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 Post subject: KMOD 4?
PostPosted: Mon Jan 18, 2010 1:21 am 
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Can you estimate how much extra time would be to release and more importantly, support/update a KMOD 4.0 based on the KRPG MS4 engine?

I was thinking that since the Milestone 4 release is planned to include all major game features (further milestones extend the number of spells, weapons, items, monsters, maps, add cutscenes etc but don't add further basic gameplay features), it might make sense to release MS4 not only as a public beta but also the same engine repacked with a new startup screen and without some of the features like travel map as KMOD 4 (for shops, the existing KMOD 3 shop map(s) could be used).

The advantages of this are I guess pretty obvious, however before we do this, I think it's important we consider the disadvantages and how much extra workload they might be.

Things I could think of:
- shopping (needs to add map(s), textures/sprites, alter mapinfo)
- multiplayer (since the KRPG engine is tuned for single player, there might be conflicts with anything that pauses the game etc)

Please list anything you can think of.


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 Post subject: Re: KMOD 4?
PostPosted: Mon Jan 18, 2010 12:12 pm 
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IMHO, we wouldn't need to remove anything code wise... just don't mention it's there, users wouldn't know how to use the travel map until we say how it does... right? :)

Altering the MAPINFO and adding maps is a piece of cake ;).

As for multiplayer support, it wouldn't need any serious adjustments, the game wouldn't pause if a player speaks to the shopper, because Vavoom already provides functionality to avoid this (of course testing this is required, heh! :)). Keeping of stats by player is already done too AFAIK. We would only have to make sure that the new monster AI doesn't break in multiplayer games.

The only problem I could see with the game not pausing is that players using the update screen would have problems with monsters hitting them when enabling this screen. The only solution I can think of right now, would be to use the auto updating logic automatically when in multiplayer... what do you all think of this?

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 Post subject: Re: KMOD 4?
PostPosted: Mon Jan 18, 2010 12:43 pm 
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The stat updates would be done automatically (one of each attribute added at each levelup, like the simplest RPG difficulty setting outlined for SE in the concept) just like in previous KMOD versions.

You are right about the travel map, w/o the console command or a linedef people can't access it.

For the multiplayer part, we could enlist ColJP to test the current MS3 with a slightly modified distribution that doesn't load the SE maps but instead loads the normal Hexen maps so that he can just fire it up and play over LAN the same way as if it would be normal Vavoom.


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 Post subject: Re: KMOD 4?
PostPosted: Tue Jan 19, 2010 4:05 pm 
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CW what is your take on this?


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 Post subject: Re: KMOD 4?
PostPosted: Wed Jan 20, 2010 8:35 am 
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I wanted to ask, will we be bringing back the original KMOD limits for mana, items, etc.?

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 Post subject: Re: KMOD 4?
PostPosted: Wed Jan 20, 2010 9:12 am 
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Nope, no features other than those that would go into KRPG MS4 anyway.


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 Post subject: Re: KMOD 4?
PostPosted: Wed Jan 20, 2010 10:51 am 
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RambOrc wrote:
CW what is your take on this?

Umm... well, I read what Firebrand wrote and mostly agree to everything :-"


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 Post subject: Re: KMOD 4?
PostPosted: Wed Jan 20, 2010 11:14 am 
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I'll get ColJP to test multiplayer on MS3 - other than that, business as usual. ;)


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 Post subject: Re: KMOD 4?
PostPosted: Wed Jan 20, 2010 3:24 pm 
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give me a couple of days, I'll test it over LAN.

anyone knows how to get widescreen support, I need 1920x1080, maybe I'd better ask Janis, is he still around?


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 Post subject: Re: KMOD 4?
PostPosted: Thu Jan 21, 2010 7:18 am 
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Inside the 'koraxrpg' folder there's a 'config.cfg' file, edit it with notepad and look for 'width' and 'height' vars, write the numbers to use for resolution and it should work :).

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 Post subject: Re: KMOD 4?
PostPosted: Thu Jan 21, 2010 7:52 am 
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Also, tell ColJP how to unload the SE-specific maps so he can start with Winnowing Hall in cooperative.


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 Post subject: Re: KMOD 4?
PostPosted: Fri Jan 22, 2010 4:39 pm 
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To use the original Hexen maps, inside the 'koraxrpg' folder delete the 'maps.pk3' file, then run the game with the launcher using 'koraxrpg' as the custom game. Let me know if you have any problems with it.

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 Post subject: Re: KMOD 4?
PostPosted: Sat Jan 23, 2010 12:35 pm 
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Problems:

Client sees Cleric ghost skins randomly (stuck in walls, trees, whatever...) they do not appear in the host.

Client kicked in every map change run from Vavoom.exe:
(OpenGL and D3D with maps.pk3 deleted
, see next two posts below)

Log: trying...
Log: Connection accepted
Dev: CL_EstablishConnection: connected to 192.168.0.10:26000
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
- VObjectMapChannel::ParsePacket
- VChannel::ReceivedRawMessage
- VNetConnection::ReceivedPacket
- VNetConnection::GetMessages
- CL_ReadFromServer
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Dev: Sending clc_disconnect
Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing R_ShutdownData
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing ShutdownDecorate
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown


ERROR: Assertion failed: C

Runtime Error!

Program: D:\koraxrpg\vavoom.exe

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.


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 Post subject: Re: KMOD 4?
PostPosted: Sat Jan 23, 2010 12:49 pm 
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Direct3D host crashes in 5 secs:

Log: Executing startup.vs
Log: Executing default.cfg
Log: Executing config.cfg
Log: Can't find autoexec.cfg
Log: 1280x1024x32.
Dev: Spawning server map01
Dev: KRPGWorldInfo::RegisterQuests : QSTINFO lump not found
Log: GB: Map goes from (-3648,-2336) to (472,2880)

Log: GB: Creating Segs...

Log:
Log: ============= Node Graph Info =============
Log: Total Nodes found: 0
Log: Total Bidirect Links built: 0
Log: Total Linked Nodes: 0
Log: Total Unlinked Nodes: 0
Log: Average Links per Node: 0
Log: Maximal Link Length: 0.000000
Log: Minimal Link Length: -1.000000
Log: ===========================================
Log:
Dev: Server spawned
Log: ---------------------------------------
Log: Port City
Log:
Log: VTextureManager::AddPatch: Pic lifegmf0 not found
Dev: 159 subdivides
Dev: 662 seg subdivides
Dev: 46k light mem
Dev: Client level loaded
Dev: Client 192.168.0.12:55216 connected
- VDirect3DDrawer::DrawPortalArea
- VDirect3DDrawer::EndPortal
- VPortal::Draw
- Best sky
- VRenderLevel::RenderWorld
- VRenderLevel::RenderScene
- VRenderLevel::RenderPlayerView
- R_RenderPlayerView
- SCR_Update
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Log: JP left the game

Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown


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 Post subject: Re: KMOD 4?
PostPosted: Sat Jan 23, 2010 1:04 pm 
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In OpenGL it works real good, nice new textures and stuff, but still crashes at map change, everytime there is a loading the client crashes to desktop with a runtime error:

the host has no problems, debug log following:

Log: trying...
Log: Connection accepted
Dev: CL_EstablishConnection: connected to 192.168.0.10:26000
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
DevNet: Dropped 1 datagram(s)
Log: ---------------------------------------
Log: Port City
Log:
Log: GB: Map goes from (-3648,-2336) to (472,2880)

Log: GB: Creating Segs...

Dev: Client level loaded
Dev: 159 subdivides
Dev: 662 seg subdivides
Dev: 44k light mem
Log: FLECHETTE
Log: FLECHETTE
Log: FLECHETTE
Log: CRYSTAL VIAL
Log: QUARTZ FLASK
Log: MYSTIC AMBIT INCANT
Log: EMERALD KEY
Log: FLECHETTE
Log: YOU REACHED LEVEL 2
Log: QUARTZ FLASK
Log: <-------------------------------->
Log: YOU NEED THE SILVER KEY
Log: <-------------------------------->
Log: SILVER KEY
Log: CRYSTAL VIAL
Log: ---------------------------------------
Log: Desert Village
Log:
Log: GB: Map goes from (-3768,-3456) to (2496,3904)

Log: GB: Creating Segs...

Dev: Client level loaded
Dev: 416 subdivides
Dev: 2843 seg subdivides
Dev: 15k light mem
Log: Channel 88 is not open
Log: Channel 64 is not open
Log: Channel 3 is not open
- (cgame.StatusBarScreen.SB_DrawFullscreenStats)
- VObject::ExecuteFunction
- (cgame.ClientGame.StatusBarDrawer)
- SCR_Update
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Dev: Sending clc_disconnect
Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing R_ShutdownData
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing ShutdownDecorate
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown


ERROR: Reference not set to an instance of an object

Runtime Error!

Program: D:\koraxrpg\vavoom.exe

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.


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