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Scattered Evil profile

Fri, 01 Feb 2002 17:04:00

RambOrc

OK here it goes... I'll try to answer all currently surfaced Qs regarding Scattered Evil. If anyone has more Qs, just put them here and I'll answer them too. [img]images/smiles/icon_smile.gif[/img] Base engine will be the same as for the 2 Korax mods, i.e. a custom build of jHexen that includes MD2 support (but isn't the 1.0 version). It also includes a wide range of modifications over both Hexen and jHexen. This includes both things you don't see (like a completely rewritten weapon table) and things you see (like the attributes and spell systems). Gameplay is going to be similar to that of Strife (if anyone played it). It'll offer peaceful exploration and lots of interaction in the town and non-stop massacre in the other maps (well, most of the time). You'll also have to complete quests to get new ones (and thus advance in the story). HUD won't be anything special, it'll look most probably the way it does in the Korax mods. What'll change is the overlay menus, the Stats Update Screen will be replaced by the Journal which is graphically based and includes a lot more than the attributes/stats (other entries will be a spell list, maps of some areas, a bestiary, item descriptions, a notebook, a calendar etc.). Weapons will vary widely. The fighter will have a choice of dozens of weapons (though all of the same 3-3 or so basic type), the Cleric a couple of weapons and some spells, and the Mage will only have the choice between different versions of a staff and tons of spells in his spellbook. Key binding will most probably be somewhat different from the current one. Regarding inventory, it's not yet clear how much enhancements will make into Scattered Evil, at latest for The Serpent Power we plan a real inventory (though I want one that's easy to use and understand). What new character stats/attributes will be added is still at discussion in the team so if you've got anything to say in this area, your input might actually make it into the game itself (provided it comes in the next couple of weeks). POV: ??? It'll be a 1st person 3D game as Hexen was. Your POV changes AFAIK only if you possess a monster with the Mage. Angle of vision: There never was a limit on it. Because we use a lot of sprites, the default setting for both Korax mods was a limited angle for up and down, but as stated in the manual of both mods, you can change it easily to the maximum up/down angle. It'll be the same way in Scattered Evil (and most probably in later projects as well). NPCs are planned for Scattered Evil already. Our latest addition to the team, Mago, is currently working on several NPCs, first in-game screenshots might appear on the web as early as this Sunday (no promise though). You'll be able to interact with them, like buying/selling with the shopkeeper, buying food/drinks/accomodations from the innkeeper, getting quests for the local leader of your order, talking to ppl on the streets or at public places, etc. Maps is one of the biggest probs yet, besides the town map 5-6 dungeon maps are in the works, which is VERY little (it should be at least double that number). If we can't get more maps in some way, gameplay will be considerably shortened out of necessity (which wouldn't be a good thing). The story will pick up more or less where Hexen left (a couple of months/years later, not yet fully defined). I'm not sure what you mean with "linearity"? If you refer to the story, this time there won't be much of a variety, though it'll be somewhat different with each class. OTOH gameplay itself will differ greatly between classes, so 3 runs with the game should be a new experience every time. (as a side note, for The Serpent Power 6 different storylines are planned). Subclasses most probably won't make yet into Scattered Evil but appear first in The Serpent Power. There won't be any additional classes neither in Scattered Evil. OTOH all-new classes are planned for Korax Arena (the not yet introduced multiplayer mod). Hope I didn't left out anything... [img]images/smiles/icon_smile.gif[/img]
Fri, 01 Feb 2002 20:05:00

Col.J.P.

That's more than enough...Thanx Ramborc.That was what I was looking for, to try to imagine what it will look(and feel)like. So you?ve changed the port?I saw the screens, and you were using Vavoom engine, because of the limited field jHexen allowed, was?nt it? The Strife gameplay like is a must, indeed.It was never fully explored, nor even in Strife.I think you may end with very good results here. But, what do you mean bv a real inventory?A "click'n'drag" one?Well, inventories that pauses the game to be accessed always produces a break of gameplay rhythm...(its just a personal view). New character could be a stealth based one, less action, more fragile,a woman?Assasin like?Well, you get the point! I never understand why you have reduced the vision angle in Korax Mod...If you have a full vision possibility w/ jHexen why not use it?To make it look more like the original Hexen does'nt seem to be a good reason, because the graphic capabilities of jHexen does?nt have anything to do with the original Hexen...And, either way, the "Hexen Gothic" feeling was never lost... And pick up the storyline were Hexen left, seems to be a damn good choice...You?ll get backgrounds.But it will be a hell of a task...
Fri, 01 Feb 2002 22:30:00

RambOrc

OK, port question clearup... We've got 5 projects in the works (or at least planning phase). 3 of them are using the jHexen engine (Korax Mod, Korax Mod II, Scattered Evil). 2 of them are going to use the Vavoom engine (The Serpent Power, Korax Arena). Another reason not yet mentioned concerning the switch to Vavoom is something that doesn't touch The Serpent Power but is crucial for Korax Arena. I never heard of any plans to implement bots into Doomsday, and Vavoom already has them since November 2001 or so. While currently they're very dumb and have some major bugs, they already work. They can move around and shoot you down. By the time earnest work on Korax Arena starts (make it early Summer or even later), I await the bots will be much better. Inventory: I was pondering this problem already back in 2000. As far as I see, there are basically 2 options, either an inventory that works the same way the current one works (but covers the entire screen in a translucent way), or an inventory that you can use off-time but the program counts the time, translates it to world time and that much time will elapse around you. That means if you start rummaging in your backpack in the wilderness and waste too much time on it, you might suddenly be kicked back to the game screen with an Ettin hitting you from behind. This is BTW the same way I imagine sleep will be implemented: you go to sleep, your screen goes black for a second, then you are awake. If everything goes well (mostly in a town inn's room), you wake up when you wanted and you can just continue on. If you go to sleep in the wilderness, your chances are good that you'll awake looking up at the sky and seeing an Ettin's mace descending toward you, with barely enough time to jump up and smash it with your gauntlets. Or, if you use a low-stamina mage, you might wake up seeing the world go opaque and the Ettin standing above your corpse... [img]images/smiles/icon_wink.gif[/img] Depending on how far we get with development by the time Scattered Evil is out, either the 1st or the 2nd type of inventory might be implemented (I have a strong feeling in Scattered Evil you'll only be able to sleep in a room of the town inn you paid for, thus leaving above described scenarios for The Serpent Power). Talking about new characters for Korax Arena, the only confirmed one this far is the character from the original Heretic, complete with all 7 weapons. You can also take it for granted we'll (re-)introduce the Tome of Power for this mod. Why reducing looking angles? Open up the manual that came with your Korax Mod download, find the place where it's described how to change it, set it to max angle and go get a good look at monsters standing above or below you and you'll understand...
Sat, 02 Feb 2002 15:42:00

Col.J.P.

I see...This is starting to clarified itself.So, Korax Heritage is the main project w/ several sub-products...I always thought that Scattered Evil and Serpent Power were the same thing, now I can see that I was wrong...but about Serpent Power there is even less info, is'nt it?And the screenshot that I've seen on the site were from Serpent Power w/ Vavoom Engine, that's it? And there is no specific forum for Serpent Power, unlike Scattered Evil...OK, I see. About the inventory I think that your solution for a translucent one, without timedelays, is quite good...System Shock as the same feature-you open the inventory and game time continues to flow, so you're always vulnerable,but the method is "click'n'drag" items, witch is not the best...Anyway there is an important issue here, we must be able to access any item quickly and efficiently(Flechettes/Quartz Flask/Krater of Might)-I always use the mouse wheel for scrolling inventory and right mouse button to use it- witch works very well w/ flechettes (grenade like items)... Now, about vision angle I know very well how to put it to work in full wide angle (+110/-110), and personally I dont care much about flat monsters from above or bellow, I know they are flat sprites, so I try to not think about it, when playing... P.S.-Hey, Ramborc, I hope you can provide full joystick support (w/ForceFeedback of course...) or I wont be able to play it decently...(or indecently...) [img]images/smiles/icon_biggrin.gif[/img]
Sun, 03 Feb 2002 14:29:00

RambOrc

In some ways, Scattered Evil (SE) and The Serpent Power (TSP) are the same. They are both Korax' Heritage, just different development stages - as it's the same for the 2 Korax mods as well, to a certain extent. The thing is, the original idea was an action RPG, back in the late 90s. Around early 2000 or so it got the name "Korax' Heritage", though still nearly zero existed on computer (but a lot on paper). Then around mid-2000 the computer part started to catch up somewhat (including a website for the stuff at last). Up to early 2001 there was still only one project, Korax' Heritage. The idea of the first subproject, Korax Mod, surfaced around March 2001 or so. Released in June 2001, it was a major publicity gain for the project, as unlike up to that point, we delivered something concrete into the hands of gamers. Korax Mod II was even more of an unplanned subproject, it evolved basically as Tzar Sectus joined the team and on the one side brought tons of new ideas (which he coded himself), and on the other side programmed a bunch of previously existing ideas that didn't make it into Korax Mod. Since the end product was clearly more than just a patch, we went with a new name. The main reason for Scattered Evil is The Serpent Power, or rather, the new engine behind it. The first idea was to simply scrap current work and start from scratch again. But it'd have meant throwing away the result of month's worth of work and pushing release date of any new project back by an unknown amount of time. Not to mention that this way we can implement both sets of ideas in the cases where we had 2 and couldn't decide. Also, I already see that while The Serpent Power have more potential to become famous, some people will favor in afterward Scattered Evil, because it'll do many things in a different way and will have a different feeling. There is of course a lot less info about the Serpent Power yet, as development barely begun and it's off-focus yet. Indeed, the majority of the work done is testing the capabilities of the Vavoom engine, and most of the important points you can see on the screenshots. And no, there is no forum yet for it as - watch now - The Serpent Power is not yet officially announced. [img]images/smiles/icon_smile.gif[/img] Yes, I know it sounds weird, but we did officially announce both Korax Mod II and Scattered Evil (back at that time as Korax Alpha, as it grew out of an Alpha demo planned for March 2001). That was somewhen last Fall. KMOD2 is out and Scattered Evil will come within months as well. Once it's out and patched, i.e. the project is closed, we'll announce the next stage of projects on the Vavoom engine, The Serpent Power and Korax Arena. While they aren't secret, a lot more people will know about them once they're publicly announced. Currently, pretty much the only people knowing about those projects are ppl frequenting either RavenGames or the Korax site. Yep, I think we'll go with a real-time translucent inventory for Scattered Evil. And definitely not one with a drag'n'click mouse interface. I want Scattered Evil to work w/o a mouse, just like Hexen and the Korax mods did. As for quick accessing items, we'll have to think about it, as the old jHexen/KMOD way (assigning a dedicated key to each item) won't work any more (too many items). Vision angle: It's not about knowing they're sprites or not, it's about how they LOOK on the screen. On SONY monitors with Matrox cards (not on other combinations yet, though), I experienced the feeling many times that there's an actual 3D depth of a 3D game - not only in Unreal or Quake3, but also in Heretic or Hexen... you see, it's not about the technology behind it, it's about what the human eye and brain thinks to see... as long as a sprite is not too near or in a too abnormal angle, it won't be strikingly different than a 3D model... compared to low-detail 3D models, a sprite can even look better. Hexen's monsters in OpenGL look often better than Hexen II's monsters in OpenGL. Also, Hexen's (and especially Heretic's) textures have a painted quality instead of a photographed one (like those in most current 3D games). Painted quality sprites suit it better than highres polygon models. I've played jHeretic with the 2 3D enemy models (gargoyle, disciple) as first person ever (before I sent those models to SkyJake), but not for long. While I find them cool and good-looking, they're somehow out-of-place in Heretic. What many people don't realize, OK so 2D sprites are low-res, blurry and not very cool, but once you replace them by 3D models and all of them will look sharp, suddenly you'll notice how unsharp and blurry the environment looks like. Solution? Higher resolution textures. It's possible to code it, people can also relatively easily scale up the original textures as well... OK, so you have this out of the way as well. What'll be sticking out very much suddenly is the basic limitation of the DOOM engine with no slopes, no 3D floors, no nothing. What you have is a very crude imitation of a 3D world and once everything else (3D effects, screen resolution, polygon models, highres textures) are up to the current state of 3D gaming, you'll suddenly and painfully see that while you already have a game that needs more power (CPU and 3D card) than most latest 3D games, it still looks like something old and decaying from the last century, patched together to be able to stand upright at all... ...I've realized this a long time ago and decided that the best compromise would be to leave lowres textures and sprite enemies, but replace SOME of the standalonde structures with 2D models (OK, original plan was to replace all of them, but after having imported the trees from Heretic II, I had to realize they're awful, so it's back to 2D trees, at least partially). Adding slopes and 3D floors should also break the painted look much less than a 3D model (3D floors use the same textures in the same way as standard sectors). As for any kind of joystick support, you go and talk to Janis from Vavoom, as - thankfully - this is something we will never had to think about at all, it's all part of the underlying engine. [img]images/smiles/icon_smile.gif[/img]
Sat, 13 Apr 2002 16:35:00

mago

I think I have an idea about the inventory: what about an inventory just like the one in Hexen, where you go left and right to choose an object, but the objects would be automaticly separated by differents types. As the amount of objects would be too large to go for the left and right thing (it would take too long), the new system would be to go up and down too, showing another section of objects. Like this: I want to drink a flask, so I press + or ? to open the inventory, but the custom type of object is the "dangerous" kind, like porkolator, banishment device... (or other, it doesn't matter), so I press p or ? (or some other couple of keys), to go "up" and "down", selecting the others types of objects. I finnally find the "healing" type (urn, quartz flask...), and then I go right or left looking for the quartz flask. It is a simple system, and it would need only two more keys. What do you think?
Sun, 14 Apr 2002 00:09:00

Sir Billiam

I suggest you should let the player "Assign" spells so you could press enter or some other convenient key to cast it. I hate having to reach all the way over to the f button(I reconfigured it) to use wrath of the gods, cuz I have to break away from the arrow or strafe keys and I could only go in ceretain directions, which really messes up my aim especially to fast guys like zedek, traductus+menelkir. I think mana should also be risen by gaining levels(like in Hexen2) so the strengths and weakness's of the characters could be emphasized just a little more [img]images/smiles/icon_smile.gif[/img]
Sun, 14 Apr 2002 00:25:00

Sir Billiam

As for NPC's, how about something like the crusader? I know he's like the cleric in most ways, but if you compare their stats you'll see that the cleric is completely balanced out, but the crusader benefits in strength and special ability and lacks mana and speed. I wouldn't recommend a demoness too much because she's just like a cross between a cleric in balanced stats and a mage in magic and stamina. Still, if you're looking for having as many classes as possible I don't mind whether you add her or not. I think you should consider having many varieties of stats between all characters so everyone's different in many ways [img]images/smiles/icon_smile.gif[/img]
Sun, 14 Apr 2002 00:59:00

Sir Billiam

By the way, I was referring to NPC's for the Serpent Power [img]images/smiles/icon_wink.gif[/img] . It's too late to talk you out of it, but I don't think a Sidhe class is a good idea. When they made Hexen+Hexen2, they based the characters weapons on corvus's but in a different form. wood pole = mace of contrition Gauntlets of necromancer = closeup serpent staff elvenwand = mage's wand ethereal crossbow = frost shards and assassin bow dragon claw = magic missiles or bone shard hellstaff = serpent staff and/or magic missiles phoenix rod = meteor staff fire mace = ???(don't know) See the resemblances? A Sidhe would be like every other character combined with all 7 of their weapons, but it's too late now [img]images/smiles/icon_sad.gif[/img] How about for scattered evil you could buy a tent(real expensive) to be able to set up camp in the wilderness where you could rest w/out beasts getting you?(Like in Breath of Fire3, if anyone's played it). But how could Parias, Baratus and Daedolon be able to get back to their own world for this thing? When they defeated Korax, the Chaos Sphere kept warping them to world, after world, after world. I imagine since the Chaos Sphere was destroyed in Hexen2 they would all materialize in the world of Thyrion, where the Sphere was destroyed. I'd like some details, please [img]images/smiles/icon_cool.gif[/img]
Sun, 14 Apr 2002 09:37:00

RambOrc

Regarding the inventory, I was thinking along similar lines. I guess best for Scattered Evil would be an inventory that pops up and covers the whole screen in a translucent fashion and works like the original Hexen one. You could navigate it with 4 keys. This would also limit the number of artifact types you can carry around, adding a bit more RPG depth to the game. The player can already bind any spell to any key, just use the config menu, I don't really see what you mean. I don't see your point about the Heretic class for Korax Arena, it never struck me as being too similar to Hexen characters. If it has big similarities with anything, then with the Marine from DOOM, Heretic's weapons are all based more or less on those of DOOM. Instead of a tent, I was rather thinking about spells and magical artifacts that alerts you when monsters are nearby. Or even more expensive ones that are creating a circle which the monsters can't enter at all (unless highly magical). As for the story, I'm rather inclined to disregard the Deathkings "story" at all, it's not much of one anyway. We'll rather pick up where Hexen left off.
Sun, 14 Apr 2002 12:46:00

Sir Billiam

What if different characters could have some of the same weapons? Like, Corvus and Parias could both have the hellstaff, fighter could have any physical weaponry including cleric's mace, etc. But the characters have differently trained personalities, like the fighter is good on strength but low on magic, mage is low on speed but good in magic, assassin has high speed but low strength, crusader has high strength and low speed, etc. So where does the Sidhe fall? Balance is already taken by the cleric, and none of Corvus's weapons are based on magic or strength(with the exception of the stick and the gauntlets, but those are a last resort compared to everything else), they're just weapons(you wouldn't need mana since all of corvus's weapons are based on having ammo, not magic). The only stat you could really pay attention to for him is speed, since the magic and strength would be useless.
Sun, 14 Apr 2002 12:52:00

RambOrc

Character classes in Scattered Evil will vary a lot more than they did in Korax Mod; they will vary a lot less in Korax Arena than they did in Korax Mod. Some classes will fight more by pure firepower, some more by magical spells, but there won't be such big differences in health and speed as they are in the single player mods.
Sun, 14 Apr 2002 12:59:00

Sir Billiam

I think the mage's invulnerability is cheap s**t! Maybe you should give him a physical invulnerability spell, and a projectile reflective spell, and have them be visible as floating cubes for physical and revolving purple spheres for projectile(like the Heresiarch [img]images/smiles/icon_smile.gif[/img] ). Of course, he'd still be vulnerable to an attack that's pure magic and not a projectile at all, like the firestorm, arc of death, and mage's wand, that way it would be more fair to the others [img]images/smiles/icon_biggrin.gif[/img]
Sun, 14 Apr 2002 13:03:00

Sir Billiam

Even though the mage is supposed to be weak, 20 hp is ridiculous(an afrit has more than that!). How about starting off the mage with, like, 60? The cleric with 80 and the fighter with 100. Or 40, 60, 80. Or how about 60, 70, 80? Anything higher than an Afrit!
Sun, 14 Apr 2002 13:09:00

Sir Billiam

Maybe the differences in armorless Ap should be more dramatic, too. The mage's default would be 1, the cleric=5, and the fighter 10. How about raising AP level per level? It's like the defense stat in most other rpg's, and you'll need more ap for fighting beasts who have a higher level of offense [img]images/smiles/icon_smile.gif[/img]
Sun, 14 Apr 2002 16:52:00

Ichor

Hmm... That gives me an idea on a class. How about a monk class where you can't use any armor (except the bracers once because it's magical), weapons, or mana of any kind, and for each level or two, improve his armor class by one. His health will start at around the cleric, but will gain health faster than the fighter. He will not use weapons, but instead simply use his fists. Their power increases with each level gained as well. His magic could be based on some kind of mystical energy similar to the Force, and his spells (or techniques in this case) could be something like: Stun Attack - This lasts for only a second or two. Any hit will stun, or freeze, most enemies, and will receive extra damage. The higher the level, the longer the stun will last. In the lowest levels, only the weakest enemies will be affected. The rest will just the take extra damage. As you gain levels, stronger enemies can be affected, and the weaker enemies will be stunned longer. Drain Attack - For a couple of seconds, any hit will do a bit more damage, but will drain away about half of that and heal you with it. The higher the level, the longer the spell's duration. At level 12 or so, it will begin draining away the magic energy as well. Charge attack - With this attack, you will lunge forward at an enemy like the Maulotaur does. Also, like the Maulotaur, you will be invincible during the attack. Just aim at an enemy and press the button and you will take off in that direction, cutting through enemies, until you travel far enough. If you happen to be in the air, it won't work, unless you're using the Wings of Wrath. Then you will fly around like the Lost Soul. However, although this attack is very powerful, it takes a lot out of you, and after you finish, you will be weak for a moment or two. During this time, you will take extra damage. The higher the level, the more damage it causes and the quicker you recover from the attack. Energy Blast - Can use up some of his energy to fire a powerful blast, since his normal weapons are all melee. Because of it's holy nature the blast will do more damage to undead and other demon-type creatures. As the levels increase, the power increases, as well as added effects. For each five levels, you will fire another energy blast at once, up to 5. At around level 10, there will be a chance that it will be a homing blast. At level 15, there will be a chance that it will cut through enemies. Regeneration - Self-explanatory. The higher the level, the faster the rate and the longer it lasts. Embue - This spell magically enhances your hands with your choice of ice, fire, lightning, poison, or holy damage. Your fists will do the same damage, but the magical damage will be added to it. For instance, a hit might cause, let's say, 50 HP damage. If you had ice damage as well, it would add another 5 HP or so. If something was resistant to ice, than it would resist that 5 HP and not the other 50 HP of normal damage. The higher the level, the longer it lasts and the greater the magical damage (about 1HD per 2 levels). Now, as for the levels when you receive these spells. This is just a rough estimate... Level 2 - Stun Attack Level 4 - Regeneration Level 5 - Energy Blast Level 8 - Drain Attack Level 10 - Embue Level 12 - Charge Attack Artifacts he can't use - Krater of Might Banishment Device Flechette (doesn't really need it) Icon of the Defender (until level 10 or so)
Tue, 16 Apr 2002 18:05:00

Sir Billiam

I never really cared for Doom. Sure, I tried it(the N64 version), but it hardly has any structure and it's plot makes little sense. It's just killing monsters and getting keys. When people talk about Hexen/Heretic as a medeival version of Doom I get [img]images/smiles/icon_mad.gif[/img] . Cuz Hexen was the first 1rst person I ever played and I loved it, so it didn't strike me that they were trying to make it different from other games in it's setting. Although after I started playing more of this type of game I started to notice that the weaponry of every other game was based on guns and the background was all with futuristic technology and/or a demonic realm(hellish, if you will). And the Hexen series(with exception for "King's Court") was really the only 1rst person's with medeival settings, and it was just more satisfactory than the rest because of your choice of characters and being able to travel between levels. Earthbound was the 1rst RPG that I ever played, and so far still my favorite. I hate it when people talk about Earthbound as a Present-Day version of all other RPG's, too.
Tue, 16 Apr 2002 22:17:00

Col.J.P.

Doom in N64???? Are you insane???? Doom was never meant to be played on console settings... You try it now with Vavoom or jDoom and you may be surprised...it can beat most of the shooters around... [img]images/smiles/icon_wink.gif[/img]
Wed, 17 Apr 2002 02:03:00

Sir Billiam

Things D'sparil and the Heresiarch have SUSPICIOUSLY in common...: #1: They both wear cloaks(Duh! [img]images/smiles/icon_smile.gif[/img] ) #2: They both have the mark of the serpent on them(a 3-pointed trident that symbolizes the serpent riders) #3: They both summon Disciples (wizards) #4: They both turn into skeletons after they die. #5: They both appear in Heretic (you fight D'sparil, then you see a picture of a Heresiarch). #6: D'sparil and Heresiarch's Disciples make same noise when they get hurt. #7: They both attack with magical spheres (they're different colors and Heresiarch does rapid fire, Sue Me!) #8: They both produce a thunder-like substance with their arms (Heresiarch likes purple and D'sparil likes blue) #9: Both have reddish skin #10: Both like to hide their faces.
Wed, 17 Apr 2002 03:14:00

Ichor

However, there is one big difference. When D'Sparil dies, it wipes out every single other enemy on the map (evne if someone added more than one D'Sparil). Heresiarchs (and Korax) just cause earthquakes.
Wed, 17 Apr 2002 11:10:00

mago

Yes, I think the Heresiarchs are cooler than Korax itself. Although his shape is interesting, it don't have the mistery and powerful look the Heresiarch has (although, if it would replace Korax, it would need some improvements...). About the Monk: the idea is cool, but how do you intend to add it? It's REALLY hard to make new "weapons"- they are big (comparing to enemies's sprites), demand a lot of skill, and HAS to look way better than the rest of the graphics, because they are the sprites which the player looks all the game, and he should like them and their animation. Not to mention the programming...
Wed, 17 Apr 2002 13:13:00

Sir Billiam

Actually, the Heresiarch's earthquakes are just something in the script they put in for after it dies, cuz if you just place in a brand new heresiarch and don't give it any special traits the earthquakes won't happen. I thought every other monster dying after D'sparil was something in the script, too. I'll have to test that out by putting in another in my wad [img]images/smiles/icon_rolleyes.gif[/img]
Wed, 17 Apr 2002 13:50:00

Sir Billiam

You were right. I just slapped another one in there and one killed the other [img]images/smiles/icon_cool.gif[/img] Anyway, the point I was trying to make is that I think the Heresiarch was originally intended to be Korax, but some idiot decided to pick the one that LOOKED more intimidating rather than the true superior. They didn't even have him riding piggy-back on it like D'sparil did. Someone else should start complaining about this to to raven. If someone would decide to make it the right way then they should give the REAL Korax 1000 HP and have him riding on KORAX'S PET. There should be frames for purple lightning streaking from Korax's pet when it dies and give Korax the ability to warp to the warp points on the map, plus also give him the Old Korax's commands for rising spikes, opening doors, etc. And make him summon 2 DISCIPLES OF KORAX(not Dark Bishops, that's their big dumb idiot name [img]images/smiles/icon_razz.gif[/img] ) at a time and let him do it before his HP is halfay empty. Also some more Death Wyverns should be placed in some OTHER maps, plus Maulotaurs should be real enemies you have to fight and make green chaos serpents as tough as the one in Heretic(To fill the empty space for boss monsters [img]images/smiles/icon_smile.gif[/img] ), they'll have to replace all the other chaos serpents with inferior brown ones. It's obvious that you can't do all this just by replacing the Heresiarch's with Hyper Serpent's in a single wad editor, as for some reason the doors only open when it's a Heresiarch. To be honest, I hardly know s**t about this stuff and I try to get the word out so someone with more ingenuity could do it for me [img]images/smiles/icon_wink.gif[/img]
Thu, 18 Apr 2002 00:51:00

Ichor

Actually, the monk shouldn't be all that tough to add (of course, I won't be the one doing it). Since he doesn't use weapons, he doesn't need all the sprites for them, unless maybe he'll have different gauntlets (leather, steel, spiked, etc.). As for spell effects, his hands could glow different colors to show which spell is active. Red-orange - Fire damage Gray-light blue - Ice damage Bright blue - Lightning damage Dark green - Poison damage White - Holy damage Black-dark gray - Darkness damage (blinding) Dark red - Energy drain Yellow - Stun damage The energy blasts may be the easiest part of the programing, though the graphics might be slightly tougher. As for the charge attack, I figure that if the Maulotaur can do it, then the player might be able to.
Fri, 19 Apr 2002 02:04:00

Sir Billiam

I've been working a Hexen Map all day and yesterday. It's basically meant for Deathmatch and I have the urgency to walkthrough the level, look for booboos, correct them, and see if they look better now. It's going to surround a huge castle and a small village(called turret town). The things I put in that are really cool is when you enter a turret you will cross a no smoke warp line and be transported to a different point that seems identical, but when you turn around you're in a completely different area (I purposely made the light levels in the turrets 0 so the player couldn't tell if the lines had slightly changed angle [img]images/smiles/icon_smile.gif[/img] ). By the way it's going and the "vision" I have for it it might take a week or three (depends on my dedication, I guess). It's obvious that when I'm done I wouldn't be able to make a link for it here since I don't have the site's Html form. But, if you Scattered Evil developers are interested would you like me to send it for one of you to inspect when I'm done?
Tue, 23 Apr 2002 00:27:00

Sir Billiam

I have an Idea [img]images/smiles/icon_cool.gif[/img] Instead of gaining a set amount of points for each level gained, how about a formula for each stat? Example: Mage at lv.1 to Lv.2 10 efficiency * 1.3= 13 for lv.2 5 speed * 1.1 = 5.5 2 strength * 1.1 =2.2 The formula's would be different for each character, so when they're at high levels it wouldn't seem like they're gaining too little [img]images/smiles/icon_biggrin.gif[/img] Do ya get what I mean?
Tue, 23 Apr 2002 12:06:00

RambOrc

That's pretty much what we had back in May 2001 or so, and in the last minute Camper coded the current version which is a lot more flexible.
Wed, 24 Apr 2002 07:00:00

mago

Hey, I had an idea for a spell (Mage). It's like this: you cast it, and in a few seconds later, an area right in front of you would begin to be set on fire. The flames would spread in a napalm like effect, and would begin With only 2 or 3, and then it would multiplicate, spreading to the sides (of course, the flames wouldn't move, they would just appear at each other's side, so it would "look" like they are spreading). The area couldn't be too large, about 15 mettres, in the maximun. For this we would need only the Flame's sprites we already have in Hexen, but now they would make damage (slow, but continuous). It would also be cool to have the same sprites, but in different sizes (1.5 or 2 times bigger), so they could appear randommly, making a better effect.It would be specially useful in multiplayer games- you could set a hall or room in fire, making it impossible for the others to go through it (while the spell lasts, of course), or to make someone run in pain from a hidden or protected area. What do you think? PS: this remind me of a fire damage effect... Could the sprites be set on fire too? Like if you have an ettin in front of you, and you cast a spell (or the one above), and if it hits, he would be set on fire, taking damage even when no more in contact with the flames, untill his own body is free from the fire. We would need to code it someway that the flame's sprites would "stick" to the character's sprites, so it would seem they are actually on fire (maybe smaller versions, like 50% of the original size). Could it be done?
Thu, 25 Apr 2002 20:27:00

Sir Billiam

Why does the mage need strength? He doesn't have any physical attacks. Is there some other benefit it wields, or does the mage just have it to sit and stare at [img]images/smiles/icon_smile.gif[/img] Will strength have more capabilities in Scattered Evil?
Sat, 27 Apr 2002 10:41:00

mago

Sir's Map: Yes, Sir, people at Korax's Heritage are very intersted in maps, but I think they would prefer single player maps, so they could add as a mission in the tc. Anyway, I think you should talk to the boss, RambOrc. [img]images/smiles/icon_biggrin.gif[/img] Strength: No idea... Hey, RambOrc, did you liked the spell or waht?! [img]images/smiles/icon_smile.gif[/img]
Sat, 27 Apr 2002 13:30:00

RambOrc

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Hey, RambOrc, did you liked the spell or what?
Erm, what spell?
Sat, 27 Apr 2002 13:56:00

Sir Billiam

He just talked about his spell idea like, 4 posts back [img]images/smiles/icon_razz.gif[/img] What I meant about my map is that at home on my IPX network me and my cousin would play Deathmatch on it for fun, but with a little tweaking it could become a single player map (Ramborc and the rest of you guys will have to tweak it yourself [img]images/smiles/icon_razz.gif[/img] ).
Sat, 27 Apr 2002 15:10:00

RambOrc

Mago: The idea is cool, but next time pls post it into the developer forum. We don't want ppl to know all surprises in advance, do we? Takes the fun out of the game before playing... Billy: what we're looking for is architecture so if there's only one player start and no monsters/weapons in your map, no prob with me, just send it my way.
Sat, 27 Apr 2002 15:12:00

Ichor

Maybe a little teaser or two couldn't hurt, heheh.
Sat, 27 Apr 2002 16:32:00

Sir Billiam

There are items in the map, and I'll add deathmatch starts AFTER I show it to ya, I guess. There are weapons, but they're in Deathmatch only. If somehow there ends up to be too many tids, get rid of those first.
Sat, 27 Apr 2002 16:59:00

RambOrc

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr>Originally posted by Ichor: <strong>Maybe a little teaser or two couldn't hurt, heheh.</strong><hr></blockquote> But that should be on the Korax site so that people go there and read the other stuff they else ask again and again. [img]images/smiles/icon_wink.gif[/img]
Thu, 23 May 2002 20:35:00

RambOrc

http://www.korax-heritage.com/history/version_001/index.html (3rd paragraph) Not only planned, but implemented years ago. Couldn't find the other passage in the History, but I know that the Korax Alpha code back in early 2001 already had a calender function that counted away the hours, days and months and displayed them all. Day and night was changing with the hours as well.
Thu, 23 May 2002 23:33:00

Sir Billiam

How about a banking system? You could make the player only be able to carry a certain amount of money at a time, and have them be able to deposit or withdraw some at a bank somewhere. I've been able to do this with the Sapphire Planets when I was just experimenting a little. It's a real challenge trying to think of something you guys havn't already come up with, isn't it? I just like to post my ideas up here for all to see, anyway.
Thu, 23 May 2002 23:59:00

Ichor

Or how about this... Have certain enemies (not very many though), if they get too close, sometimes steal some money or items. Then, if you want them back, you'll have to track him down to get it all back (typically by killing him). It's possible they may swipe a puzzle item, so obviously it will be important to find who took it and get it back. There is only one problem with all of this. If a flying enemy happens to steal something, and you kill it in an inaccessable location, you'll never be able to get the item. The only way around this is make any enemies that could steal something be only walking on the ground instead.
Fri, 24 May 2002 00:12:00

Sir Billiam

What if the game's storyline could drastically differ depending on the character class the player chooses? The other two classes could eventually appear and join you as an active party member or something. Can you guys be able to get certain monsters to follow you and attack other enemies (other than Maulotaur, of course)? Like, perhaps there could be certain areas that only a specciffic class can enter. Maybe in the storyline you could make some sort of excuse for the 3 characters to separate and continue on seperate paths. Don't tell me it's already been done!
Fri, 24 May 2002 07:37:00

Sir Billiam

I have an Idea. How about you guys make Night and Day and Days of the week pass through time? You could make an open script saying: { delay(24000); night ++; printbold(s:"NIGHT HAS FALLEN."); delay(24000); night ++; day ++; ACS_EXECUTE(x,x,0,0,0); } The script executed would be one that announces what day it has become to the player depending on the Day Variable. Day and night would be Global Variables and night would only be looked upon in uneven numbers for it's variables. When it reaches day==7 (It starts at day==0) it would go day=0 and night=0 to go right back to the first day of the week. You could make different events happen depending on the days or the nights of the week. Whadd'ya think? Isn't this the best suggestion you've heard from an amaeteur so far? Or were you guys already planning that? Either way, it still sounds pretty cool, doesn't it? [img]images/smiles/icon_biggrin.gif[/img]
Fri, 24 May 2002 08:36:00

Merton

Okay a full load of questions: 1. Will Scattered Evil provide mouse look support like jHexen and K mod has ? 2. New weapons ? Could you possibly take them from Heretic ? 3. IF you are thinking a thief or assassin class then re consider, please ! Hexen2 did a poor job with Assassin. Have you played the Thief games ? They did it well, ya know... 4. How long game ? Could you compare to original Hexen without expansion pack ? 5. With linearity ppl mean usually the plot and how you explore the world. For example Hexen was partially unlinear since you searched the hubs yourself and didn't follow straight levels. But then the hubs were in straight order so the game wasn't fully unlinear. So is the game gonna be in hubs or in straight linear levels ? 6. Enemies ? new ones ? 7. Character Levels ? more stats ? 8. NPCs ? Will this mean conversations and dialogue ? How about dialogue with enemies ? 9. Sidhe Class ? With heretic weapons ? [img]images/smiles/icon_wink.gif[/img] 10. There was quite a list of features on the first page of this thread. You must have hell lot of coders. Are those features like journal definitely in or planned features that might be there then they might not ?
Fri, 24 May 2002 10:50:00

Sir Billiam

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr>9. Sidhe Class ? With heretic weapons ? <hr></blockquote> Sadly, they are planning that (not until Serpent Power). I tried telling them it was the worst character in the SRS (Serpent Rider Series), but Ramborc didn't think so. Can't fight the power [img]images/smiles/icon_wink.gif[/img] I already posted this a while back, but nowone responded to it. How about A Crusader class? I was incredibly dissapointed in Hexen2 for having this as a substitute for a Cleric, 'cuz they didn't do a good job. The only Cleric like trait is the Healing power. The Crusader really turned out to be a Really Slow but More magical Version of the fighter. But I do like him, he's 2nd on my list next to the Cleric. How about it? A crusader, Please??? [img]images/smiles/icon_rolleyes.gif[/img]
Fri, 24 May 2002 13:01:00

RambOrc

If you check out the history, somewhere there is a map of the town with legend, indicating a bank in the North District. [img]images/smiles/icon_smile.gif[/img] My concept was that you find treasure like gold and silver bars in the dungeons but shops don't accept it, you have to change it to money in the bank. Ichor, your idea sounds cool - for The Serpent Power. It'll need a lot more advanced AI than planned for Scattered Evil. Game storyline WILL differ greatly in The Serpent Power, and to an undisclosed extent in Scattered Evil. The idea with the 2 other classes is also something I planned out back in mid-2000 and will be in The Serpent Power. Certain monsters can follow you already (Summon Spell). In the town, each class will be able to enter only his Order's stronghold (Keep, Tower of the Magi, Temple). But keep coming with the ideas, there is sure a lot nobody yet thought of. Also, if ideas I already have come from someone independent, it means it's an idea that makes sense. [img]images/smiles/icon_smile.gif[/img] ---------- OK Merton, here you come... 1. Scattered Evil uses an enhanced KMOD engine. 2. There'll be new weapons, but most probably not from Heretic. 3. There'll be no new classes in Scattered Evil (neither in The Serpent Power), as they'd contradict the world of Cronos. There might be subclasses of each order, though. There'll be several new classes in Korax Arena. 4. Length depends basically on the amount of maps we can put together. It looks rather bad at the moment, if we succeed in converting the Heretic maps of Levelkiller and I finish the 3 maps I've been working on for months (years) and make the 2-3 others I absolutely want to, we'll still come to maybe a dozen. That makes a gameplay length of 1/2-1/3 of Hexen, which is very poor for an RPG. 5. It'll feature an embedded hub system, i.e. there is the main turnpoint, the city, and from that you access several sub-hubs of 1-5 maps. 6. Yep. Also NPCs. 7. Character levels = ??? (what do you mean?). More stats = yep. 8. Yep, to a certain extent. Nothing known about interaction with enemy yet (most probably in The Serpent Power first). 9. Definitely - for Korax Arena. 10. We don't have that many coders (at the moment one real and one questionable and one who definitely quit), but I think many of the features at the beginning of this thread are already coded (dunno for sure, I'd have to check it first). Journal is already included in KMOD 1.0, it's just disabled and replaced by the classic automap. But if you download the KMOD 1.x source code, it's already in there. As for the Heretic character in Korax Arena, it'll blow away the other classes in Deathmatch IMO. A crusader might be considered for Korax Arena, since it'll be feature maps/weapons/spells/monsters/etc. from all 4 Serpent Riders games anyway. [ May 24, 2002: Message edited by: RambOrc ]</p>
Fri, 24 May 2002 21:31:00

Merton

Thanx for answering. 7.With character levels I meant that can characters still gain levels like in K mod2 ? Probably yes... Also a new question ! [img]images/smiles/icon_eek.gif[/img] 11. Will there be a public alfa or beta testing like in K mod2 so that commoners like me can test it ? [img]images/smiles/icon_smile.gif[/img]
Fri, 24 May 2002 22:08:00

RambOrc

Some kind of beta testing will be done, but no idea yet in what form, depends also on the size of the stuff (not everybody will want to download a 50 MB file just to beta test it).
Fri, 24 May 2002 23:39:00

Col.J.P.

Why not? I will do it in ten minutes... Not everyone has 56k phone modems as you do... [img]images/smiles/icon_razz.gif[/img]
Sat, 25 May 2002 00:08:00

Sir Billiam

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr>As for the Heretic character in Korax Arena, it'll blow away the other classes in Deathmatch IMO. <hr></blockquote> Have you ever Dared to compare? (of course, you already check everything, but ya can't be too sure). The Sidhe doesn't have such highly advanced homing and powerful weapons as the Cleric or the Mage. Mybe we can argue with the fighter, since they're meant for beginners and don't do as well in DMatch play anyway, but the Fighter's Quietus still is Obsenely more powerful than the Phoenix Rod. A Sidhe would have to take careful aim and precision with a phoenix rod since they're so slow and lobbish, but a cleric can just shoot some ghosts in any ol' direction and they'll race right for anything in the vicinity. Even with those really fast weapons, a fighter still dominates in speed so that won't work out so well either (although much better than phoenix rod). Are you hinting that you're going to make some Very Significant Adjustments to Corvus to give Him an Edge beyond edges [img]images/smiles/icon_eek.gif[/img] so, what are you guys gonna do to him? Make him faster, Better defens, Awesome weapons, What? [img]images/smiles/icon_eek.gif[/img] What adjustments are you thinking of giving (or already given) to the Cleric? I know you're gonna give him a wide arsenal of different and ascending in power maces, but is there anything you have not revealed on that Korax Heritage site of yours? [img]images/smiles/icon_wink.gif[/img]
Sat, 25 May 2002 00:31:00

Ichor

A few Discs of Repulsion fired your way at those ghosts or Bloodscourge shots would change your whole perspective on homing weapons, heheheh.
Sat, 25 May 2002 00:35:00

RambOrc

Just FYI, the Heretic character is faster than any of the Hexen characters. Anyone with the source codes in his hands can confirm this. Also, in a run-and-hit deathmatch you can't beat the Crossbow and the Hellstaff. Most of the weapons in Hexen have been designed with slow-moving, stupid monsters in mind, whereas Heretic's weapons have been copied from DOOM's ones which turned out to have the best Deathmatch experience for years.
Sat, 25 May 2002 00:50:00

Ichor

Except perhaps a powered up Firemace and a nearby teleporter. Just imagine walking along trying to find the other guy when from out of nowhere a big, shiny ball slams right into you, sending what's left of your body flying past the moon. Another fun thing is finding a nice hiding spot looking over a very large and open area. Then when someone happens to walk on by, whip out your Dragonclaw and fire away. Since the blast is instantaneous, he'll never know where it's coming from unless he sees you.
Sat, 25 May 2002 02:21:00

Sir Billiam

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
A few Discs of Repulsion fired your way at those ghosts or Bloodscourge shots would change your whole perspective on homing weapons, heheheh.
Yes, I've run into those cases when I'm hunting out players with my wraithverge. But the surprise is really on them, 'cuz I switch to discs when I get my 4th weapon and can send my ghosts right back to people who sent them right back to me, and then it turns into a game of Ghost-Pong [img]images/smiles/icon_biggrin.gif[/img]
Sat, 25 May 2002 02:59:00

Ichor

Another fun trick (although it works better and more often in smaller maps) is to create a Maulotaur, then use the banishment device in him. He'll be sent to another part of the map, and if you're lucky, right next to someone else. Of course, this does not work on the Korax mod, since banishment simply removes monsters altogether.
Sat, 25 May 2002 12:58:00

Sir Billiam

What's also an annoying trick with maulotaurs is that if you have a porkalator in hand and somewone tries to sik a maulotaur on ya you can overcome this obstacle by simply Turning it into a pig [img]images/smiles/icon_biggrin.gif[/img]
Sat, 25 May 2002 13:07:00

Ichor

I was playing deathmatch with JP a while ago, and I lobbed a Dark Servant at him. It hit the wall and didn't form. So he picked it up and threw it at me. I had the Porkelator, but I banished it away and instead used the Porkelator on him instead. Mmmmmmm, bacon bits...
Sat, 25 May 2002 21:47:00

Col.J.P.

Yes...why is that Dark Servants sometimes to not form? It happens to me a lot...and then the adversary pick it and turns the beast agains us...is this a bug?
Sat, 25 May 2002 22:16:00

RambOrc

If there isn't enough space for the Maulotaur, it won't be summoned. This is described in the original Hexen manual maybe nobody read besides me.
Sat, 25 May 2002 23:37:00

Ichor

The same thing happens with the Stone of Summoning in Hexen 2. It's not a bug. In fact, it was made that way to prevent any summoning bugs. It also makes it more fun in deathmatch. You have to be real careful when using the Dark Servant or that thing you worked so hard to find can be used against you, heheh.
Mon, 27 May 2002 03:19:00

Sir Billiam

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
If there isn't enough space for the Maulotaur, it won't be summoned. This is described in the original Hexen manual maybe nobody read besides me.
Are we forgetting anyone else who recalls details from the instruction manuals and cronicle of deeds often in here? What am I, the wind? [img]images/smiles/icon_wink.gif[/img]
Mon, 03 Jun 2002 20:01:00

Sir Billiam

I just have a few annoying questions I wanna Clear up about this project [img]images/smiles/icon_biggrin.gif[/img] How signifficantly will your character's level increase by the time you get to the end? In most traditional RPG's, the level Maximum usually ranges from 30-100, and getting up to just level 12 at best in your quest in Hexen2 and Kmod just isn't satisfying enough. I think many people could agree with that. I like the feeling of such dramatic increase in stats that you could blow away some enemies from back in previus towns in one hit that were actually very formidable opponents back at lower levels, and Hexen2 lacks that particular feeling of progression on account of the HP and Mana increase isn't so dramatic and none of those stats you see when you press tab and see in your character's subscreen increase at all [img]images/smiles/icon_sad.gif[/img] (speed, strength, magic, and special power occurencies). Plus I hope you guys are using a different exp system than the enemies HP now, their exp payout should've been much more than that in Kmod (did they use that same system in H2? I never started wondering about that until just now...). And just what is the varying strength of monsters through the progression of the game? Are we talki'n 20 different species or 200 different species? Okay, I think I'm done now [img]images/smiles/icon_smile.gif[/img]
Mon, 03 Jun 2002 20:43:00

mago

Well, there is no need of a "level" feature. In many games, you don't go higher in levels, but instead you get to be a stronger character by improving slowly your differents skills, point by point. Of course there will be the level system, but just to show that it isn't that important. Anyway, I like to kill monsters with one attack too, myself, but in the end, it turns to a kinda boring thing, when you just find yourself confortable fighting red dragons, and deamons-from-outer-dimensions. It's like a drug, as the time passes, only greater ammounts will satisfy you. [img]images/smiles/icon_smile.gif[/img] 200 Monsters??? My guess is that we will have 20 or so, more likely. Since I'm the one who will be making those monsters sprites, that load of work would keep me busy for years!! [img]images/smiles/icon_wink.gif[/img]
Mon, 03 Jun 2002 21:43:00

RambOrc

EXP might still be tied to monster HP, OTOH it won't be the only way to get EXP, a large part you'll get through solving quests and such stuff. As to the number of levels, no idea yet, the whole length of gameplay is still a BIG question. In the end I might have to recycle a bunch of Hexen and Deathkings maps just to have enough dungeon maps... As for character attribute increases, I don't see where it'd be a prob with KMOD, on level 10 you could already double all your stats and more. As for monster types, basic types might not be more than a dozen or 2, but even within a certain subtype you will never be able to tell how many HP and what strength the monster exactly has, as it'll be slightly different between them. You might encounter 2 Centaurs, one of which has 192 HP, 15 strength and 8 speed, the other 250 HP, 13 strength and 7 speed. p.s. I'd appreciate if people would start new threads for new discussions, especially with UBB it's rather clumsy to keep an overall view of things with such a long thread.
Sun, 16 Jun 2002 11:27:00

Merton

Is there any background story being planned for the Scattered Evil ? And now that you have finished Kmod (and put my name in the credits [img]images/smiles/icon_razz.gif[/img] ), have you already began to make SE or will you take a nice long vacation ? [img]images/smiles/icon_smile.gif[/img] (yes, I know you have been doing some stuff already)
Sun, 16 Jun 2002 12:14:00

RambOrc

Yep, background story there will be, I even have several half-finished ones to choose from. As for starting work on SE, we've done a LOT of work on it parallelly to KMOD this last year - and even before, as Project Alpha's stuff is now part of SE. If you check out the development history on the Korax site, you'll see about what has been done about when. And as for latest work, just check the Korax site on a regular base, we now have a newsscript that allows all team members to post their latest progress report instantly.
Sun, 16 Jun 2002 22:31:00

mago

As for myself, I will be forced to take a "vacation" from the project, since my final exams will begin soon. In fact I have to go away right now, I still have lots to study for my first exam (Portuguese), which will be tomorrow. [img]images/smiles/icon_sad.gif[/img]
Sun, 16 Jun 2002 22:42:00

RambOrc

Just to make something clear in case it isn't... while there is no release date for SE yet, it's perfectly sure it won't be out sooner than 2-3 months from now (and that's the earliest release date).
Wed, 20 Nov 2002 15:59:17

Evil Mage

Hey guys, I was just wondering on someting. Maybe you guys should make some NEW CLOAKED enemy in SE. Something like an Ettin or CHaos Serpent or Sentaur that uses a cloaking device. And the cloaking device would use the same texture as the FROZEN enemies are with the frost shards/ Ice Wand (mage). But, you would have to increase the transperency to it to make it look like a CLOAK effect and NOT an ICED enemy. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Just look at this pic here <!-- m --><a class="postlink" href="http://www.korax-heritage.com/images/newspics/161102.jpg">http://www.korax-heritage.com/images/ne ... 161102.jpg</a><!-- m --> Ok, now just increase the transparency or make the ice colour more lighter on the ice effect to make it look like your OWN cloak effect. Wouldn't that be cool in Hexen? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Don't tell me this isn't possible cause increasing transparency should be easy and changing the colour of the ice to a *LIGHTER* shade of light blue is easy and pretty much should be able to be implemented. So... What do you SE guys say about my idea? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 20 Nov 2002 16:07:54

Moose

Sounds good and shouldn't be to hard on my side of things, but an artist will have to make loads of new frames (theres only one for ice at the moment). Oh and what do you think on the ice wand me and FireBrand made?
Wed, 20 Nov 2002 16:56:51

RambOrc

Is there no possibility to make an existing animation frame sequence transparent? I think that's what SkyJake did to the pink demons in jDoom.
Wed, 20 Nov 2002 17:01:14

Moose

Can't see any reason why not.
Wed, 20 Nov 2002 17:19:01

RambOrc

Moose, no more word on this here in public... I opened a new topic in the devforum.
Thu, 21 Nov 2002 13:54:22

Evil Mage

[quote="RambOrc":wy1nw5h6]Moose, no more word on this here in public... I opened a new topic in the devforum. You better thank me in the read me file for SE or KA, when they come out RambOrc <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Thu, 21 Nov 2002 14:27:11

RambOrc

Nah... I think we'll just do what you do here all the time (not caring shit about what others want).
Thu, 21 Nov 2002 17:04:57

mago

Hey, Evil Mage, with these "cloak" thing, it's now clear to me! You like AvP, don't you? Then you maybe have seen some of my drawings made for it. Do you know a site called PlanetAvP? If you are interested, in their gallery (which is huge now), I have a few drawings, which are named with my real name Magno Scavone. The first one I sent is located in page 11, so the others shouldn't be far. Hope you like them. Oh, by the way, did you know you are really nice? If it wasn't for you, these forums would surely be way colder, since the others (Moose, Janis, RambOrc, Ichor...) are sooooo quiet and reserved. And of course, I can't be around enough time to answer all topics. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 24 Nov 2002 01:20:05

Evil Mage

[quote="mago":qh26nj1f]Hey, Evil Mage, with these "cloak" thing, it's now clear to me! You like AvP, don't you? Then you maybe have seen some of my drawings made for it. Do you know a site called PlanetAvP? If you are interested, in their gallery (which is huge now), I have a few drawings, which are named with my real name Magno Scavone. The first one I sent is located in page 11, so the others shouldn't be far. Hope you like them. Oh, by the way, did you know you are really nice? If it wasn't for you, these forums would surely be way colder, since the others (Moose, Janis, RambOrc, Ichor...) are sooooo quiet and reserved. And of course, I can't be around enough time to answer all topics. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Thankx for the compliment. I like to have fun on these forums to keep these guys "ALIVE". But they think me posting is a bad thing. SOoner or later I will get banned. <!-- 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:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Anyways, I play avp2 alot more then avpge. But yeah, RambOrc- what do you think of my idea on a new CLOAKED enemy in SE? <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> I think either one of my 2 ideas for a cloak WOULD work. I more think the *lighter shade of LIGHT BLUE* would work more since this game is very 2d. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> And yeah Mago, I visit planetavp and alot of other sites. I'm part of the avpnews forums (alot), and planetavp.com/lvmods. I like avp2 but it needs a mod to fix the crap balance it has. And RambOrc- loosen up. You know as much as I do, that if I didn't post my silly stuff, this place would be dead. At least you mods are ANGRY with me being around but that doesn't bother me because it keeps this lovely forum (I love Hexen) ALIVE. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> If I ever get banned from here for my BOLD and silly posts, then this place would die with me... <!-- 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: --> So, who wants some CANDY? <!-- 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: -->
Sun, 24 Nov 2002 09:58:39

Moose

Woo candy!!! And what do you think of the wand? Ramborc - Your news post about the Ice Wand is wrong, the cone of shards shoots 15 not 5.
Sun, 24 Nov 2002 16:48:39

RambOrc

Dark Mage, you still don't get it. I'll never ban anyone for using font properties that make text look annoying (OTOH I might really disable font properties as such for the forum software itself). As for getting angry with you, one of these days I might just stop reacting to your posts, and if Moose does the same, we arrive to the same dead forums, just with a lot of crappy-looking posts in it, making the chance of newcomers posting even lower. You know what? 2 new people registered to these forums lately. Neither of them posted anything. After seeing all this shit talk (OT everywhere and people arguing about non-Korax related stuff) going on slowly in all forums, they most probably felt they'd be flamed if they'd post, so they didn't. A pity. Are you still feeling you're doing some service to the community? Anyway, these forums don't have to buzz all the time, especially when there was nothing really exciting for nearly half a year now. Also, they aren't intended as a chat platform, but a place where people can publicly post and discuss their questions and suggestions about this game. Something that's done too seldom here. p.s. Moose: newspost corrected.
Tue, 26 Nov 2002 17:12:13

Evil Mage

[quote="RambOrc":26rlijca]Are you still feeling you're doing some service to the community? *Clicks BOLD button. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> * Well, Yes I do. I bring Candy, sillyness and happiness to these KMOD forums. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> *hande Moose some sugar coated candy* <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> * If people don't respond to the OFF TOPIC silly posts, then so be it. the KMOD Discussion forums part is still the same. My silly posts will stay the same in the OFF TOPIC discussion. Just like you told me, "Anything that is NOT related to the threads meaning is moved to OFF TOPIC discussion." So, I take it,...that's what it's for. "OFF TOPIC" discussion. So, let's all rejoice in my long weekend return to the wonderful world of KMOD forums. Now let us feast in a bag full of Candies I brought for us. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> [img:26rlijca]http://www.yummyco.com/images/30pcBag_.jpg[/img:26rlijca] <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->

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