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Scattered Evil programming

Fri, 29 Mar 2002 21:33:00

RambOrc

I really feel bad about never having gotten around writing the design guide for Scattered Evil. [img]images/smiles/icon_sad.gif[/img] It'd be a lot easier now to determine what needs to be coded for the engine. For the time being, I'll list things I think should be done: - translucent textures (for windows) - new monster and NPC definitons - ability to add EXP for picking up things, solving puzzles, finishing quests - NPC AI - new behaviours for the Heresiarch (at the very minimum, he should be able to teleport like Korax does in Hexen) I guess there's a lot more, but I've been sitting in front of this machine too long and currently I seem to be unable of thinking.
Fri, 29 Mar 2002 21:48:00

Ichor

Here's an idea, although it may be more of a gimmick than anything. Still, it might be fun to try it. I call it 'heat warping'. That's the effect you see when looking outside on a hot summer day. It might be good to use in the desert, but it's also good to use in extremely hot caverns or whatever where there's a lot of lava. In cases like that, you could make it so that you take a small amount of damage as long as you're in the general vicinity of any lava (without some kind of protection, like maybe armor that abosrbs fire damage). With the heat warping effect, you'll see where the dangerous areas are.
Tue, 02 Apr 2002 14:12:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
- translucent textures (for windows)
To do it properly all those polygons must be sorted from back to front together with sprites. I'll try to implement this. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
- new monster and NPC definitons
Not a big problem. Just tell me what you want. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
- ability to add EXP for picking up things, solving puzzles, finishing quests
Can be done quite easely. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
- NPC AI
Randomly walking around - shouldn't be too hard. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
- new behaviours for the Heresiarch (at the very minimum, he should be able to teleport like Korax does in Hexen)
Not a problem too. One thing that I would like to change is use a 640x480 virtual screen for 2D overlay graphics (i.e. status bar, menus etc). And how about having fullscreen images (such as title) in resolution 768x512?
Wed, 03 Apr 2002 12:20:00

dj_jl

Can I enable journal and remove automap now?
Thu, 04 Apr 2002 15:48:00

dj_jl

Hallo! Am I the only alive person out here? [img]images/smiles/icon_rolleyes.gif[/img] OK, another thing - since there will be no multiplayer, can I remove multiplayer menus?
Thu, 04 Apr 2002 17:44:00

dj_jl

Implemented basic NPC AI and added definition for city mage. Replaced mage in town map with this new city mage and he was walking around. [img]images/smiles/icon_smile.gif[/img]
Thu, 04 Apr 2002 20:24:00

RambOrc

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Hallo! Am I the only alive person out here?
Sorry for long reply time, our ISP took nearly 4 days to update the DNS. While I could reach the site and the forums through the IP, UBB wouldn't work w/o the URL as well. New monster definitions: best would be a TXT file into which I could add monster definitions after a defined pattern, or do you have a better idea? <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
One thing that I would like to change is use a 640x480 virtual screen for 2D overlay graphics (i.e. status bar, menus etc). And how about having fullscreen images (such as title) in resolution 768x512?
Of course, of course, OF COURSE! That's something I wanted from the beginning and another thing Camper claimed can't be done (at least by him). [img]images/smiles/icon_biggrin.gif[/img] BTW why the 768x512 resolution? It's not very common. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Can I enable journal and remove automap now?
Since you're the only one currently working on the Korax codebase, you know best how you manage the stuff, but since KMOD2 development is not yet closed, I guess you either can't do this yet or you'll have to work with 2 codebases simultaneously. Or am I just plain stupid? [img]images/smiles/icon_wink.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
OK, another thing - since there will be no multiplayer, can I remove multiplayer menus?
Same goes as for previous question. BTW as soon as KMOD 2.2 is out (and there isn't any BIG bug that needs fixing), any and all multiplayer code can be ripped out of the Korax I engine. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Implemented basic NPC AI and added definition for city mage. Replaced mage in town map with this new city mage and he was walking around.
Whoa, can't wait to see it... [img]images/smiles/icon_smile.gif[/img] what do I need for that?
Thu, 04 Apr 2002 20:49:00

mago

Sorry for the silence, but since I don't know anything about programming, I thought I should better stay with my mouth closed. [img]images/smiles/icon_biggrin.gif[/img]
Fri, 05 Apr 2002 18:12:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
New monster definitions: best would be a TXT file into which I could add monster definitions after a defined pattern, or do you have a better idea?
Unfortunately Raven didn't release the scripts and tools they used to generate info tables, so now I must do all this by editing the created files. So if you need something to add, tell me and I will do this. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Of course, of course, OF COURSE! That's something I wanted from the beginning and another thing Camper claimed can't be done (at least by him).
OK, switching. [img]images/smiles/icon_biggrin.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
BTW why the 768x512 resolution? It's not very common.
Both - OpenGL and Direct3D require textures to have a power of 2 dimensions and 768x512 is a composition of 6 textures with sizes 256x256. BTW American McGee's Alice uses this. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Since you're the only one currently working on the Korax codebase, you know best how you manage the stuff, but since KMOD2 development is not yet closed, I guess you either can't do this yet or you'll have to work with 2 codebases simultaneously. Or am I just plain stupid?
I'm already working with 2 codebases. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Whoa, can't wait to see it... what do I need for that?
OK, here it is. I just uploaded 2 new archives into directory scatteredevil. se-base.zip is a base package with all binaries, bat files and doomsday.wad. se-wad.zip is an updated scatteredevil.wad (the mage sprites were renamed). The city mage has editor ID 12034, ask Camper to add it to the WadAuthor config file. [ April 05, 2002: Message edited by: Janis Legzdinsh ]</p>
Mon, 29 Apr 2002 08:49:00

mago

Here's the idea for the new spell: "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?" I didn't know where to put it, so... Anyway, could it be done for S.E.? You said you would want lots of spells for the mage...

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