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 Post subject: KMOD 4.0 Beta1 bugs
PostPosted: Sat Feb 26, 2011 9:05 am 
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Some bugs I found:

- yellow line at the top of the status bar
- some icicles replaced by fighter and cleric sprites
- the story text scroll is extremely slow (like one letter in 15 seconds)


Also, I have trouble achieving a high framerate, even when I switch off just about every advanced video setting. Might be a Vavoom 1.33 thing.


Not a bug but weird: the EXP bar is filling up from right to left, it should be the other way around. Also, the single pixel brown line should be at the bottom instead of at the top of the empty part.

Another thing I noticed before in KRPG as well, why aren't the 3D models used for gold and silver bars? Also, the sprite versions are scaled too high I think.


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Sat Feb 26, 2011 10:51 am 
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RambOrc wrote:
- some icicles replaced by fighter and cleric sprites

AGAIN???!!!!111!!1 orcpoursuite

RambOrc wrote:
- the story text scroll is extremely slow (like one letter in 15 seconds)

I don't even have an idea what is this. :)

RambOrc wrote:
Also, I have trouble achieving a high framerate, even when I switch off just about every advanced video setting. Might be a Vavoom 1.33 thing.

That's pretty strange, I have up to 400 fps on some maps with top video settings.


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Sat Feb 26, 2011 5:09 pm 
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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Mon Feb 28, 2011 1:00 am 
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I guess you are going to build a Beta2 now, since none of these bugs need to be fixed right away?


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Thu Mar 03, 2011 12:05 pm 
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Yes, as I said, I want to test things first, the text speed is really weird to me, but I think I know what's the problem, as for the performance problem when playing, have you tried switching your renderer to the regular renderer? It can be done via de video options menu (unless that's not yet on KRPG).

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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Sat Mar 05, 2011 10:08 am 
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If you mean the "advanced" option for the level renderer, I tried that too but no change. I get constant 25 fps in some places regardless of the number of monsters, but e.g. I turn to look out into a long corridor and suddenly it's below 10 fps.


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Thu Mar 10, 2011 11:01 pm 
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So hi. Had some free time, booted up KMod 4 and toyed around with it a little bit.

-Reloading a saved game causes all enemies to cease moving. They don't attack if the player stands near them, they just stand still. (Is this a Vavoom issue?)
-I'm going to assume you aren't actually meant to destroy the fir trees in a single hit. If I'm correct, the Mage can destroy fir trees with a single hit from the wand. :P

Like Ramborc mentioned, I had a few issues with framerate. This may or may not be due to me using OpenGL, though. I'll give Direct3D a try later and see if the same issues occur.

It's looking good so far, though. I'll definitely give it a few more tests.

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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Wed Mar 16, 2011 11:24 pm 
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RambOrc, Stryker, you need to restart the map as well for "regular renderer" to take effect. I have very low FPS on some maps and this really helps, but not until you restart the map.

Alternatively, use a ... Torch artifact and you'll see a massive FPS increase.

If someone knows how to get high FPS on advanced renderer, let me know (my machine: Core2Duo 6800 (2.0 Ghz), GeForce8800 GTS, 2GB RAM, Debian Linux (Squeeze)). I played with glVis and glBSP but either it doesn't work or I'm not doing it properly. (the .gwa files are loaded on startup). Performance is greatly affected by the number of dynamic lights, and dynamic lights are attached to every single lamp or torch on the map. That's why maps like Nave or Heresiarch's Seminary are terrible. Bright Crucible also has the Braziers of FPS Drop.

----------

By the way, I'm not testing this. There's only a windows version, and the newest version on http://sourceforge.net/projects/korax/files/Korax-Mod/ is 3.0beta, so I can't even compile from source.


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Thu Mar 17, 2011 2:38 am 
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3.0 is abandoned (based on old Doomsday engine).

On the other hand, 4.0 is based on the KoraxRPG code and so the description at http://www.korax-heritage.com/wiki/inde ... on_Process should be valid.

I've already disabled dynamic lights earlier, but I'll check whether using a torch does make a difference.


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Thu Mar 17, 2011 9:18 am 
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I will be fixing these on the weekend.
Two most annoying ones are: 1) monsters that stuck after loading a game and 2) ressurrecting bug that makes stalactites use player sprites.


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Thu Mar 17, 2011 10:37 am 
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I assume the koraxrpg_src is the newest version (but there's no version number anywhere, no readme). The only instructions are for using a GUI SVN client on Windows, I'll see if I can guess the correct commands (certainly no mention of where the Kmod repository is). \

update
just typing "svn update" did the trick.

I'm in the process of extracting the files. Did you put the entire Vavoom in there ?! I see files like ratbuddy, oracle and other Strife stuff. Is Korax Mod not something you put in your Vavoom directory ? Why ?

Are you aware that
1) .bat files don't run on Linux ? And the script is quite long, and I never knew windows batch files well to start with)
2) progs no longer need to be compiled by hand, vavoom does that automatically ? Unless you've done some C++ programming for Korax Mod.


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Thu Mar 17, 2011 11:15 am 
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B0rsuk, what exactly are you looking for? That "koraxrpg_src" you mentioned may be some outdated version of Scattered Evil... I am not sure even what is inside... Firebrand should know better... But I wasn't here for about a half of year, so I have no idea what they put there (and why - since we have an SVN repository which is free for reading to everyone).

KRPG SVN rep is here: http://korax.svn.sourceforge.net/svnroo ... k/KoraxRPG
We are using it for Kmod4 now.

b0rsuk wrote:
Is Korax Mod not something you put in your Vavoom directory?

It is.


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Thu Mar 17, 2011 12:13 pm 
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Crimson Wizard wrote:
B0rsuk, what exactly are you looking for?

I'm looking for a KMod package that will work on Linux.
Quote:
b0rsuk wrote:
Is Korax Mod not something you put in your Vavoom directory?

It is.

Okay, so I did:
Code:
svn co https://korax.svn.sourceforge.net/svnroot/korax/trunk/KoraxRPG/

and it worked. Then I copied the "KoraxRPG" folder into my Vavoom directory. Then I ran the game:
Code:
vavoom -game KoraxRPG -iwaddir /home/b0rsuk/Gry/WAD/

And I got:
Quote:
Undefined DECORATE class KRPGFighterPlayer
Undefined DECORATE class KRPGClericPlayer
Undefined DECORATE class KRPGMagePlayer
Undefined DECORATE class KRPGDemon1
Undefined DECORATE class RedMana
Undefined DECORATE class BishopFXRed
Undefined DECORATE class BishopFXBlack
Undefined DECORATE class BishopBlurRed
Undefined DECORATE class BishopBlurBlack
Undefined DECORATE class BishopPainBlurRed
Undefined DECORATE class BishopPainBlurBlack
Undefined DECORATE class FireDemonMartyrFX2
Undefined DECORATE class ShrinkFX2
Undefined DECORATE class ShrinkFX3
Undefined DECORATE class ShrinkFX4
Undefined DECORATE class ShrinkFX5
Sys_Error: Not all DECORATE class imports were defined


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Thu Mar 17, 2011 12:43 pm 
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b0rsuk wrote:
Then I copied the "KoraxRPG" folder into my Vavoom directory

Umm... I doubt this will work like that. There are files that are only read when are put in certain pk3, I guess, like decorate.txt and vavoom_decorate_defs.xml, and maybe some more (and some of the files there are simply not needed to run the game at all, like docs). You may check your own project or original vavoom mods for reference...

I guess, for simplicity, you could also download this http://www.korax-heritage.com/downloads/kmod4beta1.zip and copy krpg folder from there.
Perhaps in future it would be wise to provide both win and linux packages for download... since linux obviously does not need win executables but only packed progs and other specific data.


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 Post subject: Re: KMOD 4.0 Beta1 bugs
PostPosted: Thu Mar 17, 2011 2:35 pm 
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Quote:
I guess, for simplicity, you could also download this http://www.korax-heritage.com/downloads/kmod4beta1.zip and copy krpg folder from there.


I just did - I copied the koraxrpg, not krpg folder. And removed the old one.

Quote:
Perhaps in future it would be wise to provide both win and linux packages for download... since linux obviously does not need win executables but only packed progs and other specific data.


For a start, you could provide a readme file. There's only vavoom.txt in the package !! It's easy to get confused and assume it's a windows-only project. So many files I don't need, and no explanation where it should be extracted to. Have you seen the readme of my project ?


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