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The Elven Gathering

Wed, 17 Aug 2005 02:26:45

The 4th Class

This is a subproject to my Dark Realms maps. I just released a beta for TEG today and I was hoping you could all check it out and give me some feedback. That would be much appreciated, and I hope you like the (really small and open) maps as they are so far - as I work on them more, they will become far larger and more congested. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> [url:ae1w7azh]http://www.freewebs.com/dark-realms/TEGv0-1.zip
Wed, 17 Aug 2005 04:14:36

RambOrc

Crashed with a segmentation violation error when I tried to run it on Vavoom.
Wed, 17 Aug 2005 04:37:31

The 4th Class

I never run it with vavoom anyway; I just use Warun. The reason of this crash is maybe because there's a glitch in the first level's sky. It's causing hall of mirror. If I knew what was the cause of this problem, I would have fixed it weeks ago.
Wed, 17 Aug 2005 14:58:51

Firebrand

It could be a missing textures or an unclosed sector somewhere, may I give it a check to see if I find the problem 4th? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I'll check it out later today, heh!
Wed, 17 Aug 2005 15:15:51

Ichor

I did see a missing texture on one of the rocks. I also couldn't get to the ettin without cheating (kept falling off those small pillars).
Wed, 17 Aug 2005 17:52:52

The 4th Class

A missing texture would be a problem, though I don't think it would be durastic enough to crash Vavoom. As for jumping to the ettin, I manage to do that quite easily. BTW, where is the missing texture?
Wed, 17 Aug 2005 18:43:47

Firebrand

That's right, I didn't see any crashes using Vavoom, so I assume it's something related to your configuration or something else Ramborc, if you post the crash maybe I can help you to solve the problem <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. Great maps Lucas! You did a wonderful work on them, I like the way you manage to make the characters interact with the player <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Good work man!
Wed, 17 Aug 2005 19:25:48

Ichor

I think it was on the large rock formation with the statue on it, near the ground. I'll check it again in a few minutes.
Wed, 17 Aug 2005 19:32:45

The 4th Class

The error checker would have detected that missing texture unless its sector floor/ceiling coordinates were altered during gameplay. Does anybody else notice the landscape behaving really strangely from a distance? I never tried the map on Vavoom, but on Warun it acts up a lot.
Wed, 17 Aug 2005 19:58:12

RambOrc

Missing textures don't bother Vavoom, they're either replaced with a generic one or the skybox is visible through the whole, not sure whether the first is already implemented (the second definitely has been for a long time).
Wed, 17 Aug 2005 20:21:16

RambOrc

[quote="Firebrand":1dpdwc4s]That's right, I didn't see any crashes using Vavoom, so I assume it's something related to your configuration or something else Ramborc, if you post the crash maybe I can help you to solve the problem <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. I couldn't find any debug.txt on this install, so can't give you more details than that the error message says "Segmentation violation" and a lot of stuff afterwards.
Wed, 17 Aug 2005 20:43:52

Firebrand

Hmm, the only thing that comes to mind is that you try to delete the ".gwa" file that was created for the maps and run it again, maybe something went wrong with the building of GLVIS or something like that...
Wed, 17 Aug 2005 20:50:06

Ichor

Ok, the big missing texture is just to the right of the Chaos Device (looking at it from the south), but there's also a smaller one just to the right of the Quartz Flask.
Wed, 17 Aug 2005 22:05:41

RambOrc

Got the maps to work, they're much too complicated for me though... <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> at any rate, now I know who's going to make all those sidequest maps/scenarios in SE. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 18 Aug 2005 00:56:41

The 4th Class

Yep, I would say that first map for sure is my most complex one yet; it could well be a start of the next phase in my mapping skills. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> As for the sidequest maps, sure I'll definitely enjoy doing that! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 18 Sep 2006 12:55:14

The 4th Class

O yes and check out the amazing new logo: <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> [img:8shvlr3n]http://www.freewebs.com/orchestratedchaos/Tegpic4.jpg[/img:8shvlr3n]
Mon, 18 Sep 2006 13:53:52

Crimson Wizard

Long way to go, brother Lemming... <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Mon, 18 Sep 2006 14:36:21

RambOrc

LOL if we ever make a Heretic/Hexen comics, you could draw it. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Actually, if you are interested you could make one any time, <!-- w --><a class="postlink" href="http://www.heretichexen.com">http://www.heretichexen.com</a><!-- w --> is a live site after all.
Mon, 18 Sep 2006 20:07:10

The 4th Class

Heretic/Hexen comics, eh? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Well I always wanted to re-enact the Corvus-D'sparil fight in comic strips using the sprite frames...
Mon, 18 Sep 2006 21:22:32

Firebrand

Hehe! It could turn funny <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 06 Nov 2006 14:35:38

The 4th Class

Great news (that nobody will care about <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->): I have just released the first full release of this TC. Be sure to check it out. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 06 Nov 2006 15:00:34

Crimson Wizard

----------------------
Mon, 06 Nov 2006 15:01:28

Crimson Wizard

Well, ahem, frankly I am not impressed. music is good (no surprise <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ), but the maps are very strange. ...some discs of repulsion flying in the air... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> In the second map I met a bug. A centaur guard who had to enter the ceils, closed the door instead (or it closed itself), so it was strange to listen someone 's talking to me thru the door.
Mon, 06 Nov 2006 20:59:52

The 4th Class

[quote="Crimson Wizard":heivfm5c]frankly I am not impressed. That's extremely harsh, CW. This implies that you do not like the maps. Is that what you meant? At any rate, the maps aren't glitch-proof, and there are some things I meant to put in (and take out) that I forgot to do when I uploaded this. So I'm thinking I'll wait until I accumulate enough bug reports. And why did you make a post with nothing but dashes? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 06 Nov 2006 22:39:57

Ichor

Not bad so far. I did have a tough time with some of the jumping though. Besides all the glitches, there's a couple of things I've noticed so far. 1. When you get the flechette, which I assume is to be used on the trees, what if you're playing as the cleric? 2. Just a little suggestion: please don't deliberately freeze the game like that. It is incredibly annoying.
Tue, 07 Nov 2006 00:04:36

The 4th Class

1) If you're the cleric, you get the boots of speed instead. Use them to jump over the trees. 2) <!-- s:mrgreen: --><img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" /><!-- s:mrgreen: --> You're right though, it is a bit mean.
Tue, 07 Nov 2006 02:46:21

TheCount

I played it a little. Very nice, map number 2. Map 1... a little too much skilled jumping for me. I also spotted a few bugs. For example: -map 1 (1) x=900 y=-4338 z=755 -map 1 (1) x=654 y=-2206 z=940 These are both places where you find walls that have no volume, just 2 dimensions. -map 1 (1) x=1527 y=-2319 z=780. Here you find a place where you can get stuck if you run towards it too fast, near a heart of d'sparil. Also, at the beggining of map 2 the ettin that guards your cell can prevent you completely from going through the door.
Tue, 07 Nov 2006 07:07:41

Crimson Wizard

[quote="The 4th Class":1h97wps7][quote="Crimson Wizard":1h97wps7]frankly I am not impressed. That's extremely harsh, CW. This implies that you do not like the maps. Is that what you meant? I'm sorry, but I spoke so much flattery to people about their job, so one day I decided I never will any more. Now I am usually saying harshes, with hope that others will do positive comments for balance sake. As for maps, first map is really strange, as I said, it looks weird and surreal in some way. Well, IMO, your maps sign is that puzzles prevail over map design, usually. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Second, the ship, is rather good, though I do not see the point of putting dozens of mighty guards beyond every corner. [quote="The 4th Class":1h97wps7]And why did you make a post with nothing but dashes? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> I occasionally posted twice, so I deleted one of the posts.
Tue, 07 Nov 2006 17:04:36

The 4th Class

[quote="TheCount":3piu0r34]I played it a little. Very nice, map number 2. Map 1... a little too much skilled jumping for me. I also spotted a few bugs. For example: -map 1 (1) x=900 y=-4338 z=755 -map 1 (1) x=654 y=-2206 z=940 These are both places where you find walls that have no volume, just 2 dimensions. -map 1 (1) x=1527 y=-2319 z=780. Here you find a place where you can get stuck if you run towards it too fast, near a heart of d'sparil. Also, at the beggining of map 2 the ettin that guards your cell can prevent you completely from going through the door. Thanks for the report, I'll check these out. Error check on wadauthor found no problems with the map layout, so it's probably a problem with engine rendering. Or are you running these maps on Vavoom? [quote="Crimson Wizard":3piu0r34]As for maps, first map is really strange, as I said, it looks weird and surreal in some way. Well, IMO, your maps sign is that puzzles prevail over map design, usually. Actually the original plan was the exact opposite: provide realistic landscapes that require more exploration and little if any puzzle-solving. Guess I messed it up big time though. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> [quote="Crimson Wizard":3piu0r34]Second, the ship, is rather good, though I do not see the point of putting dozens of mighty guards beyond every corner. Because it's a ship of war where prisoners will be quickly slaughtered if they escape. And, more importantly, extra challenge to the user. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> [quote="Crimson Wizard":3piu0r34]I occasionally posted twice, so I deleted one of the posts. Could also be Morse code for ooooooo. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 07 Nov 2006 18:02:08

RambOrc

[quote="The 4th Class":3w2zlrag]Could also be Morse code for ooooooo. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Not a chance... that'd be ---|---|---|---|---|---|---||.
Tue, 07 Nov 2006 18:50:14

TheCount

[quote="The 4th Class":5r0muvhq]Thanks for the report, I'll check these out. Error check on wadauthor found no problems with the map layout, so it's probably a problem with engine rendering. Or are you running these maps on Vavoom? I used warun. I just did a test myself, and WadAuthor doesn't detect one-linedef impassable walls as errors.
Wed, 08 Nov 2006 01:21:23

The 4th Class

[quote="RambOrc":1ejte1uv][quote="The 4th Class":1ejte1uv]Could also be Morse code for ooooooo. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Not a chance... that'd be ---|---|---|---|---|---|---||. Once again he takes joke too seriously. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> [quote="TheCount":1ejte1uv]I used warun. I just did a test myself, and WadAuthor doesn't detect one-linedef impassable walls as errors. Well I can't open wadauthor ATM, but I get the impression by "one-linedef impassable walls" you're referring to the ones near the trees? Those are intentional, to block the user from jumping over them before solving a certain puzzle. Nor should one-linedefs be errors anyway, because they're crucial to triplines and whatnot.
Wed, 08 Nov 2006 03:35:56

TheCount

No, I mean actual walls, linedefs with textures and all, impassable linedefs, which look like walls except for the fact that they have no volume. Try drawing a single linedef (well, you can't in WA, but you can get a sector and remove all lines but one), inside a sector, set it impassable and give it a main texture in both front and back. You'll end up with a "wafer thin wall", as they called them in the Tomb Raider level editor tutorial.
Wed, 08 Nov 2006 13:13:00

Firebrand

It could be a problem related to a unclosed sector, but there would be a warning about this in WadAuthor <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> .
Wed, 08 Nov 2006 13:26:31

The 4th Class

Then again that level has always given me problem with vis points. I had to insert lone linedefs in the middle of the first sector to remove vigorous HOM effect, but that didn't work. Maybe the map is just too complicated? I haven't tried it on a source port yet, be curious to see how it behaves on Vavoom. O yes and Count, Tomb Raider was an awful game. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Wed, 08 Nov 2006 17:38:41

Crimson Wizard

I played it on Vavoom (didn't want to mess with DosBox), it run very good.
Wed, 08 Nov 2006 17:49:57

TheCount

[quote="The 4th Class":20tiixev]O yes and Count, Tomb Raider was an awful game. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> N---||, it wasn't <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Wed, 08 Nov 2006 20:16:52

Crimson Wizard

I liked first Tomb Raider, but hated the following ones (my sister is a fan of Tomb Raider, so I could watch her playing it). <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 09 Nov 2006 02:00:37

TheCount

The best was either TR 3 or 4. It's really fun when you ride the mine cart or the kayak <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 09 Nov 2006 13:14:09

Firebrand

I just played the fist Tomb Raider, not a bad game, it was difficult but I finished it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. I've just got my hands on Tomb Raider Chronicles, let's see how it plays now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I haven't had much time to play this days though <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->. Maybe I'll get to it when I've more free time, I still want to finish Neverwinter Nights, which is a very long game.
Thu, 09 Nov 2006 15:02:15

The 4th Class

I've been meaning to finish Strife, though I just don't have the time to do it these days. What with school, guitar, housework, and now my new job, all my spare time is eaten. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Thu, 09 Nov 2006 16:43:31

Crimson Wizard

You 're a happy man, Lucas. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> computer games eat people's brains.
Fri, 10 Nov 2006 01:48:34

TheCount

The original TR chronicles is the one that comes with the level editor.
Sat, 11 Nov 2006 17:02:19

The 4th Class

[quote="TheCount":3hv9cs6f]I played it a little. Very nice, map number 2. Map 1... a little too much skilled jumping for me. I also spotted a few bugs. For example: -map 1 (1) x=900 y=-4338 z=755 -map 1 (1) x=654 y=-2206 z=940 These are both places where you find walls that have no volume, just 2 dimensions. -map 1 (1) x=1527 y=-2319 z=780. Here you find a place where you can get stuck if you run towards it too fast, near a heart of d'sparil. Also, at the beggining of map 2 the ettin that guards your cell can prevent you completely from going through the door. Just checked the errors you mentioned, of those 2 walls, none of them even exist. <!-- s:| --><img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral" /><!-- s:| --> Unless you're talking about the two pairs of walls that meet at a single vertex, and have a very big angle (about 340 degrees). As for the place where you got stuck, if you run long enough the opposite direction eventually you'll get out.
Sat, 11 Nov 2006 21:04:21

Firebrand

You can make the player get stuck somewhere if the space between two diagonal lines with a big angle is enough for the player to fit in, when the player tries to get out, he'll be stuck, my advice would be to place a decoration to avoid the player to walk there, the collision detection code is buggy with some specific conditions <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->

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