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 Post subject: KMOD Port?
PostPosted: Sat Jan 03, 2004 3:26 pm 
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Mapper
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Joined: Thu Jan 01, 2004 3:27 pm
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Location: Michigan, USA
Does Korax Mod 2 require JHeretic? I'm wondering because I don't have OpenGL and I can't get Direct3D working on it.

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 Post subject:
PostPosted: Sat Jan 03, 2004 4:04 pm 
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Yep, it's one of the drawbacks of the Doomsday engine and one of the reasons we're dropping it in the near future. Our next projects will use Vavoom, a port that supports software rendering for non-compatible graphics cards.


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 Post subject:
PostPosted: Sun Jan 04, 2004 3:35 pm 
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Mapper
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Thank goodness I got Vavoom to work. This SE Town thing, Does that require JHexen? And in my last post, Sorry for saying 'JHERETIC' I mean't Hexen...

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 Post subject:
PostPosted: Sun Jan 04, 2004 3:42 pm 
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If you mean the latest screenshots on the news page, they are done on Vavoom, so no jHexen is needed. Same goes for another project to be announced in the near future.


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 Post subject:
PostPosted: Mon Jan 05, 2004 3:09 pm 
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Mapper
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Location: Michigan, USA
And Korax Arena.. What does that require?

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 Post subject:
PostPosted: Mon Jan 05, 2004 3:30 pm 
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That's the project that's going to be announced later on... you aren't supposed to know about it. ;)


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 Post subject:
PostPosted: Tue Jan 06, 2004 2:45 am 
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Yes you're not supposed to know about it...

Not you, not anybody else...

At least till 2025 :P


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 Post subject:
PostPosted: Tue Jan 06, 2004 5:08 am 
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Moose why did you invite him back? Wasn't that other moron enough to throw around such unfunny remarks? :roll:

(LOL j/k)


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 Post subject:
PostPosted: Tue Jan 06, 2004 6:19 am 
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Leave the kid alone, he's not to blame...

Well...maybe a little :P Moose has a dirty mind of his own!

But I receive several other requests, specially from my mate Mago :lol:


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 Post subject:
PostPosted: Tue Jan 06, 2004 7:56 am 
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I see it's time for a little cleanup in this team... :evil:

:lol:


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 Post subject:
PostPosted: Tue Jan 06, 2004 8:46 am 
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Programmer
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Joined: Thu Jul 25, 2002 12:01 am
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Wait, if you get rid of me then there's be basicly no programming to see and none of my um.... witty charm.


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 Post subject:
PostPosted: Tue Jan 06, 2004 9:18 am 
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He's right boss...

Where would you guys be without Moose?

And of course that irresistible charm... :lol:


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 Post subject:
PostPosted: Tue Jan 13, 2004 3:21 pm 
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Mapper
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How exactly do you make Hexen Mods?

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 Post subject:
PostPosted: Thu Jan 15, 2004 1:03 pm 
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Well, there's no secret really. You just gather a group of guys of have basic to decent knowledge in different areas of game designing (art, coding, planning, etc.), writte an idea and go for it.

If you mean the way how the moddifications are actually done, step by step, than the best thing is to e-mail the team member whose respective area of interest is the one you are looking for and try to clear your doubts. :)


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 Post subject:
PostPosted: Sun Jan 18, 2004 3:08 pm 
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Mapper
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I mean, do you have to edit the Hexen source code?

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