:17

RambOrc

I'm making the convos for the shops, I promised that.
Sat, 06 Dec 2003 04:40:18

The 4th Class

[size=200:1xfwtirn]SHOPS IN HEXEN!? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> SWEET!!!!!!![/size:1xfwtirn] <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Sat, 06 Dec 2003 09:25:03

Moose

Just download the beta, and play. Oh and call me your god, kiss my feet, etc...
Sat, 06 Dec 2003 17:52:48

Nightwolf

yeah, you can talk with some people too! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 06 Dec 2003 23:05:52

The 4th Class

Sorry, Moose, but I'm not a podiatrist <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> That was actually the first time I ever played Hexen under KMod. What awesome adjustments! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I must say the original DOOM engine version of Hexen looked pretty crappy when I played it shortly after. I really enjoyed that beta run. BTW where did you get the song for the shop level? PS: FAG MODE = GOD MODE? Hardy har har...
Sat, 06 Dec 2003 23:31:54

RambOrc

Korax Mod includes shops since December 2001... (release 2.0).
Sun, 07 Dec 2003 00:49:48

The 4th Class

I like the shops - it's like a bonus stage where you get rewarded for your found treaures. I'm still browsing along through the topics, and I know for a fact that my every reaction will be positive.
Sun, 07 Dec 2003 17:51:13

The 4th Class

[quote="Nightwolf":adbh69ox]yeah, you can talk with some people too! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Can you get companions? <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> I always enjoyed companions by my side.
Tue, 09 Dec 2003 17:29:22

Nightwolf

lol, not yet, not yet... maybe soon Moose? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 09 Dec 2003 18:29:01

Moose

Well it's quite possibly, possible. Although we'd need artists to make companions. Maybe a new class 'the ranger'.
Tue, 09 Dec 2003 21:27:16

The 4th Class

Cool. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I already have a bit of an idea for the weapons. 1: Standard dagger 2: Longbow (with different types of arrows that can be used - just like the Mage's wands) 3: (rapid fire crossbows attached to each wrist that are activated by clenching the fists) 4: A stoneshooter? <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Wait a minute, what about those pictures of the ettin wielding Timon's Axe? Would the ettin be a class of its own?
Tue, 09 Dec 2003 21:30:06

Moose

No they are for when the mage uses the possession spell on an ettin.
Tue, 09 Dec 2003 21:31:35

The 4th Class

So I take it there's one for each common monster in the game, right? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 09 Dec 2003 21:33:31

Moose

Currently no, but we intend to have one for each enemy that can be possessed.

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