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Some kmod2 bugs

Wed, 27 Feb 2002 00:09:00

RambOrc

1) You mean you can add more than one file with the -file options (with the syntax you showed)? Wow, didn't know that, it might solve the silver/gold bar sprite probs for some people. 2) Strange, never saw any of that (OK, I don't use much automap on Hexen levels as I know them w/o). OTOH I guess it's not worth fixing, since the KMOD2 patch is most probably coming out tomorrow and Scattered Evil won't use the DOOM automap feature any more (and afterward we leave Doomsday anyway).
Wed, 27 Feb 2002 00:20:00

mago

Well, I had a problem saving in the first slot, and everytime I tried to load a game from it, the game would crash. anyway, it's not a big deal... If you forgive my ignorance, what is new in this patch? PS: Hey RambOrc, have you read your e-mails? Anyway, thanks a LOT, and you know why! [img]images/smiles/icon_smile.gif[/img]
Wed, 27 Feb 2002 07:25:00

dj_jl

First of all there's a bug in the bat files - the -file option is used twice. Engine will find only the first one. Correctly it must be like this: "-file rsword.wad money.wad". Second - automap behaves weird. Sometimes I have all map on screen and I can't zoom in. And sometimes - it's rotated by 180 degrees. [ February 26, 2002: Message edited by: Janis Legzdinsh ]</p>
Wed, 27 Feb 2002 13:14:00

RambOrc

Sounds like the savegame corruption bug that occurs now and then. If it doesn't go away after resaving to the same slot after restarting the game, just delete the savegame files for that slot from the HDD (don't ask me which savegame file number corresponds to which savegame slot though). About what's new in the patch, I'll make it publicly available today later on, so no use typing the stuff here just to have you check this page later than the news page where it'll be up what's new. [img]images/smiles/icon_biggrin.gif[/img] And yes, I always read mails the day they come in, I just tend to push out the answering for them. [img]images/smiles/icon_smile.gif[/img] Hey this is a good occasion to save a mail, Janis I just reorganized the folders some in your webspace (subdomains), the forums and strife subdomain stuff are now outside the main public_html area, just FYI (before you note it yourself and write me a mail I don't answer for a weeek, LOL [img]images/smiles/icon_smile.gif[/img] [img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_wink.gif[/img] ).
Thu, 28 Feb 2002 09:10:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
<strong>Sounds like the savegame corruption bug that occurs now and then. If it doesn't go away after resaving to the same slot after restarting the game, just delete the savegame files for that slot from the HDD (don't ask me which savegame file number corresponds to which savegame slot though).</strong>
Something must be done with this. Maybe I could fix this. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr><strong>And yes, I always read mails the day they come in, I just tend to push out the answering for them. [img]images/smiles/icon_smile.gif[/img] Hey this is a good occasion to save a mail, Janis I just reorganized the folders some in your webspace (subdomains), the forums and strife subdomain stuff are now outside the main public_html area, just FYI (before you note it yourself and write me a mail I don't answer for a weeek, LOL [img]images/smiles/icon_smile.gif[/img] [img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_wink.gif[/img] ).</strong><hr></blockquote> Now they are in my home directory and I would notice that (I'm using FAR Manager) and wouldn't bother you with mails. [img]images/smiles/icon_wink.gif[/img]
Thu, 28 Feb 2002 15:10:00

RambOrc

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Something must be done with this. Maybe I could fix this.
This is a jHexen bug AFAIK and it might well be that it doesn't exist any more in the upcoming 1.0 version, i.e. it might make sense to check first the current beta 2 source code of jHexen, maybe it's only a matter of merging that part of the code. OK, OK, I know, I'm talking about things I've got no idea about, [img]images/smiles/icon_smile.gif[/img]
Fri, 01 Mar 2002 18:57:00

dj_jl

I've put an eye on lates DoomsDay sources and compared savegame handling, but I didn't found anything. Maybe later when I will have more free time [img]images/smiles/icon_wink.gif[/img] One ting that bothers me - when releasing forward button (mo mather to which key it's bound) for a short time and then pressing again the use action is executed which sometimes is not desirable. It can cause, for example buying a totaly useless stuff in a shop.
Fri, 01 Mar 2002 22:09:00

RambOrc

That's becuz Jaakko wanted doors to open Quake-style. The result is that every time you walk toward a wall and do it a bit too long, your character will moan all the time, which is plain annoying. Since buying in the shop is of the same type of action as opening doors (using a linedef), it causes you to buy useless stuff (at least next time you hit a wall you have some reason to moan, having lost your good money on nothing). [img]images/smiles/icon_biggrin.gif[/img] I never really made use of this auto-opening of doors, for all I care this feature wouldn't have to exist (hint hint about not implementing it in Vavoom, or if yes it should be something you can simply switch off).
Sun, 03 Mar 2002 07:36:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr>That's becuz Jaakko wanted doors to open Quake-style. The result is that every time you walk toward a wall and do it a bit too long, your character will moan all the time, which is plain annoying. Since buying in the shop is of the same type of action as opening doors (using a linedef), it causes you to buy useless stuff (at least next time you hit a wall you have some reason to moan, having lost your good money on nothing). [img]images/smiles/icon_biggrin.gif[/img] I never really made use of this auto-opening of doors, for all I care this feature wouldn't have to exist (hint hint about not implementing it in Vavoom, or if yes it should be something you can simply switch off).<hr></blockquote> I had a feeling that this must be something with double-clicks and I checked the code and yes - there it is. And as I remember original code had this for mouse buttons but now it works wit any forward or strafe key. Luckily it's controled by console variable "dclickuse" and can be disabled. [img]images/smiles/icon_biggrin.gif[/img]
Mon, 04 Mar 2002 18:59:00

dj_jl

I just entercoured another bug. When I wanted to go from "Necropolis" to the "Dark Crucible" to deal with that bastard Korax, I got error message "W_GetNumForName: clus5msg not found".
Mon, 04 Mar 2002 20:34:00

dj_jl

It is version 2.1 where this error occours.
Mon, 04 Mar 2002 20:43:00

RambOrc

Which error do you mean?
Tue, 05 Mar 2002 07:09:00

mago

I have some bugs too, but I don't know if they are real bugs, or just some software problem from my computer: I have no music, just when I'm travelling to one level to another, and the sounds tend to turn off all the time. Again, I don't know if it's just my problem. The other one is a little odd: the Affrits (the flying deamons) fly through the ceilings, like if it was air.
Tue, 05 Mar 2002 07:33:00

RambOrc

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr>Originally posted by Janis Legzdinsh: <strong>First of all there's a bug in the bat files - the -file option is used twice. Engine will find only the first one. Correctly it must be like this: "-file rsword.wad money.wad".</strong><hr></blockquote> Forgot to report it last week, but for the KMOD2 patch I was testing this stuff and it's obvious the 2nd file isn't read by the engine, no matter which syntax. I solved the prob in this special case by adding the sprites of money.wad to rsword.wad and loading that one through the -file option. It seems graphics (sprites/textures) are recognized in external files only through the -file option and only the 1st one (OTOH it's just bad project management if there are several different wad files with graphics). The other option would be to merge files with the main wad, but I never liked that option. BTW I guess the same applies to sounds and maybe some other files as well. Actually, for the next KMOD2 version (the 2.2 patch is scheduled for mid-March or so) I'll try to merge all the non-map wad files into one single one. Also, I'll try to make something approaching organization for Scattered Evil, stuff is in currently in half a dozen wad files. [img]images/smiles/icon_smile.gif[/img]
Tue, 05 Mar 2002 07:52:00

RambOrc

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
When I wanted to go from "Necropolis" to the "Dark Crucible" (...) I got error message "W_GetNumForName: clus5msg not found".
That's something Tzar Sectus introduced into the KMOD2 code and we stupid beta testers never found out before the release... indeed Camper found out it's a basic source code bug only while writing the 2.1 patch, but on the last day and I said him to keep it for the 2.2 patch. It was reported by several people but since there was a similar bug in KMOD1 at the transition from hub1 to hub2, a bug that occured only on certain systems and we could never reproduce it, I thought this hub5 prob is the same. OTOH it isn't it's just that the last shop isn't between 2 hubs like all others, but in the middle of one. ...oh no, I just realized this minute that it means there'll be most probably a similar problem in KMOD 2.1 at the last shop, it's also not at a hub transition but between 2 maps of the same hub (Nave/Dark Citadel). Well Camper is already working on the 2.2 patch so it's not as bad. Janis, if you fix anything in the source code version you have (the one on the koraxdev server is the 2.0 one from Decmeber), pls get in touch with Camper so he can merge it with the 2.2 he has in the works. This applies only if you have something within a week or so, I checked the calendar shortly and most probably we'll make a release date of 13th March, meaning stuff that isn't around at the 11th with Camper won't make it into the compiling on the 12th and does not make it into the final release I upload on the 13th. [img]images/smiles/icon_wink.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
I have no music, just when I'm travelling to one level to another.
This is no bug, though it's been reported on the Vavoom forums as well. It's a standard Deathkings "feature". Put your Hexen CD into the CD drive while playing Deathkings (and of course set music to CD Audio) and you'll have a passing audio track for all levels. It's just that Raven didn't update the sndinfo file where the bindings between maps and MIDI files are listed. Good Q whether they forgot it becuz they played Hexen with CD Audio all the time, or whether it wasn't done becuz nobody but the level designers ever really worked on Deathkings (for the original retail price of $25 it's a cheeky thing not to have included any new graphics, monsters, music or sound). Anyway, for KMOD 2.2 I'll make that sndinfo update and we'll also release that mini-wad as an update for the original DOS version of Hexen/Deathkings (it should also work with any and all ports). <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
the sounds tend to turn off all the time
??? you mean digital sound like weapon hacking, monster growling etc.? <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Affrits fly through the ceilings
Uh, could you make a screenshot of such an occurence? Never saw or heard anything like that. To make a screenshot, type in the console "bind f12 screenshot" or "bind screenshot f12" (I'm not sure which is the right one, I only know that it's the invert of the Q3 syntax). After that, just press F12 and a .tga file is written into your game folder every time. Make sure you send it converted to JPG, though. [img]images/smiles/icon_wink.gif[/img]
Tue, 05 Mar 2002 11:17:00

dj_jl

I mean clus5msg error and I found the reason. In 2.1 you renamed shop maps to different names but you forgot to update MAPINFO lump. [img]images/smiles/icon_razz.gif[/img]
Thu, 07 Mar 2002 18:00:00

RambOrc

That'd indicate that this bug exists in 2.1 but not in 2.0, whereas I found this bug already in 2.0. Might the bug have several roots at different places?
Thu, 07 Mar 2002 18:59:00

dj_jl

I don't know if this problem exists in 2.0 (I didn't played that far while having that version) but it does exist in 2.1 and fixing MAPINFO with correct map numbers fixed it.
Thu, 07 Mar 2002 21:33:00

mago

Hey, I'm sending 3 shots showing the little bug I mentioned before, about the affritts. So, if you want to take a look, plz check the e-mail.
Thu, 07 Mar 2002 23:32:00

RambOrc

OK OK, I set up the FTP access to the koraxdev thing, I see it's needed... actually, it took about 30 seconds (and another 5 minutes for bugfixing, to find out why it didn't work and fix it [img]images/smiles/icon_biggrin.gif[/img] ), that's why I waited 2 months to set it up, huh? Story of my life... [img]images/smiles/icon_sad.gif[/img] Anyway, I uploaded the 3 shots mentioned, they are at http://koraxdev.korax-heritage.com/kmod22patch_stuff/ Any other stuff regarding the patch should come in here as well, like the corrected mapinfo. A word to the wise, this is a full read-write FTP access so if anyone deletes a file from the server, I'll kick his ass from the Shadow Wood down to Darkmere and back. Anyone who does it inadvertently (i.e. out of stupidity, like "synchronizing" between local files and remote server), will get his ass kicked around mentioned road twice. [img]images/smiles/icon_biggrin.gif[/img] (j/k) [img]images/smiles/icon_rolleyes.gif[/img] Oh yes, maybe the FTP info? remote server: korax-heritage.com, username: koraxdev, pasword (take a deep breath): bull-djinn yep, that's right. [img]images/smiles/icon_biggrin.gif[/img] (sorry, Mago, it's just one of those days [img]images/smiles/icon_razz.gif[/img] ) [ March 07, 2002: Message edited by: RambOrc ]</p>
Fri, 08 Mar 2002 00:55:00

mago

LOL [img]images/smiles/icon_biggrin.gif[/img] You seem to have liked the djinn thing! If anybody is interested, I was talking about the dark-servants, and NOT the serpents, which,as it seems,are also known as "bulls". [img]images/smiles/icon_wink.gif[/img] Anyway, that's cool to have the server on. Hey, you could put there some of the sprites, so we could get some feedback, flames, or even some kind words. [img]images/smiles/icon_biggrin.gif[/img] And talking about sprites: I've sent two more samples some minutes ago, so plz check your e-mails and send some suggestions and opinions. [ March 07, 2002: Message edited by: Mago ] [ March 07, 2002: Message edited by: Mago ]</p>
Fri, 08 Mar 2002 23:10:00

RambOrc

Yep, it was clear you meant the Maulotaurs (that's the original name of the dark servants, once you get around playing Heretic you'll see that they are one of the boss monsters in Heretic and have been recycled in Hexen as summoned demon). BTW I'm not sure how many ppl actually call Chaos Serpents "bull" as I invented it myself some 5-6 years ago. The new sprites are really cool and are included in the ZIP file I uploaded on Koraxdev (in the 2d_art directory), this ZIP archive should include all graphix you sent me this far. Anyone wants me to put anything else (like maps) up on koraxdev, just tell me.
Sat, 09 Mar 2002 09:10:00

dj_jl

Since I'm a programmer, I'm more familiar with monster names that are given in the code, such as: Chaos Serpent - Demon Heresiarch - Sorcerer Reiver - Wraith Deat Wryem (or what was his name) - Dragon Affrit - Fire demon Wendigo - Ice guy (That water lurker) - Serpent Oh, and RambOrc, maybe you could upload some of your maps so we can see what has been done so far.
Sat, 09 Mar 2002 15:38:00

mago

Now that I would like to see! [img]images/smiles/icon_smile.gif[/img] About the sprites: I'm working in another ordinary person, in two injured monsters (centaur, and affrit), and I'm still thinking about the "talking" movements, and some others mods for doors, flats and patches (nothing big, but enough to give them a different look from the ones in Hexen, so everything wouldn't have to look the same (I mean, all the same doors, the same book shelves...)).
Sun, 10 Mar 2002 07:16:00

dj_jl

Well, I've fixed most of the known bugs and uploaded my current sources to koraxdev into kmod22patch_stuff directory. Can I hope to see my name in the credits screen now? [img]images/smiles/icon_wink.gif[/img]
Sun, 10 Mar 2002 15:42:00

mago

The man is an angel! [img]images/smiles/icon_biggrin.gif[/img]
Sun, 10 Mar 2002 21:52:00

RambOrc

You mean you read the bugfix list on the server I compiled and put for Camper and did "his work"? [img]images/smiles/icon_smile.gif[/img] All I can say is WOW, this is a very nice surprise (Camper already told me we'll have to delay the patch by at least a week becuz he doesn't have the time) [img]images/smiles/icon_wink.gif[/img] For the credit list, you want to be put as "Janis" or do you have some nickname? Also, does it mean you could spare time on helping us out with coding for Scattered Evil? Since Tzar Sectus disappeared we've got a MAJOR shortage on programmers... [img]images/smiles/icon_sad.gif[/img] [ March 10, 2002: Message edited by: RambOrc ]</p>
Sun, 10 Mar 2002 22:04:00

RambOrc

Regarding the maps, there are only 2 done by me that are in any shape to be shown, the city map and the mines. I'll upload the first in the coming weeks (there are several things to be fixed first, there are just too many half-finished sections where I tried something and in my head the pattern is completed, but nobody else will see it), and the mines map today or tomorrow. I'll also upload the main map database, it's a dozen or so Hexen maps made by different authors who included a txt file with the map that explicitly tells that "authors MAY use this level as base for additional ones", i.e. anything we find cool in them can be recycled for SE as dungeon map (one I'm sure to use is HXCOD2).
Mon, 11 Mar 2002 09:23:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr>You mean you read the bugfix list on the server I compiled and put for Camper and did "his work"? [img]images/smiles/icon_smile.gif[/img] All I can say is WOW, this is a very nice surprise (Camper already told me we'll have to delay the patch by at least a week becuz he doesn't have the time) [img]images/smiles/icon_wink.gif[/img] <hr></blockquote> Of course the code must be merged with latest code since it doesn't include changes made for version 2.1 such as new shop map numbers. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
For the credit list, you want to be put as "Janis" or do you have some nickname?
Yes, "Janis Legzdinsh". Actually it would be nice to have my name written in latvian. I could create an example or modify the screen myself. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Also, does it mean you could spare time on helping us out with coding for Scattered Evil? Since Tzar Sectus disappeared we've got a MAJOR shortage on programmers... [img]images/smiles/icon_sad.gif[/img]
Sure. [img]images/smiles/icon_biggrin.gif[/img]
Mon, 11 Mar 2002 13:43:00

RambOrc

Hey I guess I'm just plain stupid, I always assumed you don't have time to work on other projects beside Vavoom or dunno what. [img]images/smiles/icon_biggrin.gif[/img] Though it's not the very latest source code, I got hold of the release 2.1 version (or pretty close to it), I've uploaded a source file that dates from the 26th February and KMOD2 came out on the 27th (and no coding was done for it on that day). If I'm right, the only things missing from them are those little things Camper started to do for the 2.2 patch (and AFAIK it's not much), I'll try to get him to upload that stuff as well. BTW we've got a SourceForge account, Camper made it basically for the CVS feature, so if you programmers know how to use it, then do. [img]images/smiles/icon_biggrin.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Actually it would be nice to have my name written in latvian. I could create an example or modify the screen myself.
Which codetable does it need? If it's the Central European or the Cyrillic, just send me the ALT+xxx code combinations for the special characters, or the word itself and it should be OK. As for modifying the credit screen, it's a PNG containing layers so there's a good chance you couldn't edit it. [img]images/smiles/icon_smile.gif[/img] p.s. I started a new topic about the maps.
Mon, 11 Mar 2002 20:46:00

mago

I'm beginning to really like this guy! [img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_biggrin.gif[/img] Anyway, thanks. Any help is a plus.
Mon, 11 Mar 2002 21:51:00

RambOrc

Regarding Remi, one day he was here and working like crazy and the next day he disappeared and no word of him since then, I even sent him a non-electronic postcard some weeks ago, but never any kind of answer. [img]images/smiles/icon_sad.gif[/img] I sincerely hope it's just that he got enough of computers or fell in love with a pretty girl and doesn't care about such foolish things like games and programming any more, and not that something serious happened to him. [img]images/smiles/icon_confused.gif[/img] As for the SourceForge project members list, I can't add you as I ain't on it, neither. That account is a good example of how things would work out if Camper would be the project leader... no accounts, no management, no updates, no nothing, it's a small wonder in October 2001 he succeeded in uploading the 1.1 KMOD source code that was closed in July... [img]images/smiles/icon_razz.gif[/img] I just installed the Baltic codepage, but it won't be activated before I restart (which I didn't really want to do in the middle of typing a forum post [img]images/smiles/icon_biggrin.gif[/img] ). As you most probably saw in the Vavoom forums, I got the Hexen CD to MIDI list from quattj, it should be fairly easy to write a new sndinfo file.
Tue, 12 Mar 2002 07:39:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Hey I guess I'm just plain stupid, I always assumed you don't have time to work on other projects beside Vavoom or dunno what. [img]images/smiles/icon_biggrin.gif[/img]
Maybe I'm a good man who likes to help good people. [img]images/smiles/icon_biggrin.gif[/img] But I hope that Remi will be back soon. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Though it's not the very latest source code, I got hold of the release 2.1 version (or pretty close to it), I've uploaded a source file that dates from the 26th February and KMOD2 came out on the 27th (and no coding was done for it on that day). If I'm right, the only things missing from them are those little things Camper started to do for the 2.2 patch (and AFAIK it's not much), I'll try to get him to upload that stuff as well.
OK, I'll merge that with my copy of the sources. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
BTW we've got a SourceForge account, Camper made it basically for the CVS feature, so if you programmers know how to use it, then do. [img]images/smiles/icon_biggrin.gif[/img]
Of cource I know how to use it, I'm using it for Vavoom. Just add me to the project members list. My SourceForge username is "dj_jl". <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Which codetable does it need? If it's the Central European or the Cyrillic, just send me the ALT+xxx code combinations for the special characters, or the word itself and it should be OK. As for modifying the credit screen, it's a PNG containing layers so there's a good chance you couldn't edit it. [img]images/smiles/icon_smile.gif[/img]
It needs Baltic charset or codetable. And with ALT combinations my name is: J(ALT+a)nis Legzdi(ALT+n)(ALT+s)
Thu, 14 Mar 2002 22:49:00

RambOrc

Sorry about forgetting that, I added you to both the KMOD2 and SE team lists... also made the main download page (which's been empty for months now). One of these days I'll rework the team lists, giving better credit to those ppl who actually DID something and pushing down those who just hung around into a 2nd part...
Fri, 15 Mar 2002 07:52:00

dj_jl

Just make sure to show it to me so I can check it. Also how about adding me to the team on the Korax' Heritage web page?
Sun, 24 Mar 2002 22:45:00

RambOrc

New bug found in KMOD 2.1, if you buy Wings in the shops, they'll all activate when exiting the shop and entering a new hub.
Tue, 26 Mar 2002 07:14:00

dj_jl

Oki-doki! Removal of flight artifact on hub change has been removed, new binaries are up on koraxdev.
Thu, 28 Mar 2002 17:44:00

mago

Hey, I think there's a bug involving Kmod and Death Kings of the Dark Citadel. In the map Locus Requiescat, there's a chamber with an icon of defender in the center. I think it triggers a script, and as the mage can't take it, there's no way to complete the level (I guess). I haven't checked the map with WadAuthor (the license expired), or the walkthrough, so I may be wrong.
Thu, 28 Mar 2002 20:12:00

mago

Thanks a lot! By the way, how do you intend to do it? Tha mage will take the item (triggering the script), but it won't just appear in the inventory, or the script will be triggered once he reachs the item..?
Fri, 29 Mar 2002 02:03:00

RambOrc

still another bug to fix... got this one by e-mail <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
When I play the korax mod in Deathkings mode, When I try to go through the portal leaving the ruined village and entering the hub's main complex, I get the message, "error with dll blahblahblah" or something like that and the system crashes. I've tried it in all modes(Doomsday,Gl,3D), but to no avail. How can I get around this problem without cheating?(It's on pope difficulty, so it wont let me warp by cheating).
Fri, 29 Mar 2002 07:47:00

dj_jl

Yes, special should be executed also in these cases. Will fix it ASAP.
Fri, 29 Mar 2002 21:19:00

RambOrc

This is getting better all the time... the line-to-line teleports are a great thing, hey just in this second I remembered another use of them I thought out years ago but forgot about completely! Along with the skybox that makes outside walls unnecessary, you can create the illusion of an endless desert in a relatively small map. You just create a line-to-line teleport not very far away from the border of the map that teleports you back a distance from where you came. Since the environment looks pretty much the same, you might not notice you are back at a point you've already passed earlier on. I guess it'd even be possible for the engine to keep track of the number of teleports on a certain line so that once the player gets fed off with traveling into nothing and turns back, he has to walk the same distance again. [img]images/smiles/icon_smile.gif[/img] Especially if we succeed in making a big seamless world for The Serpent Power, this would be an awesome solution for limiting the player at the borders of the world. On the map, there's a big desert with no known boundaries on the far side... you just travel and travel, and since in The Serpent Power you'll have to eat and drink to survive and it'll all spoil or run out at one point, you'll just die in the desert from thirst or hunger, but never reach the other side. [img]images/smiles/icon_smile.gif[/img] Regarding Scattered Evil, I guess it's time to make a list of all the planned program changes, I'll start another topic for it. p.s. regarding SourceForge, Camper mumbled something this afternoon between 2 Jedi Outcast sessions about having made an account for you because you're already registered with them (and I'm not).
Sat, 30 Mar 2002 07:28:00

dj_jl

First news - Vavoom versiom 1.12 is being released right now (I'm uploading stuff while typing this). And now I would like to take a little rest from Vavoom, and that means that I will do a lots of stuff for Scattered Evil. I also found that I'm also added to members of Korax' Heritage on sourceforge.net and that means that now I can upload stuff into CVS. I will commit my kmod 2.2 sources as whell as initial sources of SE into CVS. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Thanks a lot! By the way, how do you intend to do it? Tha mage will take the item (triggering the script), but it won't just appear in the inventory, or the script will be triggered once he reachs the item..?
It will be executed when it touches item. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
still another bug to fix... got this one by e-mail
I'm not quite sure, but this may be related to the gl-nodes bug.
Wed, 03 Apr 2002 12:17:00

dj_jl

SourceForge works fine. I just imported both - sources of kmod 2.2 and ScatteredEvil into CVS.
Thu, 04 Apr 2002 20:53:00

mago

I found I bug, when you try to go through a teleport (I think it's the one to another HUB), in the map NAVE (I think it's map 13 or 14...), the game crashes and you get a message saying something like "W_GETNUMFORNAME: CLUS 3msg not found". Maybe something related to a shop??? I don't know... Could you help Janis. And by the way, you are my hero, man! You seem to know everything about the game! [img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_wink.gif[/img]
Fri, 05 Apr 2002 17:55:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
I found I bug, when you try to go through a teleport (I think it's the one to another HUB), in the map NAVE (I think it's map 13 or 14...), the game crashes and you get a message saying something like "W_GETNUMFORNAME: CLUS 3msg not found". Maybe something related to a shop??? I don't know... Could you help Janis.
Yes, it's the same problem with last hub's shop. The shop map needs to have a cluster assigned in MAPINFO. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
And by the way, you are my hero, man! You seem to know everything about the game! [img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_wink.gif[/img]
[img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_biggrin.gif[/img] Of course I know everything, since I'm working with the sources more than two and a half years.
Sat, 06 Apr 2002 17:00:00

dj_jl

I uploaded a fixed version of dk-shops.wad (in dk-shops.zip). A script with fixed DeathKings music should be added here too.
Fri, 12 Apr 2002 01:19:00

Ichor

I'm not sure if this is a bug with the Korax mod, but I just spent the last day or so squishing a nasty, relatively hidden one. If a monster is charmed (or friendly in your case), and if its target dies, if there are no other enemies around, the ally monster tends to go after the corpse as if it was still alive. This is how I dealt with the bug: In any of the A_Chase type codes, you'll see something like this: if(!(actor->flags&MF_CHARMED)) { if(!actor->target || !(actor->target->flags&MF_SHOOTABLE)) { // look for a new target if(P_LookForPlayers(actor, true)) { // got a new target return; } P_SetMobjState(actor, actor->info->spawnstate); return; } } else { if(!actor->target || !(actor->target->flags&MF_SHOOTABLE)) { A_Look(actor); P_LookForMonsters(actor); } } I added the A_Look(actor) part to the code to make the monster search for a new target, but this would cause a problem with the Afrit, so I went to the A_Look code, and added this: if(!(actor->flags&MF_CHARMED)) { P_SetMobjState(actor, actor->info->seestate); } There's just one problem. Since in your mod, the summoned monsters start as allies, this way probably won't work. [ April 11, 2002: Message edited by: Ichor ]</p>
Fri, 12 Apr 2002 17:07:00

dj_jl

This is not a problem. There was a problem with bishops attacking player, and I just found where the problem is. And remember that problem with sounds played at full volume. There's a very simple solution - enable 3D sound.
Sat, 13 Apr 2002 22:39:00

Ichor

Yet another bug... The Maulotaurs will attack summoned monsters, even if they are not hostile.
Tue, 16 Apr 2002 12:17:00

Ichor

I think I found a couple more bugs in multiplayer, but they aren't that much of a problem. First, in deathmatch, if you automatically use a mystic urn when you're about to die, you receive 100 health, regardless of class or starting health. For instance, you have a mage with around 30 health, and you're about to die. You use a mystic urn, and instead of getting full health like usual, you end up with 100 health (or was it 130?). Second, when the berserk spell is finished, it takes away all the extra health and returns you to normal. However, it's possible that the damage might be affected by the armor class, meaning you may not lose all of your extra health (or hardly any with around a 16-20 armor class) after the spell wears off. Whether these bugs occur in single player, I don't know yet, but I'm sure they could be easily fixed.
Tue, 16 Apr 2002 20:29:00

RambOrc

The berserker thing sounds like the prob that exists in single player as well (unless it's been already fixed since 2.1?).
Tue, 16 Apr 2002 22:30:00

Ichor

It didn't seem like a bug before. Either it's only in multiplayer somehow, or it sprang up as someone made some adjustments (probably to fix another bug). [ April 16, 2002: Message edited by: Ichor ]</p>
Wed, 17 Apr 2002 18:03:00

dj_jl

The berserker bug is because Remi used P_DamageMobj to decrease health. In latest builds I have this fixed. The auto-use bug also is easy to fix.
Mon, 29 Apr 2002 05:05:00

Tzar Sectus

Whoa, we're still working on the KMOD2? Is this is a bugfix release or a release with additional features? I just tested out the newest version barely and I noticed a bug with the Berserker, when it expires the player loses not the amount he's meant, but he loses the amount minus a few points. And is there anything I should do? I know my way pretty nicely with the source so I should be able to fix any bugs fairly quickly. -Remi
Mon, 29 Apr 2002 08:39:00

mago

Welcome back, man! I'm Mago, and as I said before, the one who pretends to be a sprites artist (but don't tell anyone!) [img]images/smiles/icon_smile.gif[/img] . You should also talk to Janis, because he is the most experienced about these programming affairs.
Mon, 29 Apr 2002 17:27:00

dj_jl

The berserker buf is something I have fixed a loooooong time ago. You should download lated stuff from swap server.
Tue, 30 Apr 2002 05:58:00

Tzar Sectus

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr>Originally posted by Janis Legzdinsh: <strong>The berserker buf is something I have fixed a loooooong time ago. You should download lated stuff from swap server.</strong><hr></blockquote> Whoops, I just noticed now I ran the wrong .bat file. So I was indeed running an old version... anyway I did notice though that an effect with the Berserker is gone. When it wears off it seems so... tame. Earlier it worked exactly like the player was damaged, he made an "ow" sound and the screen turned red. Is this intentional or a coincidence since you no longer use the same function for decreasing the health? Could someone give me a status report? Are we still working on a patch for KMOD2? Has development on Scattered Evil gone far? Are we programming for that now? And most important of all... someone give me a source and a long todo list now! I need to get working again! -Remi
Tue, 30 Apr 2002 07:42:00

mago

Well, I don't know about you, but the only bug I experinced was the error caused by the travel from hubs to shops (which is, if I understood right, the only one of them which is fatal), so if this bug is fixed, I don't think the others will even be noticed, since you mostly find them by searching, and not playing the game normally. As for the reason of the post: RambOrc, where is that list you wrotte for me, heh? I can't find it...
Tue, 30 Apr 2002 10:20:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
When it wears off it seems so... tame. Earlier it worked exactly like the player was damaged, he made an "ow" sound and the screen turned red. Is this intentional or a coincidence since you no longer use the same function for decreasing the health?
Adding pain effect is not a problem. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Could someone give me a status report? Are we still working on a patch for KMOD2? Has development on Scattered Evil gone far? Are we programming for that now? And most important of all... someone give me a source and a long todo list now! I need to get working again!
We are still working for final patch for kmod, and I have also started development of Scattered Evil. The source code is in CVS on SourceForge. If you don't know how to work with CVS, I can explain and give you all tools needed.
Tue, 30 Apr 2002 13:15:00

RambOrc

KMOD codebase is as good as closed for all times, I plan to have a working 2.2 KMOD this week so we can send it to a couple of beta testers and if all goes good, it can be released next week. Remi I'd say start with monster AI if it's OK with you. Pathfinding is horrible, monsters try to shoot you even if there's another monster in between, etc. These are things that would be important to be fixed/improved upon. Other things that'd be cool would be monsters that run away if they're low on health, or monsters that can work in team, like making a half-circle around you for better cooperation, etc. p.s. Mago: what list?
Tue, 30 Apr 2002 15:02:00

Tzar Sectus

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Remi I'd say start with monster AI if it's OK with you. Pathfinding is horrible, monsters try to shoot you even if there's another monster in between, etc. These are things that would be important to be fixed/improved upon. Other things that'd be cool would be monsters that run away if they're low on health, or monsters that can work in team, like making a half-circle around you for better cooperation, etc.
Eeeek! Did you say pathfinding? I've never written a pathfinding AI before... and a writing a pathfinding AI for a semi-full 3d environment, that'd be hard. Actually, isn't it so that most new games cheat in this area? They have waypoints planted all over the map for the AI to follow instead of real pathfinding. Anyway, anyway, I can perhaps enhance the pathfinding slightly, but I'm in no position to make a real AI for that. The other stuff I'm all for, retreating monsters, monsters with team AI... I've already thought out in my head how to program those so it shouldn't be any problem. But there's one thing I still need... a source code! Janis, could you please upload the newest source to the swap server? -Remi
Tue, 30 Apr 2002 15:18:00

RambOrc

Hey Remi, even *I* know what CVS is... [img]images/smiles/icon_razz.gif[/img] you reall should talk to Janis so he can explain you how to access it for the most up-to-date source code 24/7.
Tue, 30 Apr 2002 17:17:00

dj_jl

OK, Remi, here we go. First of all you must be a registered user of SourseForge. If not, go to http://sourceforge.net/ and register. Tell Camper your SourceForge user name so he can add you to the project develoers. Then go to http://sfsetup.sourceforge.net/ and download SFSetup and WinCVS and install them. Read WinCvs documentation on how to checkout sources. If you have problems with this, just tell so.
Tue, 30 Apr 2002 17:48:00

dj_jl

I just uploaded new kmod binary where I added damage effect when berserker wears off, and specially for Remi, the current Scattered Evil sources.
Wed, 01 May 2002 05:40:00

Tzar Sectus

So we're using CVS? It isn't that long ago I tried setting up CVS to work... after hours of struggling and cursing at non-elaborate docs I finally managed to check out a source... guess I'll learn how to use the rest *shudders* So, how's programming work going to be divided? Do we have a main programmer? Janis, are you currently idle or are you programming some big nifty feature? And how much active is Camper going to be? Well, I'm off to the evil lands of CVS and AI programming. -Remi
Wed, 01 May 2002 09:06:00

RambOrc

Well since Camper is as good as out of the game, we've got 2 programmers... I suggest you 2 work out the details which way you want to split the work for Scattered Evil.
Thu, 02 May 2002 10:30:00

dj_jl

Well, I would like to continue work on user interface and add the conversation system.
Sun, 02 Jun 2002 01:21:00

Ichor

This is more of a bug with Hexen than the Korax mod. Every so often, the spinning balls above the Heresiarch's head speed up, and there are twice as many of them. Every time this happens, the time it takes to cast a spell is cut in balf. If it happens enough times, the time to case a spell is practically nothing, which makes killing them a whole lot tougher. However, I think I have fixed the problem. All I did was add this code to A_SorcSpinBalls: void A_SorcSpinBalls(mobj_t *actor) { mobj_t *mo; fixed_t z; if(actor->args[5] == 1) { return; } A_SlowBalls(actor); actor->args[0] = 0; // Currently no defense actor->args[3] = SORC_NORMAL; actor->args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed actor->special1 = ANGLE_1; z = actor->z - actor->floorclip + actor->info->height; mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCBALL1); if (mo) { mo->target = actor; mo->special2 = SORCFX4_RAPIDFIRE_TIME; } mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCBALL2); if (mo) mo->target = actor; mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCBALL3); if (mo) mo->target = actor; actor->args[5] = 1; }
Wed, 21 Aug 2002 22:42:22

Ichor

Forget about what I said about that Heresiarch bug fix. It does in fact fix the bug, but it causes a far worse bug, which took a long time to figure out. So I simply removed the whole thing and put everything back the way it was.
Thu, 22 Aug 2002 07:00:46

dj_jl

What? Now, after adding a fix in kmod and Vavoom you tell me this. About what bug you are talking about?
Thu, 22 Aug 2002 10:01:24

RambOrc

Yes, yes, fight, kill, shoot each other! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> ...programmers... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Thu, 22 Aug 2002 10:40:13

Ichor

I don't think it affects you, or someone would have noticed long ago. I didn't see it either. Anyway, the code I told you about did indeed fix the Heresiarch ball orbiting bug, but for some reason, I kept getting 'Z_CheckHeap: Block size does not touch the next block', and I still don't know why it happened. I eventually tracked it down to the bug fix, and changed the code back to normal. Like I said, somehow, it hasn't affected kmod (or most likely Vavoom), or I would have seen it a long time ago, so you don't need to worry about the problem too much.
Thu, 22 Aug 2002 12:22:02

RambOrc

Might have been a combination of the new code and the new map(s) you were using the Heresiarch on, KMOD has only the original Heresiarchs with their original scripts in the original rooms.
Thu, 22 Aug 2002 12:55:08

Ichor

Nope. It happened on the original maps as well, however, it did not happen if the Heresiarch was still in dormant mode. Once he was activated, if I tried to warp to a new map, load a new saved game, or even use INIT, Hexen would crash with that error. It happened even before he started casting any kind of spell. I think the problem was in the code. The bug fix worked, but I guess I forgot to add some code somewhere which eliminates the Z_CheckHeap error as well. Until I figure out how to fix that problem, then I'll just leave the code the way it is. By the way, I brought back the Maulotaur as an enemy. I had increased his size to eight times as large (twice as large in each dimension), but I'm thinking about changing it back. I don't want to use it as the boss of episode 2, since that would be to similar to Heretic, but with something that big, you almost have no choice.
Thu, 22 Aug 2002 13:07:55

RambOrc

Camper added the Maulotaur as normal enemy to the Korax codebase around mid-2000 or so, but as we never really used it I guess that doesn't count. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Could you send me a wadfile and a test map with the big Maulie (or upload somewhere)? I'd like to see how such a huge sprite looks like in the game.
Thu, 22 Aug 2002 13:12:04

Ichor

I'll have to wait a few hours to do that. However, there is an old wadfile for Heretic called incubus.wad, which does the same thing. However, the sprites aren't aligned, and as a result, it doesn't look very good. It uses an .hhe hack file, so you'll have to use the original Heretic (no JHeretic) to play it. Also, you'll see what is essentially a red Iron Lich (mine looks a lot better, heheh).
Thu, 22 Aug 2002 13:41:48

RambOrc

Well not even a couple of days matter much so I'll rather wait for your file <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 22 Aug 2002 13:57:43

Ichor

I also plan on adding a couple of new attacks, like the hammer throw (similar to the powered up fighter's hammer), smashing the hammer down and causing an earthquake (with damrad), and maybe some kind of shockwave which goes outward a few yards in a semicircle along the ground, knocking anyone nearby up and off the groudn (not so sure about this one though).
Thu, 22 Aug 2002 15:41:06

RambOrc

Sounds real good... since I'm planning some kind of enhanced Maulotaur myself (and Janis don't mention the Design Guide, to my everlasting shame it's still far from completion <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> ), what do you think about making a unified monster for our different projects, giving it a new name? I mean, we already have a lot of common monsters in CG3 and Korax' Heritage (like the Ettin, the Centaur, etc. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ).
Thu, 22 Aug 2002 20:21:03

Ichor

You mean like an entirely new monster that will be used by both mods?
Thu, 22 Aug 2002 20:30:50

RambOrc

And maybe even in Korax Arena or The Serpent Power - and maybe some other Hexen projects as well, provided the code will be portable enough. I mean, everyone wants a faster, stronger and more cunning Uber-Maulotaur, so why 20 different attempts instead of one created with joint efforts? I didn't plan only new attacks, but also a strongly enhanced AI. And once Mago is back, completely new graphics could be made as well (like a damage skin or a Maulotaur that lost its hammer or dunno what).
Thu, 22 Aug 2002 22:16:05

Ichor

I was thinking of him having a shield (like one of those triangular knight shields) in the other hand, and have him randomly block shots like the Centaur, but as a preemptive move instead of merely being a sort of reflex action like the Centaur does. The shield would be reflective as well.
Fri, 23 Aug 2002 02:05:08

Ichor

Ok, the map is loaded. However, I added the new sprites into furydata.wad, so you'll need to load both fury.zip and furydata.zip. Just put these in the same directory as the fury_ch1 directory (and if the savegames get fouled up, just unzip the original fury_ch1.zip files and overwrite the new ones). The test map is called big_maul.wad. There's also a .bat file. Put these in the same directory and use the .bat file. I also threw in a Heresiarch to show just how big this thing really is.
Fri, 23 Aug 2002 10:27:38

RambOrc

Cool. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> As soon as I get home this evening, I'll try it.
Fri, 23 Aug 2002 16:57:19

dj_jl

Hey, are you sure that you extended args array big enough (originaly it's only 5 bytes)?
Fri, 23 Aug 2002 18:05:28

Ichor

Apparently I didn't. At the time, I really didn't know I needed to.
Fri, 23 Aug 2002 19:48:10

Ichor

By the way, I didn't like the oversized Maulotaur, so I set everything back to normal. It may have looked nice, but it just didn't seem to fit somehow. You might like it though. Also, I've been experimenting with other attacks. I added that hammer throw, but the earthquake got to be a bit of a problem, so I dumped that idea.
Fri, 23 Aug 2002 20:48:52

RambOrc

Whoa, he is certainly a big sucker now... <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> He doesn't look bad to me, unless you're up close and look upwards. This could be helped by making his bounce radius larger, making you unable to get nearer to him than, say, 32 units. BTW I think an enlarged Heresiarch sprite for the Uber-Heresiarch of SE would be definitely cool. Instead of 2x in each direction it should be 1.5x or so.
Mon, 26 Aug 2002 16:37:38

dj_jl

BTW there's a MD2 model for the Maulotaur, it should look alots better than sprite.

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