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KMOD 3.0 beta testing

Tue, 15 Jun 2004 19:37:59

RambOrc

Kmod3.0 Public Beta can be downloaded here. We'd appreciate if you'd post any and all bug reports, feature suggestions and other feedback in this topic.
Tue, 15 Jun 2004 19:40:26

leilei

You goofed the link :O I'll have to try this later, my comp's running far too hot, unfortunately. Those AMD tbirds are a bitch, eh?
Tue, 15 Jun 2004 19:44:57

RambOrc

LOL thanks for the heads up, I just copy+pasted from the newspost and forgot that BBCode is different from HTML. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> As for your tbird, have you tried downcocking(TM) it?
Tue, 15 Jun 2004 19:50:37

leilei

Yeah, it's at 950MHz right now (the LOWEST from 1000MHz) and it still runs hot and has a crashy fit with anything, even zdoom at 320x200 D: Just an expand of info why I can't test today. Maybe tonight, if it's cooler out, however....
Tue, 15 Jun 2004 19:52:47

Firebrand

Or adding another fan would be useful, my computer is using 2 fans because it's all full (every PCI and AGP port is used), so it used to heat a lot and it reset by it's own or shut down, so I decided to use another fan and it stopped <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Tue, 15 Jun 2004 19:57:53

leilei

My case is modded for more fans (2 more), and I have like five in total (1 for the GF2, one for CPU, one for the side of the case, one for the top of the case, and one stuck in the back down under). Went crazy and did that last December when my tbird was unstable to a unusable state (too hot :O!). EDIT: Actually right now, it's at 123F, it's kinda cool at this rate. Usually it rises up to 127F and then 131F (Ruh roh, shutdown time then, that's the tbird melting temp iirc) Or maybe it's my pants. *me goes to change into short shorts
Tue, 15 Jun 2004 20:11:10

Firebrand

You could also make more holes to the case, heh! (I actually thought this myself with my computer) <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Tue, 15 Jun 2004 20:18:41

leilei

Hmm, just fixed the purple on my monitor (cable), changed my shorts, and now i'm off to test. 'nuff of me whining. If my tbird fails me, i'm gonna have to rip it out and take a sledgehammer to it, Gallagher style. (Patrick Norton did it on TechTV way back in 2000 when the tbirds came out, true story.) EDIT: Ran into the small automap. Is this known? Whatever it was, ,it wasn't in KM2.8 and I can't exit it either <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> <!-- m --><a class="postlink" href="http://cheapy.fragfiles.org/smallautomap.jpg">http://cheapy.fragfiles.org/smallautomap.jpg</a><!-- m -->
Wed, 16 Jun 2004 19:16:27

The 4th Class

I'm having a different problem with the automap: it's not recording anything.
Wed, 16 Jun 2004 19:26:11

Moose

Well the auto map isn't to much of a problem as it will eventually be compleatly disabled/removed and be replaced by one in the Journal. Well in therory.
Thu, 17 Jun 2004 01:52:09

Ryan_Hart

S being rebindable would be nice, being a WASD'er and having the what I'm guessing is a spell book pop up everytime I try to move backwards is really annoying btw, when is the spellbook and the journal going to be atleast navigatable, or is it already?
Thu, 17 Jun 2004 10:08:17

Moose

Don't worry I'll have the Spellbook and Journal both re-bindable and if it annoys you so much I could quickly change it and send you a new .exe. As for navagating the Journal and Spellbook, the 'Page Up' and 'Page Down' keys change catagory and the 'Left' and 'Right' keys change the page within that catagory.
Thu, 17 Jun 2004 18:07:15

Ryan_Hart

I think I can manage for now, so long as it doesn't take long for the next .exe to come out, good work none the less though <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> ah, Page up and down, didn't think to try those
Thu, 17 Jun 2004 18:36:46

RambOrc

Just found a bug, if during a conversation (wide screen mode) you warp to a level from the console, the game freezes and all you can do is press ALT+F4.
Thu, 17 Jun 2004 18:48:09

Moose

Thats understandable, I'll find a way around it.
Thu, 17 Jun 2004 20:22:10

The 4th Class

I didn't really find a "bug," more of a problem with the resolution I think. After you step through the portal after killing Korax, the conclusion text fades in only on the top left corner.
Wed, 23 Jun 2004 13:19:52

weird

sometimes, when I quicksave, the game freezes, tho using the "tab" button unfreezes again... <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 28 Jun 2004 12:43:56

B0rsuk

Hi. First, I'd like to apologize. I promised help but I can't really help recently. I have severely limited internet access, 4h/day work, I'm studying IT (and failed some exams, this means extra work for holidays). I'm suprised I can remember my login... I hope some feedback is welcome... I typically play skill (warlock/berserker/cardinal) Mage, the man without good weapons This isn 't really your fault, the developers of Hexen are guilty. Mage's weapons suck, when it comes to both efficiency and ease of use. I mean it. For instance, you can easily replace the yellow wand (yes, the yellow one) with Frost Shards, and make it use no mana. It's extremelly poor ! It does next to 0 damage at long range, it uses lots of mana (in best, perfect case it takes 6 mana to kill an ettin), and it's pretty hard to use it efficiently at short range. Try it yourself ! This is especially irrritating because I always liked the Frost Shards weapon. Intelligence doesn't seem to improve Frost Shards ! Yes, it looks like a bug. A mage with 40 intelligence can't freeze an ettin with one shot, I tried it many times. The arc of death is pretty cool weapon, but as infefficient as a mage's weapon can be. Hexen developers probably made it use 5 mana per shot because it may kill Chaos Serpent in one shot... but its usefulness is greatly decreased by the fact that it fails A LOT in tight corridors. There are many, many tight corridors in Hexen. It's a real pain to use, and you waste much mana for every miss. On the other hand, Firestorm, while not so strong, fires faster, projectiles fly faster, have much less tendency to hit wall, and deal splash damage. And the hammer (from original hexen) is even more efficient. Note: Intelligence doesn't seem to increase damage dealt by arc of death :( . It may or may not kill chaos serpent (40 intelligence), but will never kill dark bishop or slaughtaur (the shooting one). Bloodscourge - it's good only in theory. It almost can't be aimed, and is next to useless in corridors and closed spaces, becuse it hits walls even more often than arc of death. Even in open areas (ice citadel from deathkings) it's hard to kill more than 2 creatures with one shot. However, it seems to work suprisingly well against flying ones, given enough room ! Try the last level from deathkings, and you can kill several reavers/wraiths with one shot ! I was shocked. And one more thing. Bloodscourge seems to be designed to kill single targets. Well, there aren't any big, single monsters in hexen ! (bosses are too rare) I'm sorry, but even Bloodscourge doesn't seem to deal more damage with 40 intelligence. I can't kill a slaghtaur . As I (hopefully) proved, mage's weapons are the most irritating to use of them all. I think it's a very cruel price for the allmighty Sapphire Wand. Please give him some better weapons, or make levels where his weapons are actually worthwhile ! And... your new, blue freezing wand suprised me. Is it meant as Bloodscourge replacement ? It is VERY powerful with around 40 intelligence. Usually it freezes Green Serpent with one shot, it also often freezes dark bishop with one shot. With 10 wisdom, and around 40 intelligence, it took me... one long volley (200 mana, divided by 12 blue per shot) to kill the death wyvern. As I ran for cover, pressing Shift (mana creation spell), it took me several seconds to realize the poor thing is already dead ! And no, mana is not a problem at all. Not only does the intelligence increase weapon power for mage, but also gives insane amounts of mana from Mana Creation Spell. I purposedly didn't pickup any mana crystals, yet I used only blue freezing wand (several levels from shadow wood to orchard of lamentation, I think). Extreme firepower and you never run out of mana ! (actually, I used quartz flask once per level or so, there are many of these everywhere). Something has to be done with mage. Developing very high intelligence is far too beneficial for a mage. I had no need whatsover to increase wisdom past 10. Oh, and I failed to mention that with 40 intel the Red Wand kills shooting slaughtaurs(can't defend), dark bishops, ettins and generally most monsters...with one shot. I feel those few points put into wisdom were wasted, you can complete the whole game with only red wand and use no mana. Beside that, I really appreciate the life increase for mage. It's perfect - now you can actually heal, because it is possible to survive a hit once in a while. At the same time, it's low enough to make you play carefully. The other classes have much more health and it's fine. My suggestion is to remove Protective Spell, because it's no longer needed, and pretty abusive. Playing with it teaches you bad habits. It's an another kind of fag mode. I suggest to replace Defensive Spell with Repulsion. The new mage can survive with just repulsion, and it's much more interesting than the fag spell. I think the ice room from Guardian Of Steel can be done with just repulsion, I'm going to try it. Let the mage also have his tough rooms, not just Brackenwood for warrior ! The warrior Is pretty much ok. I even think it's easier to play now, at Berserker skill. More on this later, see "Miscalculation". The warrior is fun to play, but you somehow made him more dull. The warrior from original Hexen has some ranged weapons; ranged warrior weapons from Kmod are very infefficient. And melee weapons are too similar. There are no reasons to use any weapons instead of Quietus. You always use the strongest of weapons you have at the moment. Remember - original Hexen may have only 4 weapons per class, but one great thing about them was that even the weakest (perhaps excluding the mace) were usable ! I didn't test the cleric too much, but It seems that with introduction of Intelligence the mace becomes much less useful. You need only few points to make Serpent Wand unlimited. With only 20 intelligence Serpent Wand is good enough to kill Serpents quick. I'll think about some way to make Mace more useful. --------------------- Miscalculation I think that despite having 5 attributes instead of 3, you gain too much points per level. I would reduce it to 4. Kmod is much easier now. As a mage, you need no strenght, few (6 total) points of constitution, and few points of speed to make dodging possible. You can assign the rest to Intelligence. It's similar for warrior. You can assign few points to intel, few more to constitution, and the rest to strenght/speed. The problem: you made the classes in such way that some attributes are completely useless... or you need only very slight increase. At the same time, you have almost 2 times more points than before ! It seems that the mage has no use at all for strenght. How about carrying capacity ? To keep it simple and user-friendly, how about limiting amount of items to one item per 2 points of strenght ? 10 strenght mage could carry 10 quartz flask, 10 flechettes, 10 disks of repulsion... Mage can afford to forget about Wisdom. Mage cannot increase constitution above 6, and he doesn't really need more considering his awesome firepower. Warrior can totally ignore Wisdom, and do very well. Misc Please make it so Ice Wendigos are vulnerable to falling damage. It would be very fun to kill them by making them fall several meters or less. Melee weapon range (vertical only) needs to be reduced, in my opinion. It could cause problems with Death Wyverns, but do you remember the beggining of level2 (Deathkings) ? It's very silly. Hexen has no nasty melee monsters ! Please include some deadly, fast melee monsters. Ettins certainly aren't, and slaughtaurs are only dangerous because of their blue, devastating projectiles. I bet you reveice much more damage from afrits than (melee) from slaughtaurs and ettins together, Hexen has no tough, resistant monsters. I don't vote for making all monsters very tough, but you need to realize that Hexen is always about hordes of monsters. Why not make it that sometimes you have to fight 5 very resistant monsters at once instead of 20 weak ? An idea for Warrior 'spell': Charge. Play Nox for reference. This would make the Warrior run very fast in a fixed direction without abilty to change direction... until he hits something. - wall - 10 damage taken and 1 second stun - monster - most probably killed, warrior not stunned, healthy. At higher levels you could possibly trample several monsters ! B0rsuk
Mon, 28 Jun 2004 12:51:01

B0rsuk

I forgot to report some bugs. When playing as Cleric, it's very easy to get stuck with Firestorm, (or was it Kmod 2.8 ?) It made rotating walls stuck, it made me stuck and unable to move.... Kmod 3.0 beta crashes ony my comp. Mostly when I browse thru options, and for instance try to save the game without autosaving. It crashes, destroys my keybindings, and... I don't rmemeber the exact error. My specs: AMD 750, Gforce2 MX, win eXPloder unproffesional As stated before, Intelligence doesn't seem to improve Frost SHards, Arc Of Death, Bloodscourge. When firing Serpent Wand a lot, I sometimes see single frame from Warrior's fists ! It's weird. Does it have something to do with fact that I may have forgot to run glBSP ? Using only game menu, no console and no file editing I can't rebind the keys (to be specific, bind invleft and invright to squarethings next to backspace) This doesn't happen in normal game (i think), but... Activate berserker, warp to another level, and your combat stats are doubled permanently. Repeat. This stupid cheat allowed me to discover that defending slaugtaurs and folded afrits aren't actually indestructible. They merely reduce damage.
Mon, 28 Jun 2004 13:34:14

RambOrc

Hey your feedback is very much appreciated, keep it coming! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Some of the things can't really be changed due to the nature of KMOD, but we'll take them into consideration for Scattered Evil, in which we are free to modify everything. A couple of notes: - Frost Shards is really often not useful, but in certain conditions (like a horde of Afrits attacking you in a wide open area) it can be devastating. - Intelligence not causing damage: sounds like a bug, Moose will look into it. - Protective Spell: I thought it has already been removed as starting spell, replaced by Repulsion? - Cleric's Mace: the more Strength your Cleric has, the stronger its hits. And unlike the Serpent Wand, the Mace doesn't reflect from a shield, i.e. it's the weapon of choice against Centaurs. - Attributes: we'll look into it. You're welcome to post any suggestions how to change the values. - Berserker bug: Moose, please check it.
Mon, 28 Jun 2004 16:34:43

Firebrand

All this feedback is really good! I think that it will be better to make the MODS more suitable to the people that use them and to add better ideas and features, keep it up man! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 30 Jun 2004 13:52:56

B0rsuk

about Cleric Both Serpent Staff and Firestorm do benefit from Intelligence a lot, especially the staff. 30 intel means two firestorms to kill brown serpent, one for green one. Serpent Staff feels more like a flamethrower ! And this is by the end of hub 2. Still, I could have used those 15 points on Intelligence instead of wisdom. With introduction of intelligence stat, the usefulness of Mace drops quite a lot. Why bother, if you can kill Slaughtaurs with 2 shots (4 projectiles) ? Wraithverge doesn't seem to profit from intelligence ! 2-3 shots per bishop. (30 intel). I don't recall having to fire WV 6-9 times in previous Kmods. Firestorm is a strange spell. It does very well against ground-based targets, afrits, stalkers... but very poorly against slaughtaurs(shield) and dark bishops(doesn't stay in one place for long). Even 3x damage doesn't help much. In general, I think that 1) There are too many skill points per level 2) Heart of D'Sparil spoils ! 3) Ranged weapons (especially the ones with cheap manacost) become far too powerful with both wisdom and intel, but especially intel. And you don't really have drawbacks for neglecting other stats. I played with Agility 6, strenght 6, constitution 8 and not even once did I have to use boots of speed. Partly because healing spell, I guess. Or because I rule so much ? Speaking about Intelligence and Constitution (faith/life increase), I think it's unfair. If you want to increase your life, get some const early and forget about it later. Otherwise it's not worth it. How about reducing intelligence damage bonus for low-cost ranged weapons ?
Wed, 30 Jun 2004 21:00:45

RambOrc

Heart of D'Sparil shouldn't give you any levels any more in KMOD 3, I guess Moose forgot to disable that.
Wed, 07 Jul 2004 05:40:45

Silencer

Great work, and thanks for fixing all the bugs from previous versions. I ran into a couple of problems, though I think the second one may have already been mentioned. 1) Some of the key bindings have gotten cross-wired together, which causes problems when trying to remap them. Cross-wired functions include inventory left/right, screen size decrease/increase, jump/crouch, and spy mode/gamma. For example hitting the jump key sometimes causes the screen to shrink, and hitting the gamma key sometimes causes the inventory HUD to appear. The game usually crashes after this occurs. 2) It would be helpful if the spellbook/journal/stats hotkeys appeared in the keyboard controls screen. The inability to remap them at the moment is problematic when remapping other functions, for example the "S" key in the WASD movement controls. Also the "U" key has a default mapping for both spell #7 and the stats screen. (Speaking of which, just what IS the journal hotkey?) Also in terms of suggestions, are there currently any plans to make the KMOD compatible with Ichor's Carnage Galore mod? It would balance both out by applying KMOD's skill and experience system (which typically makes the game much easier) to the Fury III levels (which are known for being quite tough).
Wed, 07 Jul 2004 08:15:35

B0rsuk

I know what you mean. There seem to be (at least) two kinds of keybinding in KMod. +key - the command is executed when key is pressed *key - the command is execuded while the key is being held for a while. Most probably you only remapped the "+key"'s . I know it should be possible to do all from menu, but :=\ ================================== By the way: there's a hidden Heretic weapon in KMod, I hope I don't get myself killed revealing this. Firemace ! To enable it, bind *key "usearti" play as warrior collect 25 flechettes hold down the "key" It works !
Wed, 07 Jul 2004 09:01:18

RambOrc

LOL that must be a bug... there are a couple of Heretic weapons (and a half-finished Heretic class) hidden in KMOD 2.x (and I guess in 3.x too), it was something we started but never finished, the Heretic character appears in Korax Arena. [quote="Silencer":11lfy7ny]Also in terms of suggestions, are there currently any plans to make the KMOD compatible with Ichor's Carnage Galore mod? It would balance both out by applying KMOD's skill and experience system (which typically makes the game much easier) to the Fury III levels (which are known for being quite tough). That's entirely up to Ichor, it's his work and his decision. I on my side have nothing against it.
Fri, 09 Jul 2004 10:58:39

Ryan_Hart

[quote="RambOrc":36zmcvir]Heart of D'Sparil shouldn't give you any levels any more in KMOD 3, I guess Moose forgot to disable that. ooo, no more free levels? <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Fri, 09 Jul 2004 12:42:41

Ichor

Funny, I've actually toyed with the idea of adding experience and levels to the game. However, the spells might present a problem, since some of the new weapons are in many ways similar to the spells in Korax mod (i.e. Berserk ~ Tome of Power, Summon ~ Charm, Spirits Within ~ Redeemer). Also, I don't think I have enough free keys to bind for the spells. One problem has always been in deciding what abilities to give the player after reaching certain levels. Either they already have it by using artifacts, or it just wouldn't fit. The other problem is that it would drastically affect map balance. For instance, just try taking out a Chaos Serpent or Shadow Wizard with a level 2 mage. I may get around to adding experience, but it would be different from what's in Korax mod, maybe more resembling Hexen 2. Also, I've had ideas from some of the spells in Korax mod. For instance, Possession -> Charm, Banishment effect now works like that in Korax mod (it removes them from the map instead of teleporting them to another location), used models for a time, and I plan on using (attempting to use is more like it) some of the Possession spell code for something later on.
Fri, 09 Jul 2004 18:21:20

The 4th Class

Heh, that reminds me of what I'm planning to do with my DR project for the third hub. I'm happy to say that I incorporated my own code for gaining experience and levels, directly from the ACS scripts, but it's QUITE primitive. But things will get better.
Sun, 11 Jul 2004 22:07:54

Silencer

[quote="Ichor":33lzqa0o]The other problem is that it would drastically affect map balance. For instance, just try taking out a Chaos Serpent or Shadow Wizard with a level 2 mage. That's interesting, because a system like the one in the kmod seems to me like it might actually improve the balance. In Fury III the cleric is easy enough to use already, and even the mage can be very effective if one conserves ammo and basically uses the Sapphire Wand to kill everything. I ran into a huge balance problem with the fighter though. Unlike in Hexen practically every single enemy (with the exception of the sabreclaw) has a ranged attack, meaning that he has to frantically dodge in and out in order to strike enemies, all the while getting pelted from all sides. I died more often as the fighter than as any other class because of this. Using the special items helped for a while but I quickly ran out. The kmod literally turns the fighter into an enemy blender, which would definitely help his survival chances. As for the level 2 mage example, what's wrong with using the defensive spell at close range? That might work. Kill an enemy with its own reflected shots.
Sat, 31 Jul 2004 21:13:44

PePe QuiCoSE

how can i make the map work in kmod? i mean, changing windows with the tab+alt showed me the map but then it tilt... should i bind a diferent key? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> And another thing, the setting does not save (i guess you already metioned it before this)
Sun, 01 Aug 2004 16:30:30

fangol

First of all, I would like to thank all the Korax team for their work! Now my impression of KMod 3.0 (and earlier versions). I have found only one major drawback, and it is an imbalance between the classes. Mage and especially Cleric (if played as a magic class) are easy, and can be played with 10x monster health at skill level 5. On the other hand, I have found Warrior at the same skill level being frustratingly hard, mainly due to the hordes of ranged attackers in Hexen. Either it is my lack of skill, or something needs to be changed. My suggestions: 1. Fix the reroll of Mage's attributes. After just seven rolls I got the sum of stats 39 (26 is the default), with 12 constitution. Even 10 constitution is too high. Rerolling Cleric's and Warrior's attributes rarely improves them. 2. Warrior needs five attribute points per level, and maybe more battle rage. Other classes can manage with 3-4 points. 3. Made the maximal number of carried artifacts be dependent on Strength, for instance 10+Strength. Mage can survive with 11-15 flasks, but for Warrior even 40 flechettes are not that much. 4. Made the armor more usefull. It never was, actually. 5. On the other hand, Summon spell fails too frequently, and the experience requirement for level 9 (Posession) are too steep, causing Mage to rely even more on the overpowered Red Wand and Protective spell. A minor point: currently increasing mob health multiplier (KMod3.cfg) causes the proportional experience increase; it should be lowered somehow.
Tue, 03 Aug 2004 07:40:20

Evil Mage

I get this error at random times. So I can't play the beta without it crashing. I'll stick to the last version off the site. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> also- you can't assign the + and - keys on the number pad without the game crashing, and when it crashes, you lost your entire config settings and have to do them over again. [img:39o4qtys]http://web.ecomplanet.com/AGUI1178/ServerContent/MyCustomImages/AGUI1178CustomImage053578.jpg[/img:39o4qtys]
Thu, 05 Aug 2004 20:44:23

Evil Mage

ignore post...
Thu, 05 Aug 2004 20:52:53

leilei

Nah, they're probably busy or talking about these bugs behind your back in the staff discussion over there. Patience, my friend...
Thu, 05 Aug 2004 21:52:21

RambOrc

The good news is, KMOD 3 is in the final stages before release. The bad news, many of the bugs won't be fixed any more as we rather spend the time on our new projects. We'll release full source for anyone to continue development.
Fri, 06 Aug 2004 01:42:44

Evil Mage

[quote="CheapAlert":2y024cj8]Nah, they're probably busy or talking about these bugs behind your back in the staff discussion over there. Patience, my friend... I meant ignore the post I left with "ignore post" cause I typed something, but fixed it later. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> And I'm keeping a copy of KMod2.8 just incase 3.0 is too buggy for me. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> And RambOrc.....put in some CLOAKED enemies!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sat, 07 Aug 2004 02:38:36

Evil Mage

Also, why is it when you mind control a Dark Bishop..you can't fly up or down? only straight...and really slow...Why can't we do that fast shadow dashing move to get around faster? =/ And shooting those green orbs is wierd...they seem to aim like..45 degrees down from your crosshair..so annoying to control a fun enemy.. =/ Also, wouldn't it be cool to mind control the Minotaur? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 21 Oct 2004 14:08:23

Evil Mage

I am one stupid son of a bitch! <!-- s:idea: --><img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea" /><!-- s:idea: -->
Thu, 21 Oct 2004 23:45:27

The 4th Class

*slow clap* <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Fri, 22 Oct 2004 16:27:01

Moose

I take it that post was Rambo'd? as I'm quite sure it didn't say that last time I looked. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 22 Oct 2004 18:58:53

RambOrc

LOL this time it wasn't me, it was one of the other mods.
Fri, 22 Oct 2004 19:11:53

Moose

But it sounds so very much like your work / sense of humor. I'll be going for Lucas as my second guess then.
Fri, 22 Oct 2004 19:12:38

Firebrand

It wasn't me neither... <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Fri, 22 Oct 2004 19:22:25

Moose

Just to add insult to injury I've removed the bold tags, <insert manic laughter here>.
Fri, 22 Oct 2004 20:23:34

RambOrc

But why from that post where (s)he self-judged him/herself? Why not removing the bold tag from the other postings? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Fri, 22 Oct 2004 20:25:55

leilei

I've seen the original post <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> [quote="Evil Mage":22w90nqn]BASTARDS! ;(
Fri, 22 Oct 2004 20:32:25

Moose

[quote="RambOrc":1gemew7w]But why from that post where (s)he self-judged him/herself? Why not removing the bold tag from the other postings? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Because to remove bold from every post of his/hers would take me forever.
Fri, 22 Oct 2004 20:34:34

leilei

At least he's not posting [color=#CEB88F:3c06kj7x]a totally different color in every post[/color:3c06kj7x]
Fri, 22 Oct 2004 20:37:55

Moose

Oh just wait, he remains domant for a few weeks then strikes.
Sat, 23 Oct 2004 03:51:01

The 4th Class

[quote="Moose":2vyu221n]But it sounds so very much like your work / sense of humour. I'll be going for Lucas as my second guess then. Yes that was my doing. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Sat, 10 Sep 2005 14:27:39

paganraven

Hey guys I usually customize my strafe/movement to keys W S A and D so I can use mouse look, but every time I push the S key this scroll thing pops up on the screen that says 'offensive, defensive, etc...' and in the customization I cant figure out how to turn it off. Is there a way to get rid of it or am I going to have to resort to playing KMOD in classic style with auto aim?
Sat, 10 Sep 2005 16:10:19

RambOrc

Why not using the cursor keys and the mouse?
Mon, 10 Oct 2005 22:06:28

Noitavasara

Greetings, RambOrc and others, it's been HUGE pleasure to play your Koraxmod, specially the 3.0 version. Thank you for great job. And now, my question, how can i(Can i??) use 3Dmodels in the 3.0 version? Or in the 2.8?? Ok, i admit it, i'm not too good with those things. The original sprites look quite nice, at least through my retroplayers eyes, but i wan't to try those MD2's anyway. Exept the trees, like someone here already said, they look great. Are you still working with Koraxmod or only concentrating on the forthcoming TC's? Would be nice to get some improvements to Koraxmod and blablablaa... All that is said already. But tell me. Can't wait. <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> Once more, THANK YOU. \,,/. EDIT:typo...
Mon, 10 Oct 2005 22:36:32

RambOrc

I think there is a TXT file somewhere in the KMOD installation, just open it up and you'll see the simple structure used for adding 3D models. Regarding future improvements, KMOD is open source and anybody is welcome to add things to it. We aren't likely to be working on it ever again, with KA nearing 1.0 and SE in the works.
Tue, 11 Oct 2005 09:36:21

Noitavasara

[quote="RambOrc":1i2xm5p5]I think there is a TXT file somewhere in the KMOD installation, just open it up and you'll see the simple structure used for adding 3D models. Regarding future improvements, KMOD is open source and anybody is welcome to add things to it. We aren't likely to be working on it ever again, with KA nearing 1.0 and SE in the works. Ok, i'll check it out. =) thanks.
Sat, 10 Dec 2005 20:27:13

phoenixrod

There should really be different people instead of the same two in later versions. The player that you control should have the correct color outfits too instead of the multiplayer player one blue. fighter is gold/yellow cleric is red mage is red Makes story consistent
Sun, 11 Dec 2005 20:58:30

RambOrc

If you mean the colors of the 3 figures in the Korax' Heritage logo, the color of those clothes isn't the same as the colors of the characters in Hexen/KMOD itself (which you can see when choosing a class when starting a new game).
Mon, 12 Dec 2005 05:05:08

phoenixrod

but I thought they were. Well in my choose class screen it has those colors in the korax heritage logo. At least I know they aren't supposed to be blue anyway is version 3.0 or kmod3 complete enough to complete a whole game without crashes and stuff like that? Are later versions going to have different people so for example, the old mage will be in the shoppe after seven portals but will say something else after shadow wood and will not appear but replaced by a warrior with a green belt in the shoppe after heresiarch's seminary?
Mon, 12 Dec 2005 11:26:19

RambOrc

KMOD 3 is based on the KMOD 2.2 codebase, meaning it works 100% trouble free just like KMOD 2.x. All KMOD 2.5-2.8 changes have also been parallelly added to 3.0, meaning it has all features KMOD 2.8 has, plus the new 3.0 features like conversations, higher base resolution etc (Janis could give you an exact list as he did the codebase changes). 3.0 was released officially as beta because it wasn't much tested internally and there could be some undetected probs (Moose already fixed a couple of small bugs since the public release of 3.0 beta) and because a couple of small things like the conversations for the Deathkings shops aren't done yet, but it's basically as good as a full release, not really that much of a beta. Regarding later versions of KMOD 3.0, we don't have any plans to ever continue with development because the Korax RPG will let you once again relive/revisit most locations of the original Hexen, it might even let you replay the whole Hexen/DK story (not yet 100% decided). If you'd like to add some extra color to KMOD 3.0 by implementing your ideas, we'll gladly help you do it. Adding new NPCs needs code modification, but using existing NPCs and giving them extra conversations is very simple and needs no programming knowledge.
Wed, 14 Dec 2005 20:48:43

phoenixrod

I've seem to have found a bug where I try to save and it crashes. I press escape then save then CRASH
Wed, 14 Dec 2005 21:00:33

RambOrc

Could you provide more info, like where it happens etc?
Thu, 15 Dec 2005 08:02:50

phoenixrod

ok this happens. I run the game, and the third time or maybe second time I go to the menu screen and press enter on one of the options it quits and there is a error message with the send don't send buttons. It happens everywhere and everytime I do that. The only way I can save is through F3 but I cannot access other parts of the menu like options or info etc.
Thu, 15 Dec 2005 10:04:23

RambOrc

Can you post the contents of the logfile (don't remember its name)? There should be info in there what exactly is causing the crash.
Thu, 15 Dec 2005 15:59:49

Firebrand

It should be something like KMod3.log.
Mon, 19 Dec 2005 21:18:54

phoenixrod

CON_Init: Initializing the console. Adding external file: hexen.wad Adding external file: KMod3.wad Parsing configuration files. Display mode: 640 x 480. OpenGL information: Vendor: ATI Technologies Inc. Renderer: MOBILITY RADEON 9000 IGPRADEON 9100 IGP DDR x86/SSE2 Version: 1.3.4332 WinXP Release Extensions: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_texgen_reflection GL_NV_blend_square GL_NV_occlusion_query GL_SGI_color_matrix GL_SGIS_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control GLU Version: 1.2.2.0 Microsoft Corporation Maximum texture size: 2048 W_Init: Init WADfiles. W_AddFile: 'hexen.gwa' not found. W_AddFile: 'KMod3.gwa' not found. Z_Init: Init zone memory allocation daemon. Maxzone: 0x4000000, 0x2000000 allocated for zone. ZoneBase: 0x8C10020. ST_Init: Init startup screen. I_Init: Setting up machine state. I_StartupKeyboard... I_StartupMouse... Mouse: ok I_StartupJoystick... Joystick: disabled I_StartupSound... I_StartupTimer... Initializing DirectSound. I2_Init: EAX 2 couldn't be initialized (result: 340). I2_Init: EAX 2 available. I2_Init: Number of hardware 3D buffers: 0 MUS_Init: MIDI available and OK. I_InitMixer: Realtek AC97 Audio Executable: Version 1.0 +R Jun 14 2004 (Korax). R_Init: Init the refresh daemon............................................. R_ReadModelDef: failed to open ModelDef.txt. D_CheckNetGame: Initializing game data. --- Scattered Evil Init --- Version 1.0 +R Jun 14 2004 (Korax) S_Init... P_Init: Init Playloop state. MN_Init: Init menu system. CT_Init: Init chat mode data. S_InitScript SN_InitSequenceScript: Registering sound sequences. SB_Init: Loading patches. S_LoadTextureTypes: textypes.txt not found. Map 18 (33): SILENT REFECTORY GOLD GOLD GOLD GOLD DISC OF REPULSION DISC OF REPULSION DISC OF REPULSION DISC OF REPULSION DISC OF REPULSION DISC OF REPULSION GAME SAVED RUBY PLANET GOLD SAPPHIRE PLANET GOLD GAME SAVED GOLD YOU CAN'T USE THE MESH ARMOR FLECHETTE FLECHETTE FLECHETTE FLECHETTE GOLD GOLD GOLD EMERALD PLANET GAME SAVED Map 13 (27): HERESIARCH'S SEMINARY SILVER SILVER GAME SAVED SILVER QUARTZ FLASK SILVER SILVER DISC OF REPULSION DISC OF REPULSION DISC OF REPULSION GAME SAVED SILVER FLECHETTE QUARTZ FLASK FLECHETTE FLECHETTE QUARTZ FLASK FLECHETTE QUARTZ FLASK FLECHETTE FLECHETTE GAME SAVED BLOODSCOURGE ASSEMBLED GREEN MANA BLUE MANA GAME SAVED YOU CAN'T USE THE FALCON SHIELD QUARTZ FLASK QUARTZ FLASK GOLD QUARTZ FLASK QUARTZ FLASK DISC OF REPULSION DISC OF REPULSION DISC OF REPULSION GOLD QUARTZ FLASK Map 17 (32): ORCHARD OF LAMENTATIONS GAME SAVED GAME SAVED SILVER SILVER QUARTZ FLASK QUARTZ FLASK DISC OF REPULSION DISC OF REPULSION GAME SAVED FLECHETTE FLECHETTE SILVER FLECHETTE DISC OF REPULSION FLECHETTE SILVER FLECHETTE DISC OF REPULSION DISC OF REPULSION FLECHETTE DISC OF REPULSION FLECHETTE FLECHETTE FLECHETTE DISC OF REPULSION DISC OF REPULSION GOLD SILVER GAME SAVED DISC OF REPULSION DISC OF REPULSION YOU'VE REACHED LEVEL 12 EMERALD PLANET GAME SAVED GAME SAVED SILVER PORKALATOR SAPPHIRE PLANET SILVER Map 13 (27): HERESIARCH'S SEMINARY GAME SAVED GAME SAVED DISC OF REPULSION DISC OF REPULSION YOU CAN'T USE THE BANISHMENT DEVICE GOLD BOOTS OF SPEED GOLD Map 15 (30): GRIFFIN CHAPEL GAME SAVED ONE NINTH OF THE PUZZLE HAS BEEN SOLVED ON THE MONASTERY Map 19 (34): WOLF CHAPEL GAME SAVED GOLD SILVER SILVER SILVER GOLD QUARTZ FLASK QUARTZ FLASK QUARTZ FLASK QUARTZ FLASK GOLD ONE NINTH OF THE PUZZLE HAS BEEN SOLVED ON THE MONASTERY SILVER GAME SAVED GOLD YOU CAN'T USE THE DRAGONSKIN BRACERS ONE NINTH OF THE PUZZLE HAS BEEN SOLVED ON THE MONASTERY GOLD GOLD GOLD GOLD GOLD SILVER GOLD Map 14 (28): DRAGON CHAPEL GAME SAVED MYSTIC URN GOLD GOLD GOLD GOLD GOLD GOLD SILVER KRATER OF MIGHT SILVER ONE NINTH OF THE PUZZLE HAS BEEN SOLVED ON THE MONASTERY GAME SAVED GOLD SILVER GOLD GOLD ONE NINTH OF THE PUZZLE HAS BEEN SOLVED ON THE MONASTERY Map 19 (34): WOLF CHAPEL Map 14 (28): DRAGON CHAPEL ONE NINTH OF THE PUZZLE HAS BEEN SOLVED ON THE MONASTERY Map 19 (34): WOLF CHAPEL GOLD GOLD GOLD GAME SAVED SILVER SILVER GOLD ONE NINTH OF THE PUZZLE HAS BEEN SOLVED ON THE MONASTERY SILVER Map 15 (30): GRIFFIN CHAPEL GAME SAVED SILVER GAME SAVED GAME SAVED SILVER GAME SAVED SILVER GAME SAVED ONE NINTH OF THE PUZZLE HAS BEEN SOLVED ON THE MONASTERY SILVER GAME SAVED SILVER ONE NINTH OF THE PUZZLE HAS BEEN SOLVED ON THE MONASTERY GAME SAVED GAME SAVED PORKALATOR YOU CAN'T USE THE FALCON SHIELD GOLD YOU CAN'T USE THE FALCON SHIELD GAME SAVED Map 13 (27): HERESIARCH'S SEMINARY GAME SAVED GAME SAVED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED GAME SAVED GAME SAVED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED GAME SAVED GOLD MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED MANA CREATION SPELL ACTIVATED GOLD - DrawAndBlit - DD_GameLoop - DD_Main Received external exception is the problem.
Thu, 22 Dec 2005 16:55:20

Firebrand

Heh! that's a lot of things in the log, only a few of the last lines were enough, lol . <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Fri, 17 Nov 2006 20:52:07

Dio5

the link is not working o.O (again)

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