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Multiplayer?

Sun, 07 Apr 2002 08:22:00

Durandal

Is Korax mod supposed to work in cooperative multiplayer? If it is, then I've found a few bugs (just in case you don't already know about them): 1. Any two people having different classes causes an "inconsistency failure" after about 2-3 level ups. This causes the netgame to end, major bummer! 2. Ethereal traveling while someone is dead makes that person lose all of their experience upon arriving at the destination. 3. If the Fighter dies while berserk, his stats remain the same when he comes back to life. After about 20 berserk + suicides, I had over 10 million strength! Another small problem is that you can't allocate your stat points, since they are auto-allocated. This makes the Fighter really difficult to play because the auto-allocator hardly puts any points into efficiency for him! Mana doesn't last long when each axe swing takes 10. Phew, that's about it. Even with the bugs, this mod has completely revived Hexen for me! Thank you so much... best mod I've ever played.
Mon, 08 Apr 2002 10:07:00

RambOrc

Multiplayer (coop or deathmatch) is included in Korax Mod (II) as is, i.e. it works to a certain extent but isn't really up to a playable level. The reason is the underlying pre-1.0 jHexen engine we used doesn't have a working multiplayer itself. 1. What you say would incline that cooperative might be playable for more than about half an hour when everyone uses the same character class (OTOH it'd reduce the fun in coop greatly). 2. That's a bug we might even fix in 2.2, I'll communicate it to the programmers on the team. 3. LOL, we know about that one, but it's just one of those bugs in multiplayer we just won't fix because multiplayer still wouldn't work right in the end (because of the underlying engine) and the time needed for that is better put to development of the next mod, I hope you agree with me on that one. [img]images/smiles/icon_smile.gif[/img] 4. Auto-allocation of stat points happens in every kind of multiplayer game and when recording demos. Enabling the stats update screen for these cases would cause more problems than the feature would be worth. As for the efficiency, the Fighter never can go above 5 anyway (which still means using double the mana than in Hexen). Anyway, already in the 2nd hub you deliver more with a blow of the unpowered axe than you did with the mana-loaded one in Hexen. Also, you can always switch between mana-loaded and unpowered version of both axe and sword any time, this way you can easily save the mana for the battles where you really need it. To summarize it all, Korax Mod (II) is basically a single player mod, we included multiplayer in an alpha stage because this was a relatively minor amount of work and added some extra fun to the mod. For real multiplaying, we'll start work on Korax Arena in the 2nd half of this year.
Mon, 08 Apr 2002 17:07:00

Durandal

1. Exactly. This is the real killer for co-op, since it's unavoidable. 2. Cool. It's not too bad of a bug though, as long as you make sure everyone is alive before warping. 3. That's fine, this one is easy to avoid as well. 4. I suppose you're right. But the glowing axe is so much cooler! LOL. Another question: How difficult is it to modify the weapons, and where should I begin? I would like to recreate your cool no-mana version of the Queitus, but I don't know where to start. Then I could at least have something new for co-op play. [EDIT] I have some basic experience with C/C++. I have made mods for different kinds of games before but the only first-person-shooter type game I've changed is Doom, using DeHackEd (which doesn't help much). [/EDIT] [ April 08, 2002: Message edited by: Durandal ]</p>
Mon, 08 Apr 2002 17:50:00

RambOrc

I'm still thinking about coop (have been on it for months now), what's clear is that we won't fix it in Korax Mod any more and we don't have any projects planned with cooperative for the original Hexen maps. What is already planned are several team-based gameplay modes in Korax Arena where players of different classes play together against monsters, or mixed player-monster teams. Dunno whether it's enough of a replacement for the classic cooperative. Else next year if we finished all other projects more or less, maybe we'll make a special cooperative mod. Or maybe another team will do it, after all we'll release the full Korax Mod source code after the next patch, free for anyone to modify.

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