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Several notices about KA

Tue, 18 Apr 2006 08:13:05

Crimson Wizard

I examined Korax Arena game, and I wish to make following remarks: 1. OpenAL32.dll ought to be added to KA archive, if you wish to distribute it. 2. I didn't like game's title screen. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> looks weak. 3. Fighter's Hammer (1st mode) works a bit strange. It leaves electrical globes that stay hanging in the air. Isn't it a bug? 4. Heretic's Phoenix Rod has too fast "burning" animation, in my opinion it should be a bit slower. 5. Whitchhaven's Bow blinks constantly during aiming.
Tue, 18 Apr 2006 08:46:07

RambOrc

2. It is I think. 3. Those are the darkness spawners.
Tue, 18 Apr 2006 11:21:30

mago

Thats why its called a Beta. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Seriously though, many of the things mentioned are working in progress. What Firebrand will probably say to you (he created all the things mentioned here, I believe) is that you or Moose as fellow coders are welcome to change whatever is necessary to make them work better/properly.
Tue, 18 Apr 2006 12:07:16

Firebrand

[quote="mago":303wm7t1]Thats why its called a Beta. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Precisely, a lot of things need improvements/changes, the version you hold in your hands Crimson, it's WAY better that what we have in the beginning <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, believe me, it's the process of balancing weapons and bots AI, I remember there were weapons that could kill you with ONE shoot, hehe! <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: --> [quote="mago":303wm7t1]What Firebrand will probably say to you (he created all the things mentioned here, I believe) is that you or Moose as fellow coders are welcome to change whatever is necessary to make them work better/properly. Yes, if you have better ideas, you can share them with us all, we were discussing ways to improve some of the weapons for certain character classes, like the Cleric's health spell, I think it should go away and be replaced by something better that suits the already implemented animations, also that "Darkness Hammer" should be replaced by something else (whether it uses the same projectiles or not). There's a lot of room to improve, but we'll get to it really soon <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 16 Aug 2006 09:11:41

Crimson Wizard

Please, look at this code from WeaponMageCone.vc:
if (int_mod)
			{
				if(!active_damage)
				{
					damage = damage * Player(Player).strength / 10;
				}
				else // [FB] PI Damage
				{
					damage = (damage * Player(Player).intelligence / 10) * ftoi(3.1415);
				}
			}
			mo.bShardSpawnLeft = true;
			mo.bShardSpawnRight = true;
			mo.bShardSpawnUp = true;
			mo.bShardSpawnDown = true;
			mo._Special2 = 3;	// Set sperm count (levels of reproductivity)
			mo.Instigator = pmo;
			mo.Args[0] = 3;	// Mark Initial shard as super damage
As you may see, there's some damage variable calculated. But it isn't used anywhere! I think it is a real mistake.
Wed, 16 Aug 2006 21:29:59

Firebrand

<!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Evidently there's a real error there, hehe! The damage should be calculated on the weapon's projectile, not the actual weapon <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.

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