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Official The Chaos Sphere Thread.

Wed, 04 Aug 2004 19:10:47

Moose

To save me and Ramborc taking ove the KA thread anymore I've started this.
Wed, 04 Aug 2004 20:33:23

Firebrand

OK, I'm posting here to avoid more confusion on the threads, I have been thinking on making some skyboxes for the remade maps too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> , I can make just the upper and lower parts of them for now and later we can add something else to them as you say Ramborc, some of the things that you mentioned about the outer walls of the sectors, what I get is that I can make the open areas less higher to make the sky look more, am I getting it right?? I have my thoughts on how to make the seven portals, I'm going to start on them later, also my computer's system drive is working fine, but the one in which is have the KA work has damaged, the good news is that none is fried as I feared, just the work was missing and I'll have to do it again soon.
Wed, 04 Aug 2004 21:03:59

RambOrc

To your question, yep. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Seven Portals, that reminds me of those incredibly deep abysses in Hexen, what about removing them all (i.e. we make those abysses only 512 or 1024 or so deep and make the floors either into damage type or into instant kill)? p.s. what I said about about reusing the refurbished maps in the coop mod might have been rubbish, there isn't even a concept yet for that mod and won't be for some time yet, I mean we might decide we want to keep it as close to the original as possible (meaning no alteration to the maps).
Fri, 06 Aug 2004 11:56:23

Firebrand

I see some small problems when trying to make the sectors less higher than they actuallya are, some of the stuff seems to screw up, but I might create a "countour" sector and lower it's height. I'll make the abyss less deep and maybe make it just damage sector, to give a chance to the player to exit if they can fly.
Fri, 06 Aug 2004 18:07:27

Moose

Abyss' with an instant-kill floor will also femove the problem vavoom has with sliding safely down walls. The asshole is now in TCS.
Fri, 06 Aug 2004 18:45:27

Moose

Ok time, I think, for a few questions. What are we planning weapon wise, is this going to be like SE, with loads of weapons for the fighter and cleric and the Mage with his single chargeable staff or have we got something else in mind for TCS? Personally I always liked the idea for SE. Um... there was somthing else I was going to ask (something that was actually more urgent than weeapons) but I can't for the life of me remember what. When it comes back I'll ask it <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> . Has anyone seen Mago recently?
Sat, 07 Aug 2004 11:49:25

Moose

I remember what I was going to ask now, do you want to keep the old conversation system or use the one from Strife?
Sat, 07 Aug 2004 13:11:10

Firebrand

I have been working on both the cursor sprite and some skyboxes which i like a lot, they are on my folder in KDev. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sat, 07 Aug 2004 14:07:24

Moose

Very nice Firebrand, I've added your level and the skybox to the projects folder in my Vavoom folder. Your skybox tutorial is very useful, perhaps you should let Janis add it to the Vavoom site to help others.
Sat, 07 Aug 2004 14:10:06

Firebrand

Sure! If you want it Janis you can have it! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I'll try to send it to him, heh!
Mon, 09 Aug 2004 06:42:16

dj_jl

Sure, head it over here.
Mon, 09 Aug 2004 12:18:32

RambOrc

Convo system: I don't know... make a poll. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> If people like both versions, we could use both. The one in KMOD3 by Janis is great for cutscenes, I already thought of making a cutscene for important enemies like the Heresiarch or Korax, when you face them before the fight begins there'd be a "cutscene" where they talk to each other, it'd be cool and very little work to do. Weapons: sure... since we're reworking every single map, anything can be changed, we are not bound to any of the original resources, we can place our own arrangement of weapons, ammo and items (same for monsters of course). I haven't yet worked out the exact details how the weapon/spell system should work, but the basic idea is that you have a couple of slots which you can assign spells and weapons to from your inventory and your spellbook. If you want to change them, you have to memorize another spell or rummage in your backpack first.
Mon, 09 Aug 2004 15:47:04

Stryker

What about new Monsters?
Mon, 09 Aug 2004 17:22:01

RambOrc

If you read my post again, you'll see that your question is already answered. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 09 Aug 2004 17:34:04

Stryker

<!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Oops... Sorry, must not have seen that part. I had to hurry when I read the post. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Tue, 10 Aug 2004 23:25:33

Firebrand

I have been working on the Winnowing Hall to make it show more sky, and it worked succesfully, I also added some more stuff to it, I just need to fix the slopes (it's damn difficult, but I think I have a solution for them), and I'll upload it, maybe even with the first version of the seven portals, heh! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 11 Aug 2004 13:07:37

Moose

I look forward to seeing them both.
Wed, 11 Aug 2004 13:25:53

mago

Are there plans to enhance some of the numerous maps we have i stock for the future SE release?
Wed, 11 Aug 2004 13:31:08

Moose

I'm not sure if some fo them will even be used, now that we have more mappers we should be able to make many new levels for both SE and TSP. Oh and if anyone wants some of the new enemies that were made for the old SE for use in TCS just say so and I'll port them over quickly and give you the files needed to use them as well as my KH wadauthor config.
Wed, 11 Aug 2004 13:36:48

mago

But I guess only different Wendigos were made, right? We NEED some new monsters... Do you think you could implement that Swamp Thing monster, with it's unique AI and behaviour? Because I really plan to work on that in the near future. <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Wed, 11 Aug 2004 13:46:04

Moose

Well the new enemies I remember adding to the SE codebase are [list:2rezi6k1]Red Chaos Serpent Stone Centaur (Leader) Stone Wendigo Shadow Thingie[/list:u:2rezi6k1] I don't remember doing the other Wendigos but they's be easy to add. As for the Swamp Thing if you can do the Sprites I'll give it my best shot, and I'd like to see him in game he's an interesting enemy. Just remember that swamps mey be swimable in vavoom. You don't just want it dissapearing like the Stalkers <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Wed, 11 Aug 2004 15:28:59

RambOrc

The maps that were collected for the original SE are still there for use, if you can find any that you feel would fit into this or that point of the Hexen storyline, just take it and enhance it any way you want. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> There are also a couple of hubs in that collection that are quite good, they could be the spine of the new hubs that I want to put at the end of the chain, right after the DK hubs (I think the story should continue a bit at that point, to better fit our purpose of being able to carry on with Scattered Evil's story from there - and also that this first part of Korax' Heritage has at least as many maps after the death of Korax as before). Also, I strongly think that a short playable demo of TCS (which doesn't need a hexen.wad to play) should be released as well, but I guess that's technically no problem.
Wed, 11 Aug 2004 17:44:22

mago

Sorry, let's see if I get this straight: TCS is the part of the project in which we will take the original Hexen (whose gameplay was already improved by KMOD) and take it's story line and basic design to a next level, by heavily moddifying the original maps, adding features that will take the game's to a deeper level (by adding more monsters, NPC's, shops inside the levels), and basicly adding more to the story by introducting new levels, that will explore areas and events needed for a better understanding of the future DK expansion as well as the SE expansion, after that. It's basic an interpretation of what the original Hexen should be like considering the DK and SE worlds already existed by the time it was created (by creating interactivity between the 3 things). Now is that, in any way, correct??? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> And I thought it was only about adding Vavoom features to the orginal maps, for an improved gameplay... <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Wed, 11 Aug 2004 18:17:32

RambOrc

Yep, it's mostly the way you now describe it. In case you haven't yet, go to <!-- m --><a class="postlink" href="http://www.korax-heritage.com/forums/viewtopic.php?t=1367">http://www.korax-heritage.com/forums/vi ... php?t=1367</a><!-- m --> and read the 4th paragraph of the 1st post (about KMOD 4) and the 11th post in its entirety.
Sun, 15 Aug 2004 01:40:41

Firebrand

Well, I have finally uploaded a final version of the Winnowing Hall, which comes with a final version of the Seven Portals <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> and the WIP version of the Ice & Fire Guardians <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> , please give me any comments or suggestions on these. You should know that I really like the Winnowing Hall and the Seven Portals.
Sun, 15 Aug 2004 10:24:48

RambOrc

Whoa. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Great work! Winnowing Hall: - At some places, arcades are "fragmented", I'm not sure whether you know that using "edit raw data" from the context menu you can specify any x/y position for a ceiling slope, fine-tuning things better than with mouse. If you've already done that and the slope parts still don't match, you could always vary height of the sectors a bit. - The rock wall behind the start position could be IMO removed. In that case, that little bastion that's currently 3/4 embedded in the rock wall would give you a lot more free outlook at the temple entrance and also at the cave entrance. Seven Portals: - Interesting architectural modification, I wouldn't have thought of that. Guardian of Fire: - Couldn't detect anything new. (?) Guardian of Ice: - The colored lighting effect on the rock wall in that open-air area with the Wendigo and other monsters is looking awesome... the effect you found out how to do looks very similar to the one used in the original Unreal, which made those big rock surfaces look cool all the same. This is one very very good use of colored lighting. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Guardian of Steel: - I know you haven't even started with it yet, but I wanted to tell you aforehand that I personally don't see a single thing that could be enhanced in that map - which is OK IMO, our goal is not to show off new engine features wherever possible but to improve locations that could look better while keeping their original feeling (well Winnowing Hall is of course an exception since it's a kind of business card, that's where the game starts after all). Overall: - (Colored) lighting takes a lot of processing power, so it should IMO be used only at places where it really makes an impact in visuals (like that rock wall in GoI). They should definitely not be left out if it's a cool enhancement, but they shouldn't be put with a "why not?" attitude (once again, Winnowing Hall is an exception).
Sun, 15 Aug 2004 14:40:14

mago

That sounds great, but how should I load the maps? I keep trying with a regular Vavoom but it kicks me out once the vis data is done (the problem "textures/skies/sky2/sky2rt.tga" etc., that I thought only happened whe you don't have the Hexen wad in the folder). <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Sun, 15 Aug 2004 14:42:35

RambOrc

Firbrand's got a skybox.zip in his online folder too, you need to copy them into basev/hexen/textures/skies or something similar, just keep on trying.
Sun, 15 Aug 2004 18:20:38

Moose

I'll upload my project folder if you like, it'll have the progs aswell so you can see some of the DS that I've implemented today. Or just put Firebrands skies in folders 'textures->skies'.
Sun, 15 Aug 2004 18:48:05

RambOrc

You mean there is something already working in TCS we can take a look at?
Sun, 15 Aug 2004 18:58:48

Moose

Teres been stuff working in TCS since the 6th and I posted a Screenshot of him, Mago's old mage. I've now added the Ettin and Bishop DS. I'll get the others done over the next few days. I'll upload everything needed in a few minuets, just be warned that becasue of the way I've done things most enemies vanish after taking half damage.
Sun, 15 Aug 2004 19:19:50

Moose

Right it's up in my folder, just unzip into your Vavoom folder, then set VLaunch up as shown in VLaunch.jpg(the one in the 'Kh-tcs' folder). Not much but it's a start. Oh if you want to see the Oldmage his thing type ID is 12034, just edit the Raw Data of any thing and you get get him. EDIT - I also uploaded my log file, if anyone cares.
Sun, 15 Aug 2004 20:53:00

Firebrand

I make some work on the maps according to your comments Ramborc, I have been getting some speed problems with light effects myself, so I will see where the major problems are and fix them.
Tue, 17 Aug 2004 19:12:58

Moose

I've had a couple of ideas for KH, well one of my own and one that a friend gave me. My friend and I where talking about D&D RPGs and he mentioned some old one he had played that allowed you to buy ponies or horses of vairying speeds/strengths to allow for faster movment between places on the world map. My idea, came when replaying Baldur's Gate with my friend, after seeing a Mage who had accedentally turned himself into a Chicken. That if a mago or cleric tries to cast a spell that they don't have the required level for there's a small chance that it may work and a random chance that if it doen't work that they'll turn them selfs into a Chicken or Pig for a short while. so a player who is in real trouble could try using that scroll but they may come out worse as a form of punishment.
Wed, 18 Aug 2004 18:53:41

mago

About the chicken magic: that's a really nice idea, but I'd rather see this feature (player being trasnformed in a harmless and fragile animal) in key moments of the game's stroy-line, in a more comic way than in a real dangerous situation (when this effect can become quite frustating in a real time 3d rpg). I don't know, maybe somthing like the Mage player finding a long time friend of his in a village, that is pleased to see him and wants to show him a new spell he has been working on (because he wants to become a mage too, like the player), but the guy is clumsy and mispell the enchantement, turning him into a farm animal. Adding to the player's despair, he will now have to help his "friend" to collect this type of herb, that he doesn't know exactly where to look, because it seems to be a crucial ingridient for the potion that will change the player back at once (and for this he would have to go trough the village, being in danger of taking a kick from someone in a hurry or even chased by a dog or somthing)... I think I lost myself in my mind, but you get what I mean. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 18 Aug 2004 19:12:15

RambOrc

<!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Wed, 18 Aug 2004 19:19:11

Moose

Is that a good <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> or a bad <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> ?
Wed, 18 Aug 2004 19:24:51

RambOrc

<sigh>
Wed, 18 Aug 2004 19:31:06

Moose

Would it hurt you so much to give a simple answer? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Oh and did you try the uber-alpha I uploaded?
Wed, 18 Aug 2004 19:54:08

RambOrc

No and no. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Wed, 18 Aug 2004 20:00:21

The 4th Class

[quote="mago":249vxy75]About the chicken magic: that's a really nice idea, but I'd rather see this feature (player being trasnformed in a harmless and fragile animal) in key moments of the game's stroy-line, in a more comic way than in a real dangerous situation (when this effect can become quite frustating in a real time 3d rpg). I don't know, maybe somthing like the Mage player finding a long time friend of his in a village, that is pleased to see him and wants to show him a new spell he has been working on (because he wants to become a mage too, like the player), but the guy is clumsy and mispell the enchantement, turning him into a farm animal. Adding to the player's despair, he will now have to help his "friend" to collect this type of herb, that he doesn't know exactly where to look, because it seems to be a crucial ingridient for the potion that will change the player back at once (and for this he would have to go trough the village, being in danger of taking a kick from someone in a hurry or even chased by a dog or somthing)... I think I lost myself in my mind, but you get what I mean. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Hehehe, and maybe make it so you earn 10,000 EXP if you kill that son of a bitch! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 18 Aug 2004 20:02:10

Moose

<sigh> <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> Did you mean no it wouldn't hurt or no you won't give a simple answer?
Wed, 18 Aug 2004 20:14:24

RambOrc

both <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Wed, 18 Aug 2004 20:17:27

Moose

This is almost like having a conversation with my brother.
Wed, 18 Aug 2004 21:26:27

RambOrc

You take back your extreme insult or I'll make you eat your keyboard. <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x -->
Wed, 18 Aug 2004 22:20:23

mago

I know my idea is silly, but what the hell... It's just that, an idea... <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: -->
Thu, 19 Aug 2004 03:14:04

The 4th Class

Umm, I liked it.
Thu, 19 Aug 2004 09:25:32

RambOrc

LOL loosen up people, I was just screwing you. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Thu, 19 Aug 2004 12:41:44

The 4th Class

I don't think that came out right.
Thu, 19 Aug 2004 13:21:36

Firebrand

I have uploaded a new version of the maps, my personal comments on this, it's really good!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> , I like how things ended in the Winnowing Hall and in the Guardian of Fire, you have to check the bridge section and the lava pits (you'll see what I mean), also you have to check the final version of the Seven Portals, I think that with this version we are seeing the final version of most maps (until I come up with some new ideas for something, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> ). If you have any ideas for the maps, please tell me and I will try to make them work.
Thu, 19 Aug 2004 15:02:18

Moose

[quote="The 4th Class":1psdu7bi]I don't think that came out right. I was about to say I didn't fancy being screwed by Ramborc <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . And I take the insult back, Phil would have been forced to stop by now anyway.
Thu, 19 Aug 2004 15:17:23

RambOrc

Moose you're a dead man... <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> as for Lucas' comment, he meant it I think the way that screwing something in means among other things to tighten it to another surface which is a contradiction to loosening up. Hey Firebrand, glad to hear it, can't wait to get home to be able to try the new versions. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 19 Aug 2004 15:28:53

Moose

You know I'm not serious. Firebrand I'm about to give your maps a run through.
Thu, 19 Aug 2004 15:39:02

RambOrc

But I am. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Thu, 19 Aug 2004 19:25:23

RambOrc

Spent the last half hour looking around in the new Seven Portals hub, it's great work Firebrand.<!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> If you have the motivation, you could do any of the other hubs too, you seem to have quite a talent for enhancing the original maps. I tried the new TCS binaries, I guess some kind of wadfile would be needed, all I get now is visual errors instead of DS.
Thu, 19 Aug 2004 19:50:29

Moose

Strange maybe I didn't add the wad to the zip. There should be a Wad0.wad in the 'kh-tcs' folder.
Thu, 19 Aug 2004 20:01:36

RambOrc

I found the problem, I didn't notice the "custom game" field when copying the vlaunch options. Now the Ettin DS works fine, cool.
Thu, 19 Aug 2004 20:11:38

Moose

<sign> Oh De-ja-vu.
Fri, 20 Aug 2004 20:18:41

mago

Ok, here's a little list with some issues that could be discussed over the 1 HUB conversion made by Firebrand (and very well, if I may add <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ): -On the Seven Portals (the main map, from which you travel to all others), there's this little glitch (mirror effect) on one vertex of the little room from where a green serpent appears, here's a pic and the map location: [img:3lu6snno]http://downloads.orcishweb.com/koraxdev/mago/shot0011.jpg[/img:3lu6snno] [img:3lu6snno]http://downloads.orcishweb.com/koraxdev/mago/shot0012.jpg[/img:3lu6snno] PS: Now that I think of it, I think the same rooms from the other side of the outside area also have the same problem. -This little entrance is impossible to penetrate. Also, although it's a nice touch, the deep lava pool makes it impossible to climb either to this entrance, or back to the initial solid surface. The liquid is just too low to make it possible (so the lava's surface level should be increased). The little entrance, in the other hand, can't be reached, you can only pass through it in no clipping mode (I couldn't pass even flying). [img:3lu6snno]http://downloads.orcishweb.com/koraxdev/mago/shot0013.jpg[/img:3lu6snno] [img:3lu6snno]http://downloads.orcishweb.com/koraxdev/mago/shot0014.jpg[/img:3lu6snno] -I don't know if this a problem of my pc which lags a lot while playing vavoom, but I found some annoying problems to activate scripts or linedef specials (sp?) while playing the moddified maps (not sure about the originals, since I haven't played them). Sometimes, I would have to cross 2 or 3 times a teleport with no effect at all before it would remind to teleport me somewhere. I also noticed sometimes the projectiles just go through a sprite without hurting it at all. In this case, I couldn't activate the bridge's script at first, so I just crossed it unharmed and caught the flame mask. Only when I passed through the bridge's entrance again, the earth quake began. The bridge is VERY nice anyway, as is the beautiful "falling pieces" animation! [img:3lu6snno]http://downloads.orcishweb.com/koraxdev/mago/shot0016.jpg[/img:3lu6snno] The last suggestion for now is about lava. I noticed many objects, like in Doomsday, emits continuous light. But this doesn't happen with the lava "texture", which makes it feel odd, specially when the sector is dark, and you can't see it glowing in the darkness as it should. But I guess this is just for future releases... [img:3lu6snno]http://downloads.orcishweb.com/koraxdev/mago/shot0015.jpg[/img:3lu6snno]
Sun, 22 Aug 2004 14:48:44

Firebrand

Thanks for your comments Mago! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I really like the results with these maps (as it has been a lot of work), I'll fix these problems with the next release of the maps (which shouldn't take too long <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> ), I have worked a bit on the Ice Guardian and I really like how I turned to "melt" the ice of the column with the fire key, also I have started my work on map 06 it's progress is good for now. I have had the same problems you mention about line specials and teleporters, but not only on my maps, the original maps have the same problem, so it must be related to the engine (maybe Janis should give a check to this).
Mon, 23 Aug 2004 06:53:48

dj_jl

yeah, there could be some precision problems on lower framerate. I'll work on this.
Mon, 23 Aug 2004 15:36:36

Firebrand

I have been playing with the mage class and it seems that the arc of death thunder attack doesn't works with too much changes in ceiling heights (I first thought it could be related to slopes, but it wasn't). I have uploaded a new version of the maps, I want to ask which other HUB do you need me to do? I know Ramborc is going to do the 2nd one, and Stryker is going to work on the Heresiarch's HUB, but I'm not sure if this is the real set up.
Mon, 23 Aug 2004 15:57:15

Stryker

I'm gonna try to work on the Heresiarch Hub when I get everything back up.. But for now I can't. All I can do is Art ATM.
Mon, 23 Aug 2004 20:33:44

Moose

Right sorry about the small delay, but here it is, the SwampThing in a it's blue/gray glory, he he. Oh the sector is 512 high to help give an idea of it's height, a very nice piece of work by Mago. [url:3kocee91]http://www.downloads.orcishweb.com/koraxdev/moose/shot0003.jpg
Mon, 23 Aug 2004 21:12:27

mago

Yes, it looks nice inside the game... I think it doesn't go to far and blend well in the game's general look. IMO, this definetly deserves to see the light of the day and get finished. Thanks for putting this up Moose! PS: Is there a reason fro the swapped colors? Oh forget it, now I remeber that I've only uploaded the JPG 16 bit previews, and not the real, already converted to Hexen's palette frames... <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Sorry for making you going all the way in cutting the monster and putting the pic in the wad...
Tue, 24 Aug 2004 12:52:30

Moose

Don't worry about it, all I had to do was change the background colour from yellow to the light blue to make sure it was transparent. Glad you like it.
Tue, 24 Aug 2004 19:17:52

mago

But you did resized the monster, didn't you, otherwise the monster in the screenshot is exactly 2 times the actual sprite. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Don't worry much with it anyway, I've only finished the 4 frontal attack frames, I still have to make 16 more, then the tentacles (sp) and then the death animations... Lots of work still.
Tue, 24 Aug 2004 19:42:28

Moose

No thats the same size as the preview, I just converted it to a .bmp in PSP5 then loaded it up in wintex, and edited the background to make it transparent.
Tue, 24 Aug 2004 21:17:56

mago

Then it's still 2times bigger then the real sprite (I doubled the size so you could view the preview better). <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> No problem, anyway. Here's a way for you to convert images to the Hexen's palette (and so avoid the terrible color swapping) - it's used in PSP4, but should be similar in yours: - From Wintex, load any Hexen's original sprite (if PSP5 isn't your default graphic program, save it to your HD and then load it in PSP). - Go to the menu Colors (in the first option bar). Scroll the sib-menu down and choose Save Palette... ; Save it to a folder (I named mine Palettes and put there all palettes I work with). - With the Hexen's palette saved, load the image you want to convert. - Go to the same menu Colors, and this time choose Load Palette... ; Browse for your Palette folder and pick Whatever.pal (whatever being the name you gave to the Hexen's palette - mine is Hexen.pal). The image will automaticly be converted to the 256 colors used by the game. When you upload it to a WAD, the colors won't be corrupted. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> - Use always the Nearest color matching option (beneath the palette files browser). The Error difusion dithering is very useful, but is very complicated to use (it works somehow by mixing pixels from the available colors to fool the human eye from a certain distance, and make the general area look just like the mass of color that was converted. It won't work very well in small pictures like the sprites though...). - Eveytime you want to grab a new palette, just open an original image from a given game (Heretic, Doom, Witchaven,...) and Save it's palette. It's very easy.
Tue, 24 Aug 2004 21:26:34

mago

But what I really wanted to ask you when I lost myself in explanations was: Can a sprite be assigned with different number of frames per Point of View, for the same type of movement/action? Because I was thinking of making a 6 frames sequence for the frontal POV for Walking (to a new monster I'm also working with), but keep the ordinary 4 frames sequence for all other POVs. With this strategy, I'm trying to enhance the monster's fluidity, working on the most used POV in game, the frontal one (in relation to the player), but for practical purpouses, leaving the others with the typical, lesser detailed sequences.
Wed, 25 Aug 2004 19:41:47

Moose

No I don't think you can have different number of frames per POV, but theres nothing to stop you having 8 for forward motion and looping the other POVs.
Wed, 25 Aug 2004 20:17:48

mago

But what is eactly looping?
Wed, 25 Aug 2004 20:20:23

Moose

By looping I just mean use the 4 frames twice to fill all 8 of the frontal animation.
Mon, 30 Aug 2004 20:33:37

Moose

Are we going to have static 3D models in TCS/SE/TSP, if so DeleD [url:1ph2qaka]http://www.delgine.com is easy to use yet quite powerful, and I guess would be good enough for our purposes once it gets its UV mapper. All it's need is a MD2 exporter which i could probably do and it's free.
Mon, 30 Aug 2004 20:53:09

RambOrc

I think it'll most probably be a few 3D models and the rest sprites - it always depends on what's better I guess. I found that the sprite trees from Hexen look a lot cooler than any 3D tree I've seen in any game up to 2-3 years ago (and anything newer, it'd force our engine to its knees I think). Which reminds me, one single object I want to replace in KA with a 3D model, that's the barrel which looks a 1000x better as 3D model. I'm just not sure how to add MD2 to Vavoom. The same barrels could be added to TCS too... for SE (and maybe TCS custom maps), the list is somewhat longer, including the pews and candelabers in the church, tables and chairs of different types in buildings... later on, it might be more. But I think generally there shouldn't be too many 3D models to keep performance high. Oh yes one thing that looks really stupid as 2D sprite in TCS is that bell in Winnowing Hall.
Mon, 30 Aug 2004 21:02:55

Moose

They are the types of things I guessed you'd want as 3D, and the bell does look very stupid as a sprite from underneath.
Tue, 31 Aug 2004 22:07:02

Stryker

Okay, I've got great news! I got Vavoom back and am Ready to Map again! I've started working the First map of the Heresiarch Hub again. It might be done within maybe 2 Weeks or so.
Wed, 01 Sep 2004 15:18:51

Firebrand

Hey! These are great news! I would like to see more maps coming for TCS! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 01 Sep 2004 15:24:38

Stryker

Its coming out good so far. If I upload it anytime soon there still might be afew visual errors I've yet fix.. But they should be too much of a problem.
Fri, 03 Sep 2004 17:58:25

mago

Hey I'm back. Just wanted to ask something... Moose, I've checked the DeleD 3d modeller before, and read good things of it, it looks easy, but the problem is that it doesn't have a decent manual, and there aren't any document with deep knowledge for it. Do you know if a more detailed manual, or a tutorial aimed for beginners will be made by the authors?
Fri, 03 Sep 2004 18:15:38

Moose

I believe someone made a DeleD 101 tutorial, I'll try and find the link. Here
Fri, 03 Sep 2004 23:31:41

mago

Thanks man, you're the best! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Fri, 03 Sep 2004 23:35:15

RambOrc

I'm deeply hurt. <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: -->
Sat, 04 Sep 2004 04:15:49

The 4th Class

Hey it's okay, RambOrc. Just this morning, I made a list of everybody I liked the most. It contains hundreds of names, quite possibly thousands, and you are most definitely my 2nd favourite person! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sat, 04 Sep 2004 10:44:41

RambOrc

See? Nobody puts me first... <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: -->
Sat, 04 Sep 2004 17:34:34

Stryker

If I ever bothered to make a List of people I liked in the KH Community, You would come in First Ramborc.
Sat, 04 Sep 2004 19:33:03

RambOrc

Say, could you send me a photo of yourself to <!-- e --><a href="mailto:orc@orcishweb.com">orc@orcishweb.com</a><!-- e --> ? Oh yes, and how old are you? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 04 Sep 2004 19:34:22

The 4th Class

Hey, why not have a KH team photo album? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> That IMHO would be a really cool idea!
Sat, 04 Sep 2004 19:36:36

RambOrc

I'm not sure I want to know how Moose does look like. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sat, 04 Sep 2004 21:20:01

Stryker

I'm not sure if you'd want any of them.. Mainly the Photo. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> You might not be too happy about the Age either.
Sat, 04 Sep 2004 21:41:20

RambOrc

[quote="Stryker":14g6pku1]I'm not sure if you'd want any of them.. Mainly the Photo. Why, are you so ugly or what? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> [quote="Stryker":14g6pku1]You might not be too happy about the Age either. Well if you're under 18 than the point would be moot anyway. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Sat, 04 Sep 2004 21:42:27

RambOrc

[quote="The 4th Class":36gz3tnf]Hey, why not have a KH team photo album? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> That IMHO would be a really cool idea! Seriously, that might be a nice idea - provided everyone agrees. Make a poll and let everyone vote and discuss. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 04 Sep 2004 22:25:10

Firebrand

I think it would be a nice idea (but I wouldn't like to scare anyone, heh!) <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> .
Sat, 04 Sep 2004 22:57:44

Stryker

I dont' happen to have a photo lying around here. Under 18.. Depending on the way you see it. Way under 18 or not too much. If you really want to know just ask and I'll say. Anybody can.
Sat, 04 Sep 2004 23:02:52

Firebrand

Now that everyone might be saying it's age, I'm 20 <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sat, 04 Sep 2004 23:06:45

Stryker

Well, I guess I might as well.. Get it over with. Just Subtract 20 by 9 1/2
Sat, 04 Sep 2004 23:27:19

Firebrand

Then you are not so far from being 18.
Sat, 04 Sep 2004 23:36:39

Stryker

I guess not too far. This acutally used to be my Brothers account,thats why its set to Exactly 13 or Older. He was 15. He let me use the account because he couldn't find much time to use it (And no that brother isn't Emp).
Sun, 05 Sep 2004 00:09:18

The 4th Class

[quote="Stryker":xy5rn388]Well, I guess I might as well.. Get it over with. Just Subtract 20 by 9 1/2 You're the same age as my little sister! <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: -->
Sun, 05 Sep 2004 12:31:28

RambOrc

Do I understand you right, Stryker? You're 10.5 years old?
Sun, 05 Sep 2004 20:45:54

Moose

[quote="mago":1a7eqyqo]Thanks man, you're the best! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> And don't I know it <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> So Class, may I ask where I come in you grand list? And Stryker if you are only 10?, I'm very impressed, you seem more mature than most 15 year olds that I know.
Sun, 05 Sep 2004 20:57:03

RambOrc

[quote="Moose":1f0e0uez]And Stryker if you are only 10?, I'm very impressed, you seem more mature than most 15 year olds that I know. Including yourself? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Sun, 05 Sep 2004 22:16:14

Stryker

Huh? I guess I said it wrong. I'm acutally 11 1/2.
Mon, 06 Sep 2004 11:15:20

mago

<!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> I thought 20 - 9 (1/2) = 15,5 (15 years, and 5 months).
Mon, 06 Sep 2004 14:59:08

The 4th Class

Actually, she said [u:2stvspuo]20 - 9 1/2[/u:2stvspuo], or [u:2stvspuo]20 - 9.5[/u:2stvspuo], being 10.5 Not [u:2stvspuo]20 - 9(1/2)[/u:2stvspuo], or [u:2stvspuo]20 - 4.5[/u:2stvspuo], being 15.5 <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Mon, 06 Sep 2004 15:24:29

Moose

[quote="RambOrc":1dp71cmb]Including yourself? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Well I have matured both physically and mentally quicker than most, although I still do the odd stupid thing now and then. Oh and I say physically because I look older than I am, apparently, great for going to the cinema.
Mon, 06 Sep 2004 16:35:12

RambOrc

LOL I'm your opposite then, because I look younger than I am (been estimated to be 20 twice this year already) and my behaviour often solidifies this belief. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 06 Sep 2004 22:24:10

Stryker

Well, I did say 20 - 9 1/2 but I said that wrong too. It should have been 20 - 8 1/2, because 20-9 is 11, but that half makes it 10 1/2.. So it really should have been 11 1/2

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