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 Post subject: Re: Some issues
PostPosted: Sat Nov 29, 2008 3:22 am 
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Programmer
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Joined: Thu Jul 25, 2002 12:01 am
Posts: 1264
Location: UK
I'll start with the problem about the HUD, what you are playing is actually an internal beta which should have never made it to the public, so I wouldn't worry too much about little glitches like that they shall be fixed in a final release. In this particular case the cyan is caused by .jpg compression, I've already cleaned the image up and saved it in an uncompressed format.

And as for the quicksave problems, I spotted this myself and it's currently fixed on the version sitting on my hard drive.

And the sounds playing at full volume all the time, is currently on my list of stuff to fix, unfortunately it's not part of my own code, I can only assume it's something Janis tweaked when making some huge improvements to the version of JHexen we use. It'll be sorted soon though, because it annoys the hell out of me.

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 Post subject: Re: Some issues
PostPosted: Sat Nov 29, 2008 6:59 am 
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Programmer
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Joined: Tue Nov 08, 2005 3:53 am
Posts: 2298
Location: St. Petersburg, Russia
Moose wrote:
And as for the quicksave problems, I spotted this myself and it's currently fixed on the version sitting on my hard drive.


Umm, Moose, why did not you put that on SVN? I did not have to fix this myself then..


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 Post subject: Re: Some issues
PostPosted: Sat Nov 29, 2008 7:13 am 
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Joined: Sat Jun 14, 2008 10:57 am
Posts: 78
Cool, can't wait for the fixed version :)


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 Post subject: Re: Some issues
PostPosted: Sat Jan 17, 2009 9:56 am 
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Joined: Sat Jun 14, 2008 10:57 am
Posts: 78
(Sorry for double post, but its better than posting a new thread)

I noticed by accident that pressing Z reveals some information about spells... but the game crashes if i try it with higher level spells, only works for the first spell each class.

It also nastily reset my display frequency to 60hz, oww my eyes!

Here is the log although i'm sorta sure it doesnt help
Code:
CON_Init: Initializing the console.
Adding external file: hexen.wad
Adding external file: KMod3.wad
Parsing configuration files.
Display mode: 1024 x 768.
OpenGL information:
  Vendor: NVIDIA Corporation
  Renderer: GeForce 7600 GS/PCI/SSE2/3DNOW!
  Version: 2.1.2
  Extensions:
      GL_ARB_color_buffer_float
      GL_ARB_depth_texture
      GL_ARB_draw_buffers
      GL_ARB_fragment_program
      GL_ARB_fragment_program_shadow
      GL_ARB_fragment_shader
      GL_ARB_half_float_pixel
      GL_ARB_imaging
      GL_ARB_multisample
      GL_ARB_multitexture
      GL_ARB_occlusion_query
      GL_ARB_pixel_buffer_object
      GL_ARB_point_parameters
      GL_ARB_point_sprite
      GL_ARB_shadow
      GL_ARB_shader_objects
      GL_ARB_shading_language_100
      GL_ARB_texture_border_clamp
      GL_ARB_texture_compression
      GL_ARB_texture_cube_map
      GL_ARB_texture_env_add
      GL_ARB_texture_env_combine
      GL_ARB_texture_env_dot3
      GL_ARB_texture_float
      GL_ARB_texture_mirrored_repeat
      GL_ARB_texture_non_power_of_two
      GL_ARB_texture_rectangle
      GL_ARB_transpose_matrix
      GL_ARB_vertex_buffer_object
      GL_ARB_vertex_program
      GL_ARB_vertex_shader
      GL_ARB_window_pos
      GL_ATI_draw_buffers
      GL_ATI_texture_float
      GL_ATI_texture_mirror_once
      GL_S3_s3tc
      GL_EXT_texture_env_add
      GL_EXT_abgr
      GL_EXT_bgra
      GL_EXT_blend_color
      GL_EXT_blend_equation_separate
      GL_EXT_blend_func_separate
      GL_EXT_blend_minmax
      GL_EXT_blend_subtract
      GL_EXT_compiled_vertex_array
      GL_EXT_Cg_shader
      GL_EXT_depth_bounds_test
      GL_EXT_draw_range_elements
      GL_EXT_fog_coord
      GL_EXT_framebuffer_blit
      GL_EXT_framebuffer_multisample
      GL_EXT_framebuffer_object
      GL_EXT_gpu_program_parameters
      GL_EXT_multi_draw_arrays
      GL_EXT_packed_depth_stencil
      GL_EXT_packed_pixels
      GL_EXT_pixel_buffer_object
      GL_EXT_point_parameters
      GL_EXT_rescale_normal
      GL_EXT_secondary_color
      GL_EXT_separate_specular_color
      GL_EXT_shadow_funcs
      GL_EXT_stencil_two_side
      GL_EXT_stencil_wrap
      GL_EXT_texture3D
      GL_EXT_texture_compression_s3tc
      GL_EXT_texture_cube_map
      GL_EXT_texture_edge_clamp
      GL_EXT_texture_env_combine
      GL_EXT_texture_env_dot3
      GL_EXT_texture_filter_anisotropic
      GL_EXT_texture_lod
      GL_EXT_texture_lod_bias
      GL_EXT_texture_mirror_clamp
      GL_EXT_texture_object
      GL_EXT_texture_sRGB
      GL_EXT_timer_query
      GL_EXT_vertex_array
      GL_IBM_rasterpos_clip
      GL_IBM_texture_mirrored_repeat
      GL_KTX_buffer_region
      GL_NV_blend_square
      GL_NV_copy_depth_to_color
      GL_NV_depth_clamp
      GL_NV_fence
      GL_NV_float_buffer
      GL_NV_fog_distance
      GL_NV_fragment_program
      GL_NV_frag
  GLU Version: 1.2.2.0 Microsoft Corporation
  Maximum texture size: 4096
W_Init: Init WADfiles.
W_AddFile: 'hexen.gwa' not found.
W_AddFile: 'KMod3.gwa' not found.
Z_Init: Init zone memory allocation daemon.
  Maxzone: 0x4000000, 0x2000000 allocated for zone.
  ZoneBase: 0x1D10020.
ST_Init: Init startup screen.
I_Init: Setting up machine state.
  I_StartupKeyboard...
  I_StartupMouse... Mouse: ok
  I_StartupJoystick... Joystick: disabled
  I_StartupSound...
  I_StartupTimer...
  Initializing DirectSound.
I2_Init: EAX 2 couldn't be initialized (result: 340).
I2_Init: EAX 2 available.
I2_Init: Number of hardware 3D buffers: 33
MUS_Init: MIDI available and OK.
I_InitMixer: Realtek HD Audio output
Executable: Version 1.0 +R Dec  6 2006 (Korax).
R_Init: Init the refresh daemon.............................................
R_ReadModelDef: failed to open ModelDef.txt.

D_CheckNetGame: Initializing game data.
--- Korax Mod Init ---
Version 1.0 +R Dec  7 2006 (Korax)
S_Init...
P_Init: Init Playloop state.
MN_Init: Init menu system.
CT_Init: Init chat mode data.
S_InitScript
SN_InitSequenceScript: Registering sound sequences.
SB_Init: Loading patches.
S_LoadTextureTypes: textypes.txt not found.
All carved away: subsector 27
Map 1 (1): WINNOWING HALL

How's the fixed version coming along btw?


Last edited by Dancso on Sat Jan 17, 2009 10:06 am, edited 1 time in total.

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 Post subject: Re: Some issues
PostPosted: Sat Jan 17, 2009 10:00 am 
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Mapper
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Joined: Thu Jan 01, 2004 3:27 pm
Posts: 404
Location: Michigan, USA
Not sure what this error means, I barely even understand it. :P But, I haven't played KMod in awhile, so... -shrug-.

Dancso wrote:
How's the fixed version coming along btw?

Not sure. :P
We're currently focusing on SE and fixing KA, I haven't been paying any attention to KMod's progress (if there even has been any). So... again... -shrug-

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 Post subject: Re: Some issues
PostPosted: Fri Nov 20, 2009 11:33 am 
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Joined: Sat Jun 14, 2008 10:57 am
Posts: 78
Any news on the patch? It's been a long time. :(


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 Post subject: Re: Some issues
PostPosted: Sun Nov 22, 2009 9:27 am 
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Programmer
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Joined: Tue Nov 08, 2005 3:53 am
Posts: 2298
Location: St. Petersburg, Russia
Honestly speaking, chances for any futher patches for KMOD are quite low. Can't say for the rest of the team, but I personally am working on finishing KA release; and guy who was working on KMOD doesn't seem to be much interested anymore.


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