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ScatteredEvil.exe

Fri, 12 Jul 2002 18:07:00

dj_jl

In these days I did a very big job - all DLLs (jtNet2.dll, drOpenGL.dll, drD3D.dll and ScatteredEvil.dll) were merged into exe file and now there's single ScatteredEvil.exe. I also got rin of dependency on eax.dll, so you can safely remove it from SE directory. Driver selection also has been changed. Now, when running for first time, a dialog is displayed where you must choose the driver. This eliminates the need for bat files. These settings will be saved into ScatteredEvil.ini. I also renamed config file to ScatteredEvil.cfg and Doomsday.out to ScatteredEvil.log. Doomsday.wad also has been merged into ScatteredEvil.wad, so you must update it too. New archives (se-bin.zip and se-wad.zip) are waiting for you on koraxdev. Are you impressed? [img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_biggrin.gif[/img]
Fri, 12 Jul 2002 21:13:00

RambOrc

Let's say I'm a lot more impressed from your performance than from mine... [img]images/smiles/icon_biggrin.gif[/img] Thumbs up. [img]images/smiles/icon_cool.gif[/img] This stuff with the fewer files is cool, I think KMOD 2.1 was the top with about 50 files in 2 folders (I guess before we're through you'll make a single file for all MD2 models and their skins as well [img]images/smiles/icon_wink.gif[/img] ). I took this opportunity to do what I intended for days now (installing SE on my Athlon/GeForce comp), so at long last I could make a couple of screenshots of the damage skins and the newly converted map, I'll sift through the shots and post the damage skins today, the map shots in a couple of days. BTW maps, I'm really sorry about having promised and not uploaded the other Heretic maps of Levelkiller... one of the things with it is that I'll have to locate his (I think 30 or so) mails and read most of them to be able to determine exactly which maps he gave his permission to use and which not. I know w/o checking that he gave the green light to fortress.wad (already converted) and sewers.wad (I'll have to locate it first in one of a dozen backup CDs), and he said no to the River of Fire and Heart of Fire maps. There are a couple others I'm not sure about, and there are some I don't even know where to find first... On the bright side, today starts the Summer Vacation here, and while I'm still working 3 days a week at the office, my university lessons drop out on Wednesday and something that takes about 2 days a week over the year is now out for ~5 weeks (the scouts group). So I might actually finish the Design Guide before Mago goes to Brazil. [img]images/smiles/icon_smile.gif[/img] BTW design guide, it'd help me focus if you'd list the things you want to hear about most.
Sat, 13 Jul 2002 14:38:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
This stuff with the fewer files is cool, I think KMOD 2.1 was the top with about 50 files in 2 folders (I guess before we're through you'll make a single file for all MD2 models and their skins as well [img]images/smiles/icon_wink.gif[/img] ).
Yes, some Quake-like pak file, or maybe even zip file.
Sat, 13 Jul 2002 20:06:00

RambOrc

Hey I knew they can't be lost! They were just at another place than where I was looking for them... I was hacking away at my Mozilla Mail archives where I keep all my Korax' Heritage and RavenGames mails, among others. But these mails went through my Hotmail account back then (Pablo had trouble sending to anything else than Hotmail from his own Hotmail account), and when I got fed up with that crap and emptied the mail archives from that account into my local ones, they all went to my private mail archives under Netscape Messenger 4.7x, LOL... now I found 33 messages, some of them with attachments so it's just a question of time to sift through all this stuff. [img]images/smiles/icon_biggrin.gif[/img]
Sat, 13 Jul 2002 20:37:00

RambOrc

http://www.korax-heritage.com/koraxdev/maps/pablodictter/pablodictter_hereticmaps.zip Finally... everything found, read, saved, copied (one of the files was on a backup CD from June 2001), zipped, uploaded... 'tseems I couldn't find anything better to do on a Saturday night... [img]images/smiles/icon_rolleyes.gif[/img] The ZIP file contains 5 maps (one is the one already converted, but I wanted a complete archives file). Once they're converted we're up to a pool of 35 Hexen maps made by other people we might use for SE (provided they're any good). Starts to sound good, huh? [img]images/smiles/icon_wink.gif[/img] Hey I know noboy has been around to read all this anyway but I'm out, I don't want to think about SE today any more... [img]images/smiles/icon_wink.gif[/img] The only useful thing I did today was when I went out on my mountain bike the afternoon for somewhat over half an hour... [img]images/smiles/icon_rolleyes.gif[/img]
Sun, 14 Jul 2002 07:05:00

RambOrc

Well I guess you can always count on me promising one thing and not doing it and then suddenly doing another one from even earlier on... I've not yet gotten to the part about the Heretic maps, but did the Hexen map collection instead, from the stuff Darklord217 sent me back in February (!). http://www.korax-heritage.com/koraxdev/maps/darklord217/darklord217_hexenmaps.zip The good news is that while I had to drop several maps becuz the info text said not to use (it was worded somewhat differently so most probably that's why Darklord217 didn't take notice) and thus the number of wadfiles came down to 11, several of them contain more than one map, making the number of the maps 30. I guess this sounds a lot better than this far... the bad news will be when you start checking the maps, some of them are really just crap. OTOH I've found some rather good-looking ones I didn't even notice at the first run back last Winter (like those that say "deatmatch" in the readme text but are single-player suited). It'd be a good thing if you could check out as many of these maps as you can and make a list with 3 columns: - maps that can be used for Scattered Evil with some modifications, but are pretty good in the current form already - maps that aren't suitable for Scattered Evil in their current form, but the architecture (or parts of it) could be used for SE maps - utter crap, should land straight in the trash bin Having such a list from different people would be a great help in sorting stuff out. I'm also having increasing problems in testing Hexen stuff, I mean I've been developing for Hexen for over 2 years now continously, and in the first year I was the only gametester, and slowly I can't bear to look at classic Hexen stuff any more... since I'll have to look at it a lot in the future before we're through, I'd really love if I could outsource such work (which might be rather enjoyment than work for you). [img]images/smiles/icon_smile.gif[/img] Now, on to the Heretic maps...
Sun, 14 Jul 2002 07:54:00

RambOrc

OMG... I've wasted over half an hour trying to located his mails in 3000+ others, but no luck. [img]images/smiles/icon_sad.gif[/img] All I found were 2 mails from October 2001 that were actually forwards of mails from August 2001 and contained mails Pablo sent me about the map he made but killed with a DOOM map shrinker tool (hence his nickname Levelkiller). Couldn't locate any of the other mails. I guess somewhere between the changes of several webservers/mailserver and mail clients/user profiles they got lost (though it's strange, shouldn't have happened). [img]images/smiles/icon_sad.gif[/img] Anyway, I just sent him a mail and will have to see whether he replies. I hunted down 2 of his e-mail addies, one of them already came back as undelivered... [img]images/smiles/icon_sad.gif[/img]
Mon, 15 Jul 2002 08:43:00

dj_jl

Just converted those Heretic maps and uploaded them to the koraxdev.
Mon, 15 Jul 2002 13:43:00

RambOrc

Hey someone around here's real fast... [img]images/smiles/icon_cool.gif[/img] Checked them all... unlike part of the Hexen maps in the other collection, these maps are all suitable for SE, as far as architecture goes. Pablo has a distinct style in all his maps, which, served in the right distribution, can really enhance the look of the world. [img]images/smiles/icon_smile.gif[/img] 2 of them need to be finished (e1m1 and pddm3 are more of a prefab than a full map), but the rest are pretty much full maps that need "only" hours of texturing (mostly alignments, also some texture changes), and a couple of smaller adjustments. The cool thing is, they have their special feeling, and the same goes to some of the Hexen maps I check this far. This will make the world more variegated. There is also the drawback that both world and story will be made on the base what maps we have, and not the other way around (which everybody wanted for SE, both in- and outside of the team). But we can't have everything... I'll also try and brush the whole bunch together to a kind of unity. p.s. when I first got the E1M1 map from Pablo, I as thinking about throwing away my town map and build such a one, but the prob is it'd take 10-20x more work for the same size of a city. Also, such a town has more of a feeling like that in Pool of Radiance 2, and that wouldn't be suitable for the center of the whole game. In TSP where we've got many different settlements, there can be such a town as well (I really hope we'll find some professional mappers for TSP though).
Thu, 25 Jul 2002 18:36:00

dj_jl

A new binaries have been just uploaded. Here's list of changes: - fixed weapon cycling. - first-person conversations. New conversation script has been included with exe and it shows how to define such conversation. - new conversation command - RandomLabel which randomly jumps to one of the labels, so the answers now can vary a bit. - the look of conversation has changed a bit. - changed savegame code by removing that crap DoomsDay had for compatibility with old saves and switched back to the way original Hexen did this. Have fun.
Sat, 27 Jul 2002 10:04:00

RambOrc

Weapon cycling is fine now... just as a suggestion, wouldn't it be more logical if the manaless version of a weapon would come first if you go from 1 to 4? Currently you get the gauntlets, than the mana-loaded axe, then the manaless axe, and so on. I'm not sure why but once I talked to an NPC it looked real weir. This is how it looked like when talking to a citymage NPC: http://www.korax-heritage.com/images/newspics/270702.jpg If I went to the Bishop in the church, there was a screen-wide light green stripe horizontally, with a lengthy hole in the middle. The text itself was in the left part of the screen on this stripe, however. What is it supposed to look like? You mean the savegame crash bug is now eliminated? Also, another thing if you are at cleaning up code, if it makes the engine any more afficient, you could remove the whole netcode as we won't use our Doomsday-based Korax engine for multiplayer ever. p.s. I saw you defined the current Korax engine as ver. 2.2... in my view, it'll be 1.0 once we finish Scattered Evil, and when we switch to Vavoom will it be the 2.0 version of the Korax engine.
Sat, 27 Jul 2002 13:20:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Weapon cycling is fine now... just as a suggestion, wouldn't it be more logical if the manaless version of a weapon would come first if you go from 1 to 4? Currently you get the gauntlets, than the mana-loaded axe, then the manaless axe, and so on.
This is the order of weapons like it's in the table. And the idea was that most powerfull version is selected first. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
I'm not sure why but once I talked to an NPC it looked real weir. This is how it looked like when talking to a citymage NPC: http://www.korax-heritage.com/images/newspics/270702.jpg
Whoa! You mean all that garbage on screen. Correctly the screen are should be limited with black parts, i.e. a cinematographic effect. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
If I went to the Bishop in the church, there was a screen-wide light green stripe horizontally, with a lengthy hole in the middle. The text itself was in the left part of the screen on this stripe, however. What is it supposed to look like?
That's how it should be. But it's really temporary. Once Mago will be back, we will give him a job to draw a nice box. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
You mean the savegame crash bug is now eliminated?
I had no savegame crashes for some time. And I don't think it was the reason. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Also, another thing if you are at cleaning up code, if it makes the engine any more afficient, you could remove the whole netcode as we won't use our Doomsday-based Korax engine for multiplayer ever.
I also think so. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
p.s. I saw you defined the current Korax engine as ver. 2.2... in my view, it'll be 1.0 once we finish Scattered Evil, and when we switch to Vavoom will it be the 2.0 version of the Korax engine.
It haven't been changed from kmod. Will do so. [ July 27, 2002: Message edited by: Janis Legzdinsh ]</p>

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