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Reminising...

Thu, 23 Aug 2001 03:35:00

The1devoidofname

Love the work you prgrammers are doing, but this hexen mod you are making is turning into The elder scrolls chapter 2: Daggerfall, which is still an awesome game, with numerous spells, probably still the biggest world map to date in a game, the ac systems that the people in the rpg thoughts part of the forum, are thinking up. Also, that Daggerfall was random everytime it was played. Numerous types of monsters and human type villlans. These ideas are great So while you wait for the up and coming rpg mod for Hexen, i suggest you try and find this great fist person RPG. Maby someone could point me to a web site that plans on upgrading daggerfall with the j(insert old doom engine game here(not that that is a bad thing) capabilities, because I would like to see this great game upgraded with the likes of other of the best old FPS (though this is an FPRPG). If you remember or like the game, or to point me in the right direction please respond. I am sorry to reminis an old non-raven game in this forum, but i couldn't help nit after reading the comments to the new mod. Now after saying my piece, if you need me i'll be playing as my own class in the expansive world of the Tamriel. [img]images/smiles/icon_cool.gif[/img] [ August 22, 2001: Message edited by: The1devoidofname ]
Thu, 23 Aug 2001 04:48:00

RambOrc

Hey I hope you ain't gonna flame me but Daggerfall was one of those fantasy games I didn't like. The big BIG world did sound very cool in the beginning but with the engine they used it just didn't cut it. Imagine traveling from New York to Washington by foot with a visibility limit of 20 meters or so. Would you EVER find you way to there, especially if your only map has a scale of 1:500'000 and no important landmarks are on it? That's what trying to get somewhere in Daggerfall is unless you use the fast travel option --- in which case why the hell is the whole big traversable there? I'll never forget when I was trying to reach a city once on a horse without using fast travel... I navigated near it using the very rough overview map, and I even succeeded to get through the city's borders because the message "you reached city soandso" was displayed. I kept on riding and suddenly I got the message "you left city soandso" --- becuz when entering the city borders, you still don't see any of the houses, given the very limited eyesight. Also, the game (the engine) was infinitely buggy, I just saw bug after bug. And the game was too complicated as well. After having played some action-RPGs like Stonekeep, I should've been able to get into any new such game w/o probs. Well I never got the grip on Daggerfall and after some time I gave up and sold the game to someone at a trade show. Indeed, Daggerfall is one of the games we will use as an anti-example for Korax' Heritage, listing its faults and failures on a long red list so as to not to repeat those mistakes. That's one of the reasons why I opted for one single city BTW. As for getting a D3D/OpenGL port for Daggerfall like you can for Hexen etc., better give up the idea. Daggerfall is using the Build engine (like Duke Nukem 3D, Witchaven, Witchaven II, Tek War, Shadow Warrior etc.) written by a 14-years-old boy. The idea behind using this engine IMHO was not the technical superiority but the greed of some companies, they literally saved millions by not licensing a reliable id engine but rather getting this tolded-folded half-working engine from a teenager for virtually free. As a result, this engine has neither support nor too extensive mod capabilities (at least most games based upon it don't have), and the source code has never been given out. Oh my, what a rant... I think I definitely should be flamed [img]images/smiles/icon_smile.gif[/img]
Thu, 23 Aug 2001 17:25:00

Tzar Sectus

Wrongo, RambOrc. Daggerfall uses Bethesda's X-NGINE (as used in Terminator: Future Shock among others), I don't think the Build engine would be suitable for a massive RPG like Daggerfall. And anyway, why do you say that the Build engine is so bad? Yeah, Ken Silverman was young when he made it, John Carmack was also young when he made the Doom engine, and as I've seen the Build engine is incredibly stable. No graphical errors like other engines, it goes smooth, and it supports a gigantic amount of special effects (some of the major ones are of course sprite resizing and slopes). Hell, I wish I was working on the Build engine if Hexen originally used it, it would make many things so much easier. I wish I could defend Daggerfall as well here, but all I've played of it is the demo, I'm trying to get the full game, to me it sounds like a really cool game. I've always liked the super ambitious RPG. I do agree with RambOrc on one point though, we're not going to take elements from Daggerfall into Korax's Heritage, they're just two completely different type of games. -Remi [ August 23, 2001: Message edited by: Tzar Sectus ]
Fri, 24 Aug 2001 00:40:00

The1devoidofname

Tzar is correct, the X-engine was used to create daggerfall, and if it was the build engine, do u think that that all the dungeons explored by the player, and towns, which are always random(except the 2 or 3 main cities, and the fist dungeon), would take a little more than a couple of kbs, to save to the hard drive(definatly considering the size of a normal shadow warrior or Duke Nukem 3D level maps (i don't know about you but i can't wait for Duke Nukem Forever comes out, whenerver that is, how long has it been 4 or 5 years). Oh, I also have tried traversing the wilderness to get my destination (for the hell of it, one time i tried to travel to an island off shore, throught the use of the levitation spell and swimming with the latest patch cheats (just the one that sped up the rate of walking to 12 times normal [img]images/smiles/icon_biggrin.gif[/img] and that took a while). Also, about selling it, you should have waited for the patch, my version from when i bought it, is still bug free. So you may want to take a second look and see if there is an X-ENGINE upgrade. [img]images/smiles/icon_cool.gif[/img] [ August 23, 2001: Message edited by: The1devoidofname ]
Fri, 24 Aug 2001 02:52:00

RambOrc

Yep, I'm wrong, I mixed up all those games I didn't like... [img]images/smiles/icon_biggrin.gif[/img] Well Remi I'm not sure which Build engine games you played but I played for the longest time of all those games Witchaven which had some great artwork and some good maps and what made it in the end a mediocre-to-bad game was the shitty engine. Every time I pressed a key there was a ~50% chance the game won't react. Compare it to the DOOM and Dark Forces engines where this chance was maybe 1% or even less (mostly by running and jumping at the same time). Also, Duke Nukem was unplayable choppy on a 486-66 though it claimed it's running on a 486-25 or so. Hexen listed a 486-33 as minimum and was a lot more fluent on that 486-66. Also, in Hexen it was sometimes choppy but aside of that, it was playable. OTOH with Duke Nukem, one day I observed exactly what happens when you haven't got a fast enough CPU: keystrokes will be ignored so that there's more power for the rest. It actually meant that with Hexen honed reflexes, I saw an enemy, fired a shot at it, then sidestepped. In Hexen, it worked even when the game was choppy. In Duke Nukem, first the alien got all the CPU power, it shooted at me, hit me, then moved away... now, the engine took care of my previous keystrokes, registered me pressing the CTRL key (ages ago), thus fired a shot - but the alien moved away long ago -, then sidestepped me when it didn't make any sense any more as I've been already shot though I shouldn't have been. Scary is that on such a nonworking shitty engine commercial million-dollar game projects have been based. Just to shave off maybe a quarter of the total development costs, several companies opted for this sorry excuse of an engine and in the end delivered for the same price as other companies a useless shitty game. For all I care, you can screw bloody footsteps, cool sidecomments and pissing into a WC while looking into a mirror, it all doesn't make up for the missing base gameplay. I think there is a reason that I never finished Duke Nukem, not even on the easiest skill, whereas I played all DOOM engine based games on hard skill (DOOM and DOOM II only on skill 4, as nightmare mode is unplayable, but I once finished Strife on nightmare skill and did it dozens of times with Heretic and Hexen). OK, I'm going to stop now, K? It was just unfortunate that a topic has been tapped where I'm somewhat fanatic. I hate Build engine for all it's worth... [img]images/smiles/icon_wink.gif[/img] OTOH I'm no id fanatic neither. All 3 Quake engines lack a lot. There is one thing though I have to say all DOOM and Quake engine: they all provide a good-working, solid and reliable basic gameplay. If you press a key, your player character will do what you intended to. If it would be only about wishes, I'd build an RPG with the Unreal II engine, it's going to be superior to both the DOOM 3 engine and also to at least the next engine beyond Carmack is going to write, maybe even several ones beyond it, just as the nowadays somewhat dated Unreal engine is in some ways still superior to the newest Q3 Team Arena engine. OK, OK, I'm stopping now... [img]images/smiles/icon_smile.gif[/img] As for Daggerfall's engine, the most extreme visual bug I experienced in the first town was the doors... most of the time, they just made something strange, like disappearing, not opening/closing the way they were supposed, half embedding themselves into a wall, etc. etc. As for Duke Nukem Forever, at least that one's going to use a decent engine... it was a good thing they dropped the Q2 engine and changed to the Unreal engine... I guess they've been migrating to the Unreal Tournament engine long ago and now that Unreal II is looming on the horizon and DNF still not being released, I suspect now they'll add another year or so and release it on the Unreal II engine... you just better hope it won't be Daikatana II, that one took 4 years and was worse than some games made in 8-10 months. [img]images/smiles/icon_wink.gif[/img] As for having sold my Daggerfall, I didn't regret it, I had 2 other basic probs with it as well: 1) fighting could be done only with the mouse as you actually pulled the mouse the way you wanted your slashes to go and that system was just too alien for me and 2) it was just too damned big and difficult. I got lost within a very short time and didn't know where I was, what I have to accomplish, whom I've already talked to, what I've heard from which NPC, etc. etc. Indeed, Daggerfall was one of the inspirators for Korax' Heritage, in a certain sense. It was one of those overcomplicated RPGs I could never learn to play... and such RPGs made me yearn for a game that has all the fantasy stuff, immersing story, rich world, NPC interaction, lots of items to find/buy/sell/steal, etc. but is as easy to learn to play as a 3D shooter. In Korax, you'll have maybe 3 keys more to learn than there were in Hexen. It'll be the program's task to figure out what you mean when you press the USE key, whether you want to buy something, sell something, sit down to a table, talk to an NPC, etc... it'll always be the same key to press, you won't have to learn 20 new control keys like in some RPGs you have to. In Korax' Heritage, if you use mouselook, then besides the 4 cursor keys you'll have only SHIFT for running, CTRL for using a weapon/spell, SPACE for using objects/interacting with the world/NPCs, ENTER to activate something from your inventory, TAB to bring up the journal, and ESC to bring up the main menu. At least for me, it's one of the reasons I still play DOOM now and then, you don't have to think about dozens of keys, you just run around, look around, and shoot everything in sight (I generally don't play those DOOM levels that have complicated puzzles, LOL). Well, what I blubber here is certainly reminiscing but whether it makes ANY sense is another Q... I guess I should stop making such a bad PR to Korax' Heritage (ie. that such an idiot is having a leading position in the project) [img]images/smiles/icon_biggrin.gif[/img]
Fri, 24 Aug 2001 05:23:00

The1devoidofname

[img]images/smiles/icon_rolleyes.gif[/img] they already made a unreal based rpg, Deus Ex(still have it, a very good game). Because you dislike Daggerfall dosen't make it a bad game to the many other people who like the way it works (including myself), many do and i suggest anyone else download a demo and try it out. Also, big is one of the selling points of the game, big changing gmae world countrys fighting other countrys(befor you go into another overly long paragraph, i know there were no major wars(well that you the player could fight in). And since you are one of the leading people in the projet you can't be to much of an idiot. J/k, you and your team is doing a great job. As for the build engie games, you must have been playing them on quite a low level system, for such bad performance, my system did pretty well with those games (call me strage, but in blood I still find it fun to sohoot cutists with the flare gun and watch them run in flames, screaming "ah, ah, oh my god it burns", or something like that). I also hate those levels where you have to pass 8 different doors each needing a different key card, that is one of the most annoying things in hexen. i have thought of helping (trying anyway) making some of the models for the Jhexen, and the korax mod but my modeler dosen't have Md2 capabilities, if someone would point me to one that does i would like to try to help. [img]images/smiles/icon_cool.gif[/img]
Fri, 24 Aug 2001 09:25:00

Ichor

Try this one: <!-- m --><a class="postlink" href="ftp://ftp.cdrom.com/pub/quake2/utils/graphics_edit/model_tools/q2mdler.zip">ftp://ftp.cdrom.com/pub/quake2/utils/gr ... 2mdler.zip</a><!-- m -->
Fri, 24 Aug 2001 22:37:00

Tzar Sectus

Okay, here goes... Build engine games? I've played just about everyone there is, Shadow Warrior, Blood, DN3D, Witchhaven, TekWar. (Yeah, I've even played the horrendous awful 'Nam and WW2GI). Witchhaven was the only which went horrible, I don't know how they manage to do it but they completely wrecked the build engine. Whichever programmers who worked on Witchhaven should be shot. Besides Withchaven the build engine has always worked perfectly for me. Unreal 2 engine? Yuerch... I've always hated the Unreal engines, my past experiences with them only makes me remember millions of bugs, insanely slow compared to other engines, and the horrendous 3Dfx main support *shudders* Nah, when it comes to a pure stable advanced graphics engine Carmack has always been the king. Long live OpenGL! Unreal engine superior to the Q3A engine?? Please elaborate before I beat you down with a stick. Okay, I've gotten the chance to play Daggerfall so I'll throw in my two cents about it. At first the game really amazed me, the extreme size and depth of it all was just fantastic. Though there were some immediate flaws, the odd ugly mix of 3D pre-rendered sprites and drawn sprites, the choppy controls, the horrible inventory interface, the stupid annoying automap (which was for no use), and other misc stuff. After a little while that massiveness tend to die out, sure you got hundreds of taverns, but they all use the same 3 or so generic tavern map, sure there's millions of quests to get, but almost of all them are the same. It was also cool that one can go into each building and there would be a 3d map you could walk in, but they did so little out of it, all the houses used the same boring generic maps, and there was insanely little to do in them anyway. I feel the game could have been so much better if they sat down and finished some aspects, made it more varied, and completely rewrote some parts (for instance the combat engine... which was just a bore). The prequel was a lot better in many ways even though it used a Wolf3D-ala engine (but on the other side that game had *true* random dungeons, buildings, etc...). <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
In Korax' Heritage, if you use mouselook, then besides the 4 cursor keys you'll have only SHIFT for running, CTRL for using a weapon/spell, SPACE for using objects/interacting with the world/NPCs, ENTER to activate something from your inventory, TAB to bring up the journal, and ESC to bring up the main menu.
Even though I agree that a simple interface should be implemented with as little buttons as possible I swear I'll kill you if I'll be unable to add more buttons than that, and I mean that in the nicest way [img]images/smiles/icon_smile.gif[/img] We'll probably need buttons for accessing the inventory, selecting spells, and etc... And besides, aren't you forgetting that for the Korax mod we've already added 8 new buttons? [img]images/smiles/icon_rolleyes.gif[/img] -Remi [ August 24, 2001: Message edited by: Tzar Sectus ]
Sat, 25 Aug 2001 03:21:00

RambOrc

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR>Originally posted by The1devoidofname: <STRONG>they already made a unreal based rpg, Deus Ex(still have it, a very good game).</STRONG><HR></BLOCKQUOTE> Yep, I've heard about it and I guess it's cool, the reason I never tried is becuz I didn't like the world settings (you can count on one hand all the non-fantasy games I played in the last couple of years and liked). The only non-fantasy RPG (well, half-RPG, action-RPG or call what it want to) I ever played through is Strife. Oh yes, Strife, if you haven't played it go check out becuz it's been the greatest inspirator for Korax' Heritage. [img]images/smiles/icon_biggrin.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Because you dislike Daggerfall dosen't make it a bad game to the many other people who like the way it works (including myself), many do and i suggest anyone else download a demo and try it out. Also, big is one of the selling points of the game, big changing gmae world countrys fighting other countrys(befor you go into another overly long paragraph, i know there were no major wars(well that you the player could fight in).
I don't want to shout it out loud becuz it's not yet really set in stone and might never come alive, but I do have plans for a multiplayer-oriented RPG with the Korax engine. It'd concentrate on multiplayer gameplay (ie. to team up with other real gamers to form an adventuring party setting out on a quest) and on a vast world, a whole empire with dozens of towns and hundreds of small settlements. Before you start dancing, be aware that I estimate the chance of this project being realized 5-20%. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
And since you are one of the leading people in the projet you can't be to much of an idiot.
Well, one thing is certain, the other logical possibility would be rather insulting to the whole Korax team... :-)))) <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
i have thought of helping (trying anyway) making some of the models for the Jhexen, and the korax mod but my modeler dosen't have Md2 capabilities, if someone would point me to one that does i would like to try to help.
See the link Ichor provided for Quake Modeler. You could also try Milkshape 3D (ask Camper for the link). If you actually get as far as making models, and you're interested in working with us, just drop me a note.
Sat, 25 Aug 2001 03:39:00

RambOrc

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR>Originally posted by Tzar Sectus: <STRONG>I've always hated the Unreal engines, my past experiences with them only makes me remember millions of bugs, insanely slow compared to other engines, and the horrendous 3Dfx main support *shudders*</STRONG><HR></BLOCKQUOTE> Horrendous 3Dfx support? It was exactly the Voodoo the only card on which the original Unreal ran fine. When the game was new I heard from everyone how crashy and unstable and uncompatible the game is, whereas I never had a prob with it, no crash in the first couple of months... because I had a Voodoo card. My first crashes with Unreal ever occured when I tried it on a non-3Dfx card. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Unreal engine superior to the Q3A engine?? Please elaborate before I beat you down with a stick.
"Tonight Long Stick goes Boom" (Krokus, 1981) [img]images/smiles/icon_biggrin.gif[/img] Try to build the Sunspire level in Q3A and see how it'll work out... AFAIK you simply can't build anything of that kind with any of the Quake engines. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Okay, I've gotten the chance to play Daggerfall so I'll throw in my two cents about it. (snip) The prequel was a lot better in many ways even though it used a Wolf3D-ala engine (but on the other side that game had *true* random dungeons, buildings, etc...).
Wanna have a good Wolf-like dungeon game with random dungeons? Get hold of Dungeon Hacker from Interplay. If it'd have background music, I'd have played it a lot longer than I did this way. It's somewhat similar to the Eye of the Beholder series, but it has an automap I sorely missed in EOB. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Even though I agree that a simple interface should be implemented with as little buttons as possible I swear I'll kill you if I'll be unable to add more buttons than that, and I mean that in the nicest way [img]images/smiles/icon_smile.gif[/img]
Another such remark and I'll abuse my status as project leader and unleash Camper... as a first warning, I'll let him sit on you... it might not sound much unless you know he's somewhere around 125 kg... [img]images/smiles/icon_biggrin.gif[/img] ROFL <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
We'll probably need buttons for accessing the inventory,
I plan 2 inventories, a backpack you can't always access and might even have a drag-and-drop mouse interface if I can't find a simpler way, the other will be the pouches on your belt that'll work mostly as the original Hexen inventory, just that it'll be limited to a certain amount. No new keys needed here... [img]images/smiles/icon_wink.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
selecting spells,
One button to access the spellcasting menu, the rest with the cursor keys + SPACE and/or ENTER, alternatively with the mouse <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
and etc...
it gets better all the time. Now we should configure extra keys for etc just to make the controls more complicated... [img]images/smiles/icon_razz.gif[/img] (j/k) <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
And besides, aren't you forgetting that for the Korax mod we've already added 8 new buttons?
The spell handling in Korax Mod is just a temporary solution because for so few spells it didn't make sense to finish the big spell system that'll be done for Korax' Heritage. If you comb through the source code of Korax Mod, you'll find a lot of stuff that's temporarily disabled but is already built in, like the calendar/day-night changing, the journal, and the spell system which is currently navigated the same way as the journal (with the cursor keys). And before you suggest binding spells to different keys, the mage in Korax' Heritage might easily have 50+ spells... [img]images/smiles/icon_smile.gif[/img]
Mon, 27 Aug 2001 04:18:00

The1devoidofname

i have the latest milkshape program but it dosen't support md2 files. I have tried the program that you gave me the link for, 1 probem, the skins portiopn displays the completely wrong colors when i use the skin editor, besides that, it is ok.
Thu, 24 Jan 2002 15:32:00

Col.J.P.

Good Evening Gentlemen: In this line of posts,I only have three suggestions:1-Deus Ex (you really should try it Ramborc),concerning pure gameplay and weapon system 2-System Shock 2:concerning classes structure and experience points/skills 3-Morrowind:God only knows what is coming out of it, but it looks very promising, and has nothing to do w/ its prequel "Dagerfall", at least not with its weak points, analised in the previous posts here.
Thu, 24 Jan 2002 17:42:00

RambOrc

I heard a lot of good from Deus Ex but it's set in an environment that doesn't inspire me to play it, same goes for SS2. If you'd elaborate on what you find cool in the classes/EXP system of SS2, I could get the idea. [img]images/smiles/icon_smile.gif[/img]
Thu, 24 Jan 2002 22:13:00

Col.J.P.

Of course...I cannot offer you my technical skills because I dont have any...but I know a thing or two about games and gameplay from the player point of view, and I will be glad to help you. I?ll have a full report in a few days(let me just install SS2 and play it for a while). [img]images/smiles/icon_wink.gif[/img]
Fri, 25 Jan 2002 12:53:00

Col.J.P.

I will try to post only the general ideia and my personnal opinions.System Shock is a very complex game, but has some issues that can be interesting. -you have three classes:Marine,Navy and OSA(Psi) -these classes share the same skills:Weapons,Tech skills and Psi Powers,only in diferent proportions(this is great,cause if you choose to be a Marine(Weapons) in the begining of the game,you can always change your preferencies, later, by starting to use another skill(enhancing its values) -in the begining you have access to 3 tutorials, before you choose a career, so you can be familiarized with all majors skills -then you choose a path and you have the oportunity to increase your skills, in three diferent stages(year 1,2 & 3) -only now the game begins:unlike others action-RPG, you dont gain any experience by whacking enemies of by fighting in general-you are being directed by an evil AI(Shodan) that gives you rewards(in the form of "Cyber-Modules"),as long as you perform the tasks she assign you, progressing in the game...Those cyber-modules allows you to increase your skills by spending them in pre-defined stations scattered in certain maps(not all),and are very,very limited, so you really need to be cautious increasing skills. -Another interesting aspect concerns the weapon degradation:your weapon deteriorates with use,and ends broken,after a short time if you do not maintain it(and for this you need a "maintenance" skill of, at least 1 degree,if you dont have that skill your weapon becames useless).In the begining of the game you only have access to broken shotguns (you need a "repair" skill to put it to work, but not necessarily in good conditions) and pistols in a very bad shape (specialy in hard difficulty level).Besides,you also need to worry about ammo, witch can be short if you do not explore enough the environment.Well, this can really be a "Sword of Damocles" to the gameplay, if it can be chellenging, increasing the tension and the feeling of danger, it can also, easily, turn into gaming frustation and even despair, cause you simply do not have a reliable weapon to lay upon (comes to mind the faithful double barreled shotgun from Doom or Quake)-as far as I recall, only Drakan had this feature also. So, this are "grosso modo" the main characteristics of System Shock 2: of course there are hundreds of variations and tiny little features than need to be considered later on. I dont know if I made myself clear enough, there may be aspects poorly explained, sorry, lack of space, time and memory, I?m not the same that I used to be...age counts a lot! [img]images/smiles/icon_sad.gif[/img]
Fri, 25 Jan 2002 14:47:00

RambOrc

Hey old man, [img]images/smiles/icon_smile.gif[/img] Some interesting ideas in SS2, obviously. In a real RPG (unlike SS2 or KMOD), you get experience for both kills and quests, that's what I want for Scattered Evil as well. As for weapons breaking after some time, many RPGs do have this feature as well, some using percents, some only displaying 3 states (good, damaged, broken).
Fri, 25 Jan 2002 20:40:00

Col.J.P.

I dont really like "real RPG's" as you say, specially th ones with "satellite" 2D POV's, like Baldur's Gate I & II (I gave up in the middle of it, tired of trying to control too much characters in oversized chessboards) or Diablo II (hate it)...if it is not fully (or partially) 3D and dont allow first person view, sooner or later I quit (the first thing I did when I bought Fakk 2 and American Mc'Gee's Alice was binding a key to toggle first person view), that is the main reason for waiting Elder Scrolls III Morrowind so badly... Now, other thing: I really dont have much info about Heritage (none, in fact)... Can someone give me some add, so I can really talk knowing what I?m saying... [img]images/smiles/icon_sad.gif[/img]
Sat, 26 Jan 2002 14:01:00

RambOrc

"satellite 2D" is called "isometric view" [img]images/smiles/icon_wink.gif[/img] I don't like those neither, I played the Baldurs Gate demo for an hour or so and then grew tired of this kind of game for a real long time... it's just no fun trying to figure out which colored ant is yours and which is the enemy... [img]images/smiles/icon_razz.gif[/img] The prob with 3rd person games in 1st person view is that you don't have any in-screen weapons or such. I switched to 1st person in Rune now and then for a moment to get a better view of the environment, but I played it in 3rd person (though I much rather like 1st person games). Still better than Heretic II was though, where all movement in 1st person mode felt unnatural and strange. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Now, other thing: I really dont have much info about Heritage (none, in fact)... Can someone give me some add, so I can really talk knowing what I?m saying...
I'm not sure I get your meaning, are you talking about Korax' Heritage? What information would you like me to give you?
Sat, 26 Jan 2002 18:16:00

Col.J.P.

Of couse I?m talking about KHeritage( do you thought it was about SimCity?), and what I was trying to say was that I?ve been able to find homesites for KMod or Hell Surface but not for Heritage...is there one? I know that it is an Action-RPG inspired by Strife and Hexen and nothing more... What I?m asking you is some juicy info about your project:Technicalities/gameplay/tipe of HUD/weapons/inventory(if there is any)/character stats/POV/angle of vision/NPC's(if there are any)/kind of interactions/maps/graphic engine/story/linearity... I really do not have a clue about anything-Is it secret,yet?If it is,O.K., I understand, if it's not, then it will be very useful,cause making sugestions for something we know nothing about is like walking in the dark...dangerous! [img]images/smiles/icon_sad.gif[/img]
Sat, 26 Jan 2002 18:36:00

Col.J.P.

I know very well what is "isometric POV", and I hate it... I really think that it's much better to play excellent games like Heretic II, Alice or Heavy Metal, in first person, with no weapons on screen, than not playing them at all or in 3rd person.You can't see no weapons in Rogue Spear,SWAT 3 or Ghost Recon and they are master-pieces, none the less...As for diferent control feeling, it's true, but one can get used to it pretty quick(I always play Rune in first person, even in frag parties, and I like it...) Have anyone ever tried Severance(Blade of Darkness)around here?It's hard, but it's something else... See ya Greetings [img]images/smiles/icon_wink.gif[/img]
Sun, 27 Jan 2002 13:54:00

RambOrc

I'm not sure why you never found www.korax-heritage.com if you were already on the KMOD site (which is in a subfolder of that domain), on the main page there's a link to all projects. Also, unless you've got JavaScript turned off, from any page of any project you have at the top a navigation bar to all other projects and the history. I'd say check out the info in the Scattered Evil section and put me here the questions you didn't find an answer for. I don't like 3rd person that much... I found Tomb Raider loathsome and wasn't interested in the whole stuff for a long time. Then I played Heretic II and though I didn't like it very much, at least it was acceptable, so much that I played Drakan as well. And since Rune I've no objections to 3rd person view any more. I don't say that guy looks perfect, but it's the damned best animation I ever saw in a 3rd person game. Watch him in action when he gets loose on several enemies at once in a blood-red frenzy and you'll never want to play Rune in 1st person... you'd miss out half the experience.
Sun, 27 Jan 2002 16:34:00

Col.J.P.

I must have passed by, without notice it, sometimes happens... I'll try to seek some details in there them. Thank you very much
Tue, 29 Jan 2002 12:41:00

Col.J.P.

I?ve been at Korax-heritage.com, but there is?nt much there...I notice you are going to use Vavooom engine, is it a better choice than jHexen?Why?
Tue, 29 Jan 2002 17:14:00

RambOrc

(I wish ppl would start a new thread when they have a new topic. [img]images/smiles/icon_wink.gif[/img] ) OK so post all your Qs here that weren't answered on the site, I mean it's important to me as well that I know what info's missing (especially that a lot of the info was deleted at the site redesign half a year or so ago). As for switching to Vavoom, the basic reasons are at http://korax-heritage.com/serpentpower/faq.html , also check the screenies at http://korax-heritage.com/serpentpower/screenshots.html . On some of the screenies BTW you can see another advantage, you can make open areas that LOOK like open areas, i.e. no walls all around. Once our artist team is that far, there'll be detailed skyboxes which will make outdoors maps look in some ways better than in even most latest 3D games. Fire away with your Qs (though I wish you'd do it in a new thread [img]images/smiles/icon_smile.gif[/img] ).
Wed, 30 Jan 2002 12:45:00

Col.J.P.

You are saying:"OK so post all your Qs here that weren't answered on the site, I mean it's important to me as well that I know what info's missing (especially that a lot of the info was deleted at the site redesign half a year or so ago)"but, I already did, a few posts above, just before you send me to K-Heritage site, witch does?nt answer all of them... I will post a new thread then...This one is starting to get a little confused...
Wed, 30 Jan 2002 17:11:00

Ichor

From what I know of it, Korax Heritage is going to be an RPG based on Hexen and using Vavoom as the engine. However, it will have a lot more RPG aspects to it. There will be more weapons than the usual 4. There will be more classes (and maybe subclasses like in Baldur's Gate). There will be markets where you can buy and sell things (better than in Korax Mod 2). There will be neutral characters as well. The reason why there is so little information is that they have only just started on making the game. They had just finished doing the second Korax mod. They are using Vavoom because it uses slopes, skyboxes (a good example is the skies in Heretic 2), and translucent water that you can jump into and swim around in.
Fri, 01 Feb 2002 16:37:00

RambOrc

LOL I guess I should make Ichor PR man for Korax' Heritage... [img]images/smiles/icon_wink.gif[/img] Anyway, I'm just going to start the new topic myself, I'll try to answer JP's question over there at length.
Wed, 10 Sep 2003 07:31:53

B0rsuk

RambOrc, you really should try Deus Ex. THere are few games which are so close to being real RPG (ROLE PLAYING game). The setting may make you feel uncomfortable, but it's well-thought and detailed. It feels real. In DE, you actually play a role and make important choices (for example - whom do you trust, because there are no saints in the game). Funny thing - you can leave almost all villains uncoscious instead of dead - with weapons like tranquilzing crossbow, baton, gas grenades, pepper gun... You can choose implants providing bullet, energy resistance, faster running etc,targeting systems, train weapon skills (better aim and damage) and become ultimate killing machine. You can travel thru ventilation ducts to avoid fights, bypass electronic devices, hack and reprogram computers, cameras, automatic guns, occassionaly even security bots... Silent running, radar translucence/invisibility, infravision, spy bot... Maps are designed so well that no point used to improve non-combat skill is wasted. Not overpowered either. Perhaps Enviromental Training and Swimming (1-2 is enough) are a bit underpowered... Simply sweet. I think you can finish the game with really different sets of skills. I chose hacking, electronic skils, lockpicking, medicine... Most of the game done with pistols and melee. Riffles trained laate in game, poor usage of heavy and explosive stuff... Killed 1 man in game on Realistic skill level (easy, medium, hard, realistic). It takes only 1 riot prod charge (in back!) to disable cyber commando :) Some enemies will flee when hurt enough and you can spare their lives.
Wed, 10 Sep 2003 16:52:05

RambOrc

LOL you're the Xth person telling me to play the game... I even had the CD lying in my room for over a year but never got around installing it and then gave the CD back to my brother. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> At any rate, I would surely train all skills in heavy weaponry and brawling and would get stuck in the first couple of maps. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Wed, 10 Sep 2003 21:03:39

B0rsuk

I did it on purpose, just because there were so many people asking you :D. Maps are less frustrating than those in Hexen. That would be Rifles (shotgun, assault rifle, sniper rifle), low tech weapons... You can't use only Heavy weapons (rocket launchers, plasma rifle) all the time because ammo is quite limited.
Wed, 10 Sep 2003 21:10:07

Camper

No but you can use the shotgun in the other cases, which would make RambOrc also feel comfortable. And you can reaaly use the meele skill especially when you get the dragon sword and anyway whos got anything against a crowbar.

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