Back to the Korax Forum Archives


Forum

Korax' Heritage roadmap...

Mon, 12 Jul 2004 18:48:13

RambOrc

On Doomsday, now it's clear the first and last release project ever is KMOD (1.x-3.x). Everything else is using Vavoom, and the projects are (and would be): 1) Korax Arena. This one is in an advanced beta state, 1.0 first public release coming sometime soon (biggest prob yet is the weapons and their balance, I'd really appreciate if everyone on the team would put more opinions and suggestions on this). After the first release, new releases should come out regularly to keep up interest, in the coming months with new maps and player characters etc., once the new netcode for Vavoom is finished, also with new game modes. 2) Scattered Evil. This is the one big epic RPG everybody here dreams about (LOL at least I hope). It's still very far away until release, and since it's quite a big thing to start from scratch, this is why I thought of several other projects in the meantime that would be going on parallelly to KA: 3) KMOD 4, though the name should most probably change. I've been thinking about this one for a long time, and for most of this time I thought it should be just a conversion of KMOD 3 to Vavoom, adding the Heretic (and maybe the Marine) player classes for SP. But now I'm not so sure that would make that much sense, I now am rather thinking about making it actually into half an RPG, by making the player go through the original Hexen, but this time with the RPG elements of the upcoming SE, and also with its travel system (at least in a simplified version), and with convos and other story-enhancing stuff. We could also enhance the original Hexen story this way, giving it more depth and preparing for the story of SE. It would also be a great way to have the new SE concept in test while the artists and mappers still work on the immense amount of graphics and locations SE could use. 4) A Coop mod. Many people have been asking for a good coop in KMOD, and once the new netcode for Vavoom is done it should be possible to write a good stable coop mod. It also requires quite different things from earlier and future KMOD versions, e.g. there should be no journal, spellbook, stats update screen and the like, characters should level up through EXP but should get automatic stat updates at every new level. And what's very important, whenever they die they shouldn't lose neither levels nor EXP. This coop mod should be written for the original Hexen (and for Deathkings) and should run with the original maps. It should include besides a simplified RPG system also some coop-specific enhancements, like spells and attributes that benefit all team members (like a healing or defensive spell afflicting all members of the team). It should also include more weapons in the style of KA, the same system could be used, i.e. that the 3 classes' 2nd and 3rd weapon would be actually 3 different weapons, useable by every class. Meaning when playing in a team of 3 character classes, when starting at Winnowing Hall all classes would have two weapons/spells (#1 and #2), when going in the Seven Portals to the place where the Fighter's Axe is all 3 classes would get their #3 weapon etc. Combined mana would simply be red mana, meaning mana distribution throughout the game might be somewhat uneven for the different weapons, but that's not as bad - because unlike in original Hexen cooperative, here certain item types (like Health vials and mana) should respawn after a time, so that one doesn't have the situation known from Hexen coop that a map is devoid of mana and healing and the bad guys are still around... Also, if a character dies and respawns, he should have not only all his EXP/levels (well maybe losing 500 EXP at every death or so), but also his full inventory (it was a VERY stupid thing in Hexen coop that you were full of items scavenged from half a dozen maps, then fall into an abyss and all that stuff got lost for the whole team forever). Also, players should have the ability to drop items so that another player can pick them up. To compensate for all this, monsters' attack/HP/AI could be improved. As always, I appreciate any feedback/discussions on any of this.
Mon, 12 Jul 2004 21:40:51

Stryker

I'm with everything! I really do like the Coop Mod Idea, the Monsters AI/HP/attack could be better. . . And Hexen/Heretic (Most any Invetory Based Game like that) does need to be able to Drop Items, though Hexen2 Has that.. Anyways, I like the Ideas.
Mon, 12 Jul 2004 22:05:45

RambOrc

Strife also had a drop item key. BTW the new SE concept should also give more freedom to every mapper to build just about anything, since the story will span a whole continent and the built maps can be placed at locations very far away from each other and so different styles etc. can be explained. Also, for KMOD 4 you could actually modify the original Hexen maps a bit, adding swimmable water, slopes, light sources, colored lighting etc. to the maps, not really much as to keep the original feeling, but to enhance it at some places. I also think that the name KMOD 4 should be changed to something else, it will be quite different from the previous KMOD versions. Maybe it could be called "Hexen RPG" or "Korax' Heritage Part I: [SOMETHING]", Scattered Evil being the 2nd and The Serpent Power being the 3rd part of the trilogy (the [SOMETHING] is the undertitle of the 1st part which is the original Hexen story).
Mon, 12 Jul 2004 22:23:42

Stryker

I've never played Strife so I'd really have No Idea what is in it.. Besides Convos and some other stuff. And I guess it would be better as to have a different name for KMod 4, I like the Korax' Heritage Part I: [SOMETHING], Maybe Korax' Heritage Part I: Beyond Heretic, kinda siginifies it supposed to be the original Storyline. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Mon, 12 Jul 2004 22:53:13

Firebrand

Every project you mention here sounds really good!! (Hope we can finish them all). I'm on them all! Keep it up!
Mon, 12 Jul 2004 23:01:12

Stryker

I wonder if we can finish them All.. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Tue, 13 Jul 2004 10:18:51

RambOrc

That reminds me, how are your maps going?
Tue, 13 Jul 2004 12:47:46

Stryker

My Maps? Well, I'm doing better on that RavDM1 map I was doing, and I didn't do much on the Egypt one.. I haven't done any for SE yet. If you want I can work on SE Maps rather than KA for now.
Tue, 13 Jul 2004 13:29:41

The 4th Class

I came up with four alternate names for KMOD 4, how about: Scattered Evil: Prologue Hexen Unleashed Hexen: Cronos Catastrophe Korax' Heritage: Chapter Zero What do you think? <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> BTW I'm working on a new MIDI right now for SE. It's about 1:20 long right now, so it may be uploaded either later today or tomorrow.
Wed, 14 Jul 2004 21:17:25

Firebrand

I like the way Korax' Heritage: Chapter Zero sounds cool! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 23 Jul 2004 11:39:10

RambOrc

OK here is my proposition for the KH trilogy (3 SP-only RPG games): Korax' Heritage: The Chaos Sphere (TCS) Korax' Heritage: Scattered Evil (SE) Korax' Heritage: The Serpent Power (TSP) The first part would be what I titled kmod4 earlier in this thread. The new idea is that it'd include not only the 30 Hexen maps but also the 20 (or how many) of Deathkings as well, that'd mean 5+3 hubs (unless I've miscounted). Because of the story, it'd be problematic to let the player go to this or that one in any order, but we could still make it that between hubs he travels on the map in the travel mode and some extra maps could be added to the game too. Since Deathkings is 8 years old by now and GT doesn't even exist any more, Activision doesn't sell it in their shop and doesn't provide support for it (already two years ago Activision support brushed off people with Heretic/Hexen questions and sent them to RavenGames, those guys are real crooks), at Raven there isn't a single person any more who would care shit about any of the old fantasy games (all the persons who cared went away long ago), and I don't think id would come after us, so I think adding all the Deathkings maps to TCS and make it require only hexen.wad but not the DK wadfile is something we could risk, especially that all maps would be a bit refurbished, just like all Hexen maps. This extension of the first chapter would have the advantage that already in this one halfway through Korax dies, and so you already get to play in a postmortem Korax game, especially that we could continue the story a bit where Deathkings left off, adding an extra hub or two, thus pushing the death of Korax even more towards the beginning of the whole game. If you find this idea cool, the mappers could already start with refurbishing the original Hexen and Deathkings map, adding Vavoom features like slopes, 3D floors, translucency, swimmable water, light sources, colored lights etc. Not much, just a bit, trying to get a feel of the original Hexen/DK map, and feeling where the designers would've used these features if they'd have had them at their disposal. Firebrand already showed he's got great talent in modifying existing maps, Stryker for you it might also be a lot easier than to start building all-new maps from scratch. I think I'll try my hand on one or two of the maps, too. Of course anyone else is very welcome to take part of this job, the reason I didn't mention e.g. DarkRaven and madPaul is because they can do a lot better than simply modify something existing. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Anyone who starts out with a map (or even a hub), please post here the map/hub name(s) as soon as you start so that people don't start parallelly on the same map. It's still a possibility (and maybe even a good idea) to upload a map once finished and someone else can try his/her hand on it, adding some more stuff to it.
Fri, 23 Jul 2004 12:18:44

Firebrand

I can start modifying the first hub of Hexen maps if you want, that is: - Winnowing Hall. - The Seven Portals - Ice Guardian - Fire Guardian - Steel Guardian - The secret map with the Heart of D'Sparil (don't remember the name) I will start working on these ASAP, I have to finish some stuff I'm working on for the KArena map.
Fri, 23 Jul 2004 12:22:35

Stryker

I Guess I'll do "Sump" in Deathkings.. Except I'll probably wait on this one until I get one other one done. I already have about 3 Going right now.. 4 If you include Sump.
Fri, 23 Jul 2004 13:12:56

RambOrc

OK, I'll claim the Shadow Wood hub, my all-time favorite. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Fri, 23 Jul 2004 16:17:43

Stryker

I can't do Sump, it goes way to slow on here.. I'll do the Heresiarch's Seminary Hub.. Thats my Favorite.
Fri, 23 Jul 2004 17:26:28

RambOrc

One thing specific to that hub, in two maps there are places where you walk down a corridor and at some place you get teleported to a nearby place on the map and go on in a similar-looking corridor, they did it because the engine didn't support sectors over sectors. You could use 3D floors to make those tunnels go through without that lame teleport thingie (you'll see why it's lame once you pop out the far side of the teleport in the seemingly same tunnel, are confronted with a Dark Bishop, automatically take a step back to shoot at it from a range, and the Bishop disappears because you're back in the other half of the fake tunnel.
Fri, 23 Jul 2004 21:08:26

Stryker

Yeah, I was thinking of getting rid of that. Its mainly Annoying when Doing DM on one of those Levels... I could have got a Frag if I wasn't for that!
Sun, 25 Jul 2004 13:38:02

Moose

So would TCS be SE with the old Hexen + DK levels? And could we even put in some of the more advanced RPG features, like a mouse driven inventory, sleeping, etc, etc... that we talked about in the past for TSP. Shall we tell everyone what we've disided to do, in our e-mail conversations.
Sun, 25 Jul 2004 14:15:38

RambOrc

I'll rehaul the website, throwing out some old stuff, putting in new stuff, announcing KA and releasing 1.0, and adding stuff about the Korax' Heritage trilogy. The basic idea behind the trilogy is that we just start with implementing any of the RPG ideas we had for SE, TSP, or else, and once the first project is good enough to release (i.e. the most important RPG stuff is in, the maps have been a bit rehauled, some convos have been put in, you can actually travel from one hub to another on a map), it'll be released. Then the public has something to play with for quite some time, giving feedback and suggestions on how well it turned out, and we can take that in consideration working on the second part of the series which'll include mostly self-built maps. Any new features that are coded in the meantime will make it into this second part (SE). Same deal with the 3rd part, TSP. This approach gives us a lot more flexibility than current plans, it's not a "make the full-blown epic RPG from sratch and then be done with it" but rather starting with a quite modest RPG project (the storyline and the maps are there after all, meaning no matter how much or little we enhance it, it's ready for release either way), and building up from there constantly through further RPG projects. Nobody said after all that SE can't be 5x so big as TCS (and that TSP is still 20x bigger than SE)... and for that matter, if SE and TCS will be even smaller than TCS (I mean the world you can move around, measured in map count and size), that still isn't so bad since they're all part of something bigger, the Korax' Heritage trilogy. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Yes the mouse-driven GUI is something I very much wish for TCS already - for the inventory, for shopping, for the travel map, maybe for even more functions. This and a higher base resolution for 2D overlay screens are the only engine-side enhancements needed for TCS, I think (all those netcode problems fall away since it's SP only). p.s. you mean you get e-mail contact from people regarding the project?
Sun, 25 Jul 2004 18:52:33

Moose

I like the sound of this and it means that we'll be doing 3 projects all at once which in the long run means less work for us, well me <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . Mouse driven GUI is somthing I really want aswell, it's IMO one of the things that really needs to be in there if you going to make things advanced and easy to use, I mean imagin useing a D&D iventory without a mouse, you'd give you'd give up and stick with using your clothing instead of equiping that new chain mail+3 you just spent several thousand on. The map itself I'll personally find interesting, I'm not sure why but I like maps. [quote="Ramborc":y4uvuqz5]you mean you get e-mail contact from people regarding the project? I guess I didn't say that very well, sorry. I ment should we tell the rest of the team about what we disided about KMod and TCS.
Sun, 25 Jul 2004 19:00:26

RambOrc

[quote="Moose":1k3914hi]I guess I didn't say that very well, sorry. I ment should we tell the rest of the team about what we disided about KMod and TCS. ??? Every team member has access to the devforum and can read it here any time. <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Sun, 25 Jul 2004 19:06:16

Moose

All I ment is do you wish to tell everyone that I'll be moving onto TCS and 'dropping' KMod. He he, even reading the new features makes me happy and more motivated to work.
Sun, 25 Jul 2004 19:43:52

RambOrc

LOL OK let's make it official, Moose is stopping programming work on KMOD3 and I'll wrap it up and release as KMOD 3.0 final once I added some pictures/conversations/etc. Oh yes Moose, can you upload the latest 3.0 and the 2.8 sourcecodes so I can make them available for the public? KMOD 3.0 will be released with the note that anyone who wants is welcome to work on it (it's OSS after all).
Sun, 25 Jul 2004 19:53:55

Moose

Will do, I'll disable the ExpMod menu instead of finishing it. I'll do a readme to go with it saying that anyones free to finish any of the bits.
Sun, 25 Jul 2004 20:02:36

RambOrc

Also, don't forget the changelog compared to 2.8.
Sun, 25 Jul 2004 20:08:17

Moose

I might need Janis' help with that. Or whoever did the work before me.
Sun, 25 Jul 2004 20:24:26

RambOrc

Janis did the work. From what he coded into the game, I can recall following: - higher base resolutions - conversation system - savegame bug fix (already in 2.2) What I meant is to add a list of those things you did, one I know is the DS.
Wed, 28 Jul 2004 23:13:34

Stryker

Unfortunatly, Ramborc, I have bad news.. Lots of the 3 Maps I've been working on, The Egypt, RavDM, and the HS Hub wil be greatly delayed. Why? Because the computer I've been doing it on wasn't working too good recently, then It started having errors and we had to format the Drive.. Which got rid of the Maps, Vavoom, KA, all that stuff (Including my Hexen2 Saved Games that I never backup). So I'm gonna have to re install everything get Vavoom and KA Again and not to mention WAD Author. So I have no Idea when I'll get back to working on the Maps. I would try mapping on the Computer I'm Using if It had a better Card than an ATI Graphics Controller (Or something like that) and wasn't 66Mhz (This is an OLD Computer). It may take up to a week for me to get back to everything.
Tue, 03 Aug 2004 18:32:37

Moose

Right I'm all alone again and ready to work, well I have been. KMod3 code is in my folder on KDev for Ramborc to look at and add anything he sees nessessary to the readme.txt, then it can be moved over to the public server and released to our happy public. I've also added the latest binary for KMod3 it's not much more than the beta but it has a few improvments. You'll also find that in the folder. You just need to replace the old .exe with this one.
Tue, 03 Aug 2004 19:07:52

RambOrc

Firebrand: sorry to hear this, hope things will work out fine in the end. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Moose: wow that's a pleasant surprise. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Just downloaded them, gonna add some stuff like the standard KMOD start and credit screens (same as in KMOD 2.<!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->, add my (hopefully) halfway funny convos and then release it, if things go well, tomorrow. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> p.s. while downloading from your folder I noticed your icecaves wadfile and I suddenly remembered Camper was swarming about it back then, telling how much he liked it and what a cool DM map for KA it would make. If you feel like touching it up a bit, adding KA stuff like DM starts, weapons, ammo and items (and maybe include more than one texture, LOL - actually, adding the KA posters on some walls might be sufficient, if you've trouble with creating the new patches just ask Firebrand to do it for you), it could still make it for the KA release date (along with the new map coming from madPaul), I'll go over weapon balance sometime in the near future and maybe some more smaller changes, then it's ready to be officially announced and released (for which event I'll restructure the website a bit, announcing the KH trilogy at the same time).
Tue, 03 Aug 2004 19:34:54

Moose

Yer I could finish my level off or if another mappers got time to spare they'd probably make a better job of it. Plus I'll start on TCS tomorrow or thursday so could u write up a short list or features that we need added. then I can start with some sense of direction. Then I guess the discussion is open for all the features/spells/weapons that could be added. Maybe even new enemies if we're modifying the levels.
Tue, 03 Aug 2004 19:52:58

RambOrc

There are two engine enhancements that are sorely needed: mouse GUI and higher 2D overlay resolutions (map, journal, title screen etc). I'm not sure wheher you can make either of it or whether Janis could do them with a small amount of work, but especially the mouse GUI is imperative. The really interesting features of TCS most probably need the mouse GUI first: the travel map, the inventory, the spellbook, the journal... Straight conversions from KMOD 3 codebase: conversation system, damage skins. Features to be discussed and determined in detail first: experience/leveling/attribute system, shopping system, spell system. There are a lot of minor things, but let's concentrate on the basics first. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I guess if you can't do the mouse GUI, your best bet i sto start with porting the convo system and the damage skins. For the map, just cut out a screen-size part of <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ramborc/dsamap.jpg">http://downloads.orcishweb.com/koraxdev ... dsamap.jpg</a><!-- m --> and make yourself some thoughts on how to program the progress on it. Travel should be limited exclusively to white roads as of now, with a red line proceeding along the white road to show your progress. Daily progress should be the same distance every day as of now. Every night the player stops and makes camp, it should be a 2D screen overlay with some nice graphics and clickable options (hint hint mouse GUI). If you need anything to be explained in more detail, just ask.
Tue, 03 Aug 2004 20:02:52

RambOrc

OK here a couple of things for KMOD3 binaries: - if you pull down the console, it still says public beta - journal should be disabled, replaced by the original automap (which you currently see only when in the menu) - I'm not sure about the spellbook, if it's disabled then fine I think that's it, if you give me the new exe tonight or tomorrow morning, I might be able to make the official release tomorrow
Tue, 03 Aug 2004 20:06:02

Moose

Well to start with I'll just break myslef in and add convos and the 2 NPCs then I'll look into Mouse driven GUIs, I believe Quake3 has one so I'll have a little look at it's code. The travel map could be interesting. and I might try to add scrolling if I can.
Tue, 03 Aug 2004 20:24:17

Moose

Right I've uploaded new copies of the binaries and the code to my folder on KDev, the maps a little odd now, try moving in the map then closing it.
Tue, 03 Aug 2004 20:34:11

RambOrc

KMOD 3 is OK the way it is now, since you gave me the code as well I'll release it together with the note that anyone is welcome to continue the development for all I care (BTW do you still have the 2.8 source? I could release that one too then). If the higher 2D resolutions can't be done in a quick and simple way, we might discard the idea for TCS and let it have a cruder look for the inventory etc - in the case of the travel map, it means more scrolling and maybe a two-map system like in Antara, where you either have the full world map on the screen or a detailed map of the area around you. Or we could do a combination (though exactly in the low 320x200 pixels that would be rather difficult - in 1024x768 we would have immensely more possibilities for such things).
Wed, 04 Aug 2004 15:08:58

Firebrand

These are some really good news! BTW if you need help with any artwork or resizing Moose just ask, OK? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 04 Aug 2004 15:12:20

Moose

Right the KMod2.8 sourcecode in now also in my folder. I've done a little work on TCS and am now actually making sure I keep a log of everything I do. Well back to it.
Wed, 04 Aug 2004 15:14:10

Moose

Well seem as you offer I think I'll take it up, could you make a cursor it doesn't have to be much at the moment just a place holder if you like.
Wed, 04 Aug 2004 15:17:32

Firebrand

Sure! It doesn't sounds too difficult, I'll make it an arrow for now, if you want something else I can make it later <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> , what I got in mind was to make it a sword or something, but we'll see what can come later.
Wed, 04 Aug 2004 15:43:59

RambOrc

Oh yes another cool thing, a compass that takes up a very small space of the HUD and always shows you in which direction you're heading.
Wed, 04 Aug 2004 17:26:05

Firebrand

I can make the compass's sprites for you too. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 04 Aug 2004 21:11:56

RambOrc

Once again not on time <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->, I had some probs with the convos until I found out about pretty much every single limitation. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> Here are the results, just extract the ZIP into the Conversations subfolder of your KMOD3 folder and warp to the maps 70-74. The Cleric always gives you some advices about the upcoming hub and enemies, and the mage is, well, an asshole (but I didn't use any swear words, thinking about the possibly underage audience <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->). <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ramborc/convos.zip">http://downloads.orcishweb.com/koraxdev ... convos.zip</a><!-- m --> Can't say when I'll get around doing the release as such, I still need to update the manual (is there anything to add besides the changed spell order for the mage and a quick explanation of how the convos work?) and to add the 2.8 title, help and credit screens to kmod3.wad (well if someone else would do this that would be really nice).
Thu, 05 Aug 2004 13:05:12

Moose

The Mage is an ass, and to think I always liked him. Although on the last convo with the Cleric, how would the player character know about D'sparil? I can't think of anything else to add to the manual, did you notice I actually remembered to switch the spells this time <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Mon, 09 Aug 2004 18:36:21

RambOrc

<!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ramborc/KMod3.zip">http://downloads.orcishweb.com/koraxdev ... /KMod3.zip</a><!-- m --> Any discrepancies (manual, wadfile, contents etc) you should report by tomorrow, I plan to make an official release tomorrow evening. BTW how do you run Deathkings in KMOD3? There are no batchfiles (one discrepancy in the manual I saw). I copied the old dk-shops.wad into the distro, that's surely needed.
Mon, 09 Aug 2004 18:46:36

Moose

I made a Batch file for DK I'll find it later and upload it.
Mon, 09 Aug 2004 20:34:31

Moose

The Batch is in my Folder, it should work but I haven't tested the shops. My PCs struggling with even the simplest of tasks.
Tue, 10 Aug 2004 11:45:27

Moose

Do you want me to make Batch files for D3D and GL for both KMod3 and KMod3DK? And the Manual still is for the 3 attribute system not the 5.
Tue, 10 Aug 2004 12:32:19

RambOrc

Yep, batchfiles would be nice. As to the manual, could you just give me the corrected version of the text passage to put into it? Thanks.
Tue, 10 Aug 2004 18:01:46

Moose

I played the first HUB of DK today and found that you had used an old version of KMod3.wad so I added the missing sprites otherwise the game would have been unplayable past a curtain point. I also fix a bug in the binary so I'll upload a new version of that. I'll make all 4 batch files now then correct the manual for you. I'll upload a patch for the distro you make aswell as a new version of the code. Then I think all that needs to be done is for the DK shops to have NPCs and Convos added. Oh and I seem to remember somone saying that you can't sell in DK shops so you may wish to check that aswell.
Tue, 10 Aug 2004 18:15:48

RambOrc

Oh no, I forgot about the DK shop maps... I guess KMOD 3.0 release is going to be postponed some more in that case, which I guess isn't that big a prob (except that I really want to have it behind me at last). I'll think up some more unfunny crap for the NPCs to say and will most probably do even the help1 correction (changing the order of the Mage's spells and then re-import the bitmap).
Tue, 10 Aug 2004 18:23:35

Moose

Thats fine by me, just make sure you use the correct wad this time <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Tue, 10 Aug 2004 18:53:01

RambOrc

Hey I used the kmod3.wad you gave me! <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> I just replaced some screens (title, credits, help1) and added help2 because it wasn't present in the wadfile (OTOH there seems to be a lot of crap in that section, check it in WinTex).
Tue, 10 Aug 2004 19:00:06

Moose

Well it must have been an old one I gave you. The latest was with the Public beta, but anyway no harm done. I know about all the crap and am just going to leave it as I don't know whats needed or not.
Tue, 10 Aug 2004 19:01:01

RambOrc

I was using the kmod3.wad in the public beta - what gives?
Tue, 10 Aug 2004 19:08:55

Moose

Very strange as I used the wad in the public beta to patch the wad you sent, that is unless I updated mine at a later date and then just forgot about it. Oh I've also added batch files with '-allowsoftware' for people who want to use un-accelerated OpenGL.
Tue, 10 Aug 2004 19:37:24

RambOrc

I didn't know pre-1.x Doomsday allowed for software rendering. <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Tue, 10 Aug 2004 19:43:01

Moose

Well I found this in the Sourcecode and I assume it's software rendering. Maybe Janis added it.
if(pfd.dwFlags & PFD_GENERIC_FORMAT && !M_CheckParm("-allowsoftware"))
	{
		I_Error("drOpenGL.Init: OpenGL driver not accelerated!\nUse the -allowsoftware option to bypass this.\n");
	}
Tue, 10 Aug 2004 22:57:28

Stryker

Hardly anybody is gonna want to use Software Rendering. Its goes like 1 Frame Per 3 Seconds. And doesn't work that good. But thats only me.
Tue, 10 Aug 2004 23:08:55

mago

Sorry guys, all this technical talk goes way over my head, but I read on the KMOD 3 beta testing thread that it has many bugs on the new screens (maps, journal) as well as keyboard bidding, so wouldn't it hurt to deliver it as is? Unless it is meant to be, as I suspect, an unpolished group of new features inserted in the orignal Hexen, for later improvement by the users and possible mod creators, given their great potential, right? <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Wed, 11 Aug 2004 06:37:36

dj_jl

There's no need for batch file because when starting up for the first time you get a dialog where you choose video and sound driver. AFAIR you can get it later by holding shift at startup time. Just make sure you don't include .ini file in distributive. You also shouldn't include .cfg file. As software render, you probably will need to have a kick-ass processor to get a good performance with software OpenGL emulation. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Wed, 11 Aug 2004 13:37:06

Moose

I forgot about that dialog, thats what I get for being lazy and copy/pasting my .cfg and .ini. So only the one batch to run DK, it'll look neater. As for Software it seemed to run fine on my AMD 1600+XP thats about 1.4gHz.
Wed, 11 Aug 2004 19:44:38

Moose

Right I've uploaded the latest KMod3 code overwriting the old one in my folder. I have corrected the Manual as much as I could think to do, and have tested the batch for DK and all looks fine. I've noticed another problem with the wad file but this dates back to when it was the SE wad. Try and find a suit of armour with the current wad and you'll see what I mean. I'm going to go through the wad and check everything.
Wed, 11 Aug 2004 19:49:15

RambOrc

Warp to the Gibbet (map 21 I think) and you'll find two suits of armor right at the start point.
Wed, 11 Aug 2004 19:50:41

The 4th Class

22
Wed, 11 Aug 2004 19:51:48

RambOrc

42
Wed, 11 Aug 2004 19:52:12

RambOrc

oops, sorry... wrong answer <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Wed, 11 Aug 2004 19:53:32

Moose

But does it look like a suit of armour to you??
Wed, 11 Aug 2004 19:59:07

RambOrc

Ah, that's no real problem, just remove that single sprite from kmod3.wad which is replacing the armor suite.
Wed, 11 Aug 2004 20:01:59

Moose

Way ahead of ya, I just thourght I'd check for anyother similar problems.

Back to the Korax Forum Archives