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Korax Arena development status

Mon, 18 Jul 2005 15:32:11

Firebrand

Answering the question that Ramborc made about the status of KA development, I must say we are going really well, if you download and play the 0.2 beta you'll see some cool stuff in weapons and maps, what has been done since then? well, here's a small list of things I remember now: [list:2w9fsvj3] * I have fixed some bugs here and there * Made the bots smarter in some ways, for example, they already know how to use the weapons (distance wise, and they know which weapons is best for which situations, mainly distance to their enemy) * Tried to improve the movement a bit, this has took most of my time with the programming * I added a couple of effects too, some particles when a freeze death explodes, new missile for the darkness weapon and it now blurs your vision as intended * The bots now know which sectors are dangerous for them and avoid them when possible * Fixed the amount of armor for the new classes * Added some stuff for bot "animic states", just if we want to make them chat when pissed off, etc. * Messed up with the bot attributes for the different difficulties * Weather effects (rain/snow) * Pathnodes state, the objects are there to use with any map editor, the code is still pending because I have a small idea of how to do it, but it doesn't works really well, so I'll have to keep trying something different * Janis has been adding the latest changes to Vavoom to the source code [/list:u:2w9fsvj3] I think that's the most important stuff that we have so far, my sugestion to bring the next beta out is to finish the gargoyle sprites, add them to the game and maybe finish the darned path nodes, but I can't promise finishing those, I'll post the problem later on so Moose and Janis can help me out with it and maybe fix it, and about the gargoyle sprites, that can be done if I download the animations Mago did some time ago and add them into the game, the class will be working in no time. Now, what else do you think that can be added? EDIT: Fixed the list because it was unreadable <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> .
Mon, 18 Jul 2005 15:56:24

RambOrc

Added some stuff for bot "animic states", just if we want to make them chat when pissed off, etc.
What does this exactly mean?
Messed up with the bot attributes for the different difficulties
You mean now I can choose the easiest skill level and actually have some chance against the bots in a fair way (i.e. not only when they are stuck in a corner, facing away from me)?
Weather effects (rain/snow)
How can they be implemented into a map? Regarding the pathnodes, if some of the other improvements you did to bot movement help with the getting stuck in corners thingie, I think you can put it aside for this release, there is quite a noticeable difference in bot behaviour already. I still have the weapon table, before I give you a new version, is it OK if now all damage values are fixed and not variable any more? Idea: highest LVL you can reach should be 5, after that every time a player gets LVL 5 another one should fall back to LVL 4 (or if it's a dumb idea, something else), or is this difficult to implement? Also, player should have access to tier 2 weapons at LVL 2, and to the tier 3 weapon (#8) on LVL 3. Still waiting for ideas for a LVL 4 and a LVL 5 benefit. Also, LVLs should be reached slower and should give a larger boost (20% instead of 10%), I think these changes would result in a more balanced gameplay. Janis, I guess by now you hate this question, but is there any ETA for a new netcode (resp. is it still on your roadmap at all)?
Mon, 18 Jul 2005 16:19:38

Firebrand

[quote="RambOrc":pjr5zm0h]
Added some stuff for bot "animic states", just if we want to make them chat when pissed off, etc.
What does this exactly mean? This means that the bots will chat different things depending their animic status, for example, if you are beating the bot badly it will increase his skill a bit and start saying things like "You freaking bitch" or something like that, I think that would make it like if the bots were other people playing (or something). [quote="RambOrc":pjr5zm0h]
Messed up with the bot attributes for the different difficulties
You mean now I can choose the easiest skill level and actually have some chance against the bots in a fair way (i.e. not only when they are stuck in a corner, facing away from me)? It's supposed that now the bots will behave less or more skilled depending the skill you set at the begining, I haven't test this completely, but I'm sure there should be some noticeable difference there, heh! [quote="RambOrc":pjr5zm0h]
Weather effects (rain/snow)
How can they be implemented into a map? Using ACS Scripts for now, later I'll maybe work on a way of declaring something like a property for the map in the MAPINFO lump, for now, you have to place some spawn spots around the map and use an OPEN type script spawning the rain/snow as a projectile (that of course doesn't damage the player), I'll upload a demo map with a internal test version for the team. [quote="RambOrc":pjr5zm0h]Regarding the pathnodes, if some of the other improvements you did to bot movement help with the getting stuck in corners thingie, I think you can put it aside for this release, there is quite a noticeable difference in bot behaviour already. Why don't you tell me if you are happy with the stuff I made for the bots by testing it in the internal release? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I'll put it up later today <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="RambOrc":pjr5zm0h]I still have the weapon table, before I give you a new version, is it OK if now all damage values are fixed and not variable any more? Could you explain a bit further? I don't think I get it right, what I understand from it is that the damage values won't change with the leveling up? [quote="RambOrc":pjr5zm0h]Idea: highest LVL you can reach should be 5, after that every time a player gets LVL 5 another one should fall back to LVL 4 (or if it's a dumb idea, something else), or is this difficult to implement? Also, player should have access to tier 2 weapons at LVL 2, and to the tier 3 weapon (#8) on LVL 3. Still waiting for ideas for a LVL 4 and a LVL 5 benefit. Also, LVLs should be reached slower and should give a larger boost (20% instead of 10%), I think these changes would result in a more balanced gameplay. I think it could be another kind of deathmatch gameplay, I think that the best thing to make the weapons more balanced would be to make each weapon start with lower damage rates, I mean, if you get a level 5 weapons (as it is now) it will only make 2 or 3 damage points and as you grow higher in experience you'll improve your damage rate (using the system already built in the engine), or something else, maybe. [quote="RambOrc":pjr5zm0h]Janis, I guess by now you hate this question, but is there any ETA for a new netcode (resp. is it still on your roadmap at all)? I think Janis will hate that question too, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 18 Jul 2005 16:34:15

RambOrc

Hey I like the bot animic status thingie a lot, great idea... with this in place, I guess it'd be no big deal to add another layer, i.e. reacting to the chats of other players (and bots), I still remember from Q3A when I played with Camper and he was always at the BFG spawn sot and I wrote in the chat "camper" and similar stuff and the bots did react to the word camp*, one on my team told me he's going to guard the BFG spot. No idea whether he actually did that, but already the fact he said something to my chat was a nice touch. Making bots react to each other's actions and chat too would make it a very lively thing, and it seems you're on the way for making this possible. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> What I meant with the weapon damage is that instead of being a dynamic value like 16-20, it should be a fixed value like 18. Of course I'm talking about the base value, meaning it's being scaled up with LVL increase. With balance, I didn't mean only weapons but everything in the game - the more levels, the higher the potential difference between two different players, increasing frustration and decreasing playability. You don't need to look further than Quake and UT games where the only difference between an existing and a newly spanned player is the weapons, and it's still often resulting in the easy slaughter of freshly spawned players. Add to it a huge LVL difference, the disability of low-level players to pick up most weapons, and it can easily result in frustrating gameplay that pisses people off (not exactly the point, right)? Let's leave the 500+ levels for SE & co. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 18 Jul 2005 16:40:41

Firebrand

OK then, I'll see what to do about that change then <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. EDIT: Now that I think about it, how would the game know who should lost a level??
Mon, 18 Jul 2005 18:43:21

Firebrand

I have uploaded the internal test version so you can see the differences with the bots, I think there aren't more bugs on it, but if you have any problem, feel free to post here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 27 Jul 2005 10:31:12

RambOrc

OK I've uploaded the new weapon table to <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/arena/weapontable_20050727.zip">http://downloads.orcishweb.com/koraxdev ... 050727.zip</a><!-- m --> The Cleric's Heal should disappear and be replaced by a weapon like everything else. Also, just to check, the 8th weapon is using the amount in the table 3x, i.e. for each of the 3 mana colors, right? Once that's implemented, Beta3 could actually be released, right? Nevermind new player classes that aren't yet finished, 5 are more than enough for right now IMO.
Wed, 27 Jul 2005 13:50:36

Firebrand

Regarding your question, yes it is <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. About realeasing it after this, yes too, heh! What kind of weapons could be used instead of the healing spell? It should be a spell as the sprites are already done, but what kind of spell? I'll give it a think as I implement the new values, also I think that before releasing it after this, we should make another internal test to see if the values are more balanced and that there aren't more problems with the new weapon or stuff. If we are happy with all, then we can make a release <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Wed, 27 Jul 2005 18:03:26

RambOrc

Oh yes and let's give players a start mana of say 25 of all 3 colors, currently it's no fun that you always have to fall back to #1 in some maps (and it's a faster fix than revamping maps). Also, have you changed the weapon pickup requirements yet (LVL 2 for #5-#7, LVL3 for #8)?
Wed, 27 Jul 2005 18:22:29

Firebrand

No, I haven't but I already explained to you that it can wait for the next beta. EDIT: Scratch that, I think I'll be able to add it now, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 28 Jul 2005 14:48:58

Firebrand

Janis, I have two questions for you regarding the code, I hope you can answer them to me please, I have been looking for quite some time the part of the code that limits the weapon use to a certain level, but I can't find it anywhere <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , the second question is, if there's a way to know if a sector has an extra floor on it? if the answer's yes, I suppose that there should be a way to know if an object is on the top plane or the lower plane maybe? I'm asking this because the bots seem to try to walk to 3d floors as the would walk to a same level floor and try to reach items that are impossible to reach unless the bot climbs the 3d floor, and that might be causing some of the "stuck bots" bugs we have now, any help on this will be really appreciated, thanks Janis! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 29 Jul 2005 15:00:30

Firebrand

I have found it already <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, I have also finished uploading the latest internal test, the main difference from the old one is that the new values are implemented and the change of level requirements for the weapons, I managed to fix some problems with the player speed not being calculated correctly and fixed the bots to move better in the water, I have updated the CVS repository with these changes too, if anyone is interested, download it and test it, post any problems you find. I must say that the new values for the weapons work really well, the game now feels more balanced and by changing the weapon level requirements completes the change to make the game more balanced, the only thing missing from it is the new level limits Ramborc suggested, those will have to wait to the next beta, but I think it's a great improvement for KA already <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Fri, 29 Jul 2005 15:23:04

RambOrc

You mean to say I've actually contributed something useful to the project? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 29 Jul 2005 15:30:51

RambOrc

As for the level limit, I think it should be following: you start on LVL 1 and can level up to max LVL 5, at every levelup gaining 25% of your original stats, i.e. HP will go up from 100 to 125, 150, 175 and 200 from LVL 1-5. This gives an edge to higher level players, but not an overpowering one. What happens when you reach LVL 5 is yet a question. Maybe there could be an EXP countdown, meaning if you sit around too long without new frags, you'll drop back to LVL 4, at which point the countdown stops of course (or maybe there could be a constant EXP countdown all through the game regardless of LVL, that could force players to go and do something instead of camping, hmm that sounds like an interesting idea). While LVL 2 has a big reward in the form of 3 new weapons accessible, LVL 3 has less of a reward by offering only the superweapon. Maybe some other small thing should be added here too, or is the superweapon a big enough thing to be an incentive to reach this level? Ideas for LVL 4 and LVL 5 benefits are also welcome. I originally thought that with this new system leveling up should be slower, either by increasing the EXP limits or by giving less EXP for a kill. But now this EXP countdown idea sounds like another possibility, you could constantly lose EXP, in a pretty small degree only, but still punishing your for extended camping, like losing 5 EXP per second or so. Also, you could lose something like 100 EXP for every time you were killed, and so on. Not sure about this idea yet.
Fri, 29 Jul 2005 16:16:41

Firebrand

[quote=Ramborc]You mean to say I've actually contributed something useful to the project? Very Happy Well, I think you already added some more stuff, the basic concept and the new leveling stuff and all that, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. Now about the rest; I don't know if it's because I'm not yet used to the new values yet, but yesterday, when I played, it took me some time to level up with the new values for the weapons playing against 5 or 6 bots, the mayhem it's awesome <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> and I really found the game to be more charged with action, because now you REALLY have to strafe the missiles from the bots, if you are a low level and the bots are slaying your head off, lol <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: -->. It was a better gaming experience than that from the previous version, also you have to keep running to get mana for the weapons which wasn't the case with the old version, if you don't believe me, try to play it now and see the result, it's a really good one, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. What I mean is that I think the current experience values for each level are OK, because every time you die you loose half your experience and that way to reach level 4 is more difficult now, as for the plus's of level 4/5, I think we could add a certain powerful artifact from the original game or something like that, or maybe add some special ability that can only activate at level 5, or something like that... I'll keep thinking what to add for it. Also, you mean that EVERY ability should increase by 25%? that means dexterity, speed, etc. too? I like the idea of losing a level if you camp, but it won't be very easy to code it, maybe if you don't make a frag in some time, or if you die a certain number of times, or something like that, but that would make the bots lose some difficulty, if you beat them up too much, don't you think?
Fri, 29 Jul 2005 16:44:53

RambOrc

1) LOL no need to try to cheer me up, it was false modesty after all the whole KA idea/concept is my baby. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Of course I could've never done it without the team. <!-- s:idea: --><img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea" /><!-- s:idea: --> 2) What, you lose half your experience when dying? I though that's been taken out long ago, I lived with the assumption that currently you never lose EXP, just collect it. 3) Powerful artifacts from the original game are actually available as powerups, but I'm not sure whether any of the KA maps currently have them (like the Icon of the Defender). 4) Yes, every ability should increase by 25%, that way at LVL 5 you're not just double as tough but also run faster and similar shit. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> 5) Bots don't camp, at least I thought... since there is a basic skill level you can choose for the bots, I think that pretty much solves your problem, since if you set it to easy, you don't want bots to level up much, right? And bots on a high skill will level up fast and that's what you'd want or they would cease to be challenges once you level up, right?
Fri, 29 Jul 2005 16:54:08

RambOrc

Hey another idea for managing this EXP thingie... what about you losing 1 EXP for 1 ammo used, i.e. if you fire a gun that uses 5 ammo at a shot, you lose 5 EXP for every shot with that gun. No, that doesn't sound right, it'd take the fun out of laying down cover fire. Is it really so difficult to build a counter into the game that ticks all the time and every time it reaches the next second it reduces all players' EXP by a certain number (like twice the number of LVL, that way a level 1 player will lose 2 EXP in a sec = 60 EXP in a minute, while a level 5 player will lose 300 EXP in a minute). Once a player reaches the minimum EXP for a level (1000 for LVL 1, 2000 for LVL 2, 4000 for LVL 3, 8000 for LVL 4, 16000 for LVL 5 unless I'm mistaken), this tick would do nothing, i.e. as a LVL 4 player once you sat around for minutes in a sniping spot and your EXP went down to 8000, it'd stay there --- but you'd lose 100xLVL when you're killed, i.e. once you've camped there for minutes and then a player comes by and he even kills you (i.e. you were a double loser), then you lose 400 EXP from the 8000, and with 7600 EXP you're suddenly a LVL 3 player when you resurrect. Penalty for a death might be even higher (200+ times your LVL) and/or the lost EXP/second could be higher, for the same purpose: to have a gameplay where you have to get on with your frags and be active to stay where you are not to mention to advance further, because else you're constantly leveling DOWN. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Fri, 29 Jul 2005 16:58:11

Firebrand

[quote="RambOrc":3g08hevo]2) What, you lose half your experience when dying? I though that's been taken out long ago, I lived with the assumption that currently you never lose EXP, just collect it. Yes, I think it's not exactly the half, it's calculated somehow, I don't really remember right now, but it depends which level you were when dying. [quote="RambOrc":3g08hevo]3) Powerful artifacts from the original game are actually available as powerups, but I'm not sure whether any of the KA maps currently have them (like the Icon of the Defender). Really!? I didn't knew they were already implemented <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->. [quote="RambOrc":3g08hevo]4) Yes, every ability should increase by 25%, that way at LVL 5 you're not just double as tough but also run faster and similar shit. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> OK then, I'll implement it that way <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="RambOrc":3g08hevo]5) Bots don't camp, at least I thought... since there is a basic skill level you can choose for the bots, I think that pretty much solves your problem, since if you set it to easy, you don't want bots to level up much, right? And bots on a high skill will level up fast and that's what you'd want or they would cease to be challenges once you level up, right? You are right, they don't camp, what the hell I was thinking? <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Fri, 29 Jul 2005 17:06:50

Firebrand

Sorry, I didn't read your last post until I posted mine, heh! I like the counter thing, it can be implemented to the player tick with easily <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, so I don't think it's much of a problem, and that way there wouldn't really be a need to worry about how to implement the other way you said making it much easier and maybe a go for the actual beta, I'll get to work on it now, heh! (today I don't go to college, so I have lots of time, heh!) <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->. OK, here's a general explanation of what I understood for it, a counter that every player runs, checking if his position in the map changes (he's moving then, right?), or maybe if his frag count increases, also, I'll change the way experience is calculated when the player reborns, instead of losing half his experience or calculating it other way, he'll lost 200+ something times his level of experience every time he dies, the top level will be 5, the player can't reach any other level once he's level 5, but should the experience keep going up? or should it stop? if there's something to correct is your chance, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Fri, 29 Jul 2005 19:49:14

RambOrc

1) I think in the current code you get reset to the start EXP of your level whenever you die. 2) Powerups have been in KA since the first public release (or the second?), Camper put them in there. 3) To make things interesting, what about maxing EXP out at 20000 (provided I'm right with 16000 being where you reach LVL5)? That way you'd always have a good chance of falling back to LVL 4 if you have a string of unlucky fights (when 200 is the multiplier, you get set back by 1000 EXP for every death on LVL 5) and/or camp around for a very long time. Oh yes what's the exact filename for the new build? I'd have thought kabeta31.zip but that seems to be an older file than kabeta3.zip.
Fri, 29 Jul 2005 19:56:41

Firebrand

It's KABeta3.zip, if you want you can delete that old file, to avoid confusion, I don't know why I renamed it <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> . It will be the name for every version I upload.
Fri, 29 Jul 2005 21:06:52

RambOrc

Baby skill my ass, the bots are still mopping the floor with me! Can't you make them even worse or something? Also, the poison cloud released by the cleric has no Z value, even if it's 5 m above my head it'll still affect me.
Fri, 29 Jul 2005 21:29:43

Firebrand

LOL, the skills aren't completely tested yet, there's a lot of things to improve on them, the only change the skill has for now it's the aiming and the reaction speed, but it still doesn't works well most of the time, I'll look into it once I finish implementing these changes, I have been working with a small problem regarding the health not being reduced accordingly when you lose a level <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->.
Fri, 29 Jul 2005 21:52:51

RambOrc

I think when losing a level you should only get the base HP reduced, the actual one should stay where it was, even if it's higher than the new base HP.
Fri, 29 Jul 2005 22:07:10

Firebrand

Could you supply an example of what you mean, please?
Fri, 29 Jul 2005 22:13:37

RambOrc

you're level 4 and have a base HP of 175. You have an actual health of 168. Now you have been camping too long, so you're suddenly level 4, which means you can't go over 150 HP. But since currently you're at 168, it'd suck if you'd be reduced to 150, especially that you won't go back to 168 when you go up to level 4 again.
Sat, 30 Jul 2005 11:05:18

Firebrand

Sure! I have tought that would be a problem, but I think it won't be anymore, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. I have most things almost done, I just want to try to make some testing of it, sometimes the health values aren't calculated right, I'll get into the code and fix some stuff on it, then I'll try to fix the bot difficulty settings somehow (I already have an idea for that <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->).
Sat, 30 Jul 2005 11:36:39

RambOrc

Also to clarify, unlike in SE, in KA when you gain a new level and your base HP goes up, your current HP doesn't change, i.e. if you go from level 2 to level 3, you can have a max of 150 instead of 125, but if you had e.g. 98 HP before leveling up, you'll have 98 HP afterwards too.
Sat, 30 Jul 2005 12:00:04

RambOrc

1) Bots should be moving way slower on easier skills, they are so fast I can barely hit them. I was playing on baby skill and while at least one bot was LVL 2 (Bloodscourge is a tier 2 weapon AFAIK), I never got in more than one kill before getting killed. The new system with not all EXP above your level would help this a bit, every time I shot a bot and got 550 EXP, I lost it all when dead. In the new system, I'd have lost only 200 EXP or so per kill. 2) I also found another part of the stuck bug of the bots, they try to go in through windows too. 3) I've been playing the Docks for some time with 4 bots from Heretic/Hexen/DOOM and things were fine, then after 5-10 minutes or so I spawned a Witchaven bot and I saw it appear, it started moving and a couple of seconds later the game crashed:
Log: >addbot botw5
Dev: Client NULL connected
Log: DISC OF REPULSION
- Z_Free
- VDirect3DDrawer::SetSpriteLump
- VDirect3DDrawer::DrawSpritePolygon
- RenderSprite
- R_RenderMobjs
- R_RenderPlayerView
- SCR_Update
- Host_Frame


ERROR: Z_Free: freed a pointer without ZONEID
4) I guess it's a first with enhancing maps this far, but I actually like the original Heretic version better in the start outdoor area of the Docks where you replaced the stone wall on the right with a fence, for me the original wall design gives a better feeling. Can't wait for the new version with the more balanced leveling system, discounting the fact that I was shot all the time it was fun. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 30 Jul 2005 12:15:31

Firebrand

Yep, I'll try to make finish all this weekend <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Sat, 30 Jul 2005 14:17:13

Firebrand

If you are interested, I uploaded a couple of MP3's I made using some soundfonts and my SB Live! card in a program called Fruity Loops to export the MIDI's as MP3's, they don't sound as awesome as those Ramborc did <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, but they are decent I think, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. They are in my folder in KDev, and are usable with the latest KA beta.
Wed, 03 Aug 2005 15:32:12

Firebrand

I have just uploaded the new KA Beta, it has all the leveling system fixes, plus some more bug fixing and some new additions here and there, download and test it here, I think this is a good candidate for the public beta, unless you notice something else that needs fixing or enhancing <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. I'll post a link for you, it's here!

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