Back to the Korax Forum Archives


Forum

Korax Arena 1.1

Sat, 29 Aug 2009 15:14:36

Crimson Wizard

Firebrand made a news post where announced upcoming PATCH. <!-- l --><a class="postlink-local" href="http://korax-heritage.com/board/viewtopic.php?f=24&t=2133">viewtopic.php?f=24&t=2133</a><!-- l --> Actually I believe we do not need any puny patch, we need a new version already, since there's a whole new game mode (let alone important changes made to engine). I propose a new internal build be made, then everyone in team test game as they wish and put here any comments about things that should be fixed/enhanced. I also suggest not doing any important changes until we make next public release (well, maybe except finishing new weapon balance changes). At the moment I would particulary notice cyan colour on sprite borders: <!-- l --><a class="postlink-local" href="http://korax-heritage.com/board/viewtopic.php?f=21&t=2134">viewtopic.php?f=21&t=2134</a><!-- l --> Also, 1. Fighter's Fire Hammer animation looks very strange, it looks like it's missing a frame or two. 2. Heretic's Phoenix Fire burning animation is too fast (again?) 3. Hero's Fireball spell idle state is made so that no hands are visible, this may confuse player. 4. Marine sprites have untranslated pixels on the right shoulder. I think I reported this bug year ago <!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( -->.
Sat, 29 Aug 2009 19:18:00

Firebrand

Yesterday I made a proper test in all gameplay modes and found the following bugs that need to be checked/fixed ASAP, here are some things I noticed: [list:1mduaf6b]- Football doesn't marks goals - Translations on CTF - In CTF if another bot touches the flag at the same time a capture is done, score gets counted... - Crash on KTH when player suicides or kills himself accidentally...[/list:u:1mduaf6b] I'm not home right now, but once I'm back I'll upload a new internal build so we can begin bug fixing it, BTW did you had a chance to properly test the new balanced weapons? In my yesterday test I found them to be balanced enough for myself, I played with different classes in different settings of game and I felt comfortable using any available weapons to kill bots, also, bots seem to react properly too I really enjoyed the game, and I must say I had matches that lasted for 40 minutes or more without feeling bored or having any crashes (other than those things I listed here, heh! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->). I was also planning to change the way we will do the update, I would like to ask you if you are going to test the internal build, to make some screenshots of your games, so that we can add them to the KH gallery at SF.net during the following days, just as a preview for people to see, I don't know what you think of it <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sat, 29 Aug 2009 20:47:53

Crimson Wizard

[quote="Firebrand":3oylnlf5]I would like to ask you if you are going to test the internal build, to make some screenshots of your games, so that we can add them to the KH gallery at SF.net during the following days, just as a preview for people to see, I don't know what you think of it <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. Okay. Also, please, make sure that 1) latest SVN revision is in the build and 2) maps actually match those that should be included to public release (check latest maps updates at <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/maps/">http://downloads.orcishweb.com/koraxdev ... rena/maps/</a><!-- m --> for last versions of "The Pit" and "Arena of Reckoning", unless you already did that).
Sun, 30 Aug 2009 03:14:32

Firebrand

OK, I've uploaded the new internal version, it can be found here: [url:2bfizp5g]http://downloads.orcishweb.com/koraxdev/KoraxArena/KArena_20090829.zip I already began fixing sprites with cyan pixels, there are a good bunch of fixed sprites, if you find more, please add them to the list in the other thread so that we can fix them all if possible before the release <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. As for the maps, I remember to have downloaded new versions of the map and added them to the pack, but if they aren't the last versions, let me know and I'll update them as necessary <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 30 Aug 2009 15:27:39

Crimson Wizard

Strangely, following maps are missing: Stryker (CTF) Cathedral of the Damned (CTF) More than that, they are even not mentioned in MAPINFO. <!-- s:-s --><img src="{SMILIES_PATH}/eusa_eh.gif" alt=":-s" title="Eh?" /><!-- s:-s --> I'll list latest map updates just in case (<!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/maps/">http://downloads.orcishweb.com/koraxdev ... rena/maps/</a><!-- m -->) maps_upd20090717.zip - SU_01, "Arena Of Reckoning" (latest version) maps_upd20090716.zip - SU_01, "Arena Of Reckoning" (previous version) maps_upd20090712.zip - DM_13, "The Pit" (latest fixed version), DO_01, "Domination" (latest fixed version) maps_upd20090531.zip - CF_03, "Cathedral of The Damned" (latest version) earliest updates are outdated. "Stryker" map can be found here: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/stryker/cf_02.wad">http://downloads.orcishweb.com/koraxdev ... /cf_02.wad</a><!-- m --> but I don't know if it is a latest version. EDIT: I checked internal builds and found that last release where these maps were present was KArena_20090531. You may take maps, mapinfo data and intro graphics from there. Since we do not have that package on kdev now, I uploaded these two missing maps just in case: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/maps/maps_reupload_20090830.zip">http://downloads.orcishweb.com/koraxdev ... 090830.zip</a><!-- m --> Here are intro graphics for CF_02 and CF_03: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/graphics/intros/intros_cf02_cf03.zip">http://downloads.orcishweb.com/koraxdev ... 2_cf03.zip</a><!-- m --> EDIT2: Since DM_03 has changes to its look, I decided to make new intro graphics: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/graphics/intros/intros_dm03.zip">http://downloads.orcishweb.com/koraxdev ... s_dm03.zip</a><!-- m --> Also, is it only my imagination, or game now has higher brightness? <!-- s:-k --><img src="{SMILIES_PATH}/eusa_think.gif" alt=":-k" title="Think" /><!-- s:-k --> Actually I think that it is too bright, while have low contrast. Do Vavoom allows to customize gamma correction somehow?
Sun, 30 Aug 2009 17:03:19

Firebrand

Odd, I'll update the packages as needed to have all the maps, I don't know what happened there <!-- s:-k --><img src="{SMILIES_PATH}/eusa_think.gif" alt=":-k" title="Think" /><!-- s:-k --> . As for brightness I think my config file got inside the pack (again...), I moved the brightness settings on display settings, there's a brightness setting there, also, in advanced options you might want to try the 'dark lights' or something like that, I disabled it because my current setup shows the game too dark for my eyes (or I seriously need to get some glasses <!-- s:lol: --><img src="{SMILIES_PATH}/orclaught2.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->). I've updated the doom weapon sprites and I'm working on the remaining new sprites we have (the heretic weapons and the witchaven weapons), then I'll do the same process with some menu graphics, like the KA logo and the edges of options bars and that might be all, then I'll upload a new test version (maybe tonight or tomorrow morning).
Sun, 30 Aug 2009 18:41:58

Crimson Wizard

I fixed two small bugs (SVN updated) that made scripts in some game mode work improperly. Basically I just forgot to add new game type definition to karena.acs script, and that is causing some maps skip important events, because they think that game mode is wrong. Also changed color translation event number in progs occasionally when splitting GameModel class. This means that ALL maps that have scripts dependent on game mode should have them recompiled (domination, ctf, xmas, football types), using new karena.acs. Also, what exactly this means:
- In CTF if another bot touches the flag at the same time a capture is done, score gets counted...
What flag another bot touches?
Sun, 30 Aug 2009 23:26:13

Firebrand

[quote="Crimson Wizard":1vv1r02x]Also, what exactly this means:
- In CTF if another bot touches the flag at the same time a capture is done, score gets counted...
What flag another bot touches? Sorry, I think I wrote that too fast <!-- s8-[ --><img src="{SMILIES_PATH}/eusa_shifty.gif" alt="8-[" title="Anxious" /><!-- s8-[ --> , what I meant is that if the current player is carrying the enemy flag and then touches his own flag, but at the same time another player (or bot) touches the flag, the score will be counted twice (or even thrice). Also I don't know how it happened, but while testing this problem I managed to create a second enemy flag that bots of my team could pick up and take to the base, effectively scoring more than once...
Mon, 31 Aug 2009 11:45:13

Crimson Wizard

[quote="Firebrand":y8jbidr5]if the current player is carrying the enemy flag and then touches his own flag, but at the same time another player (or bot) touches the flag What flag bot touches? Which one?
Mon, 31 Aug 2009 11:54:36

Firebrand

It's own team flag that is <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. To make a capture only the player holding the enemy flag should be able to score, but in this case both players are able to.
Mon, 31 Aug 2009 14:38:25

Crimson Wizard

Refering to latest internal build: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/KArena_20090831.zip">http://downloads.orcishweb.com/koraxdev ... 090831.zip</a><!-- m --> On "Cathedral" map sprites are missing for Heretic Key Statues (KGZ0A0), and also Heretic sky texture (SKY_HERE). So, I uploaded 'em for convenience: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/textures/SKY_HERE.png">http://downloads.orcishweb.com/koraxdev ... Y_HERE.png</a><!-- m --> <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/sprites/KGZ0A0.png">http://downloads.orcishweb.com/koraxdev ... KGZ0A0.png</a><!-- m --> In general, it looks like you took some older resources for this build :/
Mon, 31 Aug 2009 17:21:28

Firebrand

I didn't :/, that's what makes this whole thing odd, they got lost and I don't know how... anyway, I'm working on the witchaven weapon sprites, I've already fixed some projectiles and weapon sprites, I hope to have this whole sprite fixing done today, so tomorrow we can upload a new internal build with all sprites fixed and only fix the remaining bugs in the code, most of what I reported it's fixed now, good work! <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 31 Aug 2009 20:45:31

Crimson Wizard

Uploaded slightly fixed version of xmas havoc map (added few items to help play it in DM/Survival mode): <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/maps/maps_upd20090831.zip">http://downloads.orcishweb.com/koraxdev ... 090831.zip</a><!-- m --> [quote="Firebrand":c1xfjcop]I would like to ask you if you are going to test the internal build, to make some screenshots of your games, so that we can add them to the KH gallery at SF.net during the following days I made a number of shots, here are they, you may delete the package from kdev after you download it, because its huge (40+ mb). I selected most interesting ones, but ofc you better choose a dozen or so from them to post, not all of them. <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/screenshots/screenshots_20090901.zip">http://downloads.orcishweb.com/koraxdev ... 090901.zip</a><!-- m -->
Tue, 01 Sep 2009 00:22:07

Firebrand

Could you add some more deathmatch starts to 'Cathedral of the Danmed'? It can't be played in deathmatch. I'll add those screens by 4 or 5 to the gallery until release <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, to keep people interested.
Tue, 01 Sep 2009 11:23:31

Crimson Wizard

[quote="Firebrand":18wpqa92]Could you add some more deathmatch starts to 'Cathedral of the Danmed'? It can't be played in deathmatch. I don't think that's a good idea. Map is too huge for DM and what is worse - it is symmetrical, this may confuse players. I better try to make a separate DM version by splitting it in half.
Tue, 01 Sep 2009 14:52:56

Firebrand

OK, as you wish <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 01 Sep 2009 17:29:01

Crimson Wizard

Where can I see those screenshots on SF.net, by the way?
Tue, 01 Sep 2009 17:51:07

Firebrand

On the project's homepage, click on the 'korax arena' section in the top menu, then click gallery on the navigation menu on the right, it should take you to the KA gallery on SF.
Tue, 01 Sep 2009 18:00:01

Crimson Wizard

[quote="Firebrand":rgalfbur]On the project's homepage, click on the 'korax arena' section in the top menu, then click gallery on the navigation menu on the right, it should take you to the KA gallery on SF. Hmm.. what format are they? I mean, originally they were pcx, did you uploaded them as pcx as well?
Tue, 01 Sep 2009 18:47:40

Firebrand

Nope, had to convert them to PNG images because of size restrictions, it seems the gallery app doesn't allow images bigger than 2MB and you can't upload more than 8MB in one upload.
Tue, 01 Sep 2009 19:50:20

Crimson Wizard

[quote="Firebrand":37k0kq7q]Nope, had to convert them to PNG images because of size restrictions, it seems the gallery app doesn't allow images bigger than 2MB and you can't upload more than 8MB in one upload. Well, I just wanted to be sure images are not that big, they were 1.2 mb each as I remember.
Fri, 04 Sep 2009 00:20:01

Firebrand

Yes I used PNG compression and they were left around 600-800 KBs <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. Also, there's not much to worry about, the gallery software doesn't has any limits in size.
Fri, 04 Sep 2009 10:11:44

Crimson Wizard

[quote="Firebrand":gznjdyc2]Also, there's not much to worry about, the gallery software doesn't has any limits in size. I am rather worried about people with slow connection and/or traffic limits.
Fri, 04 Sep 2009 13:08:16

RambOrc

Why not 640x480 JPG screenshots with 80% - 85% quality? Look mostly the same but have a 10x smaller file size.
Thu, 01 Oct 2009 19:55:10

Crimson Wizard

Sorry, people, I was busy with work and some other stuff again. What's KA status? Last internal build was pretty good. Maybe we may release it somewhen in this month?
Fri, 02 Oct 2009 13:21:21

RambOrc

I'd say public beta any time, yeah.
Fri, 02 Oct 2009 14:42:39

Firebrand

Yep, I want to compile some missing maps I've got, upload a new internal beta this weekend (or next week at the most) and then the public release, but I would like to test the master server myself <!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( -->.
Fri, 02 Oct 2009 14:50:57

RambOrc

Hm I forgot about that, making a note to myself.
Thu, 15 Oct 2009 19:49:34

Crimson Wizard

I changed the search algorithms in game; I hoped this will make game go faster, but actually I did not notice much of a difference <!-- s:-k --><img src="{SMILIES_PATH}/eusa_think.gif" alt=":-k" title="Think" /><!-- s:-k --> . Not sure if it works better, or not at all, maybe futher testing needed. Code for a new search is under FASTER_SEARCH define, so KA can be compiled both with that define or without, if you like to compare. I noticed slight changes only on "Cathedral of the Damned" map with 7 bots. With older code it sometimes dropped to 10-15 fps, now it stays above 40 fps almost all the time; then again maybe there were some other conditions that affect that, like OS working on background or something, so, as I said, more tests needed.
Thu, 15 Oct 2009 20:37:51

Firebrand

Good to know, I'll sit down this afternoon and test it out, right now I'm coming back from the doctor, I had some eye problems during the last week, I did get an infection on my left eye, I began treating it with medicine and then my eyelid began swelling pretty bad... 3 days after that my vision began to get a bit blurry. I went to the doctor and they made a general check of my eyes, it turns out I need to wear glasses (something I did know <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->), but they also detected my internal eye pressure is high so they need to make some more studies. No problem, right now I feel fine and I can see too, so I'll get to it.
Fri, 16 Oct 2009 12:24:42

Firebrand

OK, I've made some tests and to me it seems that the original code is faster, when defining fast search you are using RoughBlockSearch method, which IMO is slower than a simple for each AllThinkers cycle. Because searching rough blocks uses methods inside the core of the engine that are bigger cycles and more heavy to execute, I'm not completely sure that the code is wrong, it could be optimized, but it will require further work and testing... so I would say to leave this like it was, but don't scrap this test, it could turn out to be faster somehow. Now, another thing we could do for this purpose is to upload two internal test versions, so anyone else beside CW and me could test both and see which works faster, it's worth the try IMO, but I don't know what others think about this.
Fri, 16 Oct 2009 13:34:31

Crimson Wizard

I guess it may be a bit more complicated. AllThinkers iterator may work slower on the maps with huge amount of items, while Radius iterator and BlockSearch will work slower, perhaps, in places with lots of sectors around. Maybe that's why new algoithm is generaly faster on Cathedral map and seems to be same or even slower on most of other maps. I don't think two versions of KA needed, I suggest we stick to an old one instead. This search thing needs more work.
Fri, 16 Oct 2009 15:33:02

Firebrand

Now that you mention it, it's true, on smaller maps things run faster using the new algorithm... we'll need to come up with something in the middle of both (or use both in special cases each).
Fri, 16 Oct 2009 16:52:52

Crimson Wizard

Yeah, I was thinking about some kind of map-specific coefficient that takes map size/complexity and amount of items around into account. But that would be too complicated in my opinion. And besides I'd rather stick to some generic algorithm. Actually I am thinking is it possible to make something like UT2004 has. I read some of the documents on occasion, and found out that in UT they made all important items a subclasses of navigation points. So now I am considering of simulating something similar.
Thu, 22 Oct 2009 14:30:21

Crimson Wizard

Regarding DoomBuilder 2. I found the reason it cannot work with our custom acc.exe. It is because DB2 tries to send it parameters old acc does not support (include paths). There are 3 ways to solve this. 1) Get latest acc source code that support include paths and make a new custom acc based on it. 2) Make DB2 author give a way to configure acc usage so that DB2 won't use this advanced parameter. 3) Actually use common acc, but changing all our new actions special numbers to those below 256. According to my calculations, there are 52 (fifty-two) free numbers below 256. That's quite enough for KA, and I guess may be enough for KRPG. Currently KA has about 15 new specials, but not all of the are useful (some were created rather "just in case"), I can make a revision there and remove maybe 5-7 of them. But I was planning to add 6 more for working with Objectives for advanced game modes. KRPG has 7 specials for controling weather (particle system), and 20 for controlling monsters (tasks), plus few generic ones. There's a risk though, that these numbers or some of them will be taken in use by some future versions of our engine. But nobody knows when and which. In this case we also will have to recompile scripts in ALL our maps (thirty minutes task, maximum).
Thu, 22 Oct 2009 14:34:53

RambOrc

Which do you find best?
Thu, 22 Oct 2009 14:47:55

Crimson Wizard

[quote="RambOrc":2bocqp5f]Which do you find best? Well, 1st and 3rd are a matter of time to make corresponding changes only. 2nd variant is rather a compromise, but also it has least chance to happen, because it requires DB2 creator to add certain features to his application, which he might not want to do. 1st is most safe in my opinion, because we won't have to redo anyhing in our old material if engine has any changes to action special numbers. What I mean, it is not rather problem of amount of free numbers, but possibility of conflict. So I'd rather stick to 1st, that is to get newest acc code and copy changes I made to an old one. But I yet have to know where I can get one.
Thu, 22 Oct 2009 17:08:43

Firebrand

I think 1st is the best too, as for where to find the source, IIRC this change comes from ZDoom, so you can find the ACC source on the ZDoom site, it would also be nice if you could notify Janis about that, so that the code gets added to ACC source of Vavoom engine, and that later we can use that to build our version of ACC to avoid further problem with the engine <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 22 Oct 2009 18:40:18

RambOrc

You mean creating our own ACC distributable for KA/KRPG?
Thu, 22 Oct 2009 20:57:10

Crimson Wizard

[quote="RambOrc":2vcpbhk7]You mean creating our own ACC distributable for KA/KRPG? We already distribute one.
Mon, 02 Nov 2009 15:49:09

Crimson Wizard

So, are we going to release this anytime soon? I feel shame again, Firebrand promised it is coming "round the corner" and yet... Is there anything needed to be fixed/coded there?
Mon, 02 Nov 2009 16:54:32

RambOrc

That's why we should not do this kind of news. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> Posting something actually implemented every few weeks would be informative and keep people interested, promising something and not delivering for the 10th time is not. <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> That's why I refrained from even mentioning KRPG much in public, I think it'd be a good change to simply release something out of the blue this time instead of just saying we will and never actually do it. At any rate, as always with releases that should be out by a certain point in time, just cut out/disable everything that's not working flawlessly yet and release it with the rest. What I am personally still waiting for is the rest of the descriptions to finish up the PDF manual, but that's not a reason to delay 1.1. Oh and I am still planning to put out KRPG's first public beta this year. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> Depends of course on how much time you have to do the necessary stuff (for the alpha, we mostly need code, the maps are ready to go except for linking them to the travel map, for beta it's mostly optimizing maps and adding more code, all kind of artwork we have is sufficient for a beta test). The point is I guess to rather release stuff "too early" and fix things afterwards, this is how today's commercial games work so why does a free mod need higher quality standards? <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 02 Nov 2009 19:57:17

Firebrand

I'm working slowly on newer maps for KA, but I'm taking too long, apparently... <!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( --> OK, let's release it as it is now and we'll make a new mappack ASAP.
Mon, 02 Nov 2009 23:16:54

Crimson Wizard

Internal build first, so that we could test everything just in case. Maybe there are some little flaws here and there.
Sun, 08 Nov 2009 18:43:15

RambOrc

Any ETA on the internal build?
Sun, 08 Nov 2009 20:33:45

Crimson Wizard

I could make one, but I dont have needed Visual Studio version to compile latest engine executable... and I dont like downloading free version for some reasons.
Wed, 11 Nov 2009 17:04:08

Firebrand

[quote="RambOrc":3e7t4i8g]Any ETA on the internal build? I'll have it ready for this weekend, I've been busy with real life during the last couple of weeks, I'll have a free day on Monday, so if the internal tests bring out new bugs they can be squished during that time <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, sorry for the delay.
Sun, 15 Nov 2009 15:20:37

Crimson Wizard

Now I cannot compile Vavoom executable at all, because of missing file(s) on SVN, and also it seems I don't have some newly added library, timidity. Well, anyway, my plans for KA currently are: 1) fix one small glitch in the interface; 2) check couple of more ideas to slightly speed up bot AI; 3) finish at least one of my old maps. 4) solve the problem with DB2-compatible acc.exe (this may be done after 1.1 release though).
Sun, 15 Nov 2009 16:18:52

Firebrand

Sounds good, we can work on it all after the release, I have plans to release a map pack only, or maybe a 1.1.x for bugfixes, adding whatever maps are finished by then. I wanted to have much more maps for this release, but it's not going to be possible, so I focused my efforts on fixing architecture and adding support for Domination in some more maps, which aren't much to say the least. After this release, I want to focus my work on KRPG, I'm a bit tired of KA as of now, heh! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> BTW, the new internal build can be found here: [url:30ahplip]http://downloads.orcishweb.com/koraxdev/KoraxArena/KArena_20091115.zip Test it, find bugs and post them here, if there isn't anything to fix, we are seeing the next KA release gentlemen <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 15 Nov 2009 16:21:52

RambOrc

[quote="Firebrand":1cquqzoj]After this release, I want to focus my work on KRPG, I'm a bit tired of KA as of now, heh! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. LOL finally, I wanted you guys to work on KRPG instead of KA for months now but you always ignored me <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->
Sun, 15 Nov 2009 17:10:55

Crimson Wizard

[quote="Firebrand":lw9pwzmc] Test it, find bugs and post them here, if there isn't anything to fix, we are seeing the next KA release gentlemen <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. Just dont hurry too much in making release without warning, please. There are certain small things that may benefit from improvement, and I do not always have time to tell about them.
Sun, 15 Nov 2009 18:59:14

Crimson Wizard

By the way, I was thinking, can we give the internal build to some other guys to test? We seem to lack testers all the times, and it is a bad thing to have most bugs found by players in public release.
Sun, 15 Nov 2009 19:57:01

Firebrand

It's a good idea IMO, we could try it for this time and if it works fine we could continue with this for further development, who would you suggest to give it to? I wouldn't like to have it copied everywhere before the actual release <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 15 Nov 2009 21:51:10

RambOrc

What you're saying is we need a bigger team. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->
Sun, 15 Nov 2009 21:55:40

Crimson Wizard

Maybe we just post an announcement then, that we need testers? I am sure there will be at least 3-4 guys willing to do <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 16 Nov 2009 15:42:23

Firebrand

I'm fine with posting the announcement, just make it clear that only 3 or 4 people maximum, not more... also, should we create a beta testing forum too?
Tue, 17 Nov 2009 22:26:56

Crimson Wizard

[quote="Firebrand":1xha2vyy]I'm fine with posting the announcement, just make it clear that only 3 or 4 people maximum, not more... also, should we create a beta testing forum too? I am waiting for RambOrc's response on this <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> BTW, meanwhile fixing some bugs and finishing 2 new maps, a DM map "Serpentine" (a rough UT2004 conversion) and a DM/SU/XM map converted from an old KRPG demo map, the one with large barrow mound.
Wed, 18 Nov 2009 12:20:21

RambOrc

I'd say beta testers don't need a forum, they should rapport by PMs addressed to the Korax team.
Wed, 18 Nov 2009 14:00:47

Firebrand

OK then, can you copy the KArena internal relase to some public directory? or should I re-upload it somewhere else?
Wed, 18 Nov 2009 14:53:03

RambOrc

Do I need something more than a hexen.wad in the KA directory? I copied it there and tried to start up, it crashes and I get this in debug.txt:
Init: Adding ./basev/common/._basepak.pk3 - VZipFile::VZipFile - AddGameDir - AddGameDir - FL_Init - Host_Init Log: Doing C_Shutdown Log: Doing CL_Shutdown Log: Doing SV_Shutdown Log: Doing V_Shutdown Log: Doing T_Shutdown Log: Doing Sys_Shutdown 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: central_pos
I checked, ./basev/common/._basepak.pk3 exists.
Wed, 18 Nov 2009 17:00:50

Crimson Wizard

This sounds rather like ZIP archive corruption. Works for me though.
Wed, 18 Nov 2009 17:22:14

Firebrand

Hmm, strange... it works fine for me too, the only relevant thing on the crash report is the name of the basepak file "._basepak.pk3", it should be "basepak.pk3" (without the dot and the lowered hyphen in the name), as for the crash itself it's ZIP file corruption, the only thing to try would be to download the file again... that's my only suggestion... sorry.
Thu, 19 Nov 2009 09:33:26

RambOrc

Yep, the meta files were the problem, it works now.
Thu, 19 Nov 2009 14:13:13

Firebrand

Good to know <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sat, 21 Nov 2009 14:21:53

Crimson Wizard

I'd say beta testers don't need a forum, they should rapport by PMs addressed to the Korax team.
OK then, can you copy the KArena internal relase to some public directory? or should I re-upload it somewhere else?
So?...
Sat, 21 Nov 2009 16:22:34

RambOrc

What's wrong with sourceforge?
Sun, 22 Nov 2009 00:52:12

Firebrand

OK, I'll upload it to SF.net and make the announcement then ASAP. EDIT: Good to notice the latest changes to the source before uploading <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 22 Nov 2009 16:16:37

Firebrand

Is it OK to release it now?
Sun, 22 Nov 2009 17:20:11

RambOrc

If you clearly label it as a beta release there should be no probs with it being in public space I think. It can't be buggier than the KMOD 3.0 beta that's been out there for years. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->
Sun, 22 Nov 2009 17:24:50

Crimson Wizard

[quote="Firebrand":vqtlfmwy]Is it OK to release it now? Well, there were some bugs I am aware of, but they are rare afaik.
Tue, 24 Nov 2009 19:54:31

Firebrand

The latest bugs about inventory and destroying objects seem to come from the new way the spectator player class works, I'm not very sure what the problem is thought, I'll try to investigate it.

Back to the Korax Forum Archives