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Quick KA status update!

Mon, 23 Jan 2006 22:21:27

Firebrand

I have been working with KA a bit less than in past days, simply because I'm back to school and I'm looking for a better job to cover my (now growing) expenses, I had planned to make a release by the end of the month, but I think it will have to wait until I manage to get some more time to revamp the maps with path nodes, new items, and maybe some more architecture, I know you all are patient with me, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I think mid-February as a new release date, I'll make everything that is in my hands to make it happen as such OK people? Well, I gotta go, see ya!
Tue, 24 Jan 2006 09:33:08

RambOrc

You're doing a great job here so don't worry about the deadline, you'll be ready when you'll be ready. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I wish I could actively test KA but the Vavoom for OS X project seems to have died. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Tue, 24 Jan 2006 14:27:32

Firebrand

Not died, I think it's in a "stand by" status for now, since Janis doesn't has Mac OS and I'm still looking desperatedly for it too, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 24 Jan 2006 16:04:35

RambOrc

Well I might be able to run GNU/Linux Fedora Core 4 in the near future (not yet sure), but it'd still be a PowerPC and not an x86 CPU architecture, not sure whether it'd help any since it's the CPU instruction set that's causing the prob.
Tue, 24 Jan 2006 16:35:32

Firebrand

I don't know if there's something like what we were looking for, an emulator of a PC for Macintosh, it could solve the problem, of course it would be a bit more slow too.
Tue, 24 Jan 2006 16:38:30

RambOrc

Well anything over 1 fps is better than what I have now, there are Winblows emulators for Mac OS X but they don't support 3D acceleration. Meaning they are a more or less viable solution for WadAuthor, Wintex etc but Vavoom itself absolutely MUST be ported to an OS I have daily access to at home or I can't work on it/test it.
Tue, 24 Jan 2006 16:40:15

Firebrand

Yes, you are right, it might take some time to do it, but in the end it will be the best solution for this problem.
Wed, 25 Jan 2006 19:18:02

dj_jl

RambOrc already found a PowerPC emulator, but I didn't have time to downaload and install a PowerPC version of Linux. But I hope I'll do this in nearest future.
Wed, 25 Jan 2006 19:59:42

RambOrc

I think best would be Fedora Core 4, I'm most familiar with RedHat/Fedora in the Linux world.
Thu, 26 Jan 2006 15:42:35

RambOrc

On second thought, a PowerPC GNU/Linux port wouldn't really help me, since I'm working (living) in OS X. At any rate, I decided to fork over the money for a PC just for the Korax project, I made a quick estimation and for about $600-$650 I can build a machine that's not completely shit, I'm not happy about this but it's still better than wasting the little existing programmer resources on such a job which looks to be a larger amount of work than anyone thought in the beginning. Of course if the OS X port is done, I'll happily sell the PC again. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 29 Jan 2006 15:55:53

Firebrand

I'm in the process of revamping the KA maps, but it's a extremely slow process (or at least it is for me <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->), I was wondering if someone would like to help me, the basic idea of the revamping is to place the new powerups around the map and maybe improve the texturing/architecture a bit, if someone is interested post here in the next days and we'll see how to handle it.
Sun, 29 Jan 2006 17:20:39

RambOrc

Well theoretically I can run WadAuthor with a Winblows emulation, if you give me the link to all the custom files I need (maps, wadfiles, config files etc) I need to edit the maps, I'll try to do it - I just can't test the results.
Sun, 29 Jan 2006 21:43:56

Firebrand

I'll make a ZIP file that contains the KA resources needed for it and upload it to KDev then.
Mon, 30 Jan 2006 02:51:04

Firebrand

I've uploaded the ZIP file, please post here when you are ready to begin revamping the maps, to divide them.
Mon, 30 Jan 2006 10:31:23

RambOrc

On Wednesday as I got a better deal, I got an old PC that was my mom's before she got her Mac, it's a Celeron 950 MHz but I guess it should be enough to run Vavoom at 800x600 with a newer graphics card (it currently has a Matrox G200), I'll check for compatibility, if it's compatible I'll get a Radeon 9600 SE meaning total cost for this project PC will be only 200 bucks which is a lot better since it's only for this project and not really intended to be a computer. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 30 Jan 2006 13:00:35

Firebrand

Sounds good, I think that Radeon card will be enough for Vavoom <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Mon, 30 Jan 2006 13:32:14

RambOrc

I've played Vavoom on a P3-600 with a Matrox G400 and while it was choppy at places, it was more or less playable. This computer OTOH has a G200 which seriously lacks in 3D power compared to the G400. Else I could just run it the way it is.
Fri, 03 Feb 2006 19:18:57

RambOrc

LOL after two days I finally succeeded in getting the machine run with the setup I wanted, now not only the Radeon 9550 (which is around the speed of a GeForce 5/6) but als networking works, ROFL setting up the most bacis networking in Win98 is a very funny thing, it requires about 5 reboots just to install the NIC driver and set up basic sharing over TCP/IP. I didn't realize the difference between Win98 and Win2K was this big, on the latter this process wouldn't have required a single reboot (at least I think, what I know for sure is that XP doesn't). Anyway now it's all fine, just set up the network connection and am going to shovel over the files to the PC from a backup DVD, so you can tell me where the package is and I'll download it and try to get some work done over the weekend.
Fri, 03 Feb 2006 20:00:23

RambOrc

Great, the NIC just dropped the spoon, Monday it's off the the hardware store to spend another 10-15 bucks... at least the Korax data has been moved to the PC before this happened, the only drivers still missing is for the sound card, but disabling sound I was able to start up KA in OGL, well at least it got as far as building nodes and vis data, it's still on it. Though on second thought it looks like having frozen when starting the vis data. I might have to install Win2K after all, though W98 would be somewhat faster on this machine. Man I hate PCs, especially old ones!
Sat, 04 Feb 2006 01:13:54

Firebrand

The problem is that you get used to the performance of new windows versions, working nowadays with Win98/95 makes you feel in hell after working with 2000/XP.
Sat, 04 Feb 2006 01:18:29

Moose

I only updated to Windows XP last Janurary, and even I have to admit I find it annoying when I used Win98 on my Linux PC. It never used to bother me though. I still think XP is a insulting and bloated piece of crap, but still I use it.
Sat, 04 Feb 2006 15:10:20

RambOrc

OK now I'm getting somewhere, the NIC works today once again, so I could install the sound drivers too, now Vavoom runs OK. So come on Firebrand let's split that work.
Sat, 04 Feb 2006 15:35:38

RambOrc

I can run the latest uploaded testbuild (from November), I played the Ancient Arena with 6 bots for a time, I got up to level 10 and filled the bar for the 11K EXP, and a couple of seconds after that the game crashed with following:
Log: CRYSTAL VIAL
- (BotPlayer.CheckStuff)
- TProgs::ExecuteFunction
- (PlayerTick)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame

Exiting due to external exception
A more substantial problem I've got right now is with the karena.wcf file on kdev, when I try to point WadAuthor to it, the program crashes.
Sat, 04 Feb 2006 20:21:57

Firebrand

[quote="RambOrc":3jhaz19a]I can run the latest uploaded testbuild (from November), I played the Ancient Arena with 6 bots for a time, I got up to level 10 and filled the bar for the 11K EXP, and a couple of seconds after that the game crashed with following:
Log: CRYSTAL VIAL
- (BotPlayer.CheckStuff)
- TProgs::ExecuteFunction
- (PlayerTick)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame

Exiting due to external exception
Yes, the latest test build is ages beyond what I've got now, I'll upload it ASAP, I got all the KA files in a portable HD, unfortunately, my brother took it today for something at his school and I don't have it handy, so it'll have to wait for later today, I'll post here when the upload completes, OK? [quote="RambOrc":3jhaz19a]A more substantial problem I've got right now is with the karena.wcf file on kdev, when I try to point WadAuthor to it, the program crashes. That doesn't sounds good, are you sure you are selecting the proper IWAD for Hexen and that the location of it is correct?? If that's the case, then it could be something wrong with the wcf file, and again, it'll have to wait until my brother returns <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x -->. My brother will have to give some explanations about this, because he didn't told me anything about taking that HD <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: -->
Sat, 04 Feb 2006 20:38:23

RambOrc

I hope you're regularly uploading the source code to either SourceForge or kdev?
Sat, 04 Feb 2006 22:21:37

Firebrand

Every change made to the source code, goes to the CVS repository when tested and evaluated, so all the updated source can be obtained from there, don't worry, I make regular backups of the KA resources, and maps and textures haven't changed from the latest beta version in KDev, most of the significant updates are to the source code right now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 05 Feb 2006 17:13:57

Firebrand

I'm done uploading the new test version of KA, it has the latest changes I made this morning to it, please test it and select the maps you want to revamp Ramborc.
Sun, 05 Feb 2006 17:31:03

RambOrc

Got it, now all I need is the latest version of the WadAuthor config file, zipped up so there is less of a potential issue.
Sun, 05 Feb 2006 17:52:43

Firebrand

Done! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 05 Feb 2006 18:11:56

RambOrc

I've started checking out the latest versions of the maps on the latest version of the binaries, here the beginning: Castle Sweep: there seems to be a bug, besides the Citadel it now lists all the original Hexen maps here as options (it didn't happen in earlier versions, or I never noticed it). Also, the Citadel map is still DM-like, i.e. you don't need to collect keys to be able to open doors, which makes progress too unlinear. I've checked into the CTF section to see what kind of untapped resources are there since there is no CTF planned for KA any more (unless I'm mistaken?). I found two maps, the first is Gargoyle's Forest which is a stunningly beautiful map with that genuine fantasy feeling you find so very rarely. Not sure who did this map (I think FB?) and whether it's still being worked on, but it's awesome. Last time I checked this map long ago it was pretty small, barely the beginnings, but now it's huge. It could be very well used as an SP map in the Korax RPG, I think that game would do it more justice than KA. The second map is Ratchet which is a HUGE map, I remember it from the original UT (or if it's an all-new one, it's very similar to one of the original UT CTF maps), it could be used for any kind of gameplay where two teams with a base compete, like Summon Contest. I saw the pi damage pickup item, it looks awesome! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I see the Shadowsphere is also in and functional, and the Dark Servant is pretty much done too. I've seen a Porkelator and Wings, couldn't pick up either. While there is zero need for the Wings anyway, for the Porkelator I just thought of a simple use, it could be like the Dark Servant, the moment you run over it (pick it up), it shoots a bunch of porkelating missiles in every direction. In small maps with a room designed for this it could be useful, hitting players often. Morph Ovum could work the same way so that there is variety. p.s. Firebrand, what graphics card are you using?
Sun, 05 Feb 2006 18:19:07

RambOrc

Got the new .wcf, it's 3x as big as the previous which makes me think the old one was a textfile with much of the tail missing. Using this config file, WadAuthor accepted it w/o probs and I could open wad3.wad, it showed the Citadel map. OK this far. However, when trying to open any of the other wadfiles in the karena dir, it said "requires a different configuration file". Huh? Forgot to post about Ratchet, I was running around in it for several minutes and while it was extremely choppy (not sure how much a full glvis would help here), it didn't crash. But once I summoned bots, I barely finished summoning the 6th bot when the game crashed. Here the part of debug.txt that corresponds to this map:
Log: ---------------------------------------
Log: RATCHET
Log: 
Dev: Client level loaded
Log: <-- server to client keepalive
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 22
Log: Invalid extra floor, tag 26
Log: Invalid extra floor, tag 48
Log: Invalid extra floor, tag 49
Log: Invalid extra floor, tag 50
Log: Invalid extra floor, tag 50
Log: Invalid extra floor, tag 49
Log: Invalid extra floor, tag 53
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 5
Log: Invalid extra floor, tag 22
Log: Invalid extra floor, tag 26
Log: Invalid extra floor, tag 48
Log: Invalid extra floor, tag 49
Log: Invalid extra floor, tag 50
Log: Invalid extra floor, tag 50
Log: Invalid extra floor, tag 49
Log: Invalid extra floor, tag 53
Log: Invalid extra floor, tag 50
Log: Invalid extra floor, tag 50
Log: Invalid extra floor, tag 50
Log: Invalid extra floor, tag 50
Log: Invalid extra floor, tag 49
Log: Invalid extra floor, tag 49
Log: Invalid extra floor, tag 48
Log: Invalid extra floor, tag 48
Dev: 1930 subdivides
Dev: 1355 seg subdivides
Dev: 1391k light mem
Log: <-- server to client keepalive
Log: Follow Mode OFF
Log: >addbot botm11
Dev: Client NULL connected
Log: >addbot botf11
Dev: Client NULL connected
Log: >addbot botc11
Dev: Client NULL connected
Log: >addbot both11
Dev: Client NULL connected
Log: >addbot botw11
Dev: Client NULL connected
Log: >addbot botd11
Dev: Client NULL connected
- VDirect3DDrawer::FlushOldCaches
- VDirect3DDrawer::AllocBlock
- VDirect3DDrawer::CacheSurface
- VDirect3DDrawer::DrawPolygon
- DrawSurfaces
- RenderSecSurface
- RenderSubRegion
- RenderSubRegion
- RenderSubsector
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- RenderBSPNode
- R_RenderWorld
- R_RenderPlayerView
- SCR_Update
- Host_Frame

ERROR: No more free blocks
p.s. this post is on a new page, make sure you don't miss my previous post on the previous page.
Sun, 05 Feb 2006 18:28:13

RambOrc

Football: something's broken, it doesn't register a goal any more. No matter how I kicked the ball into the goal area, it never did anything. EXP countdown: it should count down the EXP all the time, regardless of what happens. Currently it does only when standing still, that's pretty pointless because campers could get around it by stepping forward-backward all the time, and still standing in one place and not doing anything. Hammer of Darkness: unlike in older versions from last Fall, now it affects the player as well. Sounds like a bug. I've checked out Lethe's Castle now, also no idea who did it. While far from being finished, it's not bad. I was also astonished to see a working 3D floor lift, that's great. This last bug is for Janis: when playing OpenGL, the flying particles (blood squirting, missiles exploding etc) are replaced by large flat colored circles. This doesn't occur in Direct3D. It might be a prob with the Win98 driver from ATI, but the thing is this is a pretty modern 3D card (only two generations back, still sold in computers purchased today) with the latest drivers straight from <!-- w --><a class="postlink" href="http://www.ati.com">http://www.ati.com</a><!-- w -->, so it might be a Vavoom prob.
Sun, 05 Feb 2006 19:37:00

Firebrand

There's no CTF planned?? I didn't knew that, heh! I think it should be there, it's one of those modes that can't be missin from this kind of multiplayer games, but we can discuss this later, let's focus on finishing the first few modes we've got so far and release KA 1.0 to discuss further gameplay modes, OK? As for the bug in Castle Sweep, it's because Vavoom can read multiple MAPINFO lumps now, and it reads the default Hexen maps, because the Castle Sweep maps are called "mapXX" in name, it should be fixed by just changing the maps lump names in the wad file to something different and adjusting the code to look for it, it's not too difficult. As for the Gargoyle's Forest comments, thanks! That was my first attempt at doing a new CTF map for testing purposes, it's coming really well, there's a new Castle Sweep map there (mywad.wad or something like that, check it out too, i like it a lot <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->), it might be a bit crowded, but I'll fix that, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. The lethe's castle was done by me too, it's far from being finished too, it's a normal deathmatch map, but needs lots of fixed in architecture and more detail here and there, for now it's just too plain for me <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. As for the football map, there could be something wrong with the scripts or something in the code, I'm not sure, I'll give it a check soon. For now the EXP countdown start after 3 seconds or something because I needed to stay still to test some things with the bots, but I forgot to fix it to reduce EXP points as you aren't moving (I don't know how else to check if the player is camping), I know it has the defect that pressing the move forward/backward for a bit makes it stop, but I don't have another way to check if the player is camping <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , I'll think in something to make it more fair. As for the powerups, they are all working, I added the wings of wrath and the porkalator because I was planning on implementing them some time ago (before I stopped moving the powerups code and dedicated my time to the bots, heh!), I'll make the porkalator work like you said and the morph ovum too, heh! I moved something from the Hammer of Darkness, I'll fix it <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> . Oh, and before I forget, the 3d floor lift it's not difficult to do, you just need to move both the floor and ceiling from the sector using ACS <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. As for the particles, there's a flag to make them look more like D3D, but I don't remember it <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> .
Sun, 05 Feb 2006 20:07:25

RambOrc

The reason for no CTF (I thought we discussed it before) is because I've yet to see a game out there where bots are good enough in CTF. Since KA relies heavily on bots (and monsters) and much less on real human players, anything that can turn into frustration should be rather taken out. Not to mention CTF isn't that special, why do we need to copy others when we've got our own innovative game modes? The only "standard" thing that is an absolute must is deathmatch, w/o deathmatch with bots no multiplayer is worth a spit (as I found out in Wolfenstein 3D - the maps were nice, the game engine and the weapons were fine, but playing it alone or even on LAN with someone else was just pointless because it wasn't playing at all). At any rate, I think the only game modes present in the official KA 1.0 should be deathmatch, team deathmatch (provided it works, I could never yet bring it to work) and Castle Sweep. DM would be enough in itself for a public release since it already shows off the maps, the classes and the weapons and the other little things that make KA different; adding Castle Sweep (which is working very well by now, only minor things to correct/complete) will already make this 1.0 release something special. More modes can come later, I'd rather have 6 classes and two game modes and about 10 maps that work than even more stuff that doesn't work so well. I still think Gargoyle's Forest should be a single player map for Korax' Heritage, the very things that make it a great SP map would be more of a hindrance in MP. I'll check mywad.wad and report on it later. IMO the EXP countdown should stop only when your EXP is zero, else it should count down from the moment you start a game. This way it's more fun and is a foolproof way of screwing campers. It even goes further and forces people to actively look for foes, and on the highest level you'll have to constantly find new meat for your grinder if you don't want to fall back to LVL 9 all the time. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 05 Feb 2006 20:21:59

RambOrc

mywad.wad seems to be the same Gargoyle's Forest map with barely any visible changes compared to the version already in the main wadfile. <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> At any rate, after still another look I'm surprised you meant it as a CTF file because it has typical SP flow, meaning you start somewhere and at several times pass a place where you can't go back where you just came from, and in the end you arrive back at the start, and once again you can't go back where you just came from. It's a classic SP map flow and it's good.
Sun, 05 Feb 2006 21:28:14

Firebrand

I think I uploaded a wad file with the wrong name <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> , I'll upload the new Castle Sweep map ASAP. As for the Gargoyle's Forest, it's missing the other half of the map, heh! but if you think CTF it's not worth it, we could use it for Korax' Heritage, I don't mind as it gets used . <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 05 Feb 2006 22:24:53

RambOrc

[quote="Firebrand":fg441wfa]As for the Gargoyle's Forest, it's missing the other half of the map, heh! What other half?
Mon, 06 Feb 2006 16:32:06

Firebrand

There was going to be two different spots for CTF, so every team would take the flag to "their" side of the map, but if we are going to change the map, maybe the "other" half can be something entirely different now, heh! BTW, I'm done uploading the new Castle Sweep map, just load it with the -file extension to the end of the command line and play MAP01 of Castle Sweep, tell me what you think <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Also, have you decided which maps you want to revamp yet?
Mon, 06 Feb 2006 19:14:21

RambOrc

Checked out the new map, I like it, though I don't have a clue how to "win" it, I've found a key and opened a door but besides that I always end up in the same area, dying all the time so after the 10th death or so I gave up trying to win it. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Dou YOU have any wishes what maps to revamp? I'll give you first choice if you have favorites. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 06 Feb 2006 20:42:32

dj_jl

The huge points is because some drivers doesn't implement an extension correctly. Set gl_ext_point_parameters to 0 and it should be fine.
Mon, 06 Feb 2006 20:47:17

Firebrand

[quote="RambOrc":16ioekcg]Checked out the new map, I like it, though I don't have a clue how to "win" it, I've found a key and opened a door but besides that I always end up in the same area, dying all the time so after the 10th death or so I gave up trying to win it. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Dou YOU have any wishes what maps to revamp? I'll give you first choice if you have favorites. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Supposedly, you have to kill all the monsters for the exit to open, but it's not yet implemented, heh! for now, just getting the key is enough to exit the map. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Mon, 06 Feb 2006 20:48:13

Firebrand

[quote="RambOrc":2jq0ovtj]Checked out the new map, I like it, though I don't have a clue how to "win" it, I've found a key and opened a door but besides that I always end up in the same area, dying all the time so after the 10th death or so I gave up trying to win it. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Dou YOU have any wishes what maps to revamp? I'll give you first choice if you have favorites. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Supposedly, you have to kill all the monsters for the exit to open, but it's not yet implemented, heh! for now, just getting the key is enough to exit the map. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> As for maps to revamp, I want the docks from heretic and the river of fire, you can pick any other map you wish, no problem.
Mon, 06 Feb 2006 20:58:42

RambOrc

Well I love Agio so that's a sure thing. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I'll have to think about what others. In the meantime, could you make some extra patches with the existing KA posters for the UT map textures?
Mon, 06 Feb 2006 21:33:36

Firebrand

Yes, I'll get to it, I'm planning on doing some new posters too, but I'm going to think what to put on them.
Mon, 06 Feb 2006 23:00:29

RambOrc

Well here is a first idea, a portrait of an ettin (heads/shoulders, upper torso, full body, your pick which of the three looks best) with the following text: "you want a double headbutt, punk?" hey here is another one: a full-body ettin with a mace in each hand, text above the image: "dual duel", text below the image: "coming your way". still another one: an image where a Cleric launches a firestorm spell at a chicken (the chicken you see when you use Morph Ovum), it could be a simple small firebolt/fireball or whatever. Text: "Traductus Fried Chickens" got one more: the witchaven character standing over the body of a dead Heresiarch (maybe one foot upon the carcass, in a pose like Duke on the Duke Nukem 3D start screen). Title: "it's hero time" next: a mailed fist (and part of the arm) gripping a Timon's Axe (including the blue magic glow) wit the text: "you can't dodge this one, mageling!"
Tue, 07 Feb 2006 09:04:59

RambOrc

The last one should have a different word instead of "mageling" I think, something like "sucker" or "demon killer" or "shotgun dude" dunno. I also have a new one about the mage, a big mailed fist in the picture facing you (as if punching you full in the face), text: "eat this, spell-mumbler!" <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> p.s. once again page jump, don't miss my post on the previous page
Tue, 07 Feb 2006 14:30:44

Firebrand

Nice ones! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> I've made the "Traductus Fried Chickens" one, looks awesome! Also finished the ettin "double headbutt" too. I'll get to do the other ones today.
Tue, 07 Feb 2006 14:36:03

RambOrc

where can I see them?
Tue, 07 Feb 2006 16:35:03

Firebrand

But of course, here! [img:2sftbr6b]http://downloads.orcishweb.com/koraxdev/firebrand/karena/posters/poster1.png[/img:2sftbr6b] [img:2sftbr6b]http://downloads.orcishweb.com/koraxdev/firebrand/karena/posters/poster2.png[/img:2sftbr6b] What do you think? they look nice or what? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 07 Feb 2006 17:05:12

RambOrc

LOL <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> the Ettin one is perfect except for the text color, I think it should be a stronger contrast so it can be better read (OTOH first we'll have to see it in-game to be able to say whether it needs the adjustment, what I know is that the two old posters have text that's very easily readable). With the fried chicken, I think the text should be at the top as a title and the picture at the bottom, there should also be no overlapping. Also, maybe the text should look a bit like the official KFC text does, here are two examples: <!-- m --><a class="postlink" href="http://members.aol.com/mtgallery/kfc_isr.gif">http://members.aol.com/mtgallery/kfc_isr.gif</a><!-- m --> of course in our case it should read TFC <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> <!-- m --><a class="postlink" href="http://www.friedmanarchives.com/Miscellaneous/images/Kentucky%20Fried%20Chicken%20Sign%20(Old">http://www.friedmanarchives.com/Miscell ... ign%20(Old</a><!-- m -->)%20RGB%208x12%20300%20dpi.jpg (copy full line into a browser address bar to see image) The sign in the middle of the picture could be the guide on how to create the upper half of this poster, with the three words in a similar layout and the head on the left could be replaced by the head of the helmetless Cleric Mago created, it's a somewhat similar-looking old guy if I remember right (or was that the mage)?
Wed, 08 Feb 2006 14:53:14

RambOrc

After looking through the maps and seeing what you chose for yourself, I guess easiest split is if I do all the UT conversions (agio, codex, curse, malevolence, agony) and you do all the Heretic conversions (Docks, River of Fire, Citadel DM, Citadel CS). I'll also take Ancient Arena. That leaves two maps in work by you, Lethe's Castle and the new CS map. If you finish them up for the release, great, if not they'll simply be part of a later version. As for the two CTF maps, I'm all for dropping CTF, at least for the 1.0 release, so there is no need to do anything with those maps (besides removing them from the wadfile to reduce the size of the download). Regarding the football/soccer map, the map is pretty much done anyway and adding some ammo/weapons/powerup is no prob, it's more about whether the game mode actually works, that should decide whether the map comes into the release. OK so what I'd need is a wadfile that I can actually open in WadAuthor, also because my PC is dog slow, could you please create a single wadfile for me with every one of the 6 maps I'm revamping? Thanks. Also, I've looked through the whole graphics file (wad4) in WadAuthor, and noticed that some textures overlap each other in the texture browser, can't it be helped? At least for those images that are currently occupying less than 128 units height in the browser (some very high textures are currently occupying something like 2 or 4 pixels height, like the Korax Kola poster that's nailed to the fence).
Wed, 08 Feb 2006 16:12:09

Firebrand

It's OK, let's split the maps like that <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll get the WAD done for you and first dedcate to revamp the maps that are mine, then I'll work on the new maps, and we'll see how much we have progressed with revamping, if it's nearly done, I'll leave the maps for the next KA version, if it's not much and it's enough to finish one or the two maps, we'll include them in this release. The problem with the maps wadfile is that the maps need to be renamed for the gameplay mode they'll work with, but it's a matter of renaming them to the common Hexen map naming (MAPXX), I'll change it and upload a WAD file with the maps you want to revamp, OK? As for the textures, there's nothing that can be done for it, this happens because the textures size is huge, but DarkRaven made them like this for the UT maps because of the use of 3d floors, just be careful with the texturing, or try installing DoomBuilder for texturing, this problem doesn't happen with it, it's more work, but if it really annoys you, try installing it.
Wed, 08 Feb 2006 16:17:20

RambOrc

Nope, it's not that big of a problem. Anyway I thought you can't use Doombuilder to texture the 3D floors, or? I guess I didn't say it clear enough, I'd like you to give me 6 wadfiles, each containing only one map, if it's not too much trouble for you. I think right now in the text phase it's anyway quicker and easier to just upload single maps all the time, both you and me, and anyone who wants to test them can simply specify that given map with the -file attribute.
Wed, 08 Feb 2006 17:29:00

Firebrand

Yes, it's easier to test single maps, and will make the merge process easier too, the finished maps will get one by one into the main maps wad for KA making it easier to update things up, I'll run into it right now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. EDIT: Doom builder can't texture 3d floors and they aren't even displayed, it's a small problem, but the 3d floors texturing it's easier to do with wadauthor.
Wed, 08 Feb 2006 17:43:50

Firebrand

I'm done uploading the maps now, if you have any more questions, just ask, I'll try to help you out in any way possible. EDIT: They are in the ARENA folder in KDev.
Wed, 08 Feb 2006 20:54:46

RambOrc

Got 'em, thanks. I'm listing the things I know are available in KA, if there's something missing or I've listed something that doesn't exist, it's best now to correct me: weapons 3-8 mana (3 colors) Krater of Might silver shield (from heretic) big shield (whatever its name, the bigger one from Heretic) mesh armor amulet helmet shield (from Hexen) health vial quartz flask mystic urn shadowsphere dark servant icon of the defender flechette disk of repulsion AFAIK planned but not yet in: porkelator morph ovum
Wed, 08 Feb 2006 23:22:06

Firebrand

Your list is somewhat complete, but there are some things that aren't there, here's the "official" list: [list:2yymx467]- Weapons 3-8 - 3 mana types (small = 15 mana each), (big = 20 each) - combined mana (25 of 3 mana types) - krater of might (30 of 3 mana types) - all the armor types from Hexen, none from Heretic - Dark Servant - Shadowsphere - Icon of the Defender - Speed Boots - PI Damage - Torch (but I think it's unusable, I'll remove it later) - Healt vial, quartz flask, mystic urn - Flechette & Disc of Repulsion[/list:u:2yymx467] Planned but not implemented: [list:2yymx467]- Pokalator - Morph Ovum[/list:u:2yymx467] That's it.
Sat, 11 Feb 2006 14:59:18

RambOrc

Yep, torch is pointless in such a game. Anyway, I'm all set, I've actually finished the powerups for Ancient Arena (it was one of those maps that were already perfectly stocked, so I only added three new items and removed two old ones) and things are working fine, so if all goes well later this weekend I can upload the maps for testing. One question, what's the best method of adding posters on walls that are higher than 128 pixels? Also, could you add the new posters to the graphics wadfile and upload it? Thanks.
Sat, 11 Feb 2006 18:22:03

Firebrand

I made a very small squared sector with enough height to show the texture, or a 3d floor of you need to make it over a "2nd" floor, (if you need examples, look at the citadel map and the docks to see how I made it). As for updating the graphics WAD, give me some more time, I has an exam yesterday and I didn't got enough time to work on the posters, but this afternoon I'll get to it, and I'll upload the new textures ASAP, it would be usefull if you could make a texture list of the textures to use with the posters, to create the new textures using the UT conversions <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 11 Feb 2006 18:26:31

RambOrc

Here is the list of the textures used in these 6 maps upon which I'd like to paste posters: ABRICK01 ABRICK02 ABRICK06 ABRICK4B ABRICK4E MONK01 SWAMP04 Also, after some thinking I think the easiest way to add these posters so that I don't have to change the structures is to have 512x512 patches of these textures, with the poster itself being in the upper 128x128 corner. This way it's easy to add a poster to any wall part with only needing to modify X and Y offsets. I don't think there are too many places with a height over 512 units anywhere, and if yes I'll just avoid them for posters, no prob. I first thought to make it 256x256 but that'd still have meant lots of places to change, so unless it's a technical prob pls make all posters available on all those textures listed with a 512x512 size, thanks in advance. On the other hand, if you want you can assign even more deathmatch maps to me, because I find it a pretty straightforward and relatively fast work to add the items/posters (and add much-needed ammo to some of the maps like Malevolence where I never had enough when testing with bots). Once I'm done with deathmatch, I might even take on the Castle Sweep version of Citadel, I'll need to learn how to deal with changing level flow in existing maps anyway for the SE map reworks (like allowing you to break down the main portal in the Seven Portals courtyard with a special spell or item, so that being true to the basic philosophy of the Korax RPG, you can skip most of the extra dungeons everywhere, including the original Hexen).
Sat, 11 Feb 2006 18:27:22

RambOrc

LOL cross-posting. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 11 Feb 2006 18:30:12

Firebrand

Sounds good, did you get the path nodes for the bots too? (I forgot to say that), no matter the gameplay mode, the bots need to have an idea of where to move when roaming for items/enemies.
Sat, 11 Feb 2006 18:45:45

RambOrc

Nope, how do I see/edit them?
Sat, 11 Feb 2006 22:58:14

Firebrand

The path nodes are things too, they are under the "bots stuff" things category, there are some bot spawner things in the config already, but they aren't useful yet (I'm working on that too, I already got an idea of how they'll work, but I haven't worked it up yet <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . To use them, just place the object where you want it to be, nothing else is needed but that, the object will appear like a green thing in the map.
Sat, 11 Feb 2006 23:05:31

RambOrc

Can you give me a bit more detailed explanation on where to set them and how many? At every cross-section and turn? At places where I want them to stop and pick up things? Is there an order to them (like the thing number increasing means they'll visit them in that order)? Etc.
Sun, 12 Feb 2006 00:10:33

Firebrand

There's nothing like an order for them, I thought it would be needed, but I found it's not entirely necessary, the current movement code allows certain degree of liberty for the bots, but they are smart enought to attack and pick up items, the only problem is where there's some space between items, they sometimes get "lost" running around in circles until they find something else to roam to (that's how the movement code logic works for the bots BTW), you might want to place the path nodes in the corners of large hallways, or places where once items are picked up, are almost empty when there aren't any enemies (as those are the main two things bots roam for, being the third important one the path nodes, obviously), you might want to put them at places where they tend to try to "cross" a 3d wall (which shouldn't happen that much, since I fixed it in the most part, but there might be some areas in the maps where this might be presented), as for how to position them, try to put them in a straight line, try to make small circles where the bots are supposed to "take a corner", and just put enough path nodes to cover a hallway/room (try not to overlap them if possible), try to leave at least a 64 map units space between them (a blue square in terms of wadauthor screen). Finally, my last suggestion, when you finish to put the path nodes, test the map exhaustively to make sure the bots work as you intend, if that's passed is most surely that you placed the path nodes in a cool way <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. if you have any more questions, just post, I'll try to answer them.
Sun, 12 Feb 2006 10:19:31

RambOrc

I get it mostly, but it'd be even more help if I could see them placed in a map. I can only open the Citadel CS map in wad3, and it doesn't seem to have any pathnodes. Could you upload a DM map with pathnodes for me? Thanks.
Sun, 12 Feb 2006 19:23:52

Firebrand

IIRC, there was a map with path nodes in it (the docks?), if there isn't please post here again and I'll make a map with path nodes quickly <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 12 Feb 2006 19:25:32

RambOrc

I can't open any of the DM maps with WadAuthor (naming convention prob).
Sun, 12 Feb 2006 19:27:29

Firebrand

<!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> I totally forgot, sorry, I'll upload the docks map ASAP <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Sun, 12 Feb 2006 19:33:56

Firebrand

Done! also, before I forget again, you can use the height parameters when placing the path nodes with 3d floors, place them with something like 5 units of difference from the sector's floor the engine will automatically adjust the height to be in the floor height, so the bot can track it down normally.
Mon, 13 Feb 2006 19:18:19

RambOrc

The path nodes in the Docks map are all pretty high over the floor, so I guess it doesn't matter how high it'll still be put down to the floor? So if I understand it right, when a bot isn't going in for a killing or zooming in on an item to pick it up, it's "standing around" looking for either to do and when there are path nodes he simply runs to the nearest one? Or picks one within a certain distance at random (like when there's a fork in a road and path nodes are on both new roads)?
Mon, 13 Feb 2006 21:48:33

Firebrand

The bots always pick the nearest path node ahead of them (in any angle), so if there's a fork somewhere in the map, the both would follor the nearest node to him. If the bot doesn't looks any enemies/items, he'll look for path nodes, if there aren't path nodes, it's programmed to make some circles looking for something to "follow".
Sat, 18 Feb 2006 12:39:06

RambOrc

I have the feeling the code for the bots itself needs some extras to get rid of the get stuck errors, I've tested Codex (uploaded in my personal folder on kdev for you to take a look at) with adding pathnodes at the very points where the bots get stuck but it doesn't seem to help any. p.s. how are the poster textures for the UT maps coming along?
Sat, 18 Feb 2006 17:41:34

Firebrand

I'll get the map and test it. The textures are coming along slowly, this week has been busy for me with RL issues, hopefully the next week I'll have more free time to work on KA stuff, I wanted to upload the new textures during the week-end but I'll be busy with some more things and I won't be able to do it <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> . Please be patient, I'm working on it.
Sat, 18 Feb 2006 19:36:56

RambOrc

Sure, just do it with the speed you can comfortably. If you're going to upload them in several runs, it'd be best if you'd do all existing posters for one UT texture and upload it and then do it for the next texture, this way I can already retexture a map every time you upload a texture. Also, ABRICK01 and ABRICK02 should be the most rewarding because they cover most of the maps I'm working on, all the other textures apply only to two maps.
Sat, 18 Feb 2006 19:51:15

Firebrand

Sure, I'll make it slowly, it's good what you mention here, I'll make the ABRICK textures first and then turn out to something else, but don't expect the download soon, if you can, please work on something else, or put some marking texture where the posters will go. I'll complete them ASAP.
Sat, 18 Feb 2006 20:22:37

RambOrc

Sure no prob, I'll finish up all maps with the items first and then in the second step put in some pathnodes, leaving poster textures for the third run.
Tue, 21 Feb 2006 03:26:57

Firebrand

I've finally had a chance to test the map, the item placement is good, as for the bots getting stuck, I'll work on that, I already got an idea of why it's happening, I just now need to fix some things and change others to make them work fine.
Tue, 21 Feb 2006 09:12:18

RambOrc

So you liked the idea of having a "Maulotaur pit" where you summon the monsters from a bridge above and laugh about the player that was in the pit at that time? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 21 Feb 2006 15:23:31

Firebrand

Yeah, I think it's a cool idea, specially if two different players run for each of the maulator dolls and spawn two of them <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 21 Feb 2006 15:47:23

RambOrc

Actually, you can grab both, you'll just have two Maulotaurs down there. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 26 Feb 2006 19:36:27

Firebrand

I've got some more work done code wise, I have fixed a couple of problems with some weapons and the bots work much better now, but I still need some more testing and fixing here and there, this next week I won't be around, I've got my mid-term exams and I need to study a lot for these ones, but after this week I'll be free again and I'll upload everything that I have worked out <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 04 Mar 2006 17:07:25

Firebrand

I have fixed the bots getting stuck (at least in the test map Ramborc uploaded), I'll post a fixed version of the game ASAP, I'll get to work on the new art too during the next week.
Wed, 08 Mar 2006 19:14:17

Firebrand

I have uploaded a new test version, it would help me a lot if you could focus your first map runs in placing path nodes on the maps before everything else, I really need to give a complete test of which are the most problematic spots in the maps and why the bots get stuck on them, I found that there are some places where there aren't any path nodes and that seems to help to make the bots get stuck facing a wall above a 3d floor (why this happens is still a mystery for me, I have been adding 3d floor checks and removing them in the past days, but this doesn't seems to make any difference in the bot's behaviour), if you spot any problem with this build, let me know ASAP.
Thu, 22 Jun 2006 13:40:48

Firebrand

It has been a long time since I post something regarding source changes, but I'm happy to announce that I'm back on this track and I'll implement full bot support for the football gameplay mode, I'm already ready to place different path nodes for blue and red teams for CTF and football this will be needed, I'll keep you updated on this as progress is made, it should be worth the effort of correctly implementing this <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->. As for DM, Ramborc, you should see that it's almost ready, the only missing stuff from bot DM and team DM is small details like "double kill", "triple kill" announcements and "killing spree" rewards for the player. It would be interesting to implement some kind of rewards for obtaining one or more of these, what do you guys think??
Thu, 22 Jun 2006 13:50:43

RambOrc

How about different ones like "messy kill" (exploding corpses like the ettins when you hit them with a slot 4 weapon in the original Hexen)? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 22 Jun 2006 20:39:19

Firebrand

It could be implemented too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 24 Jun 2006 08:12:19

Crimson Wizard

Don't forget to use Player::UpdateScore() and Team::UpdateScore() functions to set up a new event(s) for multiple killing. If you do, than competition table won't update properly. (As I have already mentioned, list of event names is in hexendefs.vc.) BTW, what about a special prize for a kill commited in the morphed state? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> And, Firebrand, don't we need a Goals variable in Player class for football mode - to remember how many goals current player scored? EDIT: I also want to ask, was vcc.exe modifed since 16 april? When I am trying to compile progs, compiler sais: "error directive: these are version 20 progs"
Sat, 24 Jun 2006 15:03:55

dj_jl

Yes, it was modified. Firebrand should get you a new version.
Sat, 24 Jun 2006 15:31:43

Firebrand

[quote="Crimson Wizard":23rclwj0]Don't forget to use Player::UpdateScore() and Team::UpdateScore() functions to set up a new event(s) for multiple killing. If you do, than competition table won't update properly. Sure, I'll make sure I implement it correctly, if I've got any problem I'll post it around for you, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> [quote="Crimson Wizard":23rclwj0]BTW, what about a special prize for a kill commited in the morphed state? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Yep, I like this idea <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Crimson Wizard":23rclwj0]And, Firebrand, don't we need a Goals variable in Player class for football mode - to remember how many goals current player scored? It's a bit difficult to implement this, since most of the football scoring is made via an ACS script in the football map <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->, I guess we could create a new ACS special to set the scores via Player::UpdateScore() and Team::UpdateScore(), Janis could you give me some suggestions on this?? [quote="Crimson Wizard":23rclwj0]EDIT: I also want to ask, was vcc.exe modifed since 16 april? When I am trying to compile progs, compiler sais: "error directive: these are version 20 progs" I totally forgot about VCC changes, heh! <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> . I've uploaded a new version for you on KDev in the Vavoom folder, this should fix the problems you are having <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 25 Jun 2006 07:31:02

Crimson Wizard

[quote="Firebrand":3ehe1ni6]It's a bit difficult to implement this, since most of the football scoring is made via an ACS script in the football map , I guess we could create a new ACS special to set the scores via Player::UpdateScore() and Team::UpdateScore(), Janis could you give me some suggestions on this?? I had created several new ACS functions when was working on my Unholy Heritage project. I am sure that won't be a problem at all. For example, I've created an ACS command, that allowed to kill exact creature with defined damage tag, so he will burn or become freezed; an ACS to push actor using 3d velocity vector instead of common 2d vector and ACS functions to grant player experience and modify his stats.
Sun, 25 Jun 2006 14:04:54

Firebrand

Sounds cool! Do you have some sources of that? there could be some nice additions there <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> .
Mon, 26 Jun 2006 11:44:10

Crimson Wizard

Here are my project sources, if you wish: <!-- m --><a class="postlink" href="http://shadowweaver.narod.ru/unheir/downloads/uhsource.zip">http://shadowweaver.narod.ru/unheir/dow ... source.zip</a><!-- m --> Unfortunately I haven't got time now to review them and tell what files exactly you should see. I believe that it was "HexenLevelInfo.vc", plus something else.
Tue, 27 Jun 2006 11:39:30

Crimson Wizard

For some reason I cannot use compiled progs in game, it crashes! <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> I compiled original ones (from repository) but they do not work too. It sais: ERROR: Bad parent class, class Entity, C++ Thinker, VavoomC (none))
Tue, 27 Jun 2006 13:43:10

Firebrand

Looks like an error on the common progs, you could try to update them to the latest version, you have to update them separatedly from everything else, since they come from a different repository (the Vavoom repository), maybe you don't have the latest version, if you do, make sure the wad0.wad file in basev/common is being built correctly or copied to the right directory in the batch file for compiling.
Tue, 27 Jun 2006 15:16:26

Crimson Wizard

I DO have the latest update <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> BTW can it be that vlumpy.exe was changed along with vcc.exe? Mine is 29 dec 2005.
Tue, 27 Jun 2006 19:19:02

dj_jl

This could be because of the latest changes to vcc and engine, probably they are not from the same version. No, vlumpy hasn't changed.
Tue, 27 Jun 2006 19:30:50

Firebrand

I did upload the latest version of VCC did you get it from KDev Crimson Wizard? I've got a little bug to ask you about Janis, it's the hero's long bow, since I removed the common progs from KA, the sniper like feature stopped working, maybe with the removal, some part of code was removed too, but I don't know, since I didn't implement it, could you give it a check please?
Tue, 27 Jun 2006 19:36:38

Crimson Wizard

Yes, I downloaded new vcc.exe. It is 23 jun 2006. I suddenly thought, maybe standart Vavoom progs have been changed, but KArena progs were not updated yet? Anyway, what should I do?
Tue, 27 Jun 2006 20:17:32

Firebrand

It couldn't have changed, because I can compile them without any errors, I've updated my latest changes just in case, but I don't think the problem lies there, it's very strange that you get that error. I checked the date on my VCC it's the same you got. Does this error happens when running the game? or when compiling?
Tue, 27 Jun 2006 21:19:38

dj_jl

Then it must be older version of engine exe.
Wed, 28 Jun 2006 07:26:58

Crimson Wizard

I has KArena version 20060620. Well, there are 2 exes: Vavoom95.exe is 20 jun 2006. vavoom95sv.exe is 16 april 2006. I'll try to download full progs archive from vavoom repository and see if I can compile and run these. Firebrand, currently I can successfully compile progs, but that error appears when I run them. Also, can you post here contents of the wad0.ls script that should be used to create wad0.wad in common folder?
Wed, 28 Jun 2006 11:51:58

dj_jl

You need newer version of engine.
Wed, 28 Jun 2006 12:00:37

Crimson Wizard

Oh no, not again <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Can you, please, tell me for future, where I can check last engine's update date/version? And which of my files exactly is out of date? (or both?)
Wed, 28 Jun 2006 13:05:19

Firebrand

Yes, it seems there has been some recent changes with ACS support and other small things in the game, I didn't uploaded it on time, I totally forgot, but I've corrected my mistake, I have just compiled, zipped and uploaded a new version of the executable, please download it Crimson Wizard, and sorry for my mistake, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Wed, 28 Jun 2006 14:33:51

Crimson Wizard

Hallelujah!!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Fri, 07 Jul 2006 05:43:19

Crimson Wizard

I am really sorry to ask that again, but wasn't vcc.exe changed another time after Janis added UTF-8 support? Most (or all) of the sources are UTF-8 now, and after I save modified ones compiler sais that there are unrecognised symbols. I viewed these files using binary mode and saw that there are 3 extra bytes inserted in the beginning. Maybe I am doing something wrong? The only way to get these sources compiled is to manually delete these bytes or save in ANSI.
Fri, 07 Jul 2006 12:01:29

dj_jl

What text editor do you use?
Fri, 07 Jul 2006 14:21:34

Firebrand

This has been happening for me using the windows notepad, it seems these 3 bytes are added at the start of the file, but they can't be seen on the notepad itself, if you try to use the old plain EDIT in a DOS box, you'll see them there, if you delete these 3 characters the files will build correctly, I have tried changing UTF-8 support but it f***s the files up and makes them incompatible with anything <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->. I tried using another text editor called metapad (which is a notepad clone), but it doesn't supports UTF-8 <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> . I have been editing using notepad and deleting the 3 extra characters manually, unfortunately, I haven't had enough time to look for another, more compatible free text editor, imagine using word to edit a simple file (yuck!) <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> . <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Fri, 07 Jul 2006 14:38:12

Crimson Wizard

I use notepad, as usual. But it cannot see those 3 bytes so I opened file in Visual C++ and deleted it there. But Visual C saves file in common ANSI format and I'm afraid that is not right since Vavoom sources are UTF-8 now.
Fri, 07 Jul 2006 15:34:53

RambOrc

Windows Notepad sucks big time... I even took the pains to save files in Windows-1251 encoding in OS X and still they don't display correctly in Notepad, the Unix linebreaks are a mother for this app... OTOH M$ Weird can get along with them, the latter also being able to read UTF-8 encoded txt files (which is what I used first). Windows is so incompatible with everything else, it's frightening. ...but who am I complaining to, besides Janis and me everybody else here is a dumb Winblows junkie... <!-- 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: -->
Fri, 07 Jul 2006 16:24:55

Crimson Wizard

Not every one can replace OS so easily. <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> My computer is used by another 2 people who won't be happy if I change it.
Fri, 07 Jul 2006 17:07:20

Firebrand

I was thinking in creating another partition to install Linux on it, I'm ashamed to say it, but I've never used Linux before <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , I only use Max OS X at one of the University computers when I took advanced design (where I also used AutoCAD and other designing programs). I might come to actually do it this weekend if I find enough time, hehe!
Fri, 07 Jul 2006 18:15:54

RambOrc

I recommend Fedora Core 5, learning curve to get into the basics is very short these days. But all the same there is a *real* OS beneath the surface, which is an amazing journey to discover, the deeper e.g. I dig into the Unix architecture, the more amazing it seems - and also the more amazing it is that such a laughable crap as Winblows could ever get a market share in the enterprise world and in the internet...
Fri, 07 Jul 2006 18:33:10

dj_jl

It's OK to edit the files in Visual C++, it will threat extended UTF-8 characters as ANSI characters in current codepage and will display them separately as two characters. This shouldn't be an issue, since it's only used for my name. I use Linux as my primary OS every day.
Sat, 08 Jul 2006 14:31:16

Firebrand

[quote="dj_jl":1wz9deik]It's OK to edit the files in Visual C++, it will threat extended UTF-8 characters as ANSI characters in current codepage and will display them separately as two characters. This shouldn't be an issue, since it's only used for my name. Then I think I'll make it like this, it's much easier this way, heh! [quote="dj_jl":1wz9deik]I use Linux as my primary OS every day. Then there is someone who will help me with my Linux installation problems, hehe! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Mon, 10 Jul 2006 17:52:09

Firebrand

OK, I have finally uploaded a new test version of KA, it's in the arena folder, there's a problem with the implementation of sound in the widows build, if you use the default sound driver, it won't start and it will crash when initilializing the sound, if this happens to you, try using the OpenAL driver, using the -openal parameter at startup.
Sat, 22 Jul 2006 11:18:13

Crimson Wizard

Original football map seems corrupted when I play in Direct3D mode.
Sat, 22 Jul 2006 14:25:58

Firebrand

[quote="Crimson Wizard":1sbdggro]Original football map seems corrupted when I play in Direct3D mode. What's wrong with it?
Sat, 22 Jul 2006 14:50:18

Crimson Wizard

There're a lot of texture corruptions, looks like some weird white triangles coming from everywhere when you look in some directions.
Sat, 22 Jul 2006 15:24:34

Firebrand

I've got the same problem, Janis says that it's a video driver problem.
Fri, 28 Jul 2006 14:46:16

Firebrand

Hey Crimson Wizard! I'm working actively on the new bots AI, but I decided to make them on this thread to avoid getting on the discussion that you and Ramborc are having on KTH gameplay mode <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. These questions are regarding the GameFootball object <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, here I go. [quote="In another thread Crimson Wizard":2yqsilov]Then. Since Firebrand is making bot AI he surely needs to know how to get the reference to active ball. It is a member of GameFootball object. And GameFootball reference is stored in GameMode variable of MainGameInfo class. It is necessary to check wether GameMode exists (not null), and Ball as well. Since it sometimes may not exist; GameMode - hypothetically, if something went wrong during its creation (and, ofcourse, if it is not an advanced game mode), Ball - if map designer forgot to set up ball_spot and ball things. Please, do not try to seek for balls on the map - use only GameFootball's reference, since theoretically there can be many balls, but only one is active (can make goals). I did understand most of this in the code logic, but I just need to ask if the "Ball" reference in GameFootball is the reference to the active ball, this is because I'm doing the check as you said, but the bots don't track the ball at all, which is strange for me, unless there's something else I missed from it, can you give me a hand? I'll post here the code I'm using to make this, here's it:
	// [FB] Is this the football gameplay mode?
	if(GameFootball(MainGameInfo(player.Level.Game)))
	{
		if (player.MO.CanSee(check) && botmo.DistTo(check) <= 32.0)
		{
			// [FB] Check for an active ball
			if (GameFootball(MainGameInfo(player.Level.Game)).Ball && 
			    check == GameFootball(MainGameInfo(player.Level.Game)).Ball)
			{
				return true;
			}
		}
	}

	return false;		
This piece of code checks for the active ball, please give it a check and tell me if you spot the problem on it, thanks a lot! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 28 Jul 2006 15:42:26

Crimson Wizard

Oh no, Firebrand <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Here's a mistake, in the very first line:
if(GameFootball(MainGameInfo(player.Level.Game)))
GameFootball is NOT derived from "MainGameInfo" class, it is derived from "Game" class and MainGameInfo has a reference to Game Use this reference: [color=darkred:12vdeep1]MainGameInfo(player.Level.Game).GameMode[/color:12vdeep1] Then, your code should be like this (approximately):
// [FB] Is this the football gameplay mode? 
   if(player.Level.Game.deathmatch == game_football &&
                              MainGameInfo(player.Level.Game).GameMode) 
   { 
      if (player.MO.CanSee(check) && botmo.DistTo(check) <= 32.0) 
      { 
         // [FB] Check for an active ball 
         if (GameFootball(MainGameInfo(player.Level.Game).GameMode).Ball && 
             check == GameFootball(MainGameInfo(player.Level.Game).GameMode).Ball) 
         { 
            return true; 
         } 
      } 
   } 

   return false;
Or maybe it is a bit more convenient to make yourself normal reference to GameFootball:
// [FB] Is this the football gameplay mode? 
   if(player.Level.Game.deathmatch == game_football &&
                              MainGameInfo(player.Level.Game).GameMode) 
   { 
        GameFootball gf = GameFootball(MainGameInfo(player.Level.Game).GameMode);

...........
...........
Then a reference to Ball is - gf.Ball.
Fri, 28 Jul 2006 15:50:44

Crimson Wizard

Only thing I cannot understand is why do you call CanSee and DistTo BEFORE you check whether it is a ball... err... oh maybe I just do not understand how these functions are working EDIT: o, I got it.
Fri, 28 Jul 2006 15:54:35

Firebrand

Yes, you are right, first we check for an active ball, then we check if the bot sees the ball and what's the distance to it, that's how it should work, thanks a lot for the help Crimson Wizard <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll check it out on the game ASAP.
Sat, 05 Aug 2006 12:37:14

Crimson Wizard

Got working Kill da Heresiarch mode!!! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> (with Pig yet <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ) Going to test 4th Class music now. EDIT: tested 4th Class music, fixed bugs etc. Used following music names: kth_mus1.mid (former Heresiarch0.mid) kth_mus2.mid (former Heresiarch1.mid) Well, now awaiting for Moose's Heresiarch player class. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I'll upload progs sources simply in case someone wish to test this mode in general.
Sat, 05 Aug 2006 13:52:32

Firebrand

Hey, I have a problem testing my changes on the football map, I didn't made any changes to the testing map you made Crimson Wizard, but whenever the game runs the first script that sets up the game, I get this error:
Dev: MainGameInfo::InsertPlayer : creating a new team 0
Dev: GameFootball::TeamUpdate : 
Dev: 0,0 <----> 46717908,0
Dev: MainGameInfo::InsertPlayer : enlisting player in team 0
Dev: Player::UpdateScore :
Dev: Player::UpdateScore : event = 2
Dev: Player::UpdateScore : score total now = 0
Dev: PlayerTeam::UpdateScore :
Dev: PlayerTeam::UpdateScore : event = 2
Dev: PlayerTeam::UpdateScore : score total now = 0
Log: Firebrand joins blue team
--- Log: Host_Error: EV_MovePoly:  Invalid polyobj num ----
Dev: Sending clc_disconnect
Dev: Player::UpdateScore :
Dev: Player::UpdateScore : event = 1
Dev: Player::UpdateScore : score total now = 0
Dev: PlayerTeam::UpdateScore :
Dev: PlayerTeam::UpdateScore : event = 1
Dev: PlayerTeam::UpdateScore : score total now = -1
Dev: PlayerTeam::UpdateScore :
Dev: PlayerTeam::UpdateScore : event = 1
Dev: PlayerTeam::UpdateScore : score total now = -2
Note the line with "---"'s on it, it seems some object is not being properly recognized as what it whould be, my guess is that when you are teleporting players that aren't active in the game, the engine somehow manages it as a polyobject (but I could be wrong, since there's no code that tries this nowhere), do you have any ideas Crimson Wizard??
Sat, 05 Aug 2006 14:09:41

Crimson Wizard

I do not think it somehow connected with football mode. What map are you running it on? I mean - fb_test.wad or something else? Does it has polys? IMHO this happens far before players are teleported. There should be at least 2 lines like this before teleportation:
GameFootball::BeginState : newstate = 0
GameFootball::BeginState : newstate = 1
Sat, 05 Aug 2006 14:17:35

Firebrand

Yeah, I'm sorry <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , somehow I managed to rename a different wad file with the fb_test.wad map (I don't even remember working with the map anyhow, stange...), maybe I work while I'm sleep, heh! <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: -->
Sat, 05 Aug 2006 14:32:28

Moose

With any luck I'll have a version of the Heresiarch working and uploaded later today, only thing it'll need is weapon tweeks and changes. Probably lots of them.
Sat, 05 Aug 2006 14:54:47

Crimson Wizard

I only wish to warn that you do not have to add new "morphing" functions now, because I decided to modify original MorphPlayer so it can morph player into any thing (literally <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ) Well, anyway, I still must create animation sequences for Heresiarch'es death and rebirth, currently process looks most strangely. EDIT:
it can morph player into any thing (literally <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> )
Uh, actually not literally <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> It is only usable for for PlayerPawn classes. Thus, if we wish to morph player into the tree, we need create PlayerTree class derived from PlayerPawn <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 05 Aug 2006 15:08:13

Moose

I guessed that bit from what you said on the Programmers Sheet, I'll rip out my function as it's not needed, or tested for that matter.
Sat, 05 Aug 2006 17:22:10

RambOrc

Animation sequence for Heresiarch's death? There is one already I thought. Reversing the frame order to make it his rebirth might be worth a try too.
Sat, 05 Aug 2006 17:26:04

Crimson Wizard

It is not sprite animation that I mean actually. I was thinking about some magical effects around dying/spawning Heresiarch.
Sat, 05 Aug 2006 19:57:47

mago

Just a doubt about Sound Queue system Crimson - in Fifa games, the announcer was coded in a way he would say determined things according to predeterminded actions (like someone making a strong tackle or scoring a goal) - Still, it was usual for some announcements to be ignored because they were actioned just after a previous one that is still playing. The point is, if the sound queue stores sequences to be played one after the other, he could end up saying someone scored a goal way after it happened, in the example above. You probably already thought of this, but just to make sure! (Now that I think of it, probably the Goal sequence would need to be overcome all others, as it's the point in a soccer game, etc).
Sat, 05 Aug 2006 20:14:48

Crimson Wizard

I am planning to add high priority flag that will make new sound push everything low priority out of the queue. As for the usage, I invented this feature primary for announcements that consist of several sound lumps like "Red" + "and" + "Orange" + "are tied" + "for the lead". Anyway this is only version 1.0 sound queue.
Sat, 05 Aug 2006 20:20:06

mago

Hah, it's great seeing this work, you programmers just have to think about everything! Thanks for the explanation. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Tue, 08 Aug 2006 18:34:34

Crimson Wizard

Can somebody explain me, why in KA light sources (torches, braziers, etc) does not spread light as in common Vavoom?
Tue, 08 Aug 2006 18:51:43

Firebrand

They work exactly as in the original Vavoom.
Tue, 08 Aug 2006 18:57:39

Crimson Wizard

<!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> That's very strange, I saw these things spread light sometimes. Maybe I do not understand something. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Wed, 09 Aug 2006 16:32:39

Ichor

Here's a wacky idea for maybe a projectile trap in Korax Arena. I just finished modifying the Heresiarch. One of his new attacks is a type of curse called Blood Mana (for lack of a better name). When you're hit, the screen turns slightly red for about half a minute and during that time, if use a weapon, for each point of mana that you use, a point of life is also lost. For example, Arc of Death would equal 5 mana + 5 life and Wraithverge is 18 combined mana + 18 life lost. I got the idea from Diablo 2 and I thought it was really quite fiendish how you could kill yourselves just by attacking.
Wed, 09 Aug 2006 16:47:38

Crimson Wizard

Definitely good idea.
Wed, 09 Aug 2006 19:10:32

mago

Very nice, but you guys might consider saving this spell for the Uber Heresiarch on SE. He sure will require additional powers to make him superior to current Heresiarch. PS: Ichor, hat happened to your Galore website?
Wed, 09 Aug 2006 19:31:32

Ichor

It's been down for a long time. I'll probably bring it back once I get close to finishing the third hub. Anyway, I made it so that it affects monsters as well. It's based on a percentage of their original health instead of a set number, meaning even the strong ones die after a few attacks. When I was testing it, I made the fighter's hammer launch the curse and then I'd just sit back and watch them kill themselves as they try to hurt me.
Wed, 09 Aug 2006 21:33:50

Firebrand

Sounds very good <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, but I agree with Mago, it should be saved for the Uber Heresiarch for SE, it'll make him deadly <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> .
Wed, 09 Aug 2006 21:59:04

Ichor

Yeah, I figured it would be better for that. The way I have it, at full health it would take around 6 shots from the Wraithverge to kill yourself. Fun.
Thu, 10 Aug 2006 02:48:58

mago

But would the spirits still home for the Heresiarch right? So would the missiles from the Mage's 4th weapon? (Unless of course they hit the desefensive spell).
Thu, 10 Aug 2006 03:01:45

Ichor

Yeah, everything works the same. The only difference is that every time you fire your weapon or hit someone with the axe you lose some life along with mana. The fists, wand, mace, and melee hammer don't use mana, so they aren't affected.
Thu, 10 Aug 2006 07:03:57

Crimson Wizard

What if the last player-Heresiarch'es weapon be a magic shard that explodes into dozen of Dark Power spheres flying in all directions? Another one idea - is a flying head like common H.-es flaming head-bomb, but it flies straight and explodes into number of Heretic Mummy's screaming yellow heads that have similar guidance like Bloodscourge. Well, if they won't go for player-Heresiarch, I suppose they may be useful somewhere else.
Thu, 10 Aug 2006 23:45:57

Ichor

Oh yeah, I almost forgot. You'll still lose life while you're invulnerable if the spell hits you before you use the Icon of the Defender. If it hits you while you're invulnerable, nothing happens to you.
Fri, 11 Aug 2006 05:36:27

Crimson Wizard

[quote="Ichor":2qrokddp]Oh yeah, I almost forgot. You'll still lose life while you're invulnerable if the spell hits you before you use the Icon of the Defender. If it hits you while you're invulnerable, nothing happens to you. This is most logical. IoD protects from external influences, but not from layed enchantments.
Mon, 14 Aug 2006 18:05:15

Ichor

I finally got around to playing Korax Arena over the weekend, and it was rather fun running around at level 10 and slaughtering the bots, despite the times where the things flicker. There are a few things I've noticed though: The fighter's hammer of darkness needs to be changed a bit. Those black spheres just float there not causing any damage from what I've seen. The dimming effect is nice, but how about making it fly out like a normal projectile and cause darkness to anyone it hits. On higher levels it could either shoot out more spheres or they could be homing. The cleric's ice wand is nice (although it doesn't freeze anything), but I think making it more like the ice wand from Hexen 2 would set it apart from the mage's wand. Also, the poison breath doesn't do much damage at all for the sixth weapon. Perhaps the kind of poison breath I use for the Chaos Mutant would be better: [img:1i7nmuof]http://www.raven-games.com/potd/images/S9.jpg[/img:1i7nmuof] The mage's whirldwind spell also seems like just a nuisance. I'd probably replace it with something entirely different. How about this for a wacky idea? The mage could be holding a glowing heart of the Death Wyvern (maybe the Ripper heart from Shadow Warrior) in one hand, and the other hand could be launching those napalm fireballs (at a slower rate of speed of course). The heretic's firemace should home in like it does in Heretic (maybe I'm just used to it changing direction after each bounce). Also, those Phoenix Rod flames could be sped up somewhat so the fire goes out a bit farther. Either that or perhaps have him fire D'Sparil's lightning spell by using that staff of his. The witchaven's long sword is insanely powerful at level 10. It should be toned down just a bit, although for some reason I do like how the sword swings as you release the button instead of when you press it. The marine is just fine the way he is. The only change I can suggest is have the rockets damage him more if it explodes too close to him (same goes for the Phoenix Rod attack).
Mon, 14 Aug 2006 19:46:32

Firebrand

<!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, good to hear this Ichor, I'll start thinking how to implement some of this suggestions, I think the darkness weapon of the fighter sucks as it is now, heh!
Tue, 15 Aug 2006 02:56:42

Ichor

And behold, the Heart of the Death Wyvern.
Tue, 15 Aug 2006 08:17:31

Crimson Wizard

I can code whatever changes needed, but still wish to hear RambOrc's word about all this, since he's lead designer, plus he's aware of weapon balance. And, yes, Ichor, what effect did you use for that poisonous spray?
Tue, 15 Aug 2006 08:59:18

RambOrc

Put it in and switch it with the Bloodscourge, making this wyvern breath the ultimate weapon for the Mage.
Tue, 15 Aug 2006 09:23:56

Crimson Wizard

Good, I'll try to implement everything mentioned above; backups will be available anyway.
Tue, 15 Aug 2006 10:42:28

Ichor

The mage's ultimate weapon is Horrible Pain. As for the poison breath, its code is a bit similar (I think) to the Phoenix Rod fire, except it's quicker, rips through things, and along with normal damage it causes poison damage like the Serpent Staff (not the cloud). The actual sprite is just a transleucent green form of the Iron Lich's fire attack. Also, I might make the middle two fingers point inward like the necromancer does in Hexen 2, just to be different.
Tue, 15 Aug 2006 12:24:30

RambOrc

My bad, anyway what I meant was that this spell is stronger than the Bloodscourge so their order should be swapped.
Tue, 15 Aug 2006 13:05:09

Ichor

So would the order be? 1. Staff 2. Gray Wand 3. Fire Wand 4. Frost Shards 5. Arc of Death 6. Bloodscourge 7. Horrible Pain 8. Death Wyvern
Tue, 15 Aug 2006 13:36:41

RambOrc

Nope, wyvern 7 and horrible pain 8. wyvern breath and bloodscourge are swapping places, nothing else changes.
Tue, 15 Aug 2006 13:59:53

Crimson Wizard

But what about my two ideas about last Heresiarch'es weapon: <!-- m --><a class="postlink" href="http://www.korax-heritage.com/forums/viewtopic.php?p=16087#16087">http://www.korax-heritage.com/forums/vi ... 6087#16087</a><!-- m --> nobody ever gave a comment to them. And why not really make advanced features for weapons wielded by high-level players?
Tue, 15 Aug 2006 14:18:27

Ichor

What does the Heresiarch class have now?
Tue, 15 Aug 2006 14:22:55

Crimson Wizard

[quote="Ichor":j0cqmk0t]What does the Heresiarch class have now? Here was RambOrc's plan: <!-- m --><a class="postlink" href="http://www.korax-heritage.com/forums/viewtopic.php?p=15779#15779">http://www.korax-heritage.com/forums/vi ... 5779#15779</a><!-- m --> As for current progress, that's a question to Moose, who's working on Heresiarch class.
Tue, 15 Aug 2006 14:45:02

Ichor

The first one's alright, but the second one doesn't seem to be that powerful. Maybe I'm just used to those golem spirits being real weak in Heretic. By the way, will the Heresiarch class have those cubes orbiting above his head?
Tue, 15 Aug 2006 14:51:33

Crimson Wizard

[quote="Ichor":ykknfdtc]By the way, will the Heresiarch class have those cubes orbiting above his head? Good question. I wish I knew the answer. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Tue, 15 Aug 2006 15:50:57

RambOrc

[quote="Crimson Wizard":qpw2ylft]And why not really make advanced features for weapons wielded by high-level players? You mean higher level players have advanced features on the same weapons? [quote="Ichor":qpw2ylft]By the way, will the Heresiarch class have those cubes orbiting above his head? Why not? It's just an extra animation.
Tue, 15 Aug 2006 17:44:54

Crimson Wizard

[quote="RambOrc":14yk5dv8][quote="Crimson Wizard":14yk5dv8]And why not really make advanced features for weapons wielded by high-level players? You mean higher level players have advanced features on the same weapons? Yes, similar to what Ichor mentioned above. I am not insisting though, just an interesting idea.
Tue, 15 Aug 2006 18:40:53

RambOrc

Rather not... leveling up should give you enough of an advantage that you will want to do it, but not enough of an advantage that lower level players don't have a good chance to frag you all the same. That's while on level 10 your attributes are still only 1.9x as high as on level 1.
Tue, 15 Aug 2006 21:03:46

Firebrand

[quote="Crimson Wizard":8b5woo32]What if the last player-Heresiarch'es weapon be a magic shard that explodes into dozen of Dark Power spheres flying in all directions? Another one idea - is a flying head like common H.-es flaming head-bomb, but it flies straight and explodes into number of Heretic Mummy's screaming yellow heads that have similar guidance like Bloodscourge. Well, if they won't go for player-Heresiarch, I suppose they may be useful somewhere else. It sounds very interesting <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, but it's not for player-Heresiarch, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. EDIT: As for advanced weapons in higher levels, I thought about it some time ago, but came to the same conclusion Ramborc said here, it's not fair for lower leveled players who fight a level 10 player, it would make it very difficult to frag, and depending the players abilities for the keyboard it could give a unpleasant gameplay experience IMO.
Wed, 16 Aug 2006 03:14:38

Ichor

ok, here's another version. So, which one looks better? [img:gj5rn8y7]http://www.downloads.orcishweb.com/fury/mwyvd0a.png[/img:gj5rn8y7] [img:gj5rn8y7]http://www.downloads.orcishweb.com/fury/mwyvd0b.png[/img:gj5rn8y7]
Wed, 16 Aug 2006 14:45:24

Crimson Wizard

Maybe make those middle fingers animated? (i.e. at first they look like with Frost Shards spell, but when fire they bend inward)
Wed, 16 Aug 2006 15:26:06

Ichor

I don't know. Something about that just wouldn't look right. I had considered making the heart beating while you were walking around, but I never really got around to it.
Wed, 16 Aug 2006 15:56:33

Crimson Wizard

I am nearly done with this whyvern fire weapon, need do some testing first though.
Wed, 16 Aug 2006 19:43:43

mago

Very nice work Ichor, is that from Shadowarrior? As for your question, I don't actually see any problem on both versions, I would tend for the original however, I just love that hand drawing. By the way, do you guys plan on adding the same projectiles from the Wyvern? Because those multiple explosions are vicious, it would be quite powerful...
Wed, 16 Aug 2006 19:55:25

Ichor

Yes, the heart is from Shadow Warrior. The only tough part there was getting that thumb just right.
Wed, 16 Aug 2006 21:32:32

Firebrand

Really cool artwork! I would use any of those images for shooting animation <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, nice work Ichor <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 17 Aug 2006 05:36:50

Crimson Wizard

I created 2 variants of this weapon. First shoots common whyvern's fireballs which cause several explosions on hit. (heh, I like this phrase: common whyvern fireball.... nothing special huh <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ) Second spawns dozen of flame objects that cover floor and stay there burning, damaging anyone touching them. What's better for KA?
Thu, 17 Aug 2006 09:03:56

RambOrc

I think the first.
Thu, 17 Aug 2006 13:17:29

Ichor

Yeah, the first one is better.
Thu, 17 Aug 2006 13:31:38

Crimson Wizard

I also invented a horrible weapon that spawns a number of spikes ahead caster and makes them rise, killing everyone. Afterwards spikes dissapear. Cool, eh? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 17 Aug 2006 13:42:39

Ichor

That might be an idea for the Heresiarch's ultimate weapon.
Thu, 17 Aug 2006 13:42:56

RambOrc

Go nuts and make as many spells you want, none of them will be wasted - for the RPG, we can use any number of spells, this is something that can add depth to the game but doesn't necessarily complicate things (i.e. a player can stick to 5 simple but powerful spells or learn all 100 in the game, either way he can win).
Thu, 17 Aug 2006 17:15:15

mago

[quote="Crimson Wizard":2c570hi6]I also invented a horrible weapon that spawns a number of spikes ahead caster and makes them rise, killing everyone. Afterwards spikes dissapear. Cool, eh? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> That's a brutal spell, would fit like a glove in the UberHeresiarch arsenal! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> If you can show some screenshots, that would be great!
Thu, 17 Aug 2006 19:17:22

Firebrand

[quote="Crimson Wizard":3rvi4x4g]I also invented a horrible weapon that spawns a number of spikes ahead caster and makes them rise, killing everyone. Afterwards spikes dissapear. Cool, eh? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Hehe! That sounds interesting for a spell for the RPG <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> (player, boss spells are needed for sure).
Thu, 17 Aug 2006 19:47:15

Ichor

So, did you upload the new arena version? I'd like to see what that new attack looks like for myself.
Thu, 17 Aug 2006 21:12:53

Firebrand

Crimson Wizard is working on them, so he should update the SVN repository with his changes, he should be testing them out, heh! I'll compile a new version for testing this weekend if I've got my power source back <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 18 Aug 2006 00:38:56

Ichor

I tested the Wyvern spell myself, and it looked better than I thought it would. I had loads of fun running around killing everything. It was a lot harder to kill the Death Wyvern with it though, since he had moved away long before the secondary explosions. anyway, here are some screenshots: [img:2qidrm2h]http://www.downloads.orcishweb.com/fury/mwyvern1ss.jpg[/img:2qidrm2h] [img:2qidrm2h]http://www.downloads.orcishweb.com/fury/mwyvern2ss.jpg[/img:2qidrm2h] [img:2qidrm2h]http://www.downloads.orcishweb.com/fury/mwyvern3ss.jpg[/img:2qidrm2h]
Fri, 18 Aug 2006 00:40:06

Firebrand

Woah! Nice screenshots! <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o -->
Fri, 18 Aug 2006 05:15:11

Crimson Wizard

Yes, it looks absolutely the same in Vavoom. Ok, I'll try to finally make an update on Saturday. At least with new weapons. Firebrand, can you please wait until I finish before making new KA version? I'll tell when its done. 2 extra questions: 1. Maybe decrease delay for Whyvern Breath explosions spawning? I am not sure it is effective against players in DM. 2. So, must Darkness Missiles do damage? And how much then? And yes, hopefully I'll make you shots of that spikes-summon weapon I mentioned, but a bit later. (It's on another computer, and I need to fix it slightly)
Fri, 18 Aug 2006 09:24:06

RambOrc

Could you make a major internal version again so I can download one or two files and test everything implemented this far?
Fri, 18 Aug 2006 10:13:49

Crimson Wizard

I now can use FTP connection on my work (my home internet failed), so I now may download screens on koraxdev. So, people, behold terrible spikes weapon <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> : [img:1k6h1uwo]http://downloads.orcishweb.com/koraxdev/crimson/se/shots/spikes000.gif[/img:1k6h1uwo] [img:1k6h1uwo]http://downloads.orcishweb.com/koraxdev/crimson/se/shots/spikes001.gif[/img:1k6h1uwo] [img:1k6h1uwo]http://downloads.orcishweb.com/koraxdev/crimson/se/shots/spikes002.gif[/img:1k6h1uwo] And bless Janis Legzdinsh, for Vavoom allows to implement all our most dark fantasies <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 18 Aug 2006 10:22:02

RambOrc

I don't want screenshots, I want binaries. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Fri, 18 Aug 2006 10:39:47

Crimson Wizard

Binaries are Firebrand's work. And I have screenshots. Look up now, edited my earlier post. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 18 Aug 2006 12:14:18

RambOrc

Whoa nice evil weapon - sounds like the thing for TCS. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 18 Aug 2006 14:17:37

mago

Those are VERY nice weapons, should be fun to use them!
Sat, 19 Aug 2006 16:16:20

Crimson Wizard

I met some difficulties related to engine peculiarities when trying to finish announcements, and decided to update this feature later. Currently weapon changes are uploaded to SVN. I think they must be checked, especially damage values.
Sat, 19 Aug 2006 16:28:18

Firebrand

Yep, once I have these changes on my computer and my power source (which I'm about to receive <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->), I'll upload a new internal distribution to KDev.
Tue, 22 Aug 2006 21:08:55

Firebrand

I've got the changes Crimson Wizard, it seems you forgot to update Hexendefs.vc again, it's missing some enums for trophies, hehe!
Wed, 23 Aug 2006 05:57:25

Crimson Wizard

<!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> updated. Well, trophies are probably not working at this moment (at least not properly). I am working on new version of SoundQueue now, moving it to client side.
Wed, 23 Aug 2006 17:58:07

Firebrand

No problem at all, if I can compile KA as it is right now <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Wed, 23 Aug 2006 23:51:42

Firebrand

<!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I've got everything compiled, I'll just add the new announcer sounds and sprites, I also see you modified the cleric's poison breath, honestly, I don't like the changes you made, but I'll left them there, so Ramborc sees this weapon (it could be a good spell somewhere else <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->), I would personally prefer something like Ichor's poison Chaos Serpent(TM) <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Wed, 23 Aug 2006 23:58:43

Ichor

Is it uploaded to koraxdev?
Thu, 24 Aug 2006 01:44:15

Firebrand

Not yet, I'm about to finish a new distribution, I'm adding the missing sprites and sounds, but it needs a bit of work to make the WAD files smaller, expect me to upload a new version tomorrow when I get home after work <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 24 Aug 2006 05:48:13

Crimson Wizard

[quote="Firebrand":1ucoxd0c]I also see you modified the cleric's poison breath, honestly, I don't like the changes you made Honestly, I got a bit tired that day and I decided to make something fast and easy. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> We may redo this.
Thu, 24 Aug 2006 19:42:59

Crimson Wizard

Has anyone got a possibility to test Korax Arena network play? I have updated sound stuff for announcer, now it is called from client (as it ought be) and I wish to be sure everything is allright - i.e every player can hear announcements (currently - in KTH mode only). I hope Firebrand has nothing against re-building last KA release once more? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 24 Aug 2006 21:19:26

Firebrand

[quote="Crimson Wizard":3aj6ipiq]I hope Firebrand has nothing against re-building last KA release once more? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Fortunately for you and me <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> (j/k), I haven't built the latest release yet, I'm adding the missing resources (sprites/sounds) to the WAD files, yesterday I couldn't finish, I was too tired to make it all, but today I feel with more energy, so I'll get to it ASAP.
Sun, 27 Aug 2006 11:00:46

Crimson Wizard

So? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 27 Aug 2006 17:34:29

Firebrand

[quote="Crimson Wizard":pfozkx7n]So? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I couldn't compile, Janis was doing some changes to VCC compiler and it had some problems, seems it's fixed now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, so I have uploaded a new version of it to KDev, please update it Crimson Wizard and Moose, or you won't be able to compile the source with the modifcations I made (which you also should get <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->). I've got everything placed right now, so I'll start making the ZIP file, it could be done in half an hour, I'll update here when I finish uploading <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 27 Aug 2006 22:30:59

Firebrand

Sorry for the delay, I was fixing some last minute stuff to make KA compatible with the latest VCC changes <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, it's already on KDev to download, enjoy!
Sun, 27 Aug 2006 23:20:41

Ichor

Ok, I've done a little bit of testing... Fighter - Those dark spheres do fly out, albeit real slowly, and they still don't seem to do any damage Cleric - That poison breath is a bit better now. It seems to do more damage and you can hit people from far away many times. Mage - Ok, the wyvern spell looks real nice, but I was hoping for more of a continuous attack like the death wyvern uses. Also, it uses way too much mana. On level 1, it uses 20 red mana per fireball. It will shoot out three fireballs even if you only start the attack with only 20 mana. Oh, and in the death message, it says 'whyvern' when it should be 'wyvern'. I haven't tested the other classes yet, but it does seem to crash (with no message) when I try to select player setup while playing a game. And what does 'updatelevel:player overflow' mean?
Sun, 27 Aug 2006 23:40:39

Firebrand

[quote="Ichor":323qygo6]Fighter - Those dark spheres do fly out, albeit real slowly, and they still don't seem to do any damage Actually, they do damage, they don't damage their owner. [quote="Ichor":323qygo6]Cleric - That poison breath is a bit better now. It seems to do more damage and you can hit people from far away many times. Yes, I prefer something more similar to the poison Demon from your TC. [quote="Ichor":323qygo6]Mage - Ok, the wyvern spell looks real nice, but I was hoping for more of a continuous attack like the death wyvern uses. Thanks for the sprites <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, as for the attack, I don't know if we could mimic better what the Wyvern does, we could maybe make it face targets every shot to make it better <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Ichor":323qygo6]it uses way too much mana. On level 1, it uses 20 red mana per fireball. It will shoot out three fireballs even if you only start the attack with only 20 mana. Oh, and in the death message, it says 'whyvern' when it should be 'wyvern'. That's because every time the attack is called it calls the function that takes mana from the player, I've got a nice idea how to fix this. [quote="Ichor":323qygo6]I haven't tested the other classes yet, but it does seem to crash (with no message) when I try to select player setup while playing a game. Please try to locate "debug.txt" on the "basev" subfolder of your KA installation, it should provide some debugging info, so we can track what's wrong here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Ichor":323qygo6]And what does 'updatelevel:player overflow' mean? It's a warning that means the net buffer is full, this is a general problem of Vavoom's networking code, and the reason for the flickering sprites, Janis is already working on this AFAIK.
Sun, 27 Aug 2006 23:50:10

Ichor

[quote="Firebrand":5g8rd9pk]Thanks for the sprites , as for the attack, I don't know if we could mimic better what the Wyvern does, we could maybe make it face targets every shot to make it better . That's because every time the attack is called it calls the function that takes mana from the player, I've got a nice idea how to fix this. Well, the way I made mine was to make it just shoot one fireball at a time instead of three, and then set one of the frames (maybe the next one after the firing frame) with A_ReFire. Oh, I just remembered. You don't have a death message for the poison breath.
Mon, 28 Aug 2006 00:15:15

Ichor

[quote="Firebrand":br13df1x]Please try to locate "debug.txt" on the "basev" subfolder of your KA installation, it should provide some debugging info, so we can track what's wrong here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Here's what it says:
Init: adding ./basev/common/wad0.wad Init: adding ./hexen.wad Init: adding ./hexen.gwa Init: adding ./basev/hexen/wad0.wad Init: adding ./karena/wad0.wad Init: adding ./karena/wad1.wad Init: adding ./karena/wad2.wad Init: adding ./karena/wad3.wad Init: adding ./karena/wad3.gwa Init: adding ./karena/wad4.wad Init: adding map05.wad Init: adding map05.gwa Init: adding fb_test.wad Init: adding fb_test.gwa Init: Selected DirectSound sound device Init: ====================================== Init: Initialising DirectSound driver. Init: 3D sound on Init: IKsPropertySet acquired Init: EAX 2.0 supported Init: Selected Windows multimedia system midi device Init: Selected Windows CD audio device Init: CD Audio Initialised Init: Using 31 sound buffers Init: Selected Win32 OpenGL rasteriser device Init: Winsock TCP/IP Initialised Init: WIPX_Init: Unable to open control socket DevNet: TCP/IP address INADDR_ANY Log: Executing startup.vs Log: Executing default.cfg Log: Executing config.cfg Log: Can't find autoexec.cfg Log: 640x480x16. Init: GL_VENDOR: NVIDIA Corporation Init: GL_RENDERER: GeForce 6800/AGP/SSE2/3DNOW! Init: GL_VERSION: 1.5.1 Init: GL_EXTENSIONS: Init: - GL_ARB_depth_texture Init: - GL_ARB_fragment_program Init: - GL_ARB_fragment_program_shadow Init: - GL_ARB_fragment_shader Init: - GL_ARB_imaging Init: - GL_ARB_multisample Init: - GL_ARB_multitexture Init: - GL_ARB_occlusion_query Init: - GL_ARB_point_parameters Init: - GL_ARB_point_sprite Init: - GL_ARB_shadow Init: - GL_ARB_shader_objects Init: - GL_ARB_shading_language_100 Init: - GL_ARB_texture_border_clamp Init: - GL_ARB_texture_compression Init: - GL_ARB_texture_cube_map Init: - GL_ARB_texture_env_add Init: - GL_ARB_texture_env_combine Init: - GL_ARB_texture_env_dot3 Init: - GL_ARB_texture_mirrored_repeat Init: - GL_ARB_texture_non_power_of_two Init: - GL_ARB_transpose_matrix Init: - GL_ARB_vertex_buffer_object Init: - GL_ARB_vertex_program Init: - GL_ARB_vertex_shader Init: - GL_ARB_window_pos Init: - GL_ATI_draw_buffers Init: - GL_ATI_pixel_format_float Init: - GL_ATI_texture_float Init: - GL_ATI_texture_mirror_once Init: - GL_S3_s3tc Init: - GL_EXT_texture_env_add Init: - GL_EXT_abgr Init: - GL_EXT_bgra Init: - GL_EXT_blend_color Init: - GL_EXT_blend_equation_separate Init: - GL_EXT_blend_func_separate Init: - GL_EXT_blend_minmax Init: - GL_EXT_blend_subtract Init: - GL_EXT_compiled_vertex_array Init: - GL_EXT_Cg_shader Init: - GL_EXT_depth_bounds_test Init: - GL_EXT_draw_range_elements Init: - GL_EXT_fog_coord Init: - GL_EXT_multi_draw_arrays Init: - GL_EXT_packed_pixels Init: - GL_EXT_pixel_buffer_object Init: - GL_EXT_point_parameters Init: - GL_EXT_rescale_normal Init: - GL_EXT_secondary_color Init: - GL_EXT_separate_specular_color Init: - GL_EXT_shadow_funcs Init: - GL_EXT_stencil_two_side Init: - GL_EXT_stencil_wrap Init: - GL_EXT_texture3D Init: - GL_EXT_texture_compression_s3tc Init: - GL_EXT_texture_cube_map Init: - GL_EXT_texture_edge_clamp Init: - GL_EXT_texture_env_combine Init: - GL_EXT_texture_env_dot3 Init: - GL_EXT_texture_filter_anisotropic Init: - GL_EXT_texture_lod Init: - GL_EXT_texture_lod_bias Init: - GL_EXT_texture_mirror_clamp Init: - GL_EXT_texture_object Init: - GL_EXT_vertex_array Init: - GL_HP_occlusion_test Init: - GL_IBM_rasterpos_clip Init: - GL_IBM_texture_mirrored_repeat Init: - GL_KTX_buffer_region Init: - GL_NV_blend_square Init: - GL_NV_centroid_sample Init: - GL_NV_copy_depth_to_color Init: - GL_NV_depth_clamp Init: - GL_NV_fence Init: - GL_NV_float_buffer Init: - GL_NV_fog_distance Init: - GL_NV_fragment_program Init: - GL_NV_fragment_program_option Init: - GL_NV_fragment_program2 Init: - GL_NV_half_float Init: - GL_NV_light_max_exponent Init: - GL_NV_multisample_filter_hint Init: - GL_NV_occlusion_query Init: - GL_NV_packed_depth_stencil Init: - GL_NV_pixel_data_range Init: - GL_NV_point_sprite Init: - GL_NV_primitive_restart Init: - GL_NV_register_combiners Init: - GL_NV_register_combiners2 Init: - GL_NV_texgen_reflection Init: - GL_NV_texture_compression_vtc Init: - GL_NV_texture_env_combine4 Init: - GL_NV_texture_expand_normal Init: - GL_NV_texture_rectangle Init: - GL_NV_texture_shader Init: - GL_NV_texture_shader2 Init: - GL_NV_texture_shader3 Init: - GL_NV_vertex_array_range Init: - GL_NV_vertex_array_range2 Init: - GL_NV_vertex_program Init: - GL_NV_vertex_program1_1 Init: - GL_NV_vertex_program2 Init: - GL_NV_vertex_program2_option Init: - GL_NV_vertex_program3 Init: - GL_NVX_conditional_render Init: - GL_SGIS_generate_mipmap Init: - GL_SGIS_texture_lod Init: - GL_SGIX_depth_texture Init: - GL_SGIX_shadow Init: - GL_SUN_slice_accum Init: - GL_WIN_swap_hint Init: - WGL_EXT_swap_control Init: Maximum texture size: 4096 Init: Found GL_ARB_multitexture... Init: Multitexture extensions found. Init: Found GL_EXT_point_parameters... Init: Point parameters extensions found Init: Max anisotropy 16.000000 Init: Clamp to edge extension found. Dev: Spawning server dm_10 Dev: Server spawned Dev: CL_EstablishConnection: connected to local Dev: Client LOCAL connected Log: <-- server to client keepalive Log: --------------------------------------- Log: AGONY Log: Log: Bad offset in patch kaw_107 Log: Bad offset in patch kaw_108 Dev: Client level loaded Log: Can't find song h23g Dev: 107 subdivides Dev: 180 seg subdivides Dev: 358k light mem Dev: MainGameInfo::InsertPlayer : creating a new team 0 Dev: MainGameInfo::InsertPlayer : enlisting player in team 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 2 Dev: Player::UpdateScore : score total now = 0 Log: Bad offset in patch weaph0 Log: Bad offset in patch weapg0 Log: Bad offset in patch weapf0 Log: >addbot Dev: Client NULL connected Dev: MainGameInfo::InsertPlayer : enlisting player in team 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 2 Dev: Player::UpdateScore : score total now = 0 Log: >addbot Dev: Client NULL connected Dev: MainGameInfo::InsertPlayer : enlisting player in team 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 2 Dev: Player::UpdateScore : score total now = 0 Log: >addbot Dev: Client NULL connected Dev: MainGameInfo::InsertPlayer : enlisting player in team 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 2 Dev: Player::UpdateScore : score total now = 0 Log: >addbot Dev: Client NULL connected Dev: MainGameInfo::InsertPlayer : enlisting player in team 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 2 Dev: Player::UpdateScore : score total now = 0 Log: >addbot Dev: Client NULL connected Dev: MainGameInfo::InsertPlayer : enlisting player in team 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 2 Dev: Player::UpdateScore : score total now = 0 Dev: UpdateLevel: player overflow Dev: UpdateLevel: player overflow Dev: UpdateLevel: player overflow Dev: UpdateLevel: player overflow Dev: UpdateLevel: player overflow Dev: UpdateLevel: player 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UpdateLevel: player overflow Dev: UpdateLevel: player overflow Dev: UpdateLevel: player overflow Dev: UpdateLevel: player overflow Dev: UpdateLevel: player overflow Dev: UpdateLevel: player overflow Log: RED MANA Log: RED MANA Log: BLUE MANA Log: GREEN MANA Log: AMULET OF WARDING - (common.Object.R_InstallSprite) - TMemZone::Free - Z_Free - R_InstallSprite - RunFunction - (common.Object.R_InstallSprite 0) - RunFunction - (clprogs.MenuScreenPlayerSetup.CreateChoices 34) - RunFunction - (clprogs.MenuScreen.InitWindow 16) - VObject::ExecuteFunction - (clprogs.MenuScreen.InitWindow) - VWindow::Init - VWindow::CreateNewWindow - (MenuScreenPlayerSetup) - RunFunction - (clcommon.Window.NewChild 0) - RunFunction - (clprogs.ClientGame.SpawnMenu 11) - RunFunction - (clprogs.MenuChoice_PlayerSetup.ActivateEvent 20) - RunFunction - (clprogs.MenuTextButton.Key 35) - RunFunction - (clprogs.MenuScreen.Key 17) - RunFunction - (clprogs.ClientGame.MenuResponder 74) - VObject::ExecuteFunction - (clprogs.ClientGame.MenuResponder) - VInput::ProcessEvents - Host_Frame Dev: Sending clc_disconnect Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 1 Dev: Player::UpdateScore : score total now = 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 1 Dev: Player::UpdateScore : score total now = 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 1 Dev: Player::UpdateScore : score total now = 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 1 Dev: Player::UpdateScore : score total now = 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 1 Dev: Player::UpdateScore : score total now = 0 Dev: Player::UpdateScore : Dev: Player::UpdateScore : event = 1 Dev: Player::UpdateScore : score total now = 0 Dev: PlayerTeam::UpdateScore : Dev: PlayerTeam::UpdateScore : event = 1 Dev: PlayerTeam::UpdateScore : score total now = -1 - TMemZone::Free - Z_Free - VStr::Resize - DestructField - VStruct::DestructObject - (scoreboard_t) - DestructField - DestructField - VClass::DestructObject - (MainClientState) - CL_Shutdown Log: CL_Shutdown failed - TMemZone::Free - Z_Free - R_FreeSpriteData - V_Shutdown Log: V_Shutdown failed ERROR: Invalid memory block
Mon, 28 Aug 2006 01:39:44

Firebrand

Well, to be honest, I don't have a freacking idea of what's wrong with it <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , but it has happened to me, it seems you can't start a new game while you are playing, you need to end the game and start it again, maybe there's some kind of problem with memory management in the latest version of Vavoom.
Mon, 28 Aug 2006 05:34:51

Crimson Wizard

[quote="Firebrand":s7n17ja1]That's because every time the attack is called it calls the function that takes mana from the player, I've got a nice idea how to fix this. It must work elsewise, there's a mistake in the code I wrote.
S_MAGWHYVATK1_5('MWYV', 5, 3.0 / 35.0, S_MAGWHYVATK1_6) { A_FireWhyvernBreath(); autofire - true; }
See that autofire - true? It must be autofire = true So I don't see the point of the changes you made. Anyway, if you wish use your variant, I suggest you remove bool autofire declaration and make use_mana parameter boolean instead of int.
Mon, 28 Aug 2006 14:15:58

Firebrand

I'll make the changes you mention here Crimson Wizard, thanks! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 28 Aug 2006 14:24:28

Firebrand

[quote="Crimson Wizard":4p6k4wes]Has anyone got a possibility to test Korax Arena network play? I have updated sound stuff for announcer, now it is called from client (as it ought be) and I wish to be sure everything is allright - i.e every player can hear announcements (currently - in KTH mode only). I didin't hear any announcements, what you have to do to play them?? I can try LAN with my brother today (no work makes me happy <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->).
Mon, 28 Aug 2006 15:10:13

Crimson Wizard

Did you put sounds in the wad and added extra entries to SNDINFO? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> They must play in signle player as well. I mean Kill The Heresiarch game only <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: --> Start the game and spawn at least 1 bot.
Mon, 28 Aug 2006 16:43:52

Firebrand

Haha! I didn't know you need to spawn a bot to make them sound, yes, it works fine as it is now, the only missing stuff is the music, but I'll upload a fixed version ASAP.
Mon, 28 Aug 2006 17:14:26

Crimson Wizard

Eh, Firebrand, bots' presence make the GAME start, not announcements. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> As for trophies, we do not have announcements for them yet, so there's no ones.
Mon, 28 Aug 2006 17:23:40

Firebrand

Crimson Wizard, could you please tell me which music you did use for the KTH events (HeresiarchX.mid)? This is, so I put the correct ones in the WAD files, thanks! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 28 Aug 2006 17:59:41

Crimson Wizard

lump name - original name "kth_mus1" - Heresiarch0.mid "kth_mus2" - Heresiarch1.mid
Thu, 31 Aug 2006 15:34:41

Ichor

I was thinking about a new class for Korax Arena should you decide to add or replace a class. How about the Strife guy? These could be his weapons: 1. Punch Dagger 2. Crossbow (electric bolts) 3. Assault Rifle 4. Missile Launcher 5. Crossbow (poison bolts) 6. Sigil (two pieces) 7. Mauler (primary attack) 8. Sigil (full) He'd also use the fighter's flechettes. As for the Sigil, it uses the player's health instead of ammo. Two pieces drain away 8 and the full Sigil uses up 20 health. I guess something like that can be done here, although it would still use up mana as well.
Thu, 31 Aug 2006 15:38:37

The 4th Class

I thought he was already implemented. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Thu, 31 Aug 2006 15:43:53

Crimson Wizard

No. Doom Marine was implemented.
Thu, 31 Aug 2006 15:53:37

The 4th Class

Hey RambOrc, how about implementing Drake? <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Thu, 31 Aug 2006 16:40:43

Crimson Wizard

Drake?
Thu, 31 Aug 2006 17:24:35

RambOrc

LOL no chance, Drake is not an FPS char. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> As for the Strife char, yes that's been the idea from the very beginning that he's the backup for the marine, should id take notice of us and fuck us the same way they did a large number of other DOOM and Quake fan projects.
Thu, 31 Aug 2006 19:10:30

The 4th Class

[quote="Crimson Wizard":bu1f4ck9]Drake? [url:bu1f4ck9]http://www.mobygames.com/game/dos/stonekeep
Fri, 01 Sep 2006 01:08:23

mago

Hey why not rescue the Wolf3D guy while we are at it? <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Fri, 01 Sep 2006 13:44:34

Firebrand

Haha! this whole thing made me laugh a lot <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> . I agree with Ramborc, maybe the Strife player won't be much of a problem, since Rogue Software is no more, and the game is even abandoneware, but don't be to sure we'll implement it, there's a lot of other things that have precedence over this, maybe at a later stage we can think on it. Besides, we still need to balance the classes as they are now.
Fri, 01 Sep 2006 18:29:24

RambOrc

In case it wasn't entirely clear, the Strife char is a backup char, i.e. any work on it will start only in the case that id makes us take the marine out of KA.
Sat, 02 Sep 2006 16:46:35

Crimson Wizard

I updated code for trophies (w/o sounds for now) but I cannot test them normally because of flickering sprites.
Sat, 02 Sep 2006 18:03:24

RambOrc

Did you use glvis with the full rendering option? It stops most of the flickering.
Sat, 02 Sep 2006 19:18:25

Firebrand

It should help a lot <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll make a new release after I fix some stuff I'm working on <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 03 Sep 2006 10:36:24

Crimson Wizard

I want to add a menu option for Bots autospawn.
Sun, 03 Sep 2006 15:01:56

Firebrand

Yes, there's already a BotSpawner actor in the code, you could adapt it's functionality with the menu, it shouldn't be too difficult, since we can now control ACS functions, we could create an ACS function that spawns a bot with the number passed as an argument (that was my original implementation), the current implementation already works (I think the docks is the only map that spawns bots), if you need any help on it, please let me know <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 03 Sep 2006 17:32:16

Crimson Wizard

I really do not see a point of using additional BotSpawner if bots can be spawned by Deathmatch start. Besides, bots may simply be spawned by passing "addbot" command to server (as player may do using console) programmatically (there's some function that handles this).
Sun, 03 Sep 2006 17:51:21

Firebrand

Yes, that's true, I guess I didn't realize that when implementing all this <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> .
Thu, 07 Sep 2006 03:01:10

Firebrand

I've got the latest changes to the source, my question is, what's wrong with the scoreboard Tick function? what needs to be changed?
Thu, 07 Sep 2006 13:03:23

Crimson Wizard

What? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> oh no, i need to update scoreboardscreen.vc. It does not use Tick any more.
Thu, 07 Sep 2006 17:57:55

Crimson Wizard

No, it seems everything all right there. I made it unused now, scoreboard is called using MSG_Select/Write functions. It should be deleted actually, I left it just in case, and put "fixme" there simply to mark it.
Sat, 09 Sep 2006 16:50:34

Crimson Wizard

Firebrand, I have finished a bots spawn function. I used your original BotSpawner and remade it. Now it is derived from Sequencer and works as a timed trigger. When game starts it spawns defined number of bots with a 1,5 secs delay each (this may be changed ofcourse). I do not know how we should define bots id-s, maybe we need extra ACS function called in OPEN map script (if it is necessary to define particular bots). And also, I saw your comment in game/classes.vc. Is it really unnecesarry to make class pre-declarations now?
Sat, 09 Sep 2006 17:46:07

Firebrand

[quote="Crimson Wizard":1gl3j13m]Firebrand, I have finished a bots spawn function. I used your original BotSpawner and remade it. Now it is derived from Sequencer and works as a timed trigger. When game starts it spawns defined number of bots with a 1,5 secs delay each (this may be changed ofcourse). Sounds good, I'll update my source and give it a check ASAP <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Crimson Wizard":1gl3j13m]I do not know how we should define bots id-s, maybe we need extra ACS function called in OPEN map script (if it is necessary to define particular bots). AFAIK, bots are already numbered, we could try to add an ID number to the bots properties, then add it to the bots list already defined (which would be a bit tedious, but I'll work on it if you need it), then just call the bots using this number as parameter and make them spawn in maps, the problem would be where to store the bots "lists" for each map, Janis doesn't wants us to mess around MAPINFO entries, so we could define them via ACS scripts, and make the game use the list from there somehow, what do you think about this? [quote="Crimson Wizard":1gl3j13m]And also, I saw your comment in game/classes.vc. Is it really unnecesarry to make class pre-declarations now? Yes, Janis made some changes to how VCC works, this makes work easier in some ways, to be able to load class declarations, just add them to "classes.vc" and you can use them normally, if you need to use something for both client and server it could be a bit messy to get it to work thought <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> . I'm very sorry for not updating on the status of my work on KA, but I've got a lot going on on my real life that I need to attend, next week I'll start school again, and this will reduce even more my chance to work on this, but don't worry even in the dark I work as much as I can on KA and the site, right now I'm working on making the KA distribution smaller for uploading, Janis recently added support for PK3 files in addition to WAD files, for those that don't know it, PK3 files are just ZIP files with a different header, the information can be stored in "directories" which makes it easier to organize files of the same nature (sprites, graphics, data lumps, music, etc.) and as ZIP files it allows compression, this is an advantage, which can make the distribution smaller, I've succeeded in making PK3's for most of the KA resources, but I'll take a bit longer for me to upload a new test version, I hope I've enough time the next week to upload something on Wednsday or Thursday, if not, the next weekend is my next chance to do it, please bear with me, it'll be worth the wait, I promise <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sat, 09 Sep 2006 18:32:53

Crimson Wizard

[quote="Firebrand":3259x96n][quote="Crimson Wizard":3259x96n]I do not know how we should define bots id-s, maybe we need extra ACS function called in OPEN map script (if it is necessary to define particular bots). AFAIK, bots are already numbered, we could try to add an ID number to the bots properties, then add it to the bots list already defined (which would be a bit tedious, but I'll work on it if you need it), then just call the bots using this number as parameter and make them spawn in maps, the problem would be where to store the bots "lists" for each map, Janis doesn't wants us to mess around MAPINFO entries, so we could define them via ACS scripts, and make the game use the list from there somehow, what do you think about this? No, no, ther's no need to add extra params there. If you look into BotSpawner you'll see your own original function there. Bots are defined using their index in general bots array (stored in MainGameInfo). While BotSpawner can store indices array, up to 8 entries (hmm... just realised we need only 7). Default values are all equal to -1, they are treated as "random", but if you set them somehow (using ACS or even menu options) they will add bot names to "addbot" command.. well, that's how you written this originally.
Mon, 18 Sep 2006 12:50:58

The 4th Class

<!-- s:idea: --><img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea" /><!-- s:idea: --> Any chance of a single-player KA version? Where if you don't have any friends to connect to a modem or meet in an online board, you can just play with yourself against improved AI? Based on the screenshots this already seems possible, so now I feel like an idiot. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Mon, 18 Sep 2006 13:59:37

Crimson Wizard

You may play any multiplayer games on Vavoom with bots. Print "addbot" command in console to spawn single bot (2 times for 2 bots etc). As for KA, I have already made a special user-friendly option for this. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I suppose that next KA internal release will have it.
Mon, 18 Sep 2006 14:34:42

RambOrc

LOL KA has been SP-oriented from the beginning, the bots just sucked too much at first. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I'm surely not the only one who played a lot more UA and Q3A locally with bots than over LAN or internet, so the idea was for KA to offer the same (especially with the extremely small user base KA would have).
Mon, 18 Sep 2006 14:59:19

Firebrand

Yes, it's already there, you can already play almost every gameplay mode in single player with bots (football is still being developed thought) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 18 Sep 2006 20:09:53

The 4th Class

Pardon my flattering, but it must take real genius to produce such bots that can challenge even humans. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 18 Sep 2006 21:21:41

Firebrand

It just requires some imagination and designing good algorithms to work with, but you are right there's no perfect algorithm that could make a computer react as a human being, but I keep trying, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->.
Tue, 19 Sep 2006 05:38:04

Crimson Wizard

...not mentioning that sometimes human players play like bots... lol
Tue, 19 Sep 2006 13:31:24

Firebrand

[quote="Crimson Wizard":2s56bx6c]...not mentioning that sometimes human players play like bots... lol <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Careful Crimson Wizard, you could make Ramborc feel bad about it, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Tue, 19 Sep 2006 20:01:25

The 4th Class

Thing is though he technically is an orc. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 21 Sep 2006 18:36:40

Crimson Wizard

Firebrand, where I may get basepak.ls.in mentioned in compile.bat ?? There's no such file on both Vavoom and KA SVNs.
Thu, 21 Sep 2006 22:28:47

Firebrand

Oops, I forgot to commit it up, it comes with the Vavoom source, but it's on the "basev" subfolder anyway.
Fri, 22 Sep 2006 18:12:15

Crimson Wizard

Still, there are some files missing. <!-- s](*,) --><img src="{SMILIES_PATH}/eusa_wall.gif" alt="](*,)" title="Brick wall" /><!-- s](*,) --> default.cfg startup.vs - probably.
Fri, 22 Sep 2006 18:16:17

Firebrand

You can already find these files in your "karena" folder, just copy them to where you want to build the files. It's very strange that you don't have them, they are supposed to be in the Vavoom SVN repository, just look for them <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 22 Sep 2006 18:20:12

Crimson Wizard

I made checkout for Vavoom/basev folder just in case.
Fri, 22 Sep 2006 18:23:44

Crimson Wizard

Phew, seems allrighty now.
Fri, 22 Sep 2006 18:28:08

Firebrand

That should fix the errors you are getting <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 23 Sep 2006 12:38:27

Crimson Wizard

Now I am getting error when trying to start Karena. Vavoom sais that LevelInfo has bad class size.
Sat, 23 Sep 2006 13:36:39

Firebrand

Darn! I need to upload a new Vavoom version, it seems. No panic, I'm on it right now <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sat, 23 Sep 2006 13:39:46

Firebrand

It's done, check the usual place, there are new versions of vlumpy and vcc too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 23 Sep 2006 14:03:49

Ichor

I'm probably missing someing, but it doesn't start up for me.
Sat, 23 Sep 2006 14:16:33

Crimson Wizard

You need new vcc.exe, vlumpy.exe and Vavoom.exe. Secondly, you need new karena game contents - with pk3 format data. Check for KA_data.zip in vavoom folder on koraxdev. [quote="Firebrand":2tev857o]Darn! I need to upload a new Vavoom version, it seems. No panic, I'm on it right now <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. FB, you were going make me real crazzzy <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Where the hell those sky textures should be placed?? Argggg...
Sat, 23 Sep 2006 14:44:37

Ichor

I have those already. I put them in the same directory as always, but vavoom95 doesn't even begin to work. When I try to start it, it does something for a split second, and then disappears as if it never ran.
Sat, 23 Sep 2006 16:40:55

Firebrand

[quote="Crimson Wizard":2pcqd11u][quote="Firebrand":2pcqd11u]Darn! I need to upload a new Vavoom version, it seems. No panic, I'm on it right now <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. FB, you were going make me real crazzzy <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Where the hell those sky textures should be placed?? Argggg... Hahaha! Then all this was for good! <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> (j/k) Skyboxes should go outside the "textures/skies" subfolders (e.g. they should be something like karena/KA_DaySky), sorry for all the changes, but they were required for the changes I made using PK3 files <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 29 Sep 2006 19:34:01

Crimson Wizard

I have implemented Team Selection menu. But there's so many changes Janis made in progs that I was confused. I'll check for possible mistakes later, now I am a bit tired, sorry. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Fri, 29 Sep 2006 21:13:18

Firebrand

Yes, it seems Janis dropped the MainClientState.vc file and merged some of the stuff directly to the player (after all players are the actual clients <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->), and I've got your changes, it seems you forgot to commit some of the changes to SVN repository <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 30 Sep 2006 10:44:10

Crimson Wizard

Hexndefs again <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> Plus I need to make some fixes, switch to player use on client side.
Sat, 30 Sep 2006 12:10:33

Firebrand

Don't rush on it, once you commit those changes I'll compile the source, made some more tests and commit my latest changes, then I'll upload a new internal test version to KDev.
Mon, 02 Oct 2006 18:02:52

Crimson Wizard

Heh, now there's football mode crashing because of my new changes. Need some fixing.
Thu, 05 Oct 2006 18:21:58

Crimson Wizard

Just downloaded last SVN changes. My God, Janis is hackin vavoom fiercely <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 05 Oct 2006 20:08:54

Firebrand

[quote="Crimson Wizard":36up5bv1]Just downloaded last SVN changes. My God, Janis is hackin vavoom fiercely <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> It's for making it better, believe me <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 16 Oct 2006 14:39:14

Crimson Wizard

Firebrand, do you remember a strange problem you met when was trying to make the first football test? There an error happened related to some polyobjects. (I couldn't found you message yet so I cannot quote it) It seems I've found the problem. Here it is. Original Raven's ACC.exe (ACS compiler) used integer (2 or 4 bytes) value to store Action special code. New ACC, which comes with ZDoom and Vavoom, stores Action special code in single byte, thus it can be only 0-255. Football mode uses action special with code 260, which is converted to 4, which is some special related to Polyobject (polymove or such). This actually mean that we should decide, what ACC should we use to create our maps for KA (and futher for Korax Heritage Trilogy). Here I see 3 variants: 1) Use original, Raven's ACC, and abandon all new extended ACC features. 2) Use new ACC, make all project-specific action special code be < 256 by inserting them into free gaps that basic action specials list has, hoping there will be enouph free slots and Vavoom will not fill them in future. 3) If ACC is released as open source we may try to modify it so it would store action special code as 2-byte integer. If it is possible, I'd prefer to choose 3rd variant, especially for Trilogy (KA still shouldn't need much new action specials, I guess).
Mon, 16 Oct 2006 16:06:43

RambOrc

I can't believe the storage space for this integer was actually scaled back from an old DOS to a more modern engine architecture. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Mon, 16 Oct 2006 16:33:01

Crimson Wizard

In fact, I was unpleasantly surprised. I believe, they call it "optimization" <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Mon, 16 Oct 2006 17:07:54

Firebrand

I think the source for ACC's in ZDoom version it's in the ZDoom page, we could try to download it from there and check it out, I don't think it would be too difficult to fix it, but Janis might know it for better, I don't know why Janis didn't noticed this, anyway, I'll give it a go. In some other news, I recently found a web page related to AI in games, there are some interesting path searching algorithms that can be implemented partially or completely into KA bots <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, this will help us a lot to make bots don't get stuck, I found that one of this algorithms doens't needs any path nodes, this could come handy, I'll make a test with it, and backup all the source I already coded, in case things go *BOOM*, if my try doesn't works for good, then we'll just polish the path noding. Unless you want me to start with just polishing the path nodes, whatever works the best will stay anyway <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 16 Oct 2006 17:11:31

RambOrc

Take as much time as you need to create a good AI, especially for KA but also strongly for the RPG it matters a lot how good the bot/monster AI is. It can make the difference between a faded old-school project and a technically outdated but brilliantly fun game. While AI takes lots of computing resources, we don't really need them for much else in KH. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 16 Oct 2006 20:42:43

The 4th Class

BTW, I'm only curious, how hard would it be to make a TC with KMOD? With all this data we've made, if ever I wanted to migrate to an engine that already has the built-in goodies like NPCs and money, I could use it. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 17 Oct 2006 00:42:30

Firebrand

Well, it depends on how much you would like to do, if you are using KMod as base for it, then you would only need maps and maybe drawing of the NPCs, AFAIK KMod 3 sources have some things that were going to be used for SE, so you would probably be closer to it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 17 Oct 2006 05:57:15

Crimson Wizard

[quote="Firebrand":mk9hkwd8]I think the source for ACC's in ZDoom version it's in the ZDoom page, we could try to download it from there and check it out, I don't think it would be too difficult to fix it, but Janis might know it for better, I don't know why Janis didn't noticed this, anyway, I'll give it a go. Janis already knows this since he was the first person I asked about this problem. I am going to check that source ASAP (if no one else will sooner <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ). [quote="Firebrand":mk9hkwd8]In some other news, I recently found a web page related to AI in games, there are some interesting path searching algorithms that can be implemented partially or completely into KA bots , this will help us a lot to make bots don't get stuck, I found that one of this algorithms doens't needs any path nodes, this could come handy Sounds good. By the way, I was trying to implement my "task" idea and made Doom map where several Zombies were walking around following waypoints... unfortunately I haven't got much time to improve the whole thing, so they got stick to their Task (with grandn 'T' <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ) and paid no attention for player even when you shoot them. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 17 Oct 2006 14:41:28

Firebrand

haha! That sounds interesting, it would be cool if you could upload your files, no matter which solutions becomes available for KA <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Fri, 20 Oct 2006 08:36:54

Crimson Wizard

I've dowloaded ACC and modified action special storage type to 2-bytes integer. Will test it ASAP. EDIT: According to ACC debug info it writes proper action special codes. Need to test in Vavoom though. New ACC on koraxdev: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/vavoom/acc.zip">http://downloads.orcishweb.com/koraxdev/vavoom/acc.zip</a><!-- m --> EDIT 2: Oh, yes, and all is working, people.
Fri, 20 Oct 2006 11:49:16

Firebrand

Sounds cool! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I've uploaded the latest Vavoom EXE to KDev so you can test it, please remember to update your sandbox (or source files) more frequently, so you don't lost source changes <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 22 Oct 2006 17:30:41

Crimson Wizard

Added animated sequences to KTH. Perhaps it is all because of so-called M$ Winblows, but creating of full VIS data didn't help to test it normally, since all sprites are blinking and dissapearing and I cannot say if everything looks well. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Sun, 22 Oct 2006 17:33:44

Firebrand

You mean animated sequences for KTH?
Sun, 22 Oct 2006 17:37:26

Crimson Wizard

Yeah, that what I was talking about <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 22 Oct 2006 20:53:46

Firebrand

Woah! <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Nice stuff you added man, I'll complete the bot AI for what is missing and it will be almost complete <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. It would be nice to hear something about Moose and his implementation of the Heresiarch player too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 23 Oct 2006 02:58:18

Firebrand

Just to let you know I've uploaded a new version of Vavoom EXE, please remember to update your SVN sandbox when you compile, or it won't work correctly (It'll send an error while playing). Also, I completed the changes you told me for the bots in KTH, please test them out <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 23 Oct 2006 06:09:09

Crimson Wizard

Great! Check them ASAP. Also I was wrong about VIS data. Actually, it's all because of "Ancient Arena", which is very open map, so VIS data doesn't help much. I tested KTH (and other modes) on UT remakes and everything was fine. [quote="Firebrand":2vitm0g1]It would be nice to hear something about Moose and his implementation of the Heresiarch player too I PMed him yersteday, though he hasn't answered yet.
Mon, 23 Oct 2006 18:09:02

Firebrand

Wrong about VIS data?? What's the problem, could you please tell me? I might know something about it, but I don't understand what you are talking about.
Mon, 23 Oct 2006 19:28:40

Crimson Wizard

Nevermind. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> There's no problem at all. I was simply mistaken when I said that building full VIS data does not help me to play game, actually it does, but not on "Ancient Arena", because of its open structure (all the level is opened for a view nearly from any point).
Tue, 24 Oct 2006 06:07:41

Crimson Wizard

There's wrong sound in last internal KA build. KTH sound KTH_AW should sound something like "Awaiting for Heresiarch", instead it sounds "Heresiarch has arrived", which is wrong.
Wed, 25 Oct 2006 10:02:26

Crimson Wizard

Anybody knows how to contact Moose?
Wed, 25 Oct 2006 13:04:37

The 4th Class

Try PMing him first. If after a few days it's still in the "out box" and not the "sent box," he hasn't read it yet. He rarely comes here these days, so guess you either try emailing him or send him a letter? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> P.S. Does anybody know how to contact ColJP? He left Ravengames last year and I couldn't get a hold of him since.
Wed, 25 Oct 2006 13:21:08

Crimson Wizard

Ok, he read my PM. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> hasn't answered yet though.
Wed, 25 Oct 2006 20:15:49

The 4th Class

O yeah, and he takes his time at everything he does. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sun, 29 Oct 2006 17:31:04

Firebrand

Hey people! I'm just posting this to let you know I finished my mid-term exams and I'm free again to work on KA, since yesterday I'm working on fixing some maps we had for it some time ago, I'm revamping them and adding items and misc stuff they are missing (path nodes, minotaur spots, etc.) to them, I'll make it quick enough to wrap it all up and release the beta the next weekend at the most <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, that's it for now.
Sun, 29 Oct 2006 19:52:59

Moose

Hey guys, sorry I haven't been around much, I've started my computing course at Uni and that combined with work and various other things leaves me with little spare time. I've now replied to Crimson's PM, and in answer to the question of how to contact me, I'd say best bet is my e-mail address <!-- e --><a href="mailto:chris.bloomfield@btinternet.com">chris.bloomfield@btinternet.com</a><!-- e -->
Sun, 29 Oct 2006 20:26:00

The 4th Class

[quote="Firebrand":34tdpe0h]Hey people! I'm just posting this to let you know I finished my mid-term exams and I'm free again to work on KA, since yesterday I'm working on fixing some maps we had for it some time ago, I'm revamping them and adding items and misc stuff they are missing (path nodes, minotaur spots, etc.) to them, I'll make it quick enough to wrap it all up and release the beta the next weekend at the most <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, that's it for now. I finished my mid-terms about 2 weeks ago, though unfortunately my average has gone down at least 20% since I left high school. <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> And Moose, it's great to have you back. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Some spammers have been up to no good back on the MOOD site, but then again it's dead anyway so it probably doesn't matter that much. O yeah and you know longer have to worry about doing any programming for me and my DR project, you're fired. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sun, 29 Oct 2006 20:34:36

Moose

Aye, my friend Dan pointed that out to me a few days ago and I found time to clean it up a little, I still have to get rid of several hundred user accounts, think it's time I made a little SQL query. Although that can wait till after thursday. And I'm sorry for my lack of input into pretty much all of my commitments, including DR. I will go put my hands in the oven as punishment.
Mon, 30 Oct 2006 06:58:49

Crimson Wizard

[quote="Firebrand":111daly6] since yesterday I'm working on fixing some maps we had for it some time ago, I'm revamping them and adding items and misc stuff they are missing (path nodes, minotaur spots, etc.) to them Can you also check player starts? I am not sure whether it is code bug or map design mistake, but sometimes player spawn facing the nearby wall instead of open space. And, ahem, Moose PMed me that his Player Heresiarch is neraly started plus currently unaccesible, thus he suggested we make it ourselves. Since Firebrand is working with maps I may try, but I cannot guarantee that I'll finish it to nearest weekend (I usually spend most time working on KA exactly on weekends).
Mon, 30 Oct 2006 13:30:49

Crimson Wizard

So, what's the final conclusion about H.'es weaponry? IIRC the list was something like that: 1. Claws 2. Purple ray 3. "something" spread in several directions by 10 meters that cause great damage at close distance and less at far distance. 4. ?
Mon, 30 Oct 2006 14:07:18

The 4th Class

One of then is definitely those home-in fire balls he launches. Maybe the other weapon spawns dark bishops? I don't remember.
Mon, 30 Oct 2006 15:13:58

Firebrand

IIRC no spawning of bishops can be allowed (at least not for KA, the network is still very unstable, if we fill it enough it can CRASH), my suggestions would be these: [list:2iiff21o]1. Claws (melee attack) 2. Purple Ray (which can only be aimed and once it's shooting you can control the direction of it by rotating the player) 3. A 'spreader' series of projectiles, it could have a certain amount of lifetime and once that's out the projectile simply explodes (just an idea here). 4. It could be those rotating balls, they could deplete projectiles and if you press the alternate fire button they could be shot as a projectile, to avoid players using this more than needed we could make the player unable to move while using this until he shoots all the balls away (just and idea, again).[/list:u:2iiff21o] EDIT: I'll check the player's starts thingie, I've noticed this too myself <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 30 Oct 2006 19:10:50

RambOrc

Don't be afraid to make the Heresiarch tough to beat, that's the whole idea. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 30 Oct 2006 19:21:59

Firebrand

Then you could discard the things I made to make it easier Crimson Wizard, heh! <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: -->
Mon, 30 Oct 2006 19:26:20

Crimson Wizard

What exactly are you talking about?
Mon, 30 Oct 2006 19:26:39

Crimson Wizard

What exactly are you talking about?
Mon, 30 Oct 2006 19:50:54

Firebrand

The detail of making the player unable to move while casting the defensive spell.
Mon, 30 Oct 2006 22:13:52

The 4th Class

Why not make it so the Heresiarch can't heal himself? Crystal vials / quartz flasks etc he can't use, but OTOH he has a LOT of HP (5000?) so he's still tough to beat.
Thu, 02 Nov 2006 17:25:41

Firebrand

Mapping is coming along very well for me, today I had a free day from work and school, I'll try to compensate it by working on KA maps and other things, I'm also fixing small problems in the code and misc stuff I wanted to add some time ago, I might upload a internal test with all the maps if I finish them on time <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 02 Nov 2006 17:33:13

Crimson Wizard

Will there be Football map finally? I think old design variant should be combined somehow with new script code.
Fri, 03 Nov 2006 02:30:35

Firebrand

Yes, I'll try to include a "finished" version of football (it will lack the bots ability to play this gameplay mode <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->), I don't think I'll have enough time to make bots work on this mode.
Mon, 06 Nov 2006 18:03:29

Firebrand

I've found a better way to manage map editing for us, now that Vavoom engine supports PK3 files (which are nothing more than zip files with a specific directory structure), we can include single WAD files for maps in a single big PK3 file, which should make map editing easier for all of us, the map single WAD file should be named EXACTLY the same as the map lump name (in our case for map 01 for DM mode it should be something like dm_01.wad, dm_02.wad, etc.) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, this should make it easier to edit maps from now on and easier to divide the work too <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. I'm not done yet with map editing, I want to add some bot path nodes here and there in maps that need them and make some more tests to make sure everything works as expected, I've been fixing small stuff in the code too these last days and I'll keep working on it until it's almost perfect, you know me, I'm a perfectionist, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->.
Mon, 06 Nov 2006 18:05:38

RambOrc

Sounds good for KA, but what about the RPG? Isn't this a problem with ACS that does something on another map that's not in the wadfile?
Mon, 06 Nov 2006 20:57:05

The 4th Class

I think that could be easily solved with wvars, if not we just create a higher order of variables that will be global to all pk3's.
Tue, 07 Nov 2006 00:25:45

Firebrand

It shouldn't be a problem, AFAIK the engine takes it all as a single file, but we could always make tests before making this, there wouldn't be any problem in using one single file for maps in the RPG though, it's optional <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 07 Nov 2006 09:19:05

RambOrc

If the "one map one file cross-map ACS" would work it'd be best of course.
Tue, 07 Nov 2006 17:08:00

The 4th Class

Then again, unless I'm misunderstanding this, all the levels in the Hexen iwad are already in one big wad file anyway...so why need PK3 when we can just inject all our wads into one wadfile?
Tue, 07 Nov 2006 18:43:37

Crimson Wizard

Probably Firebrand means it is easier and faster simply to put new/modified map in ZIP archive (that's what PK3 is), than to open WAD by WAD-editor and load map there. Then, it may be more convenient to arrange maps in numerous packs according to game mode.
Tue, 07 Nov 2006 21:57:41

Firebrand

There's no need for individual packs depending game modes, they work like this, another advantage to this is the size of the files is reduced, since PK3 files are ZIP in essence, they support compression too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 10 Nov 2006 16:00:55

Crimson Wizard

This weekend I finally will have much free time, so I'll surely end with first version of Hereisarch player class. Still it needs weapon sprites. I am making - Claw Attack, Purple Ray, then the 3rd weapon I've called "Storm", it will spread a cone of lightnings, and yet I have not much ideas about the 4th weapon.
Fri, 10 Nov 2006 22:37:58

Firebrand

I'll work on the sprites ASAP, I'll be kinda busy this weekend <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 11 Nov 2006 00:17:29

Ichor

This might help some. Just change the hands to red for the Heresiarch. I remember seeing a file with gargoyle hand sprites, but I couldn't find it.
Sat, 11 Nov 2006 13:52:46

Crimson Wizard

Should player loose his Level when he morphs to / unmorphs from Heresiarch?
Sat, 11 Nov 2006 14:39:53

RambOrc

No, he should keep it.
Sat, 11 Nov 2006 20:48:31

Crimson Wizard

Heh, I made it; and he's BIG <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> thus Heresiarch sometimes got stuck in the walls after morphing and cannot get in places with low ceiling.
Sat, 11 Nov 2006 21:01:07

Firebrand

[quote="Ichor":2opytlta]This might help some. Just change the hands to red for the Heresiarch. I remember seeing a file with gargoyle hand sprites, but I couldn't find it. Woah! where did you get them from? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I was thinking the same for the spells, I'll work on the sprites ASAP.
Fri, 17 Nov 2006 19:32:02

Crimson Wizard

New update is upcoming. Deadline is at saturday eein. :0
Sat, 18 Nov 2006 13:26:34

Crimson Wizard

Well, there it is. Heresiarch Player is now available ingame, cool and fierce <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I made 3 weapons this far, and he seems very deadly.
Sat, 18 Nov 2006 18:28:03

Firebrand

I've made two frames for the claw attack <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, and I'm still mapping on my free time, these last weeks have been a bit moved for me <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, but on Monday I have a free day from both work and school, so maybe I'll finish the weapon frames and upload a new internal test (which hopefully with some little work or none at all will be the BETA) <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> . EDIT: The class icon is done now and here I'm posting the two frames I've done as they'll be shown in-game <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, please tell me what you think of them, thanks! [img:s3c6alag]http://downloads.orcishweb.com/koraxdev/firebrand/hplca0.bmp[/img:s3c6alag] [img:s3c6alag]http://downloads.orcishweb.com/koraxdev/firebrand/hplca0.jpg[/img:s3c6alag] [img:s3c6alag]http://downloads.orcishweb.com/koraxdev/firebrand/hplcb0.bmp[/img:s3c6alag] [img:s3c6alag]http://downloads.orcishweb.com/koraxdev/firebrand/hplcb0.jpg[/img:s3c6alag] EDIT 2: Apparently, everyone is lazy enough to copy the image URLs <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> , so I'm also posting JPG files for everyone here too!
Sat, 18 Nov 2006 18:32:26

The 4th Class

Future reference, img function only works with JPGs. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 19 Nov 2006 16:17:58

RambOrc

Not to mention .bmp is a 90s format, not suitable for the internet and is used only by morons <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sun, 19 Nov 2006 17:47:28

The 4th Class

[quote="RambOrc":2kwtk3r5]Not to mention .bmp is a 90s format, not suitable for the internet and is used only by morons <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> The strange thing is every time I try to draw in JPG, it blurrs all the pixels so I lose the clear image. Then again 80% of the time I convert it from BMP so that could be the main reason.
Sun, 19 Nov 2006 19:07:22

Crimson Wizard

[quote="Firebrand":19ci7c5o]but on Monday I have a free day from both work and school, so maybe I'll finish the weapon frames and upload a new internal test (which hopefully with some little work or none at all will be the BETA) <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> . Firebrand, please, put there ALL the graphical data needed this time!! I had enouph headache trying to guess where weapons are hidden on the map (since there were weapon pickups sprites missing, and not only them <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ). <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: --> Also, as I already mentioned, there's wrong sound for KTH - it sais "Heresiarch has arrived" while it must say something like "Awaiting for Hersiarch".
Sun, 19 Nov 2006 19:14:07

Firebrand

[quote="RambOrc":3s24cqud]Not to mention .bmp is a 90s format, not suitable for the internet and is used only by morons <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Pwned <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Crimson Wizard: Yes, I've found a better way to make PK3 files now, since it was the first time I was doing it I had some mistakes and problems, you don't know how many times I had to rebuild the whole files until they worked correctly <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> . As for the sprites, everyone insults me for posting BMP's, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> but none has gave me any useful comments on them <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. EDIT: Oh! And just before I forget, really nice work on the weapons Crimson Wizard! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I would prefer the purple ray to refire faster than it does now, it feels kinda "slow", also, I've seen the code for the weapons and I'm a bit confused, mainly with the Storm weapon, shouldn't the big lightnings do more damage than smaller ones <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> one of the small ones kills any enemies trying to hit me, but the big ones just damage them, I want more power!! <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: -->
Sun, 19 Nov 2006 19:35:43

RambOrc

[quote="The 4th Class":iex7z3bh][quote="RambOrc":iex7z3bh]Not to mention .bmp is a 90s format, not suitable for the internet and is used only by morons <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> The strange thing is every time I try to draw in JPG, it blurrs all the pixels so I lose the clear image. Then again 80% of the time I convert it from BMP so that could be the main reason. 1) the quality of JPEG depends on the compression rate 2) while JPEG is good for the web and other cases where you prefer small file sizes, the real replacement for .bmp, .tiff, .pcx etc is PNG.
Mon, 20 Nov 2006 12:49:53

Crimson Wizard

[quote="Firebrand":2i3c437o]As for the sprites, everyone insults me for posting BMP's, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> but none has gave me any useful comments on them <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. They are good. (Hope this comment will be useful) [quote="Firebrand":2i3c437o]Oh! And just before I forget, really nice work on the weapons Crimson Wizard! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I would prefer the purple ray to refire faster than it does now, it feels kinda "slow", also, I've seen the code for the weapons and I'm a bit confused, mainly with the Storm weapon, shouldn't the big lightnings do more damage than smaller ones <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> one of the small ones kills any enemies trying to hit me, but the big ones just damage them, I want more power!! <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> Well, primary problem I found while working with weapons was that Heresiarch seemed TOO powerfull. I hadn't thought about that earlier, but I realized that usually, since all player except Hreesiarch are allied, they will have low frags count and thus low levels. OTOH Hereisarch will grow in level quickly. That's why I tried not to make him shoot too fast. Secondly, yes, I tried to make 'Storm' first lightnings be more damageful, it seems I failed. This could be improved, ofcourse, by playing with damage values. However, I suggest not doing this. 'Storm' Is VERY powerfull, probably those first lightnings should serve as last "warning" for normal players for them to have at least some chance to hide from the BIG shot that comes after.
Mon, 20 Nov 2006 20:15:51

Firebrand

I've managed to test the changes I suggested you for the ray weapon, it works better, and I wad SLAUGHTERED by all the bots, I was a 3rd lvl heresiarch, most bots were lvl 1 or 2, and they still got my ass <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> . So I don't think that would be too difficult, heh! Besides, if you aren't careful with your shoots, you'll soon spill all the mana you have <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, so that's a good weapon IMO. As for the lightning, I think we could play with the values a bit and find the best combination for both projectiles, BTW, I see something like DamageBonus = 4, or something like that, but I don't see it used anywhere else, could that be part of the problem for this weapon <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> Finally, I would like to tell you that I've completed some DM maps with path nodes and I'm proud to say that most of the bot problems seem to reduce a lot, there are some small problems with small angled halls, bots still get stuck on them, but I guess it's a problem with the map's architecture more than the bots code, I've made a check to that part of the bot movement, I found some small mistakes, like the jumping height and other small things, but even after fixing them, the bots still get stuck, I'll change that part of the map and see what happens next, if I finish all the DM maps, I'll upload a new internal test for you all, you really gotta see this! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Tue, 21 Nov 2006 08:55:00

Crimson Wizard

[quote="Firebrand":36z0b2of] As for the lightning, I think we could play with the values a bit and find the best combination for both projectiles, BTW, I see something like DamageBonus = 4, or something like that, but I don't see it used anywhere else, could that be part of the problem for this weapon <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> I used it to increase damage made by Lightning Missile per sec. Originally base damage was 3 (9 vs centaurs), for Heresiarch I set damage bonus of 4.
Tue, 21 Nov 2006 13:24:36

Firebrand

Ah! So that could be the problem after all <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, you can calculate the damage from the lightning missile and make it higher using BonusDamage, that should help us to determine which value of BonusDamage is the correct one to make the weapon work correctly <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Mon, 11 Dec 2006 07:40:53

Crimson Wizard

Updated KA. Added last 5th weapon for Heresiarch, in-game main menu, server settings submenu (currently allows to setup amount of corpses), various fixes. Still there are some glitches that I couldn't fix yet, for example, when player starts the new game after another, his name on scoreboard is missing until he frags or dies.
Mon, 11 Dec 2006 17:16:55

RambOrc

No matter, make it public so people can actually test all those gaming modes that are broken in the current public beta.
Tue, 12 Dec 2006 01:09:59

Firebrand

I'll pack it all up and upload it on Wednesday, tomorrow will be a busy day for me <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 01 Jan 2007 19:35:34

Crimson Wizard

Updated SVN with new Deathmesages system, now it should be easier to define new message indices. I hope, I didn't spoiled anything, there were a lot of changes by Janis and Firebrand.
Mon, 01 Jan 2007 20:14:30

Firebrand

I'll get your changes ASAP, I finished my new year party very late yesterday and I'm just back to life, hehehe! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 02 Jan 2007 13:29:43

Crimson Wizard

I think we must change amount of exps player get for a frag. I suggest give exps depending on enemy level. It is very bad that when a 1st level player frags 10th level enemy he only got 500 exps and still may be left on 1st level, or receive maximum 2nd level, while his enemy will stay on 10th or lower to 9th. And it is VERY difficult for a 1st level player to frag 10th level enemy. In other words I think it's just unfair.
Tue, 02 Jan 2007 17:23:38

Firebrand

We can mess around with the numbers to get to a fair exp values for fragging players. The current formula is:
500 + (500 * (exp_level - 1) / 10)
We could make something like:
500 + ((500 * (exp_level - 1) / 10) * ((enemy_exp_lvl - 1) / 10)
What do you think?
Sun, 14 Jan 2007 19:56:41

Crimson Wizard

Remade 'Unholy Sign' weapon for Heresiarch. Now it looks more like Cleric's Firestorm; it is quite short-ranged on low levels, but is very good on high levels with increased firerange, one hit killing power, not mentioning it is absolutely un-reflectable (by discs of repulsion) as against all other ranged Heresiarch weapons.
Mon, 19 Feb 2007 15:19:49

Firebrand

OK, I'm slowly coming back to action with the KA code, I've committed some more code changes for the latest version, I've also uploaded the latest Vavoom EXE to use for these changes and VCC compiler, please be sure to update your repositories before committing changes <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. BTW, what's the state of the AI for the bots? Has there been any advances at all? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I'll also get to finish the transparencies for the Heresiarch's new weapons (which I had already started time ago) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 12 Mar 2007 19:44:55

Firebrand

OK, I've uploaded a new internal build of KA, the new bots aren't in yet because I'm fixing their AI to suit the characters, I'll upload a patch or a new version when that's done, next things to do: [list:2ipmrl48]- Work on those transparent sprites and upload them to KDev. - Work on the bots AI and upload a new internal build. - Work on the football base AI for the bots and upload a new internal build.[/list:u:2ipmrl48] Those should be enough for now <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Wed, 14 Mar 2007 17:48:35

Firebrand

I've got the bots ready, so I'll be uploading a new KA version later today, I must say they work much better with different attributes now <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Thu, 15 Mar 2007 07:40:29

doomjedi

My helmetless cleric skin is doing less well. I've designed a face for all directions, it's easy to put it in and make a skin...but it looks weird. not only it seems too bright for the body, also I can't deside on the right face proportions and size. It's harder than I thought.
Thu, 15 Mar 2007 10:23:19

RambOrc

We do have a helmetless cleric sprite animation from Mago.
Thu, 15 Mar 2007 12:07:56

doomjedi

Well, I thought I can do it better. Anyway, what about Helmetless fighter?
Thu, 15 Mar 2007 12:14:53

RambOrc

That we don't have.
Thu, 15 Mar 2007 14:36:26

Firebrand

There were just a couple of frames of a helmetless fighter IIRC.
Tue, 03 Apr 2007 19:29:53

Firebrand

Just a quick status update, I unfortunately had a damn virus on my computer and had to reformat it again <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , I blame my brother and his stupid homeworks <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, fortunately enough I had a backup of a few days ago, and what's lost is easy enoug to be done in a couple of hours, so I'm back on road again <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'm also on holiday vacations so I'll have some time to finally complete something now, I'll keep you all updated.
Sun, 15 Apr 2007 18:26:01

Firebrand

I've been having some problems compiling the Vavoom executable with the last version, I've mailed Janis about the problem and tracking it down, it seems to be a version problem of the sound libraries (I'm using newer versions which aren't compatible with the actual source), I'll keep trying, it seems Janis has improved a lot of things on the network code, which sounds like just what was needed by KA <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, I really want to test these changes out, so I'll keep working until I find this damn problem! <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: -->
Mon, 16 Apr 2007 07:33:46

Crimson Wizard

So, there's still a progress in KA...<!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> nice to hear that. As for me, I am overloaded with work, plus I am trying out one small project of my own, so, *sigh*, AI program has no advance yet.
Mon, 16 Apr 2007 16:47:50

Firebrand

There's no rush on that for now, until I fix the problem I'm having there won't be new internal releases nor updates, so I'll eventually get to it, this week will be filled by real life for me, but I'll post here when I have interesting progress to show you.
Sat, 28 Apr 2007 20:55:35

Firebrand

I'm back with some great news people! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Janis has given me a hand to fix the problem with compiling the source code, I've finally been able to run KA again with the current network code improvements, I'm happy to report that it's a totally different game session from what we already had, I noticed almost no slowdowns on the game, even using 3-4 bots, the only problem I had is a small error when some specific stuff happens, but I've sent the error report to Janis and he'll surely have it fixed soon <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll finish updating some small things on the source I've been doing myself, and upload a new internal test version tomorrow.
Mon, 30 Apr 2007 14:36:48

Crimson Wizard

Like a balm on my heart - to hear that <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> no really, I was very unhappy hearing everytime about slowness in game.
Tue, 01 May 2007 17:11:03

Firebrand

Yes, with the new version of Vavoom being officially released, we could even make a new public beta with the recent changes (even when we don't have anything else), I think that being able to at least play LAN games is better than nothing, I don't know what you guys think of this.
Wed, 02 May 2007 21:16:46

RambOrc

Sure thing.
Fri, 04 May 2007 21:37:52

Firebrand

OK then, the new internal beta will be uploaded on sunday, we'll give one week to test and fix any problems found, then release the public beta if everything goes fine. I already found some crashes myself and things that needed to be fixed, that's why it would be a good idea to make an internal test and wipe it all out for good <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 06 May 2007 18:35:28

Firebrand

The new internal beta is up, please play every map if you have the chance, try to play a LAN game (since it's one of the things that got most improved), also, make sure your force the game as much as you can, it will be nice to know how much it handles under different PC configurations, play on OpenGL, D3D, Software, try to test the bots under different conditions, try all you that comes to your mind to produce bugs <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->. But most of all, enjoy it! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> This beta test should be one of the last KA betas, the game now really feels complete now, it just needs some more gameplay modes to be finished, football is the most difficult one, CTF shouldn't be a problem (I'll get to it next) <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Wed, 13 Jun 2007 14:24:12

The 4th Class

Yo is there anything you need me to do before the KA release? I feel a bit like a freeloader these days. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 13 Jun 2007 14:51:03

RambOrc

Since you have voice recording equipment and buddies who are native English speakers, it might be possible for you to get a couple more announcement sounds for other game modes and rewards. Just an idea.
Wed, 13 Jun 2007 14:59:19

Crimson Wizard

Yeah, that's it. I made a sound list for a man who was going to do this, but he made part of a job and dissapeared. Check this: <!-- m --><a class="postlink" href="http://www.korax-heritage.com/forum/viewtopic.php?t=1628">http://www.korax-heritage.com/forum/vie ... php?t=1628</a><!-- m -->
Wed, 13 Jun 2007 15:12:11

The 4th Class

Ah, I see. I'll see where he left off and start from there. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 13 Jun 2007 15:31:52

Crimson Wizard

In fact, he did only sounds for football and KTH mode, and AFAIK he did nothing from those two lists that I give a link to.
Wed, 20 Jun 2007 10:06:21

Crimson Wizard

I need some explanation since I've been a bit confused. What is Castle Sweep mode - a coop or sort of DM with mosnters? Currently bots there act as your allies, but you still can kill them (firendly fire?) and target hint displays their names as they are enemies. That's probably my fault, but I need to know what this game mode is supposed to be to correct this properly.
Wed, 20 Jun 2007 13:35:21

RambOrc

Standard Castle Sweep means you compete with other bots to clear out the map. In Team Castle Sweep, you team up with bots to make it happen faster. Obviously, Team Castle Sweep needs at least 4 players. Whether you can kill friendly bots is the same setting as whether you can kill teammates in other team modes like TDM or CTF, it should be a setting in the game menu for friendly fire. Whether you can kill bots of other teams in Team Castle Sweep is more of a philosophical question. Best might be to be able to set this in the game menu before starting a game.
Wed, 20 Jun 2007 15:43:47

Crimson Wizard

Umm, so it is a bit more complicated than I thought. Ok, I'll see what's needs to be changed there.
Fri, 22 Jun 2007 23:10:26

Firebrand

Well, I've uploaded the latest internal KA test, it has implemented most of the current announcer sounds (there are some which aren't yet properly implemented), I added some more volume for the sounds and some effects, since they sounded too plain IMO, hope you like them, I think they add something to gameplay. I'll start implementing some missing stuff I've completed, like the new sprites for the Heresiarch player weapons and some new decors I've done, also, next week is exams week <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> (I hate them), so I won't be around the forums, if anyone has any important stuff you need let me know and I'll add it to my to do list <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, that's it for now, enjoy the new build <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> .
Tue, 03 Jul 2007 08:17:57

Crimson Wizard

Here's the deal, I will have a vacation since 9th July, and I am going to leave the city and go to our summer house for a couple of weeks. Perhaps I'll have my laptop with me, but I will not have Internet there, so I won't be able to contact you most of the time. I'll try to finish all I wanted until the end of this week, that is GUI Launcher and some small additions to KA code (if I'll be lucky enouph, maybe I'll manage to finish my DM map as well). If everything else will be done, I think you may release KA 1.0 without waiting for my return. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 03 Jul 2007 16:29:57

Firebrand

There's not much left before the release (at least for the code part), I haven't touched any maps for revamping or anything else I need to finish, but I'll get to it once things are a bit more calmed for me <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. I've had a chance to test CTF, really nice work crimson wizard <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, I'm very happy with the results, also you did a cool work with the new server options, most of them were necessary without a doubt, like the balancing of teams for DM <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, keep up the nice work man! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I'm finishing adding some new sprites for decorations and for the heresiarch player weapons, once that's done I'll add items to the CTF map we have and revamp the maps for Kill the Heresiarch.
Wed, 04 Jul 2007 11:05:55

Crimson Wizard

Added 'Remove Bot' option to in-game menu. Currently it does not allow to select bot you are going to remove and removes first bot found in the players list.
Wed, 04 Jul 2007 13:48:48

RambOrc

BTW something that might be cool, dunno how much work it would mean: when you have a bot or player in your sights, currently it displays the name. It'd be cool if in a second row it'd also display the level.
Wed, 04 Jul 2007 14:01:19

Crimson Wizard

Hmm... maybe make it display his health as well then? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Seriously, that is not difficult to make.
Wed, 04 Jul 2007 16:03:31

The 4th Class

[quote="RambOrc":1p49esj4]BTW something that might be cool, dunno how much work it would mean: when you have a bot or player in your sights, currently it displays the name. It'd be cool if in a second row it'd also display the level. This is a good idea, but I say this should be an option the user can choose to use or not.
Wed, 04 Jul 2007 17:01:50

Crimson Wizard

There's already an option to toggle that target info on/off. It's in Video options. Do you mean it should change through "short info", "full info" etc? EDIT: now it toggles through: 1) off 2) name only 3) name and level 4) name, level and health (in %). Last thing looks very useful <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 05 Jul 2007 15:36:29

Crimson Wizard

Ha ha ha. Why this always happens? As a reason of some super-extreme-emergency task my vacation will be delayed for approximately 1 week. Minus is I'll have to stay in the overheated summer megapolis for some more time... Plus is that I now have more time to upload KA stuff, lol. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Thu, 05 Jul 2007 17:00:31

Firebrand

I've got a bug report for you Janis, I've been playing around and I'm getting this errors every time a death message is displayed:
- (engine.Thinker.bprint)
- TMemZone::Free
- Z_Free
- VStr::Resize
- PF_FormatString
- RunFunction
- (engine.Thinker.bprint 0)
- RunFunction
- (svprogs.Player.DisplayDeathMessage 496)
- RunFunction
- (svprogs.Actor.PlayerKilled 14)
- RunFunction
- (linespec.EntityEx.Died 347)
- RunFunction
- (svprogs.Actor.Died 3)
- RunFunction
- (linespec.EntityEx.Damage 805)
- RunFunction
- (linespec.EntityEx.TeleportMove 107)
- RunFunction
- (svprogs.Player.SpawnPlayer 1046)
- RunFunction
- (svprogs.Player.DeathMatchSpawnPlayer 42)
- RunFunction
- (svprogs.Player.SpawnClient 97)
- VObject::ExecuteFunction
- (svprogs.Player.SpawnClient)
- COMMAND Spawn
- VCommand::ExecuteString
- SV_ConnectBot
- VCommand::ExecuteString
- VCmdBuf::Exec
- Host_Frame
Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown


ERROR: Invalid memory block
Z_Free after Z_Shutdown
@Crimson Wizard: Ha ha! You won't have vacations <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> now get back to KA coding! <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> (j/k)
Sat, 07 Jul 2007 10:42:02

Crimson Wizard

Haha, I must say, a good game we got there. <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: --> Although it crashes sometimes (usually it seems to be connected with objects linking to world), it has really cool gameplay, and! which surprised me, I finally feel some good opposition from bots <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 07 Jul 2007 10:50:07

RambOrc

Once Domination is built into the game, I might actually play it for fun, not just for testing. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 07 Jul 2007 10:55:11

Crimson Wizard

Do you mean UT-style domination where you have to capture "important positions" and hold them for time to gain scores? I think it is VERY easy to make it, but what we need are maps, that fit for this game mode. I believe you can do mapping RambOrc, why don't you give a try? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sat, 07 Jul 2007 12:18:54

RambOrc

Look it up in the concept document so there are no misunderstandings - I mean the original UT Domination, not the shit they did in UT 2003 and 2004. In the original UT Domination, you just walk over the symbols and then they turn your team color and will stay that way until someone from the opposing team runs over it. This original version makes for a much faster and carefree gameplay, it's basically team DM with an added strategy perk that enhances instead of complicates the game.
Sat, 07 Jul 2007 12:29:56

Crimson Wizard

LOL, I meant the same thing, maybe I explained it wrongly. I've never seen UT2003 or 2004.
Sat, 07 Jul 2007 19:00:10

Firebrand

In UT2003 and 2004, you needed to keep track of certain spots and "energize" them with some weapons IIRC, then the opposing team should destroy the spots and you gained points for the more time you kept them like yours. As for having a great game, KA has been a cool concept since the beginning of the development IMO, but I never thought it would become what it is now <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> , much of the nice touch comes from the new network code Vavoom has, the next things are the small details for each gameplay mode. I'll be uploading a new internal test version, with complete sounds for team DM and the new decorations working. I did some sprites for the Heresiarch weapons, but they look awful in game <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->, they don't fit to what I really want, so I'll need to redraw something more clever <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll make a unholy sign that just looks awesome <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> .
Sun, 08 Jul 2007 15:13:15

Firebrand

OK people, there's a new internal beta in KDev, enjoy! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 09 Jul 2007 10:24:52

Crimson Wizard

Er, Firebrand, why did you put there "X team lost the lead" sounds? I think they are excessive there. Do you really think it would be nice to listen all the time - - Red team leads! Blue team lost the lead. - Blue team leads! Read team lost the lead. ... etc? If one team gets the lead, it is logical that all other loose it.
Mon, 09 Jul 2007 12:10:04

RambOrc

LOL I just realized the whole system you created is pointless - since there are only two teams and the player is always on one of them, the team messages should lead "you lead" or "you lost the lead", nothing with the colors is needed.
Mon, 09 Jul 2007 13:42:41

Crimson Wizard

Huh?.. I thought about this already, and decided that indivudual team announcement sounds better.
Mon, 09 Jul 2007 13:51:30

The 4th Class

[quote="RambOrc":15ziidnq]LOL I just realized the whole system you created is pointless - since there are only two teams and the player is always on one of them, the team messages should lead "you lead" or "you lost the lead", nothing with the colors is needed. Have a heart man, he created the system before we scaled down to two teams. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Though on reflection either system could work. Personally I prefer CW's, IMO it's a bit more formal and official. Like a real sports commentator.
Mon, 09 Jul 2007 14:18:22

Crimson Wizard

[quote="The 4th Class":34lp1ms4]Have a heart man, Yes, Rambo, have a heart <!-- 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: -->
Mon, 09 Jul 2007 15:21:46

Firebrand

[quote="Crimson Wizard":3b91efqo][quote="The 4th Class":3b91efqo]Have a heart man, Yes, Rambo, have a heart <!-- 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: --> Don't whine! LOL <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> As for why I put the team sounds there, it's because I thought 4th Class made a nice recording there and it wouldn't be nice not to use those sounds, but if you want we can remove them, I don't have a problem with it myself <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I just thought on using them, nothing else. So, what do you ppl think of KA now? I think it feels very complete and the look of the game (even with some things not complete) is very professional IMO, it could compete with any other multiplayer MOD out there <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, which is cool!
Mon, 09 Jul 2007 15:24:36

The 4th Class

[quote="Firebrand":2jnxd9j8]As for why I put the team sounds there, it's because I thought 4th Class made a nice recording there and it wouldn't be nice not to use those sounds, but if you want we can remove them, I don't have a problem with it myself <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I just thought on using them, nothing else. Hmm, maybe if it's not too much trouble, I propose a variety of different commentator styles, each of which the user can choose in the main menu. The main ones would be: 1: Which FB has installed right now: "Blue leads! Red lost the lead" 2: A simple "Blue leads!" 3: Ramborc's more intimate "You lead!" for the winning team, while the losing team hears "You lost the lead!" [quote="Firebrand":2jnxd9j8]So, what do you ppl think of KA now? I think it feels very complete and the look of the game (even with some things not complete) is very professional IMO, it could compete with any other multiplayer MOD out there <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, which is cool! I am going to download it, but I have a job interview in a few hours so I don't want to get addicted. But I will provide feedback after I play it hardcore for a few days. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 09 Jul 2007 15:46:18

Crimson Wizard

Yeah, that idea about different variants suits me. BTW, maybe put there more of such uncommon announcements, like "C'mon, you can make it", "Loosers!", "I wish Korax saw this", "Another dull game here" etc <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 13 Jul 2007 10:48:01

Crimson Wizard

Ok, I am finally leaving for couple of weeks, as I mentioned. Only things I'll do before this - I'll upload new versions of launcher and quickstart executable; I found a small bug there. And yes, I must warn they only work under Win. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Launcher can be remade using cross-platform library rather easy, but I have no time for this now, as for quickstart exe, I have no idea what to do with it yet to make it cross-platfrom (currently it is written using WinAPI).
Fri, 13 Jul 2007 11:10:04

RambOrc

KA is win32 only so I don't see the problem.
Fri, 13 Jul 2007 11:55:10

Crimson Wizard

Oh. I haven't thought about this. Nevermind then.
Fri, 13 Jul 2007 12:05:37

RambOrc

Once KA 1.0 final is out, we could look into how much work it'd be to port it to Linux, but first priority is getting the win32 version out.
Fri, 13 Jul 2007 12:10:32

Firebrand

I won't be uploading the new internal test today neither, there are some serious bugs caused by something recently changed in the engine, I'm getting all sorts of crashes with tracer missiles and bots checking for paths, and the worst things is that nothing has changed in the code, I'll try to track this down and upload the new beta ASAP. I've started some revamping on maps too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, this should be my main focus once the new beta is up.
Fri, 13 Jul 2007 12:25:17

RambOrc

No prob, I'll start reworking the manual in the near future and will post it for feedback once so far. It doesn't matter whether a week or two more passes before release, important is that it's well tested.
Tue, 17 Jul 2007 15:19:15

Firebrand

I've got some good news, I found why the crashes were happening and I'm able to fix it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll be uploading a new internal test version ASAP. Also, I've been revamping some maps, nothing too radical yet <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, but I'm doing small progress on it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 19 Jul 2007 17:06:12

Firebrand

Ok, there's a new internal beta uploaded now, check it out!
Sun, 22 Jul 2007 13:19:14

RambOrc

I noticed that KA has the whole Vavoom folder structure with all those files, are they all really necessary or could they be left out?
Sun, 22 Jul 2007 14:53:38

Firebrand

The hexen progs aren't needed, since the main KA PK3 has most resources, but I think the doom and heretic progs are needed, since we are using their IWADS too, (maybe the Strife ones can be removed), I'm not sure what would happen if they are removed, I'll make a test folder and check it out.
Sun, 22 Jul 2007 15:08:36

RambOrc

If you mean the data from the iwads, none is used from any original iwads, the game only checks for their existence for legal purposes. Also, I tried to run the latest beta, the menus are fine but when I choose multiplayer/new game, the program crashes with an error message that begins with "Assertion failed: Start + Len". The debug.txt doesn't display anything about this, indeed seems to contain info from previous sessions (do I need to set debug mode in the launcher for debug.txt to be written?).
Sun, 22 Jul 2007 19:10:17

Firebrand

Yes, you'll need to set it from the launcher. It's strange, I can run the game just fine, are you running it with the Hexen IWAD??
Sun, 22 Jul 2007 19:33:50

RambOrc

No, Heretic iwad. The previous version I playtested (June something) worked fine.
Sun, 22 Jul 2007 22:19:33

Firebrand

Could you print any debug stuff? I don't know what might be the problem, I've tested it myself and it works fine <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->.
Sat, 28 Jul 2007 11:06:33

Crimson Wizard

I am back, and already ruined one guy's post up there in KA beta thread <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> What's going on here? Where's 1.0 release?
Sat, 28 Jul 2007 23:14:32

Firebrand

It'll be ready once I finish revamping the maps, I've done some work on them, but it'll definitely take some more time, also, real life isn't helping much these days, but I work on it as much as possible, we'll get there soon <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 29 Jul 2007 07:14:03

Crimson Wizard

Is there any need of additional coding this time?
Sun, 29 Jul 2007 16:28:36

Firebrand

Well, there isn't need of new code for now, but the code could still have some bugs, if you want to build the latest revision on the repository and play test it, feel free to do so, if you have other IWAD files besides hexen, try them with KA too, we need to test everything we have before releasing it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 30 Jul 2007 06:53:57

Crimson Wizard

[quote="RambOrc":3e9xmbn6]Also, I tried to run the latest beta, the menus are fine but when I choose multiplayer/new game, the program crashes with an error message that begins with "Assertion failed: Start + Len". I have a thought it can be mine new map listing algorythm. Will check it soon. [quote="RambOrc":3e9xmbn6] do I need to set debug mode in the launcher for debug.txt to be written?. No, but you better do, since dev messages sometimes contain more details about what was happening just before the crash. (Though, in current case this may be excessive)
Mon, 30 Jul 2007 15:30:51

Firebrand

Maybe the game doesn't know how to handle eXmX type of maps? (but it shouldn't be an issue seeing how things work with KA map definitions <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> ).
Wed, 01 Aug 2007 19:34:11

Crimson Wizard

Yeah, I reproduced this bug, stack trace shows exactly level list initialization.
Mon, 06 Aug 2007 04:40:39

Crimson Wizard

Fixed this. Reason was rather stupid, actually.
Mon, 06 Aug 2007 08:35:24

RambOrc

Cool, let me know when there is a new binary I can try.
Mon, 06 Aug 2007 21:22:31

Firebrand

I've uploaded a patch for the last KA beta, I'm sorry, but I don't have much time, exams week is starting this Wednesday, so the release will have to be delayed after that, I've got like 2 or 3 maps done for now, but I can't include them on the patch release, wait for them after my exams week <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Tue, 07 Aug 2007 07:37:00

Crimson Wizard

I have updated that patch by adding karena.exe which is a quick-start executable (you may use it if you do not want to run launcher each time and has no need to change settings) and also common pak just in case.
Sat, 11 Aug 2007 09:24:09

RambOrc

I've downloaded the August 6 patch and copied the files into the July 18 installation, now KA won't start at all.
Sat, 11 Aug 2007 19:04:19

Firebrand

A new internal test is up, it should work fine now <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 12 Aug 2007 10:23:14

RambOrc

Yep, I could now play deathmatch normally. This is what happens though when I try to start a football game:
 
Dev: MainGameInfo::InitNewGame : GO

Dev: MainGameInfo::InitNewGame : GameType = 7

Dev: Spawn Football

Dev: Spawning server fb_01

Init: adding maps/fb_01.wad

Dev: MainGameInfo::InitLevel : GO

Dev: CreateLevelInfo : BodyQueSize = 32

Dev: CreateLevelInfo : CorpseQueSize = 64

Dev: Server spawned

Dev: CL_EstablishConnection: connected to local

Dev: Client LOCAL connected

Log: ---------------------------------------

Log: THE STADIUM

Log: 

Init: adding maps/fb_01.wad

Log: VTextureManager::AddPatch: Pic kills not found

Dev: Client level loaded

Dev: 734 subdivides

Dev: 854 seg subdivides

Dev: 68k light mem

Log: Can't find song footcan

Dev: set colour = 3

- (linespec.Weapon.A_Raise)

- RunFunction

- (linespec.Weapon.A_Raise 38)

- VObject::ExecuteFunction

- (linespec.Weapon.A_Raise)

- VBasePlayer::SetViewState

- RunFunction

- (engine.BasePlayer.SetViewState 0)

- RunFunction

- (svprogs.Player.BringUpWeapon 33)

- RunFunction

- (svprogs.Player.SetupPsprites 22)

- RunFunction

- (svprogs.Player.SpawnPlayer 717)

- RunFunction

- (svprogs.Player.DeathMatchSpawnPlayer 42)

- RunFunction

- (svprogs.Player.SpawnClient 88)

- RunFunction

- (svprogs.Player.SetPlayerColour 323)

- RunFunction

- (svprogs.Player.UserinfoChanged 22)

- VObject::ExecuteFunction

- (svprogs.Player.UserinfoChanged)

- SV_ReadFromUserInfo

- COMMAND SetInfo

- VCommand::ExecuteString

- VControlChannel::ParsePacket

- VChannel::ReceivedRawMessage

- VNetConnection::ReceivedPacket

- VNetConnection::GetMessages

- SV_RunClients

- SV_Ticker

- ServerFrame

- Host_Frame

Log: Doing C_Shutdown

Log: Doing CL_Shutdown

Dev: Sending clc_disconnect

- RunFunction

- (svprogs.Player.DisconnectClient 121)

- VObject::ExecuteFunction

- (svprogs.Player.DisconnectClient)

- SV_DropClient

- SV_ShutdownServer

- CL_Disconnect

- CL_Shutdown

Log: CL_Shutdown failed

Log: Doing SV_Shutdown

Log: Doing delete GNet

Log: Doing delete GInput

Log: Doing V_Shutdown

Log: Doing delete GAudio

Log: Doing T_Shutdown

Log: Doing Sys_Shutdown

Log: Doing delete GSoundManager

Log: Doing R_ShutdownTexture

Log: Doing VCommand::Shutdown

Log: Doing VCvar::Shutdown

Log: Doing ShutdownMapInfo

Log: Doing FL_Shutdown

Log: Doing W_Shutdown

Log: Doing GLanguage.FreeData

Log: Doing VObject::StaticExit

- VRenderLevel::FreeSurfaces

- VRenderLevel::~VRenderLevel

- VLevel::Destroy

Log: VObject::StaticExit failed

Log: Doing VName::StaticExit

Uninitialised: Doing Z_Shutdown





ERROR: Reference not set to an instance of an object

Sun, 12 Aug 2007 12:18:09

Crimson Wizard

This bug in Weapon.A_Raise happened to me once too (in CTF), however next time I run it all worked fine.
Sun, 12 Aug 2007 12:23:38

RambOrc

Happened twice in a row so I assumed it always does.
Sun, 12 Aug 2007 12:27:38

Crimson Wizard

Ok, I'll check it.
Sun, 12 Aug 2007 14:34:24

Firebrand

That error has been on the KA code since some time (it also affects the original Hexen on certain situations), even when Janis rewrote most of the weapon's system and I checked that part of code, I can't find anything that could look like a problem <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> .
Sat, 18 Aug 2007 00:47:13

Crimson Wizard

I think I fixed that, at least the bug that certainly was in KA. Either I missed something, or that was because weapons/inventory code changed in some way; anyway that was because player wasn't respawned properly after team selection. EDIT: After I updated progs to the last version, there appeared 2 more sorts of crashes <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> First is when Football or CTF is initialized. Second, when Castle Sweep is run.
Sat, 18 Aug 2007 16:24:16

Firebrand

Hmm, sounds strange, I'll take a look to it ASAP and see if I can find the problem.
Sun, 19 Aug 2007 03:10:54

Firebrand

It seems I found the problem of the crash with Castle Sweep, but there's some other problem there, the game just hangs for me, I've committed the change, could you please test this yourself? Maybe you can get a crash log here...
Sun, 19 Aug 2007 19:28:44

Crimson Wizard

Ok, I'll do; anyway, there possibly could be wrong typecasts in progs, like Janis fixed juts now (the one that caused crush in CTF and Football), that's because extra classes were added to hierarchy recently. E.g. casting EntityEx object to Actor.
Mon, 20 Aug 2007 00:31:40

Firebrand

It's a bit difficult to keep track of all the changes, so it's normal that some of these things skip to us all <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, it's just a matter of testing the game as completely as possible to track this type of bugs down <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Tue, 21 Aug 2007 23:49:26

Crimson Wizard

[quote="Firebrand":2464xhio]It seems I found the problem of the crash with Castle Sweep, Actually changes you made to Actor::IsTeammate do not have sense, since both variants (old and new) they do the same. The problem was that one of the condition checked player teams for two objects, while checking only one for being a player (another could be not, and there happened a crash). Currently all seems to be fixed. However, what really worries me is a strange increase of power of Fighter's weapons. Have anyone noticed that? 1st level Fighter now kills any player by Axe with 1 hit! How could that be? Also, important. If one uses non-Hexen wad, there would be several sprites missing. Fire gargoyle sprites are missing for sure (along with common usage one of them is also used for soccer ball).
Wed, 22 Aug 2007 16:46:05

Firebrand

Yes, I've noticed this, I'll need to recheck the game using other games WAD files and rebuild the sprites (and maybe graphics and sounds) packs, there's a big chance that something else is missing, that's why I asked you to test the game with other game wad files <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, that and to find bugs like the one we had with the heretic files.
Mon, 27 Aug 2007 09:25:15

Crimson Wizard

So, what is going here anyway? May be I may help with something? I thought we were ready for realease already...
Mon, 27 Aug 2007 14:45:20

Firebrand

Codewise there's not much to add, I'm revamping the maps a bit, addding path nodes and finishing some old maps I have in my HD that I haven't touched in almost a year, I've been working on and off on it, since real life gets my free time, hopefully I can manage to get it done during the remaining vacations I've got before school starts again <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I'll get my slow ass on it, I promise I'll show you what I've got this weekend no matter what <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, if you want to give me a hand with it, just tell me which maps you are going to revamp and I'll skip those, OK? Starting today I'm officially unemployed again, heh! <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> and I'll have more free time to work on this, it doesn't makes me entirely happy, since I'll need some cash sooner or later, but right now I can take things a bit more slowly, I guess...
Mon, 27 Aug 2007 15:18:49

Crimson Wizard

What is included in this "revamping" procedure?
Mon, 27 Aug 2007 22:20:28

Firebrand

Well, there are some things added since the maps were made, we need to add the new powerup types (PI Damage, Shadowspheres, the minotaur dolls, speed boots, etc.) to the new maps, also most of the maps don't even have path nodes, so it makes bots don't work as they could, if you want to add any architectural details here and there, you are free to do it too, but I don't think this is entirely needed at all <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 07 Sep 2007 14:19:01

Firebrand

Today I'll dedicate myself to make a final test of everything we've got until now and to finish placing stuff on the maps, I've found a couple of errors in my path nodes placing (under 3d floors, heh!), so I'll check every map again and if everything works as expected I'll upload a new internal test (this time for sure) . <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 07 Sep 2007 14:31:30

Crimson Wizard

I noticed that CTF flags are all the same colour. This is defined in code, I suppose?
Fri, 07 Sep 2007 16:12:43

Firebrand

Yes, the team colors will be defined in code, I haven't fully tested this out neither, but I'll commit this ASAP, also, this will be tested with the internal build I'll upload <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 19 Sep 2007 08:33:14

Crimson Wizard

Added dynamic lights to items. Looks cool, especially greeny fletchettes <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 19 Sep 2007 11:35:13

RambOrc

screenshots pls
Wed, 19 Sep 2007 12:00:25

Crimson Wizard

Err.. why?
Wed, 19 Sep 2007 12:26:22

RambOrc

why not? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 19 Sep 2007 15:59:25

Firebrand

Maybe so I can post them on the MODDB profile? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 20 Sep 2007 09:01:51

Crimson Wizard

Here you go. That's what I call 'glittering trinkets', heh <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> [img:2qq9155m]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/glittering_trinkets.jpg[/img:2qq9155m] Here are also 3 shots I made in KTH mode: [img:2qq9155m]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/heresiarch_attk1.jpg[/img:2qq9155m] [img:2qq9155m]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/heresiarch_lastvictim.jpg[/img:2qq9155m] [img:2qq9155m]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/heresiarch_transformation.jpg[/img:2qq9155m]
Thu, 20 Sep 2007 11:40:53

RambOrc

These KA shots look good, could be put in the news.
Thu, 20 Sep 2007 15:14:52

Firebrand

Yeah, I was thinking on adding them as an update on the development <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.

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