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Korax Arena latest work

Sun, 25 Apr 2004 00:22:23

Firebrand

OK, I have uploaded the new karena.wad with the resized sprites of the Doom & Heretic players, also it has the weapons sprites with number, sprites for the red mana, and some other stuff, I will start to work on the new class and the textures, I might be uploading them into separated wad files to make the work easier <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> .
Sun, 25 Apr 2004 11:03:39

mago

Great! The Witchaven guy shouldn't take long also, but I'm still having trouble trying to figure out how to rip it's sounds...
Sun, 25 Apr 2004 15:47:06

RambOrc

Sounds good. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Hey Camper where are you? I want to put out the next beta for the peeps!
Mon, 26 Apr 2004 21:13:19

Firebrand

Could you please give me some ideas for the new textures (like interesting slogans or poducts) <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> I really can't think on anything for myself <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> .
Mon, 26 Apr 2004 21:15:53

RambOrc

OK here is a starter: a Marine's upper body, with a plasma gun in his head, facing you and holding the gun from bottom left to top middle. In the left half of the poster following text: "I'll melt your sword, muscle-head!"
Mon, 26 Apr 2004 21:19:43

Firebrand

Yep, it's a cool start for it, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> thanks for the quick answer!!
Mon, 26 Apr 2004 21:52:15

The 4th Class

[quote="RambOrc":5dutudwj]OK here is a starter: a Marine's upper body, with a plasma gun in his head, facing you and holding the gun from bottom left to top middle. In the left half of the poster following text: "I'll melt your sword, muscle-head!" WHOA, how'd you come up with that so fast!? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Anyway, how did the plasma gun get in his head? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 26 Apr 2004 22:03:54

RambOrc

"Muscle-head" is I guess not a standard English expression I made up on the spot, I'm not sure what the right word would be (if there is any) to describe someone who's got a lot of muscles but barely any brains.
Mon, 26 Apr 2004 22:08:22

The 4th Class

"All brawns no brains" is a common expression, but I don't know if there is just one word. Then again, sports jockeys do make a good stereotype. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Mon, 26 Apr 2004 22:26:42

RambOrc

Straight translated from my mother tongue, there is the expression "muscle-brained". <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 27 Apr 2004 16:06:22

Firebrand

I worked like for 1 & half hour on the first poster image, I think it came up very well, but the slogan didn't fit complete, I'm posting an image here: [img:1d48solw]http://downloads.orcishweb.com/koraxdev/firebrand/karena/Poster1.bmp[/img:1d48solw] Please tell me if it's ok.
Tue, 27 Apr 2004 16:25:50

RambOrc

LOL... but isn't that a Korax head on the pic? "Korax Cola" sounds a lot funnier anyway, it sounds a lot like Coca Cola. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 27 Apr 2004 19:57:13

The 4th Class

[quote="RambOrc":3aa7gswz]LOL... but isn't that a Korax head on the pic? "Korax Cola" sounds a lot funnier anyway, it sounds a lot like Coca Cola. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Why not change the spelling around: "Korax Kola"? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I like the pic too! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 27 Apr 2004 20:32:11

RambOrc

OK just a suggestion how to change the text a bit: "Korax Kola makes you stronger and faster".
Tue, 27 Apr 2004 21:28:39

mago

I was browsing around some mod sites looking for sources when I found a funny collection of fltas for Duke Nukem that is very close what I think we are trying to discuss here. I've uploaded it to my folder, but the name of "poster.zip". You have to download GFE132 for looking at the art file, but it's worth it. Here are some previews, and a couple of pics I got from those old anti-bush e-mails everybody was sending a couple of months ago, before humanity grew bored of complaining about global peace and forgot about it. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> [img:337e7j95]http://downloads.orcishweb.com/koraxdev/mago/Art12.bmp[/img:337e7j95] [img:337e7j95]http://downloads.orcishweb.com/koraxdev/mago/Art13.bmp[/img:337e7j95] [img:337e7j95]http://downloads.orcishweb.com/koraxdev/mago/Art71.bmp[/img:337e7j95] [img:337e7j95]http://downloads.orcishweb.com/koraxdev/mago/bush1.jpg[/img:337e7j95] [img:337e7j95]http://downloads.orcishweb.com/koraxdev/mago/bush2.jpg[/img:337e7j95] [img:337e7j95]http://downloads.orcishweb.com/koraxdev/mago/bush3.jpg[/img:337e7j95]
Wed, 28 Apr 2004 07:04:00

dj_jl

[quote="RambOrc":13z3qysk]Straight translated from my mother tongue, there is the expression "muscle-brained". <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> In my mother tongue we say "mountain of muscles".
Wed, 28 Apr 2004 20:00:39

Firebrand

OK, I will change the pic (sorry about my mistake, I have been somewhat distracted lately <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> ).
Fri, 30 Apr 2004 20:48:29

Firebrand

OK, I have uploaded a new karena.wad file, it contains Heretic's textures on it, also I have been playing a bit trying to convert Heretic maps to Hexen maps, I tried using Conv2hex but I just couldn't make it work, I thought I could use the Zdoom's converting tool to make the maps to Hexen format, I was succesful on it, so I'm uploading another file, Heretic.zip (into "karena" subdir), it has the maps from the originial hexen, I made some interesting changes myself for E1M1, changed the objects, added items, dyn lights, etc. check it out and tell me what you think <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Fri, 30 Apr 2004 21:18:24

RambOrc

I think you've uploaded the wrong file, the heretic.zip in your karena subdir has 5 BMP files in it with the Heretic player character and nothing else.
Fri, 30 Apr 2004 21:58:23

Firebrand

It's fixed now I uploaded from somewhere else in my HD, make sure you download both files to run properly <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> .
Fri, 30 Apr 2004 22:53:13

RambOrc

Sweet... that's what I meant. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> If you want to continue work on E1M1, what I planned for it is swimmable water, deep enough that you can swim under the dock piers and stand there to ambush someone.
Sun, 02 May 2004 03:25:12

Firebrand

Yes, I can continue working on it. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Tue, 04 May 2004 20:30:30

RambOrc

Could you do two more things? 1) convert the E2M8 map of my Hell's Surface episode (the big stadium) 2) copy over all textures, flats, sceneray sprites and player/weapon sprites/sounds from hexen.wad to karena.wad (so that KA won't need a hexen.wad to run)
Tue, 04 May 2004 20:33:48

Firebrand

Sure! no problem, but the download will become somewhat bigger. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 04 May 2004 20:35:33

RambOrc

I estimate something in the range of 30 megs as of now (not only because of the big wadfile but also because of the MP3 songs).
Tue, 04 May 2004 20:35:53

Firebrand

BTW, do you want me to put any enemies stuff into it?
Tue, 04 May 2004 20:38:53

RambOrc

If you mean the monsters, nope - as of now, there aren't any monsters in KA and it's open yet which monsters will be included later on. The only specified ones this far are the Heresiarch and the Ettin, and the latter will have all-new graphics (butcher's apron and stuff). And with the Heresiarch, who knows whether we won't give him new spells etc - I'd say let's just skip all monsters for the time being. From Heretic, you've added all flats and textures already, right?
Tue, 04 May 2004 20:42:46

Firebrand

Yep, I also have been working on animating the textures and flats from Heretic, I have made them work, do you want the specials in the E2M8 map working?
Tue, 04 May 2004 21:02:15

RambOrc

Specials?
Tue, 04 May 2004 22:57:21

Firebrand

Yes, doors, switches and stuff...
Tue, 04 May 2004 23:07:17

RambOrc

Nope, no need for them... the entrance and the exit rooms will be the goal areas, and the rooms on the left and right middle could be e.g. the only rooms where you can get weapons, meaning you have to run in and risk being an easy target in those corridors. Also, can someone give me a link to a good drawing of how a football field looks like (i.e. all those lines)? Or Firebrand if you want you can do this work too, I'm not touchy about my maps being my work or similar stuff, feel free to modify it in any way. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> p.s. Camper told me a short time ago that he successfully implemented the wad checking utility, meaning KA doesn't need a hexen.wad any more (as soon as the new karena.wad is along with all needed Hexen artwork), but instead it checks for the existence of either a hexen, a heretic, a doom or a doom2 wadfile, one of the 4 suffices to play the game (but if you don't have any of the 4, you can't start up the game at all). AFAIK he implemented it the way that it doesn't accept shareware or demo wadfiles, nor any other wadfiles (like Deathkings).
Tue, 04 May 2004 23:12:10

Firebrand

I don't know if I might have the time to fix it (with all the other stuff that needs to be done, heh!), anyway I can try to fix the weapons only (besides, the football field stuff can be added later).
Tue, 04 May 2004 23:14:31

RambOrc

OK, I'll do the football map, just someone send me a link to a good pic on how it should look (I'm not much of a sports watcher, I prefer doing the sport myself and football isn't one of those I do).
Tue, 04 May 2004 23:15:54

Firebrand

Hmm, I'll try looking for something useful. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Tue, 04 May 2004 23:22:58

Firebrand

Got your links to soccer field diagrams, here they are: [url:mmim5j60]http://encarta.msn.com/media_461524822/Soccer_Field.html [url:mmim5j60]http://www.soccerhelp.com/Soccer_Field_Diagram.shtml
Tue, 04 May 2004 23:56:38

RambOrc

Thanks. Ichor, being the only American here, can you tell me whether soccer and American football are using the same field schema?
Wed, 05 May 2004 00:37:07

Ichor

I believe the soccer field is a little bigger. Ok, after checking, I found this: Football field = 120yd x 53yd 1ft Soccer field = 110yd to 120yd x 70yd to 80yd So, the length of the field is about the same, but the soccer field is much wider. Cut out 20 yards of the football field for the end zones, and the soccer field is a whole lot bigger. Oh yeah, the football field looks something like this: [img:1rmzkesx]http://www.scrappinsports.com/images/Sports%20Papers/Football/103fs%20Football%20w%20Plays.jpg[/img:1rmzkesx][img:1rmzkesx]http://www.scrappinsports.com/images/Sports%20Papers/Football/104fs%20Football%20w%20Ref.jpg[/img:1rmzkesx]
Wed, 05 May 2004 22:10:02

Firebrand

I have uploaded a new version of karena.wad, it contains all of the Hexen resources, I have uploaded a new version of the Heretic maps, they are completed now there are some files for Camper to update the Wad0.wad file for Vavoom that contain the switches and terrains for the Heretic textures and the fixed version of the Wad Author "wcf" file.
Wed, 05 May 2004 22:36:54

RambOrc

Nice work! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 07 May 2004 14:40:04

Firebrand

I have uploaded some new weapon sprites that are mentioned on another thread, It's "weapons.zip" into subdir "karena", I will get to work on the Status Bar issues and the posters (finally, heh!).
Fri, 07 May 2004 14:42:06

Firebrand

BTW, I might add them to karena.wad later, upload it now takes a lot of time with my crappy modem, I'm actually working on a solution (buy a new modem), because this thing is really bad.
Fri, 07 May 2004 19:23:50

RambOrc

If you'd have an ISDN line in your room, I've got an ISDN card here I could send you (but no analog modems, last time I had one was in 1997 or so). Oh yes, Camper said a lot of stuff is still missing from Karena.wad, like all the sounds for the original Hexen weapons, mapinfo, etc. He said best would be to copy over everything from hexen.wad except for the maps and the regular monsters (though it seems you can copy a lot of entries together at once, meaning you can do the monsters too if you want, that way no matter which we'll use later on, never again will have anything to be copied again from hexen.wad because maps we won't use w/o editing first).
Sat, 08 May 2004 12:09:15

mago

I have a cable, and if RambOrc allows it, I can upload the entire Hexen WAD once and for all, so Camper can have access to all the needed material in one complete source. Should I put it on Koraxdev?
Sun, 09 May 2004 01:24:39

Firebrand

No, sadly I don't have an ISDN, no problem though, at least I made my crappy modem to connect at 50.6 kbps (downloaded a new driver), I might be uploading a new version with everything merged up, including the new Mago weapons <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> and anything I might finish during the weekend.
Sun, 09 May 2004 18:20:50

RambOrc

If you mean the original hexen.wad from the DOS game, Camper has it, that's not the prob.
Wed, 12 May 2004 16:55:23

Firebrand

I have uploaded the latest karena.wad I have fixed the issues that lava floors don't do any damage and added an temporary MAPINFO, also I put the music files in MIDI format, it contains the posters patches so you can make your own textures with them. Also, when you make new textures with them, please include them into the WAD files you upload, so I can merge them all into one TEXTURES lump.
Wed, 12 May 2004 17:08:43

Firebrand

I have been thinking about the size of one WAD file, it's somewhat dificult for me to upload it with my crappy modem, so I think we should split the contents of the WAD to several files (sprites & sounds, textures, maps, music, etc.) so when I update textures, for example, it would be easier to upload a 2 MB file rather than a 5MB file, I don't know what do you think about this...
Wed, 12 May 2004 18:32:10

DarkRaven

[quote="Firebrand":12fwqy0z]I have been thinking about the size of one WAD file, it's somewhat dificult for me to upload it with my crappy modem, so I think we should split the contents of the WAD to several files (sprites & sounds, textures, maps, music, etc.) so when I update textures, for example, it would be easier to upload a 2 MB file rather than a 5MB file, I don't know what do you think about this... I call this a very good idea Firebrand! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> (I've this same problem)
Wed, 12 May 2004 19:08:46

DarkRaven

[quote="Firebrand":1e1g7lwl]I have uploaded the latest karena.wad... Hey, this zip archive is damaged !!! I can't exctract it <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: -->
Thu, 13 May 2004 15:22:03

Firebrand

Yep, just noticed that! small problem I got when compressing the stuff, but don't panic people, I will split the stuff as mentioned here and upload it later (tomorrow might be more probable <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> ).
Thu, 13 May 2004 15:36:09

Firebrand

OK, I have make a split with the resources, but the MP3 music doesn't seem to be working it seems the engine is trying to play a midi that isn't a midi anymore "invalid midi header", any clues someone??
Thu, 13 May 2004 17:08:34

Firebrand

I have uploaded all the zip files for the karena.wad, and also hmaps.zip that is the most recent version of the maps I made.
Fri, 21 May 2004 21:55:47

Firebrand

It has took me more time to finish than I expect, but it's finally on KDev, the new karena.zip with the new mana sprites, there's a new version of katextur.zip with the new textures for the football map and the new football.zip map.
Sun, 23 May 2004 20:55:01

mago

I'm yet to check this footbal map, but that sounds like a great work Firebrand! Keep it up man! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 05 Jun 2004 17:40:02

Firebrand

I have uploaded a new version of the karena.wad file, it has the new Cleric spell sprites Mago has done and the Skullrod & Phoenix Rod powered versions I made, I have been working on the base screenshots from Golden Axe for the new Hunter class (Hunter.zip), please give them a check Mago, so we can discuss how we will work on it. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> I have uploaded a new version of the Heretic maps, it mainly has some wall alligment corrections and I fixed some other things too.
Sun, 13 Jun 2004 21:04:43

Firebrand

I felt like doing a map from scratch for CTF (and I'm not doing it so bad, really <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> ), it's nothing too fancy, I just want it to be an open area with lots of ways to get into the bases for each team (which are on each side of the map), I might be uploading a preview of it now, I think it's not a real thing to be proud of, but for being my first really released map from scratch I like it, but you tell me if it's useful or not. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> The ZIP file is "mywad.zip".
Sun, 13 Jun 2004 22:14:35

RambOrc

Hey not bad for a first try! The basic feel of the map is cool, it could use a lot more architectural details to be really cool. Glad to see we've got still another mapper on the team, if we want SE the way it's been discussed a couple of times we could use even as many as 10 or more mappers. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> If we're already at mapping, I'll shortly upload the latest version of the town map, it's heavily "under construction" but might be interesting to check out.
Mon, 14 Jun 2004 02:49:22

The 4th Class

The inside chasm with the small river could use some more scenery, but other than that, that map was awesome! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> You should make more maps more often, Firebrand! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Is it okay if I go ahead and make a second CTF wad? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Don't know when it'd be ready though.
Mon, 14 Jun 2004 11:46:52

RambOrc

Hey of course everyone is welcome to make maps, especially for SE there never can be enough (the more good maps, the more epic the game). <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 15 Jun 2004 19:37:26

Firebrand

I'm glad that you like my map! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I just think it would be cool to make an open area for CTF maps, I was inspired by Unreal to make the map, I really think those maps are the base for the game, but I also noticed that making maps from scratch can be a though task (and very time consuming <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ), my work on the Hunter moving frames continues, I might finish the map for the next week and upload it completely by then (I just want to finish the open areas and make it a bit bigger & add some 3d floors to the whole thing, heh!).
Tue, 15 Jun 2004 19:40:43

RambOrc

I like open door environments a LOT more, indeed the lack of them was a major reason why I never played (or broke off quite fast) with a lot of FPS and RPG titles. I hope there'll be enough (wo)manpower to make a lot of varied outdoor environments for SE.
Tue, 15 Jun 2004 19:46:04

Firebrand

I also like them more, but I think that it's different depending on what kind of gameplay do you wish to give to the map you are doing. I remember you mention someting about time shifts (day/night) in SE, it would be cool to make it work with the computer clock, so we could add some things that happen just at night or at day (I know it might be complex stuff but it would be nice to try it <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> ).
Tue, 15 Jun 2004 19:48:40

RambOrc

LOL since SE release date is sometime in the next decade and it seems that programming will require the least amount of time compared to the insane amount of mapping and quest/story designing (not to mention graphics), the programmers might well have time to add a LOT of nifty extras to the game by the time it's out. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> And you can do all kind of gameplay with outdoor maps, at least if you categorize maps the way I do (i.e. that the maps in the Shadow Wood hub of Hexen are for me outdoor maps).
Tue, 15 Jun 2004 19:58:28

Firebrand

Yes, a lot of stuff needs to be done and we don't have much hands (I thought that with the new mappers and artists we could do it easier, but everyonte is busy now LOL).
Tue, 15 Jun 2004 20:18:35

Ichor

Another good thing about outside maps is that you don't have to worry about what you're going to put on the ceiling for the most part, since it's all sky. However, inside maps are good too for much the same reason. It allows me to use more complicated map designs and greater texture variety. Also, I can use more variable lighting. I mean, there's only so much you can do with cave maps, heheh. And by the way, I know progress on my maps has been slow recently. I haven't had much free time recently, but I'll try to get something going again soon.
Tue, 15 Jun 2004 20:22:37

The 4th Class

I personally find it easier to make an enclosed map rather than an open area, just because I don't have to worry about the level not having enough scenery and looking too barren (sometimes it comes to the point where you get claustrophobic). <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Tue, 15 Jun 2004 21:08:57

RambOrc

The DOOM engine has been written with corridors and small rooms in mind - that it can do a lot more than that is just an added bonus... and it's definitely not because the id map designers would've had any feeling for good scenery, I mean look at Mt. Erebus (E3M6 I think), that's the closest to a scenery with a special feel in DOOM and it's still quite pitiful compared to what the Raven mappers could get out of the same engine (even in Heretic and especially in Hexen).
Thu, 17 Jun 2004 20:31:13

The 4th Class

I'd say the Capture The Flag map I've been working on for the past week or so is about 70-80% complete - I left an unfinished version on my KDev account if anybody wants to check it out. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 17 Jun 2004 22:24:50

RambOrc

I don't like to criticize people but it seems that both you and Firebrand are using something else than the latest Korax Arena binaries to test KA maps and that's a bad idea IMO.
Thu, 17 Jun 2004 22:29:30

RambOrc

Hey I like the ideas you've got in this map, this is what makes a multiplayer mod a lot more fun. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 19 Jun 2004 17:15:42

Firebrand

[quote="RambOrc":je59u3mb]I don't like to criticize people but it seems that both you and Firebrand are using something else than the latest Korax Arena binaries to test KA maps and that's a bad idea IMO. What do you mean with that? <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Sat, 19 Jun 2004 17:53:53

RambOrc

Neither of your maps does work in the currently available KA internal beta and you seem to be completely unaware of this... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> I had to edit the maps myself so that they start up at all in the game.
Sun, 20 Jun 2004 00:58:31

Firebrand

Oh, that... I'm too lazy to add 8 deathmatch starts, but I have fixed it on the actual version I got here, and again I see those flashing sprites <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> I might have to see what to do about that.
Sun, 20 Jun 2004 14:40:21

The 4th Class

I too added 8 deathmatch starts, several days after I uploaded it, and it works on KA internal beta. The trouble is from the top towers, the floor is a reflection of the sky, rather than the actual ground. This doesn't happen when you're on the ground, or using warun (which I SWEAR I won't use for KA maps from now on <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> ). To be honest, I don't know entirely what is causing this problem.
Sun, 20 Jun 2004 15:06:16

RambOrc

That's the rendering distance which I set way higher for my SE town map, but I forgot which variable it was and where to find it so I can't set it higher for KA. Camper should do this as a default setting so that all maps work fine.
Sun, 20 Jun 2004 20:48:41

The 4th Class

In the meantime, I'll fill in the empty spaces in the copy I have here. I hope that by the end of the week, the gas chambers will be fully functional. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> However, I've never made a map for KA before, so I'm not too sure on what to do for adding the weapons generalized for each character class (ie: Level 4, Level 6, etc...). Maybe you could help me on that?
Sun, 20 Jun 2004 20:54:07

RambOrc

AFAIK there is a config file Camper uploaded some time back. Also, I think if you just use the original Hexen config file and add the 2nd and 3rd weapon of all 3 classes, they'll be interpreted as weapons 3-8 by KA.
Tue, 22 Jun 2004 11:47:41

Firebrand

I have finished the 1st half of the CTF map I was doing, I have uploaded a copy for anyone who wants to give it a check and tell me how it looks and what needs to be added and discarded, thanks!
Tue, 22 Jun 2004 18:38:33

The 4th Class

Hey I really like that map - it's huge! (I got lost). <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I take it you're going to fill up some of the barren areas, like that really high leviathan beside the abyss, right? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Tue, 22 Jun 2004 22:03:47

RambOrc

I liked some parts of the map a lot, Firebrand you're getting better and better at mapping. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 23 Jun 2004 13:32:40

Firebrand

[quote="The 4th Class":1obxpohl]Hey I really like that map - it's huge! (I got lost). <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I take it you're going to fill up some of the barren areas, like that really high leviathan beside the abyss, right? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Yes, everything will be covered with decorations (when I find a way to make the flickering reduced <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ). I'm happy that you like the map. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 23 Jun 2004 15:50:14

RambOrc

The bad news regarding the flickering is that it won't be solved until the new netcode is written by Janis and that'll be towards the end of the year. Meaning we might have to put aside these cool great maps for the time being (or use them in SE where the prob doesn't exist). But that shouldn't stop you from finishing the map, a couple of months of waiting isn't a big deal IMO (especially if looking at the Korax project as such, going on for over 4 years now).
Wed, 23 Jun 2004 23:09:25

Firebrand

I was suspecting that it was the netcode, because when I test it before (in SP mode) it didn't gave any problem. I don't care to wait 10 years if the netcode will make the MOD better for everyone, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 23 Jun 2004 23:19:48

RambOrc

In the meantime, making small deathmatch maps for KA sounds more like the way to go... which made me think, I think game modes like Critter Hunt and Summon Contest should be postponed for the new netcode because they require big maps with lots of details to be cool.
Wed, 23 Jun 2004 23:22:53

Firebrand

Yes, I think it's better to wait for it, and make a lot of DM & Football maps to have more variety when the release comes! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 23 Jun 2004 23:30:10

RambOrc

LOL I don't think it needs more than one football map. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> OTOH for DM the more maps, the better. If you download the SE Alpha map pack, there are some DM maps in it which I decided back then to use for SE single player in lack of more maps, but they could be used now as DM maps for KA.
Wed, 23 Jun 2004 23:31:55

Firebrand

Oh, yeah I remember I check it some time ago, also it would be easier to finish the maps because they would only need some thing changes.
Mon, 05 Jul 2004 21:10:32

Firebrand

My work on the Hunter's sprites continues, I might even have something to upload in the weekend, also I have found some cool sptirtes to start working on more enemies for SE (or KA), actually I'm working by fixing some sprites and make an orc warrior (or a lizard warrior if I can work it fine, heh! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> ).
Fri, 16 Jul 2004 20:34:51

Firebrand

The sprites might take a bit more time, I haven't had much free time lately, and college work keeps coming and coming! So it may take a bit more to finish, the good news is that I have fixed the map I spoke of in the Vavoom forums and it's going really well, I might upload it when I have some more stuff to show you. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 16 Jul 2004 20:40:21

The 4th Class

That really is good news, Firebrand. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> (I meant the part about the map, not the college. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> )
Fri, 16 Jul 2004 20:49:02

Firebrand

I have thought on making a teleporter maze for deathmatch (of course it takes some time to make the teleporters and to keep track of all the tags (there are a lot of them now, heh!), but it will be fun when finished. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 16 Jul 2004 20:52:56

The 4th Class

LOL that reminds me of the time when I made a mini Heretic episode, where the object was to turn into a chicken and walk through a toxic maze. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> The trouble is you can't beat it without cheating, and the demos I recorded backfired because they omit cheats.
Fri, 16 Jul 2004 20:57:45

Firebrand

Sounds funny! LOL <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 16 Jul 2004 21:03:22

The 4th Class

LOL this was the start screen..... [img:35iip7kq]http://members.aol.com/marlunaott/Bockers.jpg[/img:35iip7kq]
Fri, 16 Jul 2004 21:15:45

Firebrand

The pixelated view makes it look even funnier, LOL!
Wed, 21 Jul 2004 13:50:15

Firebrand

I have just uploaded a preview of the almost complete Mirror Maze (it actually has like 3 teleports, but I might complete really soon).
Wed, 21 Jul 2004 14:55:10

RambOrc

"aglmpb1 not found"
Fri, 23 Jul 2004 12:38:37

Firebrand

Finally, I have uploaded a new version of "katextur.wad" with all the new textures up to date (including those of my new map), also I have uploaded the finished version of my teleport maze, if you think there's anything that could be changed just post it here and I can give it a try, I mean, I don't know how good the map is in the final stage and as we still have time to make changes I think it will be fine.
Wed, 28 Jul 2004 13:48:58

Firebrand

OK, I have uploaded a final version of the map and the updated "katextur.wad" file, it contains the most recent textures Darkraven has made plus the textures of my new map, I want to know if we are going to merge the maps in one file for KA 1.0 release, if that's the case I can merge them, of course that's if no one is going to do it actually.
Wed, 28 Jul 2004 16:00:28

RambOrc

Unless I run into trouble, I'll do that myself, if I can't do it I'll get in touch with you, thanks.
Mon, 02 Aug 2004 01:11:06

The 4th Class

I managed to make another MP3 file: WarriorsAxe.zip. It's in the audio section of my KDev folder. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 02 Aug 2004 19:59:28

RambOrc

The base riff reminds me a lot of Running Wild: The Fall of Dorcas, but that's not necessarily a bad thing. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> BTW why did you use MIDI synth instead of your guitar this time?
Tue, 03 Aug 2004 15:17:09

Firebrand

I like both songs they sound really well, it would be nice to hear a real guitar recording of them!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> keep up the nice work!
Tue, 03 Aug 2004 18:12:45

The 4th Class

[quote="RambOrc":1rpr312l]The base riff reminds me a lot of Running Wild: The Fall of Dorcas, but that's not necessarily a bad thing. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> BTW why did you use MIDI synth instead of your guitar this time? I've never listened to that song before, honestly. <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Anyway, I was unable to record any audio on my computer, let alone record guitar, but then on Sunday we went to visit our Grandparents on the other side of town, who have the same program I use and it worked fine, so I took advantage of the opportunity to record the audio there (transferred the files with a floppy). Anyway, long story short, I can't record audio - don't know why, just can't. I've been doing the same procedure I've done since May. But don't lose hope - I still have my Grandparents' house, where we go every Sunday. I can bring my rig there and record - if I'm allowed. So I'm not completely screwed.
Tue, 03 Aug 2004 19:02:18

RambOrc

LOL if it makes you feel any better, from what I heard even at commercial companies they fight with similar technical probs at times (at least at RavenSoft). <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 03 Aug 2004 20:32:17

The 4th Class

If you want, I could always mail you the tablature and you could record the song on your guitar. That would be the faster way. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 03 Aug 2004 20:35:47

RambOrc

Not with the lack of practice I suffer from these last 2-3 years, I never was a really good guitarist but since I stopped playing regularly in late 2001 even those modest skills were further diminished. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> BTW I've recorded a couple of test riffs some days back, if you're interested I can upload them.
Tue, 03 Aug 2004 20:39:48

The 4th Class

Sure I'd like to hear them! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 04 Aug 2004 14:58:53

Firebrand

[quote="RambOrc":rg2147xx]LOL if it makes you feel any better, from what I heard even at commercial companies they fight with similar technical probs at times (at least at RavenSoft). <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Yeah! That's how computers are, when you think everything is working well, *alas* something fails!! <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: --> , my "fried" Hard Disks (or at least one of them), [u:rg2147xx]is working!!![/u:rg2147xx], I don't know what the hell is with that damn thing! I'll have to make more tests these next days, BTW I have made a better map01 for the remakes I really like how it looks I have just uploaded it for you all! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> . I thought my laptop was going to be faster for Vavoom, it lasts a while for loading maps (it takes more time loading the maps that the time I play, heh! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> ).
Wed, 04 Aug 2004 15:42:08

RambOrc

Whoa! Even in this unfinished state, the new Winnowing Hall is already awesome. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Regarding your h/w probs, you should backup all your important files ASAP to some other media (CDs are the best these days).
Wed, 04 Aug 2004 17:23:27

Firebrand

I already have uploade most of the important things (KA Stuff), and I only have a "karena.wad" that was being changed a bit to fix some missing sounds and stuff from Hexen, but I can do that mostly quick if it's lost or anything, another thing that might be lost is my work on the hunter, which is going to be the most hard thing to redo, but I still need to see if my D: drive (my other HD) is working first, I'll do my tests later today.
Wed, 04 Aug 2004 18:08:40

Moose

I really like the new Winnowing Hall, I think TCS's levels are going to look really good. the battlements look really great with the 3D floors.
Wed, 04 Aug 2004 19:02:14

RambOrc

Oh yes and Firebrand, something you might not be aware of, in Vavoom you don't have to have a full-height wall on the outer side of a sector, the skybox covers it all just fine (unlike in the original Hexen). I asked Janis to put this feature into Vavoom back then for endless plains and the like (i.e. no outside walls around the map at all), but it can also be used to put in reduced height walls, i.e. you can make the inside sectors higher than the outside walls and there won't be any visual errors, no matter from what height and from where one looks (even when using flying). Which reminds me of something I wanted to ask you several times but always forgot, can you make skyboxes for all Hexen episodes? For the moment, just make a new top and bottom panel (sky and earth), later on I'll sit down and work out a complete map of the area where the Hexen hubs are placed, their relative positions to each other etc, and also the relative positions of the maps within the hubs (MRJ from RavenSoft told me some years back that there IS such a positioning within hub maps), and using such a map there could be special things added to the 4 sides of the skyboxes, giving the game much more of a feeling in traveling in a real world (it was really awesome in Unreal how you could see the Sunspire from several maps away on the skybox, for example). Oh and BTW the nice thing about these enhancements of the Hexen maps is that they can be used twice, not only in TCS but also in Korax Coop (not fully the same of course, with many details like item placement different, but the architecture itself is a major part of the work and that can be re-used in the coop mod). <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> p.s. Moose I think we are in the wrong thread. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Wed, 04 Aug 2004 19:07:40

Moose

I ment to ask about Skyboxes but forgot. But yes I believe we are in the wrong place, time to make a TCS topic.
Sun, 08 Aug 2004 04:40:42

The 4th Class

I just perfected that Warrior's Axe tune, it's now in KDev. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> The newer version has the underscore in the file name, while the older version doesn't. What's the perfection? I not only lengthened the song by about a minute and a half, but also removed all MIDI synth guitars and replaced them with a real guitar*! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> It's a bloody miracle! I can record audio again! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I feel like my...well I just feel damn good. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> * Sorry if it sounds a bit raw or unclear. The tone is crystal clear if you're in the same room, but I'm still searching for a better way to record the guitar.
Sun, 08 Aug 2004 21:52:17

Firebrand

Hey! It sounds reallly good 4th, really nice work!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 08 Aug 2004 23:46:11

mago

Thought I should post this here also. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> The Witchaven guy is converted, the wads containing the graphics are already uploaded in my Folder (Mago - KArena - Witchaven guy.zip) with weapon pick up sprites, character model and HUD (heads-up-display = screen) weapon animations. As I describe in the general notes, some small effects should be copied and pasted from the Hexen original wad to complement the weapons (hitting effect), because they don't exist in Witchaven (sorry, couldn't do it myself). Part of the boring work is done, but we still need to put this in the game, decide matters like character's health and walking speed, speed for each attack, aswell as damage ratio and area of impact, in a balanced way. Also the SOUNDS are missing, but I thought Hexen's original sounds for things like "cutting air with sword" sound, or "hit" sound, could just be easily shared from Hexen's original ones (if needed maybe Class could tweak a bit some sounds to make unique ones for the magics at least?).
Mon, 09 Aug 2004 01:45:02

The 4th Class

I'd need a little more information, but sure that sounds like a simple task for me to do. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 09 Aug 2004 09:45:37

mago

I don't think it would mean any major work. Witchaven's original sounds are pretty general too, so I guess ripping the Hexen's one and adding it to this converted one would suffice just fine. Probably, the only ones who could use some tweaking would be the magics. You could just play a little with existing sounds (make it a bit slower, change the tone, etc) just to make it sound like a "new" sound, exclusive for that character (example: use a slight different sound from the Cleric Firestorm fire for firing the new Fireball magic, including also the Green Dragon's fireball sound for the projectile sound (while it flies), and maybe a slowed down and less powerfull version of the Wyvern fireballs sounds for wen it hits and explode). The voice could be from the Heretic or Mage's character, and aside the 3 magics, and the powered up version for each weapon's hits, all sounds would be the same as Hexen's originals. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Hope I helped a little.
Mon, 09 Aug 2004 09:52:27

mago

Just just reminded me: the powered version for each weapon are also described in the manual's scanned pages, which are inside RambOrc's folder I think. Some weapons could use different effects for impact (example: the electrified version of the Double Handed Sword could use the impact effect for the Timon's Axe (warrior)).
Mon, 09 Aug 2004 12:23:49

RambOrc

Yep, and these are the weapons that need new graphics too - the Dragon's Maw and the Ripper (its powered up version) are now two different weapons for two different classes, they shouldn't look the same. No animations needed for the Maulotaur spell of the Mage and the Heal spell of the Cleric, these will be dropped before KA 1.0 is released.
Mon, 09 Aug 2004 15:27:31

mago

[quote="RambOrc":2ojwg0xp]Yep, and these are the weapons that need new graphics too - the Dragon's Maw and the Ripper (its powered up version) are now two different weapons for two different classes, they shouldn't look the same. No problem, I'll look into it right now. Should I try new colors or something for the projectiles too? Which class is using each weapon? [quote="RambOrc":2ojwg0xp]No animations needed for the Maulotaur spell of the Mage and the Heal spell of the Cleric, these will be dropped before KA 1.0 is released. That's not cool, because I already made a quick animation for the healing spell... <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> No problem, I guess this could still be used. So besides the Dragon Claw/Ripper, which weapons still don't have a HUD animation? I was thinking of changing a little the normal hammer's sprite too, for that Darkness hammer.
Mon, 09 Aug 2004 17:00:08

The 4th Class

[quote="Firebrand":1ra35awk]Hey! It sounds reallly good 4th, really nice work!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Hey thanks for the comment, Firebrand! I guess maybe I worry too much? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Mon, 09 Aug 2004 17:19:58

RambOrc

Don't worry about any superfluos KA graphics, chances are high we can use them in one of the 3 KH games. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 09 Aug 2004 17:55:53

RambOrc

Hey this song is wonderful, just the kind of music I think fits the visuals perfectly. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Could you re-mix it with a less extreme stereo effect (i.e. that some instruments are clearly only in the right or left channel)? I'd opt for a 1:2 or even slighter ratio within a channel.
Mon, 09 Aug 2004 21:02:20

The 4th Class

Not without making the song mono. I'm afraid that extreme stereo effect is inevitable, as my patch chords record only on the left channel, and leave nothing, not even the slightest trace of buzz, on the right. All the other instruments, (drums, bass, mock voice), however, are evenly displaced in both.
Mon, 09 Aug 2004 21:34:48

RambOrc

Actually, making MP3s mono would cut their size in half... do any of your songs use stereo?
Mon, 09 Aug 2004 21:38:20

The 4th Class

Yes, as a matter of fact all my songs technically use stereo, but simply have a mono feel to them because I often centre pan every instrument, evenly displacing everything on both channels. Sometimes I'll right pan one instrument by say 30%, but left pan another by the same degree or maybe two, both by 15%; because I'm the kind of guy who likes balance. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> OTOH, if the 100% left-channel guitar must be fixed, I can re-export the audio as a mono wav file, then convert it to a stereo MP3 file, or first to a stereo wav and then the MP3. AFAIK that should work, but I haven't tried it out yet.
Thu, 17 Feb 2005 18:21:21

Firebrand

I yesterday uploaded a new internal beta for Korax Arena, it's inside the "arena" directory on KDev. It has all the small bugfixes and the Witchaven class completed, if someone finds any bug or problem please post it here, so I can check it out.
Thu, 17 Feb 2005 18:43:58

RambOrc

Wow! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Gonna check it out over the weekend at latest and will post my findings here.
Sat, 19 Feb 2005 21:58:47

RambOrc

Hey this is incredible! I'd say it's time to release the next beta of KA. Only thing I couldn't find out how to is all those different mapfiles, can they be all loaded at once? Also, when I load e.g. hmaps.wad, it overwrites the mapinfo that'd list the other KA maps, etc. Once the maps are all loaded at once into KA and the mapinfo is OK, I'd say let's release it. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 20 Feb 2005 04:26:06

Firebrand

It's just a matter of editing the WAD files and adding a "kamaps.wad" file or something like that, of course, not all maps would be included on the beta, because some of the maps are for CTF, but the deathmatch ones can be icluded though, also I have been thinking on updating the Heretic maps with the new mana items that I made for it, I don't know if DarkRaven has the time to do the same on his maps, that would be cool if it could happen, but it's not a problem, since it can be done with another release of KA. I will upload a new config file for WadAuthor tomorrow, so he can download it and start updating the maps ASAP.
Sun, 20 Feb 2005 13:07:49

RambOrc

Since it's another beta, small things like that should be no prob. I'd also include all CTF etc. maps too, not only the deathmatch ones - it's about testing maps and performance and crashes and bugs. Firebrand can you put everything together into one big wadfile (I mean the maps) or do you still have a slow upload speed?
Sun, 20 Feb 2005 15:53:55

Firebrand

Yes, I can do it now <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> , I have a cable modem connection now and it has a decent amount of upload speed. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> EDIT: It's done, the upload is in the same file name now. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 20 Feb 2005 18:50:22

RambOrc

Wow this is incredible work, big kudos to several team members! I've tested all UT maps and they are awesome... <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Janis, we've been talking about an idea some months back to pre-render static lights so that it doesn't take so long to load a map, it'd be very cool if you could work out something because after taking a look at these maps, I definitely don't want to reduce the lights, they make the maps beautiful. Regarding the music, AFAIK 4th Class has made a live guitar version of all music, but they aren't in the wadfile. <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> I say let's release this as the latest KA beta (and let's not use any version numbers, each team member has his own counting system which is confusing <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->), Firebrand go ahead and release it to the public as soon as you can. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 20 Feb 2005 18:51:35

RambOrc

Just found out all my screenshots are just a light blue canvas, is it because of OpenGL or is it a bug?
Sun, 20 Feb 2005 19:22:46

Firebrand

Hmm, maybe you should try to take the screenshots in Direct3d mode and see what happens? It may be something with the OpenGL mode. <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> EDIT: Before I forget, MP3 music is not inside the WAD file, because the MP3 format for music is not supported by the current Vavoom version, the last binary had support for it, but it was a fast hack that Janis made for it, when updating to the newest Vavoom version it was again removed, so we will have to wait for Janis to implement it again.
Sun, 20 Feb 2005 19:59:30

Moose

I also announce my return, coursework is over and I'm ready to work again, hmm how many times have I said that before. I'll get the latest KA code tomorrow and then me and Firebrand can get started sorting stuff out as it's reported.
Sun, 20 Feb 2005 20:10:43

Firebrand

Good to see you will be back Moose! I'll be happy to start working with someone else on KA, there's a lot of stuff that needs to be done and fixed, if you need any problems setting the latest source up, please post here and I'll be happy help you out. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 21 Feb 2005 08:16:55

dj_jl

I just downloaded it. And I can already tell something that's IMHO is wrong. Custom mods should never put things in basev folder. Instead you should move korax folder out. You should also move wad files from main directory into karena folder and rename them to wad1.wad, wad2.wad etc so they are loaded automaticly. To run it replace '-karena' with '-game karena'. I'll test it some time later this week (I just got a new PC and I'm in process of installing Linux From Scratch on it).
Mon, 21 Feb 2005 14:58:55

Firebrand

There's a new karena.wcf config for WadAuthor, it's on Camper directory, just download it again.
Mon, 21 Feb 2005 16:43:35

RambOrc

Moose I really don't want to kill your motivation once again, but it'd be really great if you'd put together the final KMOD3 version and release it to the public first.
Mon, 21 Feb 2005 17:18:30

Moose

I'll try and put it together, if memory serves me theres nothing more to do on the programming side of things, it's just getting the distribution sorted. I shall try.
Wed, 23 Feb 2005 23:21:17

Firebrand

[quote="dj_jl":2wrs4ask]I just downloaded it. And I can already tell something that's IMHO is wrong. Custom mods should never put things in basev folder. Instead you should move korax folder out. You should also move wad files from main directory into karena folder and rename them to wad1.wad, wad2.wad etc so they are loaded automaticly. To run it replace '-karena' with '-game karena'. Yes, it will make the process of using any IWAD file easier too with the base.txt file, but can it be used inside the Wad0.wad Janis?
Thu, 24 Feb 2005 00:14:49

RambOrc

From reading tester feedback, I just got an idea how to "fix" the Mage's Arc of Death: make it horizontal instead of the current vertical. This should take care of many of the probs, especially if the thing has a fixed width.
Thu, 24 Feb 2005 08:20:20

dj_jl

[quote="Firebrand":377eqqkf]Yes, it will make the process of using any IWAD file easier too with the base.txt file, but can it be used inside the Wad0.wad Janis? No it must be outside.
Thu, 24 Feb 2005 19:42:37

Firebrand

[quote="RambOrc":2stvj2x9]From reading tester feedback, I just got an idea how to "fix" the Mage's Arc of Death: make it horizontal instead of the current vertical. This should take care of many of the probs, especially if the thing has a fixed width. It's a good idea Ramborc, but let me try something to fix the mage's lightning spell, if nothing else works we'll do it you way <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> .
Thu, 24 Feb 2005 21:14:53

RambOrc

it's actually amazing how you're now the one bigtime active programmer on the team, having been a 2D artist for years before, I still couldn't completely take it in... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 24 Feb 2005 21:40:39

Moose

Yeah, I'm no longer the wonder boy, hmm. Really have to get my arse back in gear <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> .
Fri, 25 Feb 2005 15:31:00

Firebrand

Hey! I'm not trying to take anyone's position here, that's not my intention here, I'm just trying to put my new knowledge of programming into something I'm doing, and believe me, it hasn't been easy for me to start doing it, but I'm starting to like it, heh! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> And eventually my 2d art skills will have to be used again, for the gargoyle sprites, so I won't be working on the source after I make this fix. Also, we are a team here, we aren't competing for anything Moose, so if you want to be the wonder boy, take the title yourself, I don't want it, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Fri, 25 Feb 2005 16:09:42

Moose

Heh heh, you know I was only joking, and if you didn't know, guess what... I was joking. But I'm actually glad that your coding too, means we can help each other and stuff.
Fri, 25 Feb 2005 16:50:35

RambOrc

Fiurebrand make sure you don't let yourself be discouraged from programming, no matter what... there's still an immense amount of coding ahead of us, and a lot of it is the things you've been doing lately, i.e. new weapons, monsters and stuff.
Fri, 25 Feb 2005 17:17:59

Moose

Tell me about it, well atleast the KH trilagy will all build upon the same codebase.
Fri, 25 Feb 2005 17:32:51

RambOrc

what codebase? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Fri, 25 Feb 2005 18:05:08

Firebrand

I know you were joking Moose, I was joking too, heh! Don't worry guys I won't be discouraged by programming, I know that we need to have a lot of hands to work on what's left to do <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->. I have been tweaking with the lightning spell, but I didn't found anything strange, the only thing I found is that the ceiling thunder is the one giving problems, I have been checking how it works on ZDoom and it makes exactly the same checks and stuff, but when you shoot it in Vavoom if the ceiling height decreases the projectile doesn't "lowers itself" to the new height <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> I don't know if there's another way to handle it, actually the ceiling / floor checks that Vavoom is using seem to be right (HitFloor / HitCeiling), but the ceiling one doesn't works as expected, is there another file where the ceiling lightning is??
Fri, 25 Feb 2005 22:09:52

RambOrc

BTW what happened to the cheat that allowed god mode? When I type "seta" in the console, it doesn't work.
Sat, 26 Feb 2005 16:30:34

Firebrand

Huh! <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> I didn't even know that it existed! I don't know, I remember Janis made a hacked version of the Vavoom executable to make MP3 music work and some other stuff, but it was the old versoin (1.15.1 or something like that), of course Janis fixed some bugs in the new Vavoom version <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> and I had to update the executable with it, so all those nice things may have "died" for now, I don't know if there's a way to add console commands via the progs, but I think it's not possible <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> .
Sat, 26 Feb 2005 17:34:22

RambOrc

Camper should know how he added it to 0.1, or you could check out the source code he uploaded to kdev, the console command for god mode was "seta" (his reasoning was that this way someone scanning through the console commands will be unlikely to notice it, even if looking for cheats).
Mon, 28 Feb 2005 07:51:46

dj_jl

The command is "god". But you are not allowed to use cheats in a network game.
Mon, 28 Feb 2005 14:08:02

RambOrc

Check out the 0.1 code Camper uploaded, the seta command enables god mode in multiplayer games that are played on one computer with bots only. It crashes the game if you try it on LAN when several computers are connected. This cheat code is highly useful for development testing (another one that gives you all weapons and makes you level 5 would also be useful).
Fri, 04 Mar 2005 14:14:00

Firebrand

Maybe it was an alias? I don't know, is there any way to allow cheats on net play Janis? BTW, I have been checking some of the code for the Mage's Lightning, I found some small problems, I downloaded the original Hexen source code to check how they make it work, it has a missing ZigzagCounter initializing from the weapon codepointer, also the check for the CeilingHit & Floorhit is a bit different (I think it gives the same results anyway, so that's not a problem), also I found that you are using a MAXSTEPHEIGHT for the Floor Lightning, why is that? Can't we use something similar for the Ceiling Lightning? just some fast questions for you... EDIT: Another question before I forget, is there any way to define new commands for the console via progs? If there is, could you make a small explanation for me, Thanks Janis!
Fri, 04 Mar 2005 15:40:09

dj_jl

I'll check the lightning. You can't add new commands from progs. Possible alternatives are impulses or adding new options to Gimme cheat. Currently there's no way you can cheat in a network game. I'll add a console variable to enable this.
Fri, 04 Mar 2005 15:45:12

Firebrand

OK, I'll let you fix the lightning then <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> I have been checking the problems with the maps and strangely enough the stadium map had some missing textures <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> (the strange part is that I never touched the map, just moved it to the WAD), it seems to be fixed now, I'll concentrate for now on fixing some details for the gargoyle class and then start working on the sprites some more, unless you think there's something else that needs to be check.
Tue, 08 Mar 2005 17:46:06

Moose

Woo CVS just did it's think and I have the code that is currently up there, now I just need a job. Only took me a little while to work out how to use the bloody thing <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . I'll also try once again to get my network up and running, again.
Tue, 08 Mar 2005 22:05:55

Firebrand

Well, let's wait for me to finish the sprites for the Gargoyle class (which shouldn't take much time after I get the sketches or something to use as a base), if you really want to do something with the code, you could check the latest beta release comments and try to fix the aiming for the witchavens long bow, I don't know why it doesn't works, heh! You could try to check the lightning, the more people looking for the bug, the easier and faster it will be to fix it! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Also, if you want to do something else, remember that list that Ramborc asked for? I'm too lazy to do it myself, so you can try to make the list, the source code actually has something to use as a base that Camper did. I don't remember anything else that needs to be worked right now, but let me check my notes on that, heh! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> BTW, it will be nice to work on the code with someone else Moose!
Wed, 09 Mar 2005 16:46:37

Firebrand

Today I think I'll add some of the new mana items to the Heretic maps and work a bit on some of the maps I did for KA, to add some more details and stuff to them.
Wed, 09 Mar 2005 19:09:25

Firebrand

I have detected and fixed a small number of bugs with some weapons, the CVS repository has been updated.
Wed, 09 Mar 2005 19:51:48

RambOrc

Firebrand can you create a weapons table that contains all weapons, mana usage, damage and any other values it has?
Wed, 09 Mar 2005 21:20:45

Firebrand

Sure! I find it to be a bit boring, but I think it's OK, I'll have it tomorrow.
Thu, 10 Mar 2005 15:04:07

Firebrand

OK, the weapons table is on KDev, some comments on it though, the damage values are the ones that the projectile has, I don't know how to calculate them for the game, the source code has an operation for the missile damages depending on the player attributes, but I think it will be easier to use the values for the missile damages. Some missiles have a varied damage, the format I used for it is "min value - max value", if you see a slash (/) in some values it is the amount of damage of the melee / missile, if it's something different it is named in the same table, the speed and range values can have a decimal value (with point). BTW I did it in M$ Excel, because doing it in text was a mess to allign, if you want, I can upload it on PDF format too...
Thu, 10 Mar 2005 20:48:37

RambOrc

Wow you made a very nice table, thanks. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 10 Mar 2005 21:26:30

Firebrand

Well, I just tried to organize it all in a nice way, because I found it difficult to make in a TXT file.
Sat, 12 Mar 2005 20:54:01

Moose

Ok me and Phil (my little Brother) got round to playing KA0.2 today over my LAN (rather than the wireless one) and it worked ok I had a good speed all the while and Phil was apparently a bit all over the place, but we'll try more combinations at a different time. We both seem to agree that it needs some form of spawn protection, not sure if you guys agree or not, but it's bloody annoying to die 3 times in a row because you've respawned where you died. Spotted a few of the bugs already mentioned in the public forums, and no new ones that I remember.
Sat, 12 Mar 2005 21:10:26

Firebrand

Yes, I have also noticed that too, and as you say it's kinda annoying, maybe we need to add some checks for enemies near the deathmatch starts to respawn farther from them.
Thu, 14 Apr 2005 13:42:12

Moose

Right guys, I guess with Mago starting to get the Gargoyle HUD sprites done (and very nice they are too) we should start thinking about whats to go in KA0.3. So whats do we want/need. So far I can think of only the Garg player, and cheapys request for more gore.
Thu, 14 Apr 2005 16:48:35

RambOrc

I'll present the reworked basic gameplay and a new weapon table in the near future, unless I skip with it a lot, it should go into the next public release.
Fri, 15 Apr 2005 14:55:52

Firebrand

I think thatthe next beta should have the improved damage rates too, because that's another general request from everyone thta beta tested, and it should improve the gameplay a lot too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Fri, 15 Apr 2005 16:30:13

RambOrc

what improved damage rates?
Fri, 15 Apr 2005 18:59:51

Firebrand

The table that I made for you (that's what I meant), you'll change the damage values for the weapons IIRC.
Sun, 08 May 2005 18:09:13

Moose

Me and Firebrand have been chatting a little this last couple of days, and have both been discussing KA. FB is going to work on a few weapon fixes (make the hammer of darkness actually blind the player) and then work on a few other bits and bobs. While I may try either updating the Skulltag version thats in Vavoom (FB has asked for the latest code) or rewriting it myself, probably based off a pathnode system similar to that of UT. We'll probably both keep ourselfs more updated than we keep you, but just poke us if we're too quiet and we'll talk <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Thu, 12 May 2005 15:40:11

Firebrand

I didn't got any answer for the latest ST source code, so I think we should continue with the pathnodes for the bots then, it should work well too.
Thu, 12 May 2005 15:45:40

RambOrc

Whenever you code AI, always think along two lines, we need not only DM-bot but also SP-monster AI, so if one thing doesn't work out too well for one, it could still be good for the other.
Tue, 17 May 2005 14:41:33

Firebrand

I have a small question regarding the bot attributes, as far as I understand, there are 5 different bot attributes (aiming, intelligence, skill and others I don't know), they all can have a different level or number describing how good the bot attribute will be, the question is, which are they and what's the order on the bot definitions?? I found this thing in the code, but I don't know which one is which:
		"botf1",
		bsk_medium,
		bsk_medium,
		bsk_medium,
		bsk_medium,
		bsk_medium,
They all refer that the bot skill is the medium one in everything, but which one is which? Also, I already made the bots recognize the appropiate distances for the all the weapons and classes, they now work better than in the beginning, you should update your sandboxes with the changes to keep all the updates on the same track.
Tue, 17 May 2005 15:04:00

RambOrc

Sounds good. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Next thing is some pathways so the bots don't get stuck, these two fixes should take care of most of the spectacular problems with bots. Also, it'd be cool if there'd be an option in-game to set bot difficulty, it shouldn't affect their ability to run around the map but they should move slower, aim less accurately and stuff.
Tue, 17 May 2005 15:41:02

dj_jl

See botinfo_t structure in svdefs.vc for meaning of the fields.
Tue, 17 May 2005 17:34:36

Firebrand

Thanks Janis! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Wow! There's a lot of stuff here to play with, not just the attributes I named here! I should try to use some more of them... [quote="RambOrc":243lr7y4]Sounds good. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Next thing is some pathways so the bots don't get stuck, these two fixes should take care of most of the spectacular problems with bots. Also, it'd be cool if there'd be an option in-game to set bot difficulty, it shouldn't affect their ability to run around the map but they should move slower, aim less accurately and stuff. Yes, that's what I was thinking myself, after I finish seeing how to set it all up to make the game difficulty to be selected, it will be there <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> , also for testing, it would be cool to have a spectator option too, how difficult it would be to set it up Janis??
Wed, 18 May 2005 06:43:30

dj_jl

Shouldn't be too difficult.
Wed, 25 May 2005 21:14:26

Firebrand

I'm still alive and working on the bots, these last 2 weeks have been a bit tight with my time, but I'm sure I'll have something more complete for the next week if I can finish all this college work (which shouldn't take much time), I alreayd made the bots able to decide which weapon to use depending the fighting situation, there's still some stuff I want to test before updating the CVS repository with my changes, I hope to make them able to chat already when I finish these changes, so be patient, heh! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 29 Jun 2005 14:11:09

Firebrand

This has been a rough week for me, my exams are almost over (on Thursday I have the last exam), after that I'll be able to finish those pathnodes and continue to some other stuff I have been wanting to do, BTW I already added some weather effects as I discussed with Moose, I think I didn't mention anything about it on the KDev forums, the rain effect works mostly fine (I already made a small demo map for that), the snow effect takes too much demand of sprites and they flicker all around, but we could always use only rain for now, heh! Well, that's for the progress report, now I must get moving to study for today's exam, see ya later pals! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->

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