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KMOD 4.0 Beta 2

Tue, 26 Apr 2011 20:49:56

Crimson Wizard

How do I publish a release? Never did that. Anyway, here's the package, in case you can publish it: <!-- m --><a class="postlink" href="http://orcishweb.com/downloads/koraxdev/KMod4/kmod4beta1-2.zip">http://orcishweb.com/downloads/koraxdev ... eta1-2.zip</a><!-- m --> If you have an updated version of maps, simply replace them in the archive.
Wed, 27 Apr 2011 16:21:30

RambOrc

1) Do you have a list of changes since the version we released on March 7? 2) Inventory doesn't work like in KRPG, but it's also not the old unmodified Hexen one. Is this intentional?
Wed, 27 Apr 2011 17:34:27

Crimson Wizard

[quote="RambOrc":3n23j5r1]1) Do you have a list of changes since the version we released on March 7? Yes I have...on SVN repository log. I'll write a list here. [quote="RambOrc":3n23j5r1] 2) Inventory doesn't work like in KRPG, but it's also not the old unmodified Hexen one. Is this intentional? To be honest I did not pay much attention to how inventory works in KRPG, that was Firebrand's making... Since KMOD4 uses KRPG code, it should be the one. What seems to be working wrong?
Wed, 27 Apr 2011 20:04:10

RambOrc

On KMOD 4 it behaves like the original inventory, just in 2 dimensions. In KRPG, the marker moves up and down and the item holders don't scroll.
Wed, 27 Apr 2011 22:10:05

Crimson Wizard

[quote="RambOrc":1u6xl291]On KMOD 4 it behaves like the original inventory, just in 2 dimensions. You mean one? <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 27 Apr 2011 22:50:16

RambOrc

No, I mean exactly what I wrote, check it in-game. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 28 Apr 2011 14:15:08

Firebrand

I understand the problem, in KRPG I changed some methods to work differently, the current build somehow lost the changes and it's not working as it was, I'll try to fix this problem for the next beta build <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. To publish new releases in SF.net, you simply go here after logging in to your SF.net account:[url:u5q1wb3h]https://sourceforge.net/projects/korax/files/ and click the "Add new file" button, it will ask for the local directory where the file is and upload it, it has improved a lot since the old SF.net UI (thankfully).
Thu, 28 Apr 2011 16:39:40

Crimson Wizard

That probably may be because I did not take latest UI changes for my inability to compile latest Vavoom exec. I hope to solve my problem soon though.
Thu, 28 Apr 2011 19:52:49

Firebrand

No, something else is missing in the code, I'll check it out and fix it ASAP.
Tue, 03 May 2011 08:17:52

Zachski

Hello, newbie here :-) Trying this mod out for the first time. Gonna go look for the Wiki in a bit so I can figure out what does what. That being said, I encounter a crash every time I try to move into the area of the Seven Portals that contains the first portal to the Guardian of Ice. [img:2najdm23]http://img198.imageshack.us/img198/8572/errormessagel.png[/img:2najdm23] Is it something I forgot to do? Or is it just a glitch?
Tue, 03 May 2011 09:24:19

Zachski

Sorry for double posting, but there's something else that's weird. I'm playing as the Mage. On OpenGL, if that matters. I managed to get past that crash point, and I've noticed something incredibly weird. The game seems to think I'm a fighter. I ended up getting Timon's Axe, and then when I got to the end of the hub, there was the hilt of Quietus waiting for me. Understandably, the game crashed as soon as I picked it up.
Fri, 06 May 2011 00:33:50

Firebrand

I've seen the crash you are reporting too, I'll try to investigate what's causing it, there doesn't seems to be a pattern to it for what I can tell. As for the Mage problem, it's strange I've just tried starting a game and finishing the first hub I couldn't spot any problems with item placement changes.
Fri, 06 May 2011 02:27:00

Zachski

If it helps, I had to save and reload before I even exited the first area. Perhaps that caused an issue? Also, out of curiosity, when am I supposed to learn new spells as a Mage? I think I got up to level 7, but I didn't learn any new spells, nor did I get any new weapons. Granted, my sapphire wand was already doing awesome enough, but still. This may be related to the Mage-thinks-he's-a-fighter glitch. Cleric's pretty fun, though, what I could play before experiencing more crashing. On that note, I did play around with the config file a bit after experiencing these problems. One of the things I did was add the skill "0" variable to it. Unfortunately, this hasn't fixed the problem of the difficulty resetting to "2" after closing and re-opening, but it might be a lead?
Fri, 06 May 2011 08:49:35

RambOrc

Try starting a new game, and typing "map map13" to start with Shadow Wood, to see whether those crashes are first hub only or whether they continue later on.
Fri, 06 May 2011 20:22:34

Zachski

Okay, I tried that. I didn't have an error message crash, but the game DID freeze/stop responding on me while fighting an Ettin, requiring a force close. I did it on the default difficulty.
Sun, 12 Jun 2011 22:12:31

hervoheebo

I don't know if this is the right thread for bug reporting for the latest release, but here are a few I found after a little playing (only up to guardian of fire 1st visit): -sometimes freezes when killing enemy (probably related to leveling up) -survived a lethal fall (was a fighter with 12 con) -serpents are still unable to hit player when crouching -near the icicles in the entrance of guardian of ice, there are error sprites (tilted red rectangles with a "!" in them), probably related to the icicle/stalagmite bug mentioned in the other thread -probably a feature, attack speed thresholds (for example no difference in attack speeds between a fighter with 10 dex and a fighter with 14 dex, speed increases significantly at 15 dex) Then some general impressions: -cleric is pathetic at the start of the game, takes forever to kill ettins with the mace and flechettes are nearly useless (played on skill level 1, comparing against fighter). It probably gets better later. -I like the fact that ettins strafe around and berserk when at low health. Helps make them not as pathetic by endgame. -the default font is very blurry and hard to read when in opengl/dx3d. I realize it's not a priority now but a new font with capital characters would help clarity. -woe on me for forgetting the keybinds, but having F5 function as suicide without confirmation box (!!!) is cruel! I'll probably post more later, thanks
Tue, 14 Jun 2011 09:57:07

RambOrc

Freezes: Does this happen on certain types of monsters only? (non)Lethal falls: Did this happen several times? What place(s)? Serpent aim: If you ask the programmers, it's probably a feature, not a bug. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> Attribute scaling should be more linear, but it's something that will be tweaked some more anyway. Cleric will get a class spell at lvl 1 later in the development, which will heal him for free. He should also get some kind of range spell early on. That F5 thing is evil, but not my fault for a change! <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->
Tue, 14 Jun 2011 11:25:36

Crimson Wizard

[quote="hervoheebo":1gjq5cy1] -serpents are still unable to hit player when crouching I forgot we have crouching there <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Anyway, that's an aiming bug, not a feature. By the way, which serpents do you mean? fire-breathing ones or stalkers (those that dwell in water)?
Tue, 14 Jun 2011 12:07:13

RambOrc

I'd say the bulls, as the stalkers are IIRC aiming at your belly, thus hitting your head when you crouch.

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