Back to the Korax Forum Archives


Forum

KMOD 4?

Mon, 18 Jan 2010 09:21:24

RambOrc

Can you estimate how much extra time would be to release and more importantly, support/update a KMOD 4.0 based on the KRPG MS4 engine? I was thinking that since the Milestone 4 release is planned to include all major game features (further milestones extend the number of spells, weapons, items, monsters, maps, add cutscenes etc but don't add further basic gameplay features), it might make sense to release MS4 not only as a public beta but also the same engine repacked with a new startup screen and without some of the features like travel map as KMOD 4 (for shops, the existing KMOD 3 shop map(s) could be used). The advantages of this are I guess pretty obvious, however before we do this, I think it's important we consider the disadvantages and how much extra workload they might be. Things I could think of: - shopping (needs to add map(s), textures/sprites, alter mapinfo) - multiplayer (since the KRPG engine is tuned for single player, there might be conflicts with anything that pauses the game etc) Please list anything you can think of.
Mon, 18 Jan 2010 20:12:14

Firebrand

IMHO, we wouldn't need to remove anything code wise... just don't mention it's there, users wouldn't know how to use the travel map until we say how it does... right? <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Altering the MAPINFO and adding maps is a piece of cake <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. As for multiplayer support, it wouldn't need any serious adjustments, the game wouldn't pause if a player speaks to the shopper, because Vavoom already provides functionality to avoid this (of course testing this is required, heh! <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->). Keeping of stats by player is already done too AFAIK. We would only have to make sure that the new monster AI doesn't break in multiplayer games. The only problem I could see with the game not pausing is that players using the update screen would have problems with monsters hitting them when enabling this screen. The only solution I can think of right now, would be to use the auto updating logic automatically when in multiplayer... what do you all think of this?
Mon, 18 Jan 2010 20:43:47

RambOrc

The stat updates would be done automatically (one of each attribute added at each levelup, like the simplest RPG difficulty setting outlined for SE in the concept) just like in previous KMOD versions. You are right about the travel map, w/o the console command or a linedef people can't access it. For the multiplayer part, we could enlist ColJP to test the current MS3 with a slightly modified distribution that doesn't load the SE maps but instead loads the normal Hexen maps so that he can just fire it up and play over LAN the same way as if it would be normal Vavoom.
Wed, 20 Jan 2010 00:05:36

RambOrc

CW what is your take on this?
Wed, 20 Jan 2010 16:35:52

Firebrand

I wanted to ask, will we be bringing back the original KMOD limits for mana, items, etc.?
Wed, 20 Jan 2010 17:12:03

RambOrc

Nope, no features other than those that would go into KRPG MS4 anyway.
Wed, 20 Jan 2010 18:51:25

Crimson Wizard

[quote="RambOrc":2rafog3e]CW what is your take on this? Umm... well, I read what Firebrand wrote and mostly agree to everything <!-- s:-" --><img src="{SMILIES_PATH}/eusa_whistle.gif" alt=":-"" title="Whistle" /><!-- s:-" -->
Wed, 20 Jan 2010 19:14:15

RambOrc

I'll get ColJP to test multiplayer on MS3 - other than that, business as usual. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 20 Jan 2010 23:24:53

Col.J.P.

give me a couple of days, I'll test it over LAN. anyone knows how to get widescreen support, I need 1920x1080, maybe I'd better ask Janis, is he still around?
Thu, 21 Jan 2010 15:18:34

Firebrand

Inside the 'koraxrpg' folder there's a 'config.cfg' file, edit it with notepad and look for 'width' and 'height' vars, write the numbers to use for resolution and it should work <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 21 Jan 2010 15:52:18

RambOrc

Also, tell ColJP how to unload the SE-specific maps so he can start with Winnowing Hall in cooperative.
Sat, 23 Jan 2010 00:39:59

Firebrand

To use the original Hexen maps, inside the 'koraxrpg' folder delete the 'maps.pk3' file, then run the game with the launcher using 'koraxrpg' as the custom game. Let me know if you have any problems with it.
Sat, 23 Jan 2010 20:35:21

Col.J.P.

Problems: Client sees Cleric ghost skins randomly (stuck in walls, trees, whatever...) they do not appear in the host. Client kicked in every map change run from Vavoom.exe: (OpenGL and D3D with maps.pk3 deleted , see next two posts below) Log: trying... Log: Connection accepted Dev: CL_EstablishConnection: connected to 192.168.0.10:26000 DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) - VObjectMapChannel::ParsePacket - VChannel::ReceivedRawMessage - VNetConnection::ReceivedPacket - VNetConnection::GetMessages - CL_ReadFromServer - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Dev: Sending clc_disconnect Log: Doing SV_Shutdown Log: Doing delete GNet Log: Doing delete GInput Log: Doing V_Shutdown Log: Doing delete GAudio Log: Doing T_Shutdown Log: Doing Sys_Shutdown Log: Doing delete GSoundManager Log: Doing R_ShutdownTexture Log: Doing R_ShutdownData Log: Doing VCommand::Shutdown Log: Doing VCvar::Shutdown Log: Doing ShutdownMapInfo Log: Doing FL_Shutdown Log: Doing W_Shutdown Log: Doing GLanguage.FreeData Log: Doing ShutdownDecorate Log: Doing VObject::StaticExit Log: Doing VName::StaticExit Uninitialised: Doing Z_Shutdown ERROR: Assertion failed: C Runtime Error! Program: D:\koraxrpg\vavoom.exe This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information.
Sat, 23 Jan 2010 20:49:21

Col.J.P.

Direct3D host crashes in 5 secs: Log: Executing startup.vs Log: Executing default.cfg Log: Executing config.cfg Log: Can't find autoexec.cfg Log: 1280x1024x32. Dev: Spawning server map01 Dev: KRPGWorldInfo::RegisterQuests : QSTINFO lump not found Log: GB: Map goes from (-3648,-2336) to (472,2880) Log: GB: Creating Segs... Log: Log: ============= Node Graph Info ============= Log: Total Nodes found: 0 Log: Total Bidirect Links built: 0 Log: Total Linked Nodes: 0 Log: Total Unlinked Nodes: 0 Log: Average Links per Node: 0 Log: Maximal Link Length: 0.000000 Log: Minimal Link Length: -1.000000 Log: =========================================== Log: Dev: Server spawned Log: --------------------------------------- Log: Port City Log: Log: VTextureManager::AddPatch: Pic lifegmf0 not found Dev: 159 subdivides Dev: 662 seg subdivides Dev: 46k light mem Dev: Client level loaded Dev: Client 192.168.0.12:55216 connected - VDirect3DDrawer::DrawPortalArea - VDirect3DDrawer::EndPortal - VPortal::Draw - Best sky - VRenderLevel::RenderWorld - VRenderLevel::RenderScene - VRenderLevel::RenderPlayerView - R_RenderPlayerView - SCR_Update - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Log: JP left the game Log: Doing SV_Shutdown Log: Doing delete GNet Log: Doing delete GInput Log: Doing V_Shutdown
Sat, 23 Jan 2010 21:04:11

Col.J.P.

In OpenGL it works real good, nice new textures and stuff, but still crashes at map change, everytime there is a loading the client crashes to desktop with a runtime error: the host has no problems, debug log following: Log: trying... Log: Connection accepted Dev: CL_EstablishConnection: connected to 192.168.0.10:26000 DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) DevNet: Dropped 1 datagram(s) Log: --------------------------------------- Log: Port City Log: Log: GB: Map goes from (-3648,-2336) to (472,2880) Log: GB: Creating Segs... Dev: Client level loaded Dev: 159 subdivides Dev: 662 seg subdivides Dev: 44k light mem Log: FLECHETTE Log: FLECHETTE Log: FLECHETTE Log: CRYSTAL VIAL Log: QUARTZ FLASK Log: MYSTIC AMBIT INCANT Log: EMERALD KEY Log: FLECHETTE Log: YOU REACHED LEVEL 2 Log: QUARTZ FLASK Log: <--------------------------------> Log: YOU NEED THE SILVER KEY Log: <--------------------------------> Log: SILVER KEY Log: CRYSTAL VIAL Log: --------------------------------------- Log: Desert Village Log: Log: GB: Map goes from (-3768,-3456) to (2496,3904) Log: GB: Creating Segs... Dev: Client level loaded Dev: 416 subdivides Dev: 2843 seg subdivides Dev: 15k light mem Log: Channel 88 is not open Log: Channel 64 is not open Log: Channel 3 is not open - (cgame.StatusBarScreen.SB_DrawFullscreenStats) - VObject::ExecuteFunction - (cgame.ClientGame.StatusBarDrawer) - SCR_Update - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Dev: Sending clc_disconnect Log: Doing SV_Shutdown Log: Doing delete GNet Log: Doing delete GInput Log: Doing V_Shutdown Log: Doing delete GAudio Log: Doing T_Shutdown Log: Doing Sys_Shutdown Log: Doing delete GSoundManager Log: Doing R_ShutdownTexture Log: Doing R_ShutdownData Log: Doing VCommand::Shutdown Log: Doing VCvar::Shutdown Log: Doing ShutdownMapInfo Log: Doing FL_Shutdown Log: Doing W_Shutdown Log: Doing GLanguage.FreeData Log: Doing ShutdownDecorate Log: Doing VObject::StaticExit Log: Doing VName::StaticExit Uninitialised: Doing Z_Shutdown ERROR: Reference not set to an instance of an object Runtime Error! Program: D:\koraxrpg\vavoom.exe This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information.
Sat, 23 Jan 2010 21:14:12

Col.J.P.

[quote="Firebrand":39vb5e0u]To use the original Hexen maps, inside the 'koraxrpg' folder delete the 'maps.pk3' file, then run the game with the launcher using 'koraxrpg' as the custom game. Let me know if you have any problems with it. these are the preliminary results, I can't play much more in a LAN with the client being kicked in every map losing stat and levels. what do you want me to do next? (why is this forum laging like hell? I can hardly type)
Sat, 23 Jan 2010 22:00:33

Firebrand

OK, this is good stuff (even if they are crashes I know what might be the problems on these) <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 23 Jan 2010 22:34:11

Col.J.P.

cool, let me know what to do so I can try again, I was having a blast except for the crashes!
Sun, 24 Jan 2010 17:48:07

Firebrand

Some of the crashes are strange, can I ask you what video card does the crashing client have? I'll check some code and determine why the crashes happen and try to fix it, I'll try to have it done by the next weekend so you can repeat the test, thanks for the help! <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 24 Jan 2010 18:11:43

Col.J.P.

[quote="Firebrand":3r8n3sic]Some of the crashes are strange, can I ask you what video card does the crashing client have? I'll check some code and determine why the crashes happen and try to fix it, I'll try to have it done by the next weekend so you can repeat the test, thanks for the help! <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> I tried in two systems, one with an ATI HD 5850 and a laptop with a Geforce 9650 GT both with Windows 7 Ultimate. Hosted in one then another, same result, always the client that crashes in map changes no matter what graphic is being used the error is the same runtime stuff. If client re-connects after crash there will be no problem until next map loading.
Sun, 24 Jan 2010 19:20:30

Firebrand

Sounds like the engine has a bug when sending messages from machine to machine then... I'll try it on my end and see if I can replicate the crash here, thanks for the info.
Wed, 27 Jan 2010 17:02:41

Col.J.P.

this stuff works as a KMod in single-player? want me to test it? it doesn't crash on map changes, so far its ok <!-- s:mrgreen: --><img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" /><!-- s:mrgreen: --> it just won't work in widescreen, is there any config command I can edit to render custom resolutions in Vavoom?
Wed, 27 Jan 2010 22:22:22

Firebrand

[quote="Firebrand":3bgxuid3]Inside the 'koraxrpg' folder there's a 'config.cfg' file, edit it with notepad and look for 'width' and 'height' vars, write the numbers to use for resolution and it should work <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 28 Jan 2010 11:00:59

Col.J.P.

nope, I tried that one before, it reverts to 640x480 nevermind, I can continue at 1280x1024
Thu, 28 Jan 2010 14:05:44

RambOrc

BTW JP do you have login to the new RavenGames news? If yes, you could post about the SE alpha.
Sat, 30 Jan 2010 17:20:56

Crimson Wizard

A note about game resolution: there are some rules hardcoded in the engine code. They may prevent setting certain custom resolutions.
Sat, 30 Jan 2010 18:09:24

Col.J.P.

[quote="RambOrc":2t5keog7]BTW JP do you have login to the new RavenGames news? If yes, you could post about the SE alpha. no can do, EuT does all the stuff lately
Sat, 30 Jan 2010 18:12:17

Col.J.P.

[quote="Crimson Wizard":nlxt7jh0]A note about game resolution: there are some rules hardcoded in the engine code. They may prevent setting certain custom resolutions. in a time like this when all the monitors out there are 16:9 or 16:10 a game engine supporting only 4:3 and 5:4 needs remodeling!
Sat, 30 Jan 2010 19:15:41

RambOrc

<!-- m --><a class="postlink" href="http://www.vavoom-engine.com/forums/viewforum.php?f=2">http://www.vavoom-engine.com/forums/viewforum.php?f=2</a><!-- m -->
Sat, 30 Jan 2010 19:41:53

Col.J.P.

[quote="RambOrc":6htadw3s]http://www.vavoom-engine.com/forums/viewforum.php?f=2 so? any answer there? no, so why bother? At least Doomsday allows any resolution and with the right FOV, for years! Told you you should use Doomsday Engine!
Sun, 31 Jan 2010 11:04:30

RambOrc

The link leads to the Vavoom suggestion forums, the very place to post feature requests for the engine.
Sun, 31 Jan 2010 13:11:18

Col.J.P.

[quote="RambOrc":3jg4sj4u]The link leads to the Vavoom suggestion forums, the very place to post feature requests for the engine. Both Crimson Wizard and Firebrand made that request/suggestion two years ago, it doesn't seem to work out well, go take a look.
Mon, 01 Feb 2010 17:27:38

Firebrand

I've tried to see what the problem with that is, but it seems it's not really easy to implement the support for other aspect ratios for the resolutions, I'll play with the code and see if I can find a way to do it... but I won't promise anything <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->.
Tue, 02 Feb 2010 15:59:05

Col.J.P.

[quote="Firebrand":2jpb514k]I've tried to see what the problem with that is, but it seems it's not really easy to implement the support for other aspect ratios for the resolutions, I'll play with the code and see if I can find a way to do it... but I won't promise anything <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->. thanx, that would be great since all my monitors are now 16:10 (on the laptop) and 16:9 (on the desktop) Now as I was saying to RambOrc I'm testing the "secret KMod" in Korax RPG and so far so good, but the money we collect in single-player does not show in the stats page of the journal, then the constitution doesn't raise health as it should, you put a lot of points in it and your heath remains almost the same, not that good for a fighter! And I really miss the Berserker!
Tue, 02 Feb 2010 16:00:37

RambOrc

I thought Berserker is already in the game?
Tue, 02 Feb 2010 18:07:34

Firebrand

It is, check the setting for using navigating and using spells in the options menu Col JP <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, maybe they don't have any default values, but they are there.
Mon, 08 Feb 2010 10:06:02

RambOrc

[quote="Col.J.P.":23dbw8wg][quote="RambOrc":23dbw8wg]BTW JP do you have login to the new RavenGames news? If yes, you could post about the SE alpha. no can do, EuT does all the stuff lately Got contact with him? I used the submit form a few weeks ago but never received a reply and there is no news update.
Mon, 08 Feb 2010 22:56:55

Col.J.P.

I'll call him, can you send me the text you want to post? Or screenies?
Tue, 09 Feb 2010 12:28:06

RambOrc

OK here you go:
Korax' Heritage: Scattered Evil Limited Alpha Korax' Heritage: Scattered Evil, the RPG/FPS mod for Hexen, is now available for preview/testing as a playable alpha release. This version includes several all-new features (work in progress state) like a huge medieval city, a unique mode to travel over the map, new monster AI, new spells and weapons etc. For more information and to download, see the Korax' Heritage forums (link: <!-- l --><a class="postlink-local" href="http://www.korax-heritage.com/board/viewtopic.php?f=20&t=2168">viewtopic.php?f=20&t=2168</a><!-- l --> ).
Feel free to paraphrase. @ FB/CW, what screenshot format can I set in the current Vavoom release? Latest info I found was from 2006, allowing PCX and TGA only (both crap).
Tue, 09 Feb 2010 15:23:58

Firebrand

You can also get PNG images, but you need to set the format in the console, you can set it by running the game and typing the following:
screenshot_type png
Tue, 09 Feb 2010 15:28:33

RambOrc

That means I can add +screenshot_type png to the batch file I use to start the game, right?
Tue, 09 Feb 2010 19:39:35

Firebrand

Yes, it should work fine.
Sun, 21 Feb 2010 18:16:44

RambOrc

Log: Bad screenshot type
Mon, 22 Feb 2010 00:40:50

Col.J.P.

[quote="RambOrc":3g6jraxd][quote="Col.J.P.":3g6jraxd][quote="RambOrc":3g6jraxd]BTW JP do you have login to the new RavenGames news? If yes, you could post about the SE alpha. no can do, EuT does all the stuff lately Got contact with him? I used the submit form a few weeks ago but never received a reply and there is no news update. Forget the old way of posting news in RGN, that's not in use anymore, its not working, now you make a forum topic and quotes on the main page, and I can't make them, a forum post in Raven Forums anyone can do! RavenGamesdotcom as we used to know is dead and buried...
Mon, 22 Feb 2010 08:49:39

RambOrc

With submit form, I mean <!-- m --><a class="postlink" href="http://www.ravenforums.com/sendmessage.php">http://www.ravenforums.com/sendmessage.php</a><!-- m --> (the official "contact us" page of the website). At any rate, I tried and my old login works on ravenforums, it even seems to be an admin account still (talk about patchy security heh). I found the info post on how to create news entries, <!-- m --><a class="postlink" href="http://www.ravenforums.com/showthread.php?t=19848">http://www.ravenforums.com/showthread.php?t=19848</a><!-- m --> (JP you sure you don't see this link?). To post a news about Hexen, theoretically a simple new thread in <!-- m --><a class="postlink" href="http://www.ravenforums.com/forumdisplay.php?f=65">http://www.ravenforums.com/forumdisplay.php?f=65</a><!-- m --> should suffice (I tried but it said I have no permission to do that). Can you try if you have the permissions to post a new thread in that forum? p.s. LOL I also found 8 private messages on ravenforums from 2004-2005. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> Oh well pretty sure all of those are moot by now. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 22 Feb 2010 15:51:56

Firebrand

[quote="RambOrc":2bubpmue]
Log: Bad screenshot type
Well, huh... I'll have to fix that... sigh <!-- s:-s --><img src="{SMILIES_PATH}/eusa_eh.gif" alt=":-s" title="Eh?" /><!-- s:-s --> EDIT: If you have those PCX screenshots you took, ZIP them and upload them to KDev, I'll convert them to PNG images and re upload them, so that you can send them to Raven games site.
Mon, 22 Feb 2010 15:59:47

RambOrc

I made a post about it on the Vavoom forums as well. As for the screenshots, sending you a bunch of PCX is a worst case workaround since it's pretty much a blind flight, I dont' really see what I have screenshotted. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->

Back to the Korax Forum Archives