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KMOD 4.0 Beta1 bugs

Sat, 26 Feb 2011 17:05:31

RambOrc

Some bugs I found: - yellow line at the top of the status bar - some icicles replaced by fighter and cleric sprites - the story text scroll is extremely slow (like one letter in 15 seconds) Also, I have trouble achieving a high framerate, even when I switch off just about every advanced video setting. Might be a Vavoom 1.33 thing. Not a bug but weird: the EXP bar is filling up from right to left, it should be the other way around. Also, the single pixel brown line should be at the bottom instead of at the top of the empty part. Another thing I noticed before in KRPG as well, why aren't the 3D models used for gold and silver bars? Also, the sprite versions are scaled too high I think.
Sat, 26 Feb 2011 18:51:34

Crimson Wizard

[quote="RambOrc":254lp2dv] - some icicles replaced by fighter and cleric sprites AGAIN???!!!!111!!1 <!-- sorcpoursuite --><img src="{SMILIES_PATH}/orcpoursuite.gif" alt="orcpoursuite" title="orcpoursuite" /><!-- sorcpoursuite --> [quote="RambOrc":254lp2dv] - the story text scroll is extremely slow (like one letter in 15 seconds) I don't even have an idea what is this. <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> [quote="RambOrc":254lp2dv] Also, I have trouble achieving a high framerate, even when I switch off just about every advanced video setting. Might be a Vavoom 1.33 thing. That's pretty strange, I have up to 400 fps on some maps with top video settings.
Sun, 27 Feb 2011 01:09:13

RambOrc

It's when you exit a hub and before you enter the next one.
Mon, 28 Feb 2011 09:00:20

RambOrc

I guess you are going to build a Beta2 now, since none of these bugs need to be fixed right away?
Thu, 03 Mar 2011 20:05:27

Firebrand

Yes, as I said, I want to test things first, the text speed is really weird to me, but I think I know what's the problem, as for the performance problem when playing, have you tried switching your renderer to the regular renderer? It can be done via de video options menu (unless that's not yet on KRPG).
Sat, 05 Mar 2011 18:08:57

RambOrc

If you mean the "advanced" option for the level renderer, I tried that too but no change. I get constant 25 fps in some places regardless of the number of monsters, but e.g. I turn to look out into a long corridor and suddenly it's below 10 fps.
Fri, 11 Mar 2011 07:01:53

Stryker

So hi. Had some free time, booted up KMod 4 and toyed around with it a little bit. -Reloading a saved game causes all enemies to cease moving. They don't attack if the player stands near them, they just stand still. (Is this a Vavoom issue?) -I'm going to assume you aren't actually meant to destroy the fir trees in a single hit. If I'm correct, the Mage can destroy fir trees with a single hit from the wand. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> Like Ramborc mentioned, I had a few issues with framerate. This may or may not be due to me using OpenGL, though. I'll give Direct3D a try later and see if the same issues occur. It's looking good so far, though. I'll definitely give it a few more tests.
Thu, 17 Mar 2011 07:24:57

borsuk

RambOrc, Stryker, you need to restart the map as well for "regular renderer" to take effect. I have very low FPS on some maps and this really helps, but not until you restart the map. Alternatively, use a ... Torch artifact and you'll see a massive FPS increase. If someone knows how to get high FPS on advanced renderer, let me know (my machine: Core2Duo 6800 (2.0 Ghz), GeForce8800 GTS, 2GB RAM, Debian Linux (Squeeze)). I played with glVis and glBSP but either it doesn't work or I'm not doing it properly. (the .gwa files are loaded on startup). Performance is greatly affected by the number of dynamic lights, and dynamic lights are attached to every single lamp or torch on the map. That's why maps like Nave or Heresiarch's Seminary are terrible. Bright Crucible also has the Braziers of FPS Drop. ---------- By the way, I'm not testing this. There's only a windows version, and the newest version on <!-- m --><a class="postlink" href="http://sourceforge.net/projects/korax/files/Korax-Mod/">http://sourceforge.net/projects/korax/files/Korax-Mod/</a><!-- m --> is 3.0beta, so I can't even compile from source.
Thu, 17 Mar 2011 10:38:46

RambOrc

3.0 is abandoned (based on old Doomsday engine). On the other hand, 4.0 is based on the KoraxRPG code and so the description at <!-- m --><a class="postlink" href="http://www.korax-heritage.com/wiki/index.php/Source_Code_Compilation_Process">http://www.korax-heritage.com/wiki/inde ... on_Process</a><!-- m --> should be valid. I've already disabled dynamic lights earlier, but I'll check whether using a torch does make a difference.
Thu, 17 Mar 2011 17:18:39

Crimson Wizard

I will be fixing these on the weekend. Two most annoying ones are: 1) monsters that stuck after loading a game and 2) ressurrecting bug that makes stalactites use player sprites.
Thu, 17 Mar 2011 18:37:50

borsuk

I assume the koraxrpg_src is the newest version (but there's no version number anywhere, no readme). The only instructions are for using a GUI SVN client on Windows, I'll see if I can guess the correct commands (certainly no mention of where the Kmod repository is). \ update just typing "svn update" did the trick. I'm in the process of extracting the files. Did you put the entire Vavoom in there ?! I see files like ratbuddy, oracle and other Strife stuff. Is Korax Mod not something you put in your Vavoom directory ? Why ? Are you aware that 1) .bat files don't run on Linux ? And the script is quite long, and I never knew windows batch files well to start with) 2) progs no longer need to be compiled by hand, vavoom does that automatically ? Unless you've done some C++ programming for Korax Mod.
Thu, 17 Mar 2011 19:15:03

Crimson Wizard

B0rsuk, what exactly are you looking for? That "koraxrpg_src" you mentioned may be some outdated version of Scattered Evil... I am not sure even what is inside... Firebrand should know better... But I wasn't here for about a half of year, so I have no idea what they put there (and why - since we have an SVN repository which is free for reading to everyone). KRPG SVN rep is here: <!-- m --><a class="postlink" href="http://korax.svn.sourceforge.net/svnroot/korax/trunk/KoraxRPG">http://korax.svn.sourceforge.net/svnroo ... k/KoraxRPG</a><!-- m --> We are using it for Kmod4 now. [quote="b0rsuk":1ejkgf7j]Is Korax Mod not something you put in your Vavoom directory? It is.
Thu, 17 Mar 2011 20:13:46

borsuk

[quote="Crimson Wizard":33am3hbc]B0rsuk, what exactly are you looking for? I'm looking for a KMod package that will work on Linux.
[quote="b0rsuk":33am3hbc]Is Korax Mod not something you put in your Vavoom directory?
It is. Okay, so I did:
svn co https://korax.svn.sourceforge.net/svnroot/korax/trunk/KoraxRPG/
and it worked. Then I copied the "KoraxRPG" folder into my Vavoom directory. Then I ran the game:
 vavoom -game KoraxRPG -iwaddir /home/b0rsuk/Gry/WAD/
And I got:
Undefined DECORATE class KRPGFighterPlayer Undefined DECORATE class KRPGClericPlayer Undefined DECORATE class KRPGMagePlayer Undefined DECORATE class KRPGDemon1 Undefined DECORATE class RedMana Undefined DECORATE class BishopFXRed Undefined DECORATE class BishopFXBlack Undefined DECORATE class BishopBlurRed Undefined DECORATE class BishopBlurBlack Undefined DECORATE class BishopPainBlurRed Undefined DECORATE class BishopPainBlurBlack Undefined DECORATE class FireDemonMartyrFX2 Undefined DECORATE class ShrinkFX2 Undefined DECORATE class ShrinkFX3 Undefined DECORATE class ShrinkFX4 Undefined DECORATE class ShrinkFX5 Sys_Error: Not all DECORATE class imports were defined
Thu, 17 Mar 2011 20:43:23

Crimson Wizard

[quote="b0rsuk":ip17nn3r]Then I copied the "KoraxRPG" folder into my Vavoom directory Umm... I doubt this will work like that. There are files that are only read when are put in certain pk3, I guess, like decorate.txt and vavoom_decorate_defs.xml, and maybe some more (and some of the files there are simply not needed to run the game at all, like docs). You may check your own project or original vavoom mods for reference... I guess, for simplicity, you could also download this <!-- m --><a class="postlink" href="http://www.korax-heritage.com/downloads/kmod4beta1.zip">http://www.korax-heritage.com/downloads/kmod4beta1.zip</a><!-- m --> and copy krpg folder from there. Perhaps in future it would be wise to provide both win and linux packages for download... since linux obviously does not need win executables but only packed progs and other specific data.
Thu, 17 Mar 2011 22:35:50

borsuk

I guess, for simplicity, you could also download this <!-- m --><a class="postlink" href="http://www.korax-heritage.com/downloads/kmod4beta1.zip">http://www.korax-heritage.com/downloads/kmod4beta1.zip</a><!-- m --> and copy krpg folder from there.
I just did - I copied the koraxrpg, not krpg folder. And removed the old one.
Perhaps in future it would be wise to provide both win and linux packages for download... since linux obviously does not need win executables but only packed progs and other specific data.
For a start, you could provide a readme file. There's only vavoom.txt in the package !! It's easy to get confused and assume it's a windows-only project. So many files I don't need, and no explanation where it should be extracted to. Have you seen the readme of my project ?
Fri, 18 Mar 2011 00:19:24

RambOrc

If you can write up a short description on how to compile and setup for Linux, I'll add it to the wiki and the readme for the distribution.
Fri, 18 Mar 2011 06:58:47

borsuk

Skill level is not remembered when you save (or load). When you exit the game (important), and launch it again, your skill will be (presumably) lowered to skill2 when you load game. And it's not just message. I was wondering why there were so few monsters when I loaded a game today in the morning. Start a game on skill 0, don't save, load a game that was (originally) on skill3, and type "skill" in console. The message will tell you skill is 0 ! ------------------------ RambOrc: actually, it's enough to download the binary windows package, and copy the "koraxrpg" folder into vavoom folder (on Debian Squeeze default vavoom folder is /usr/local/share/vavoom, assuming you performed "make install" after compilation). Then run the game with
vavoom -game koraxrpg -iwaddir /where/your/WAD/files/are
No need to add -opengl, it will default to it.
Fri, 18 Mar 2011 07:28:56

Crimson Wizard

Or there could be a separate download for linux users with koraxrpg folder. Win executables make most of the package size, no need to make people download these.
Fri, 18 Mar 2011 09:10:51

borsuk

[quote="Crimson Wizard":1dldovnc]Or there could be a separate download for linux users with koraxrpg folder. Win executables make most of the package size, no need to make people download these. Instead, you could have 2 downloads: - Standalone (described as Windows Only) - addon (Which works on any system, and needs an existing installation of Vavoom)
Fri, 18 Mar 2011 09:25:38

Crimson Wizard

[quote="borsuk":2789giwb][quote="Crimson Wizard":2789giwb]Or there could be a separate download for linux users with koraxrpg folder. Win executables make most of the package size, no need to make people download these. Instead, you could have 2 downloads: - Standalone (described as Windows Only) - addon (Which works on any system, and needs an existing installation of Vavoom) Erm, lol, how this is different from what I said? <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 18 Mar 2011 09:44:24

RambOrc

How big are the Windows executables?
Sat, 19 Mar 2011 04:05:58

borsuk

[quote="RambOrc":1ufhtgdm]How big are the Windows executables? All .exe, .dll and .bat files add up to almost 15MB. And the basepak.pk3 from common is 800 kb, redundant if you've already installed Vavoom on Linux. ------------- There seems to be a common crash related to Afrit Martyrs - that's how I think they're called. The ones that act like kamikaze. The crash is easy to reproduce if you casually play through map map25 (Dungeons) in god mode. The message was "Stack overflow in GetStateTime".
Sat, 19 Mar 2011 19:26:59

borsuk

The Sacred Grove secret level behaves oddly (Map map11). The ground lowers and the switch is revealed even if you don't do anything. In vanilla there are ettins you need to kill within certain time (laughaubly long for a modern player). The ground lowers and spawning stops only if all are dead.
Sun, 20 Mar 2011 14:03:15

RambOrc

[quote="borsuk":2twogq2f]Skill level is not remembered when you save (or load). When you exit the game (important), and launch it again, your skill will be (presumably) lowered to skill2 when you load game. And it's not just message. I was wondering why there were so few monsters when I loaded a game today in the morning. Start a game on skill 0, don't save, load a game that was (originally) on skill3, and type "skill" in console. The message will tell you skill is 0 ! ------------------------ RambOrc: actually, it's enough to download the binary windows package, and copy the "koraxrpg" folder into vavoom folder (on Debian Squeeze default vavoom folder is /usr/local/share/vavoom, assuming you performed "make install" after compilation). Then run the game with
vavoom -game koraxrpg -iwaddir /where/your/WAD/files/are
No need to add -opengl, it will default to it. <!-- m --><a class="postlink" href="http://www.korax-heritage.com/wiki/index.php/Source_Code_Compilation_Process#Compiling_for_and_running_on_Linux">http://www.korax-heritage.com/wiki/inde ... g_on_Linux</a><!-- m -->
Sun, 20 Mar 2011 15:10:26

borsuk

That was written before I was aware of kmod4maps.wad . I'll try to rephrase it later. It's been a busy day and it's not over.
Sat, 26 Mar 2011 19:48:00

Crimson Wizard

I can't find icicles replaced by player sprites. Can you point where they are?
Sun, 27 Mar 2011 16:37:25

RambOrc

IIRC in the room behind the first of the seven portals you open.
Tue, 29 Mar 2011 15:06:31

Firebrand

Borsuk, you need to compile the KRPG progs source to be able to use it, there are two batch files which have commands to use with VCC executable, which is also included in the source distribution, this was thought to be used in Windows thought, since most of the Korax team develops in this platform.
Mon, 11 Apr 2011 23:25:36

RambOrc

BTW the bug with the Stalkers (you can see them moving when they are submerged) is actually something I like a lot. It allows you to track their movements instead of just wildly swinging or shooting, hoping you hit them by chance as in the original Hexen. At least as a variation, it should be kept.
Tue, 12 Apr 2011 12:51:13

Crimson Wizard

[quote="RambOrc":1xlbtnzg]BTW the bug with the Stalkers (you can see them moving when they are submerged) is actually something I like a lot. .... What? <!-- s:-s --><img src="{SMILIES_PATH}/eusa_eh.gif" alt=":-s" title="Eh?" /><!-- s:-s -->
Tue, 12 Apr 2011 13:45:22

RambOrc

You know their tail showing in the distance now and then in the original Hexen right? In current KRPG builds, their tail shows all the time while they approach you underwater so you see when they are going to attack you and from which direction.
Tue, 12 Apr 2011 17:08:20

Crimson Wizard

[quote="RambOrc":1occqzcj]You know their tail showing in the distance now and then in the original Hexen right? In current KRPG builds, their tail shows all the time while they approach you underwater so you see when they are going to attack you and from which direction. Weird, that is not supposed to be like that. <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Is it really better that way?
Tue, 12 Apr 2011 19:03:26

RambOrc

For me it's a feature, not a bug. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> I am pretty sure that if you would show someone both behaviours who don't know which is the "right" one, they would say the right one is when you see the tail moving.
Wed, 13 Apr 2011 13:44:57

Firebrand

I haven't seen such a bug in the latest build.

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