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Koraxdev fileserver / KMOD 2.2. release

Sat, 08 Jun 2002 22:00:00

RambOrc

Good news, I'm as good as finished with the rework of the site, I'm currently uploading the pages to the new server and will do the DNS switch afterwards. Since it's now on a physically different server, I'd appreciate if you'd make me a list of all files on the koraxdev server that are still needed so I don't have to move all that stuff if not necessary. Regarding KMOD 2.2 release, it can be out next week, I've opted for a release on the 14th becuz that's the 1 year anniversary of KMOD (Korax Mod 1.0 was released June 14, 2001).
Sun, 09 Jun 2002 11:34:00

mago

That's cool! When will we be able to see it?
Sun, 09 Jun 2002 17:53:00

RambOrc

I'll do the DNS switch today so depending on your geographical region and your ISP, you'll be able to see the new site under the same www.korax-heritage.com address in 1-4 days. You'll know when you're on the new server, becuz the index page is now a news page instead of the intro banner. BTW there isn't much to see, for the web surfer there isn't much difference, the look is the same it's just the way how it's processed is basically different. Regarding content, I removed the Arena section completely and cut away the empty pages from both SE and TSP, also reworked the history section completely. The KMOD2 stuff is now integrated into the KMOD section, and the main section pages have changed somewhat as well. Also, the admin center will be completed in the coming days (weeks [img]images/smiles/icon_rolleyes.gif[/img] ), after that you'll be able to post new yourself and upload screenshots which you can directly add to a newspost for visitors to see.
Mon, 10 Jun 2002 10:49:00

mago

That is really great. I'll be waiting then. By the way, could I put pics of "hurted skins", new npcs, weapons, and ect... Wouldn't it kill the surprise?
Mon, 10 Jun 2002 11:43:00

RambOrc

Hey you've been nagging me for months now to put up some new shots and to tell people about the "damage skins" (BTW the word would be "hurt" and not "hurted"), and now you get the chance to reveal it to the "broad public", you don't want to... [img]images/smiles/icon_razz.gif[/img] If you people really want it, we can lay down a common policy on what's going to be public in advance and what not.. IMO it makes sense to show a couple of NPCs and new monster animations, but not all of them.
Mon, 10 Jun 2002 21:29:00

RambOrc

Well here the DNS switch happened already so I can see the new site... once it happens in your area as well, you won't be able to access the koraxdev area any more... since none of you listed me a single file, I think I'll just set up the new filesharing system on the new server and let everyone upload the files anew. [img]images/smiles/icon_razz.gif[/img]
Mon, 10 Jun 2002 23:19:00

mago

But I meant to show the pics to all TEAM MEMBERS, and not to any person! [img]images/smiles/icon_razz.gif[/img] Of course we can show the people examples of the mods! In fact, it is great, in my opinion, to keep up the interest in the project. [img]images/smiles/icon_smile.gif[/img] By the way, I think I'm now about 50 or 60% done with the Cenatur/Slaughter. Hey, sorry for not listing any file, but I didn't even know what that means. [img]images/smiles/icon_biggrin.gif[/img] [ June 10, 2002: Message edited by: Mago ]</p>
Tue, 11 Jun 2002 17:59:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Since it's now on a physically different server, I'd appreciate if you'd make me a list of all files on the koraxdev server that are still needed so I don't have to move all that stuff if not necessary.
I'm interested in those maps for converting and newer versions of your maps. [img]images/smiles/icon_wink.gif[/img] I will upload new SE stuff for your testing. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Regarding KMOD 2.2 release, it can be out next week, I've opted for a release on the 14th becuz that's the 1 year anniversary of KMOD (Korax Mod 1.0 was released June 14, 2001).
... and 2 year anniversary of Vavoom (Vavoom 1.0 was released June 14, 2000). [img]images/smiles/icon_biggrin.gif[/img]
Tue, 11 Jun 2002 20:56:00

RambOrc

You can upload stuff to your Vavoom account, I can move around the files easily on the server later on. I'll upload my stuff in the coming days, too (highest priority now is to finish my part for the KMOD release in 2 days). Too bad it's not a couple of weeks later, we could've used that to announce TSP and Korax Arena... or do you have a good suggestion how to combine the 2 anniversaries? KMOD isn't built on Vavoom, after all. p.s. the fun in a DNS switch is always that on different parts of the planet it happens at different times... with e-mail it means things like that you access your mailbox all the time, but at one time point it's suddenly the new server. For those though who not yet realized the switch (slower ISPs/networks), the mail server is still the old IP. That means you should go and log in at http://orcishweb.com:10000 with username vavoom and your password and check the mailbox there for the next couple of days, too. Best you forward all mails from there to your POP mailbox and answer them then, as orcishweb.com will move to the new server in the coming weeks, too. [img]images/smiles/icon_wink.gif[/img]
Wed, 12 Jun 2002 18:13:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
You can upload stuff to your Vavoom account, I can move around the files easily on the server later on. I'll upload my stuff in the coming days, too (highest priority now is to finish my part for the KMOD release in 2 days).
It seams that I will have to do this to upload kmod 2.2 stuff. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Too bad it's not a couple of weeks later, we could've used that to announce TSP and Korax Arena... or do you have a good suggestion how to combine the 2 anniversaries? KMOD isn't built on Vavoom, after all.
Yeah, these really doesn't combine. So the only thing in common will be a release of the new version (I'm planing to release Vavoom on 14th June too). <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
p.s. the fun in a DNS switch is always that on different parts of the planet it happens at different times... with e-mail it means things like that you access your mailbox all the time, but at one time point it's suddenly the new server. For those though who not yet realized the switch (slower ISPs/networks), the mail server is still the old IP. That means you should go and log in at http://orcishweb.com:10000 with username vavoom and your password and check the mailbox there for the next couple of days, too. Best you forward all mails from there to your POP mailbox and answer them then, as orcishweb.com will move to the new server in the coming weeks, too. [img]images/smiles/icon_wink.gif[/img]
Thanks for telling me this, some messages were here.
Wed, 12 Jun 2002 20:45:00

RambOrc

Hey I just realized you got your hosted account at Dumpster's place at about the same time I did back in 2000... I recall you went online there when I was already up for a month or so and had already my first (or 2nd?) quarrel with him, he gave me a counter script that never worked so I used a META refresh to my homepage and back (so that I saw in the stats there how many visitors accessed the Hell's Surface main page) that was hosted by a Swiss provider back then, but that didn't suit him... I remember you used an external counter service too, I guess he forbade you to use it too, right? [img]images/smiles/icon_wink.gif[/img] Hey I guess I'm getting old, talking about the long-gone glory days like some old fag at the tavern table... [img]images/smiles/icon_rolleyes.gif[/img]
Thu, 13 Jun 2002 17:06:00

dj_jl

Yes, he didn't like that wery much. Ok, RambOrc, today I have one hour since now, so if you have done those spells/prices screens, send them now, otherwise you'll have to replace them yourself.
Thu, 13 Jun 2002 18:40:00

dj_jl

I must go now. I just uploaded everything, the link is http://www.vavoom-engine.com/files/kmod22.zip . Things left to do is replacing those spell/price list screens and replace manual.
Thu, 13 Jun 2002 21:45:00

RambOrc

Just sent you the files (there are a couple of things needed to be changed in the code so it was the only way), hope you can put it together tomorrow. [img]images/smiles/icon_smile.gif[/img]
Fri, 14 Jun 2002 07:04:00

RambOrc

Oh sorry... I just got to my comp 10 minutes ago. [img]images/smiles/icon_wink.gif[/img] But no fear, unless I run into some trouble when trying to add the stuff, I'll make the distribution package and upload it today, then make the announcement tomorrow.
Sat, 15 Jun 2002 15:49:00

mago

Ney, I just played Kmod2.2 and I must say the shop map looks very good! The merchant looks good too, and the architecture is perfect. I hope we will get buildings like that in SE! [img]images/smiles/icon_biggrin.gif[/img] Good work. And of course, it's totally bug free now (at least as far as I can see).
Tue, 18 Jun 2002 16:42:00

RambOrc

Don't worry, I'm already preparing the bug list of 2.2, the good news is they're all very small things. I plan to release a 2.2 patch (there's only a full version to download yet), that could include these little things and at that point I could quietly replace the current 2.2 download with the slightly updated one, too. [img]images/smiles/icon_wink.gif[/img]
Tue, 18 Jun 2002 20:37:00

mago

What bugs are you talking about, I haven't seen one. By the way, I managed to finish DK today, and I didn't find any bug, not even the gameplay bugs are there (like travelling to another HUB and keep the strenght, speed and health given by berserch, or the Wings that were lost between hubs, etc). I still think that the Defense spell is too powerful, and should be shorter or be replaced by repulsion spell, which is much more useful for a beginner mage, and much less "cheating". C'mon, what is the fun about entering a room full of monster, armed with the last mage's weapon (forgot the name), and waste everybody while they can't harm you in any way? It's a skill for the most advanced mages only, in my opinion... Although it may be late to change.
Tue, 18 Jun 2002 21:28:00

RambOrc

A couple of these really small bugs: - up/down looking angle is much more than in Hexen, either the default setting in korax.cfg or the text in the manual should be corrected - hundredfold messages (if you go in the first DK level to the waterfall, you can count in the console afterwards how many times it said that the waterfall is blocked [img]images/smiles/icon_smile.gif[/img] ) - the shop entranceway texture offset Ichor suggested hasn't been corrected, I remembered it first thing last Friday evening and I didn't want to mess around with the wadfile this deep in the last minute - since Hexen and Deathkings can have different help screens, the shopping index screen I made is a real stupid one, I shall make 2 better-looking ones for Hexen and DK (the last column will contain only a number, not that long stuff) - the MIDI song you hear when shopping is from a Win3.1 RPG called Mordor and I forgot to credit them in the manual As for the Mage's 1st spell, it was discussed already back in last December, but I still feel uncomfortable about changing it, IMO it'd make a lot of other changes necessary, as w/o that spell the mage won't be able to survive the first hub at all, unless other factors changed (like giving him way more HP). If it's of any consolation, the mage in SE won't get the invulnerability spell until late in the game. As to the history of this whole thing and a little insight, practically all spells of KMOD 1.0 are existing Hexen weapons or artifacts. I still remember those old times when I had a new idea, told it to Camper, and he told me, completely unmotivated, that it'd be a lot of work and he's too lazy to do it (or, in some cases, he admitted his knowledge doesn't reach the level where he'd be capable of doing it). I'm really glad we could bring KMOD 1.0 online in any form at all, this made us find new, motivated team members. [img]images/smiles/icon_smile.gif[/img]
Wed, 19 Jun 2002 00:38:00

mago

Well, awright, if you don't want to change the spell, don't do it, but I must say that as a matter of fact I never use the Defense spell, not even with Korax. I just use it when I'm too lazy to take down lots of monsters in packs or against the 3 Kings, since the Mage can fire those tracking missiles. I didn't need it in the beginning, only in the end of the game (I must admit I used it a lot in that HUB before the Kings, where you begin in front of two gates, that was hard [img]images/smiles/icon_smile.gif[/img] ). It's really funny you talk about this (Camper), because now, with Janis, it's completely the oposite. When I wrotte that big topic about new ideas and features, I was fearing that he would say something similar, like it or that couldn't be done by a man, but instead, he said: "No problem" or "Sure" or "I will do it". [img]images/smiles/icon_biggrin.gif[/img] The man seems Master Yoda! [img]images/smiles/icon_biggrin.gif[/img] You don't know the time he saved for me when he explained how to change frames in a wad for outside pictures. I was having troubles with Idraw, because it's the program I used to add the mod pics into the wad (yes, I used to do it the hard way, using some functions in the prog), but it kept changing the new pics' colors by those used in the Hexen's palette (which made the pics look way worse than they are). I was thinking about copying and paste ALL those frames with Paint Shop, but then, in a few lines, he said how I should do. Really funny. [img]images/smiles/icon_smile.gif[/img]
Wed, 19 Jun 2002 10:06:00

RambOrc

I lived for 3-4 years in the belief I'm an expert Hexen player, just becuz I played the game on skill 5 easily all the time, but I'm starting to get the feeling most people around here are better than me... once Korax Arena 0.1 is out, we'll see how god everyone is... welcome me as the weakest guy with the less frags in Korax Arena, LOL [img]images/smiles/icon_smile.gif[/img] There is a basic difference... people like Janis, Remi or Rob started tweaking Hexen code from own motivation. Camper is a programmer by profession and his hobby is also programming, but that includes all kind of coding. As far back as 1996 we created a multimedia CD-ROM together, he did the coding and I the content (no, I'm not showing it to anyone, I don't even have any copy of it myself any more, [img]images/smiles/icon_biggrin.gif[/img] ). We also started on an interactive language learning system but never finished it. Later on we started on a 3D game, around '97/'98 where he wrote a 3D engine that delivered some 20-30 fps on his Diamond Viper 330 (nVidia Riva128) but less than 1 fps on my Orchid Righteous (3Dfx Voodoo). If anyone's interested, I still have that stuff somewhere, of course with today's graphics cards it should run just fine, all troubles back then came from the missing of proper OpenGL drivers. In Fall '98 he started his apprenticeship with an IT company and started regular work with them in 2000. Since then, programming is not a hobby for him but a way to earn his living and AFAIK he doesn't do much coding of any kind any more. Doing a quick coding session that produced visible results was OK with him, but working longer on something was out of question. Korax Alpha and KMOD 1.0 both were created in many little hops, with long unmotivated breaks in between. The KMOD 2.1 patch which we couldn't do first becuz Remi disappeared was done by him in 2 sessions, the first a couple of hours, the 2nd maybe half an hour. Afterward, I just had to use what he made, when I came to him with more requests for bugfixes, he told me to forget it. That the project not only still goes on but expands and gets better all the time is thanks to those motivated people who started to appear shortly after the release of KMOD 1.0 and either stuck with us for some time or are still here. [img]images/smiles/icon_smile.gif[/img] And there are always some people around who're undestructible and you can count on them to help you out all the time. That's what makes a team or a community go on and remain alive. [img]images/smiles/icon_wink.gif[/img]
Wed, 19 Jun 2002 15:29:00

RambOrc

BTW another bug was reported this morning in the KMOD forum... I'm already compiling a bug list.
Wed, 19 Jun 2002 17:44:00

dj_jl

I saw it and I think I know how to fix it.

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