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New KA release?

Tue, 11 Mar 2008 21:53:05

Firebrand

Should we make a new beta release or wait for the final KA 1.0? Post your thinking here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 12 Mar 2008 06:17:27

Crimson Wizard

I told my opinion long ago, I thought beta should have been released before 31 december 2007 ). So I vote positive. Fans are tired wating I think, plus the more potential testers the better.
Wed, 12 Mar 2008 22:42:38

RambOrc

Yep, I'm for a public beta as well.
Wed, 12 Mar 2008 22:44:40

RambOrc

BTW why can KA be played with the original Hexen maps? That's something we disabled by design right in the early days of the project.
Thu, 13 Mar 2008 10:21:03

Crimson Wizard

[quote="RambOrc":3nwsgd65]BTW why can KA be played with the original Hexen maps? That's something we disabled by design right in the early days of the project. That's something I was never aware of ))), from what I remember original Hexen maps were always available for Castle Sweep mode.
Thu, 13 Mar 2008 12:45:35

RambOrc

Nope - KA should only be playable on maps officially created for KA (sure an existing map can be used as base). In the early days of KA, we had only a few custom maps so the few weapons and classes were tested on original Hexen maps and if you look up the 0.1 beta test threads, you'll see people were constantly bitching about stuff that had nothing to do with KA.
Thu, 13 Mar 2008 13:27:26

Firebrand

I didn't find any problems while playing on the original Hexen maps myself, so I thought there wasn't anything bad with it, I don't know, if you want, this can be removed as easily as it got added, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, so no trouble there.
Thu, 13 Mar 2008 16:56:39

RambOrc

Yes please remove it.
Fri, 14 Mar 2008 10:23:05

Crimson Wizard

Vavoom executable has changed its name from Vavoom95 to Vavoom, thus old KA launcher and quick-launcher karena.exe do not work anymore.
Fri, 14 Mar 2008 13:38:54

Firebrand

I've modified the original Vavoom launcher, adding some options like the original launcher, if you want you can modify the old launcher and add the source to the SVN repository <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 14 Mar 2008 15:50:50

Crimson Wizard

Ok, I will attend to KA on this weekend, seen a couple of bad bugs there.
Sat, 15 Mar 2008 12:48:14

Crimson Wizard

Well, I must admit it was my mistake to ask releasing new Beta version without checking current game state. I should have asked to make an internal build first. When I was supposing a Beta release in december or early january, game was rather stable with little bugs, now everything seems to be nonstable again. I cannot understand, why we cannot use last stable Vavoom version? why always update to current SVN revision, though it may work very unstable due some pending modifications? I am getting crashes usually after 2-5 minutes of play, of kind I never seen before. There is also some weird behavior related to setting actors default values, that makes many things work incorrect or do not work (for example some melee weapons do not hit opponents). Plus it reports fatal exception every time on exit. Then again, Firebrand, did you test your latest code at all? The crash in CTF mode, that is reported already, happens because of your score limit check. And also in CTF, Domination,XMasHavoc and Football modes zero score limit does not work as no-limit, but exactly as zero limit, thus game finishes as soon as one player or team gets a single score point. Football does not work at all, because map wasn't updated to reflect code changes I made back in late 2007, that is to use new things for ball spot and kick off spots. And thus we presented our "beta" to users, buggy as hell once again. I feel really ashamed <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> Well, at first place I am going to fix how score limit is implemented, it could be done much simplier and the simpler the code, the less chance to get a bug.
Sat, 15 Mar 2008 16:29:58

Firebrand

I think it's better to use the latest in development Vavoom version because of two main things, the first one being that we can use the newest features of the engine, and the second one is that we can help the Vavoom development in fixing problems that we detect in them, yes, it has the disadvantage that the game is a bit unstable, but if you didn't played the last beta release, you'll see that it was WAY MORE UNSTABLE than the one we made this time <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Also, I don't see a problem with releasing a test version if it won't have bugs at all, that would mean that the game is a final release (and even final versions have bugs, so again, I don't see the problem here...) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. We can make a new release with the fixed bugs in a few weeks or months, that has always been the idea for the KA development IIRC <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. I haven't played all the gameplay modes in the latest KA build, I played it for a little while before releasing, it started fine, I quick tested a few things and uploaded it to SF.net, for the next release, let's keep in mind uploading a new internal test release and really test it and post comments on it, hehehe! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> I've got some new maps revamped and finished which will be uploaded in a new internal test, after properly testing the current build <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> and fixing the most serious bugs, if the internal test is successful, we can release it as a new beta, fixing as many bugs as possible <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 18 Mar 2008 10:26:48

Crimson Wizard

MUST DO for the next update. 1. Weapon classes specific problems. <!-- m --><a class="postlink" href="http://vavoom-engine.com/forums/viewtopic.php?f=4&p=6090">http://vavoom-engine.com/forums/viewtop ... f=4&p=6090</a><!-- m --> Need to wait until Janis fixes compilator and ensure everything works fine. 2. FOOTBALL MAP - working version is in the archive that I put on kdev long ago. kdev/arena/maps/maps_upd20071220. It has different object types for various game spots and simplified script.

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