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Moose's todo list :p

Fri, 16 Apr 2004 09:08:48

RambOrc

Since unlike everyone else on the team Moose is working on KMOD 3.0, here a separate todo list for him: - context help screens: when in a shop map, F1 brings up the price list, when in the game in any normal map F1 brings up the weapons and spells of the character class you are currently playing, when not in a game F1 brings up an info screen with some KMOD basics. When in the Status Update screen, F1 brings up an explanation of attributes and stuff. If possible, F1 should bring up a special screen when you are about to generate your character at the start of a game (not sure this one would work). If there are any other special places, then a screen too. Once done, I need a list of what screens I should make. - journal should display automap when going to the map register, but leave the left navbar intact (not sure this is possible, if not then the map won't be in the journal) - spellbook for the mage and the cleric: it should work the same way the journal does, i.e. you can navigate between categories and then pick a spell from a category and cast it - new spells, the keyword here is the simpler the better - for starters, you can make several different versions of the same spell, like smaller healing and greater healing, the first being the one we already have, the second being one that always restores full health no matter what, and takes away a lot of Spiritual Power. - if it can be done in a relatively easy manner, implementation of quests. An NPC in a shop would give you quests, mostly to bring him an item from the coming episode (inventory items like a cogwheel or the Heart of D'Sparil or a Flame Mask or whatever) and you'd get tons of experience for giving this item to the NPC (because the game saves only one hub at a time, it might be tricky - though it could be done I guess by defining the shop map after a hub to be part of that hub) - a new menu option before starting a game, adjusting the speed by which you level up, this is to make it possible to play single maps and small hubs too and still have access to higher level stuff. It should have the options 25%, 50%, 100%, 150%, 200%, 300%, 500% and 1000%, where 100% is the normal speed, which means LVL 12 or so by the end of Hexen. This adjuster simply multiplies the EXP you get for killing a monster with this number, i.e. from quartering it to multiplying it with 10 you have the full range. I think a tenfold multiplier suffices even for single maps, and a 3-5x multiplier should be optimal for single hubs. - SDK for KMOD 3.0: I guess it's basically the Wadauthor config file and a doc that explains how to make shops and add the other special stuff. Or is there more than can be easily adjusted by someone who wants to make new maps and hubs for KMOD 3?
Fri, 23 Apr 2004 18:16:59

Moose

I should be able to do most of this, with a little help from those more experienced than me (Janis and Camper) <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Oh and I know no when my GCSE exams are, if you wish to know when I have exams and when not just say so, or if u want to just know the period qhich they span over.
Sun, 25 Apr 2004 15:46:15

RambOrc

Period.
Sun, 25 Apr 2004 15:51:46

Moose

Ok period it is, they start on the 26th may and finish the 30th of june.
Sun, 25 Apr 2004 15:59:21

RambOrc

That means KMOD 3.0 coding work should be mostly finished in the next 4 weeks, having a fully working release and keeping it under wraps for a couple of weeks and put it public on June 14 is not a prob IMO, indeed this way there could be a beta testing phase, which could in most optimal case result in a 3.0 that won't have to be patched ever again. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> (yes, yes I know, "dream on buddy" <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->).
Sun, 25 Apr 2004 16:05:26

Moose

I could give it a go, but failing that I've got like 12 weeks off of school after my exams so it can be done then no problem, and not trail on into the next decade.
Sun, 25 Apr 2004 16:08:57

RambOrc

Well I'd prefer getting rid of KMOD work by June so that in those 12 weeks you can dig yourself into Arena and make all those game modes and stuff. I mean we've got an SE to do too and I still intend to release it. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 25 Apr 2004 16:17:26

Moose

I'll try my best, but my teachers might not see things from our POV.
Sun, 25 Apr 2004 16:21:49

RambOrc

Put things like new spells and SDK to the bottom of your list, 3.0 can be released without them.
Wed, 30 Jun 2004 19:30:24

Moose

I am now what I like to call free, conpulseary education is now but a part of my past, for today was my last exam and I only need to go back to school twice more between now and september the 2nd, once for my 6th form induction day and the other to obtain my exam results. Over the next 2 months I intend to get to work on KMod3 much more seriously and hope for the first stable version and the SDK to be out much sooner than september. I guess we should start descussing the feed back and draw up a nice new to-do list for me.
Wed, 30 Jun 2004 20:57:43

RambOrc

Well start with spellbook and journal because they are nowhere near finished. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 30 Jun 2004 21:02:12

Moose

Oh joy, the hard bits first <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> will do. Oh I'm happy exams are over although I'm half wishing I had listened to my friends and gone to the Prom tonight, oh well to late now. Now I believe I need sleep then tomorrow, work. <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: -->
Wed, 30 Jun 2004 21:08:46

RambOrc

Check with Firebrand and Mago, they've made some sketches for both books (the current graphics is clearly not to be used).
Tue, 06 Jul 2004 19:46:21

RambOrc

Hey Moose how's your progress? Could you give me a detailed report on KMOD 3 as of this moment?
Sat, 10 Jul 2004 11:20:03

RambOrc

Hey Moose I didn't put the Q to put pressure on you or anything, indeed I asked for a completely different reason: since there is now quite sure there'll be a KMOD 4 later on (using Vavoom, the two new KA character classes, the upcoming SE RPG engine and the coming better netcode to make a good coop at last), KMOD 3 should be out ASAP instead of drawing it out forever. This means I'd rather drop features that aren't yet coded like the spellbook and the journal, and instead concentrate on other things that are really important, like the better support for custom hubs and maps. I'll implement a small shop into chuxen.wad and maybe into some other wads too, making them more KMOD-friendly as a standalone hub. The most important is following: "A new menu option before starting a game, adjusting the speed by which you level up, this is to make it possible to play single maps and small hubs too and still have access to higher level stuff. It should have the options 25%, 50%, 100%, 150%, 200%, 300%, 500% and 1000%, where 100% is the normal speed, which means LVL 12 or so by the end of Hexen. This adjuster simply multiplies the EXP you get for killing a monster with this number, i.e. from quartering it to multiplying it with 10 you have the full range. I think a tenfold multiplier suffices even for single maps, and a 3-5x multiplier should be optimal for single hubs. " If you haven't yet coded, you can also drop the quest thingie for KMOD 3, people who want to make custom maps/hubs for KMOD 3 can use ACS for this - the most important thing, conversations, is after all already in and that together with ACS already makes quests possible (like making a convo, then knowing about what you have to get from this or that map, and when you have the item and cross a linedef to get it, ACS opens a door or whatever in another map, you can go in there and cross a linedef that gives you EXP, that's already coded).
Mon, 12 Jul 2004 14:34:15

Moose

Sorry for the rather lareg delay. KMod hasn't progressed much since it was released although I have tackled a few small things I forgot about like spell order (although I'll need to re-write that code for the spellbook). But I haven't felt overly myself and as a result of that haven't felt up to programming (much to khris' dissapointment <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ). I'm not sure where last week went, it was going to be my start to do lots of work on MOOD and KMod period it turned into a to nothing while looking after the dog and feeling sorry for yourself week. Still lets see what happens this week. Oh and Ramborc I'll answer your e-mail here seem as I still can send form my BT account (bloody yahoo). Theres nothing wrong with me, as such, I just feel 'odd'. Thanks for showing concern but I'll get through it.
Mon, 12 Jul 2004 15:10:01

RambOrc

If you'd like, I can convert your Korax mail addy into a real mailbox instead of a forward, that way you could send mails through it any time. As for the spellbook and journal, unless you're nearly finished with them, it's OK if you simply disable them and leave things the old way, as I said the really important thing is that KMOD 3 can be customized for small map clusters so that people can write maps for it. I'd prefer if you could start with Vavoom code ASAP, Camper says it's a lot better to work with than Doomsday code.
Mon, 12 Jul 2004 17:46:56

Moose

Ok I'll look into the exp gaining speed option menu. Now you mention converting my addy, I seem to rememebr you did it for me a while ago. I know Vavoom is alot nicer to work with than doomsday, it reminds me of UnrealScript which is what I started modding with.
Mon, 12 Jul 2004 18:29:29

RambOrc

LOL then it seems we agree to push 3.0 final out the door ASAP. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> OK let's go through the original todo list: - context help screens: if not yet coded, just forget it (if coded then say so because then I need to make the new help screens) - journal: disable it completely - spellbook: disable it completely - new spells: scrap it, but don't forget to swap the order for Defend and Repulsion - quests: drop. If some mapper wants to make quests, he can do it with ACS (and make it look like a quest all the same through the convo module) - EXP gaining adjustor: as already said, this is very important. - SDK: give it your best, but don't waste too much time on it. WadAuthor config file with an explanation text file (what new feature is what and how to use them to e.g. build a shop), the convo editor you mentioned (provided it's not too much work), and anything else you can think of and is rather quick to make. new items: - multiplayer: remove this option from the menu, and if possible, also from the launcher (provided it's still used with 3.0 at all) I think that's it, hope you can do this quite fast so that we can push out KMOD 3 and abandon Doomsday forever. I've made some thoughts lately about future releases and came to some new ideas, I'll post them in another thread.
Mon, 12 Jul 2004 18:41:42

Moose

- context help screens: not done and doesn't look like it'll be easy to do so concider it scrapped. - journal: disable it completely. - spellbook: disable it completely. - new spells: Already done. - quests: Woo. - EXP gaining adjustor: I'll look into it this week. - SDK: Could somone else do the config help file, and I'll do the config it's self. Convo editor I'm not sure how easy or hard it'll be to do, if it's going to be hard it can be released later as a stabd alone utility seem as it'll be useful for SE and TSP aswell. new items: - multiplayer: There is no launcher, but are you sure you want it removed. [quote="Ramborc":jse4n6h6]abandon Doomsday forever. Oh there is a god. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 12 Jul 2004 18:55:35

RambOrc

[quote="Moose":1qizx58t]EXP gaining adjustor: I'll look into it this week. Camper says it's pretty easy to find, a single place in the code where you can add the modifier variable. You can either make a menu item for this variable or it could also be a console command (or both), I guess it would mean you can change the ratio any time while playing, but that doesn't matter I think. [quote="Moose":1qizx58t]SDK: Could somone else do the config help file, and I'll do the config it's self. Convo editor I'm not sure how easy or hard it'll be to do, if it's going to be hard it can be released later as a stabd alone utility seem as it'll be useful for SE and TSP aswell. new items: - multiplayer: There is no launcher, but are you sure you want it removed. Yep, I want the multiplayer option to disappear because I don't see any point in further propagating something that's broken, people need to be shown clearly that KMOD 3.0 is an SP-only mod. We've got KA (and maybe a coop mod later on) for multiplayer. As for the config help file, Camper could you do this?
Mon, 12 Jul 2004 19:13:40

Moose

-EXP doo-dar: I was thinking of having it as an option that you pick when you start a new game, but menu option would also do, it's up to you. -Multiplayer: Sure, concider it gone.
Mon, 12 Jul 2004 20:40:20

RambOrc

Your idea is better than mine, if you can do it that way it'd be cooler, no fumbling around with EXP multiplier while in-game. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->

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