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PostPosted: Sat Nov 25, 2006 9:31 am 
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I think the announcer's voice is sufficient. This is a fast-paced kill'em'all shooter, not an RPG. ;)


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PostPosted: Sat Nov 25, 2006 1:26 pm 
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Crimson Wizard wrote:
New bug: If a Witchaven guy is killed when aiming with bow, zoom will not reset.

Oops :oops: , I accidentally removed this check by mistake, heh!
Crimson Wizard wrote:
By the way, I am glad to see new maps there. :)
And also, I don't know how you did this, or where I was wrong, but now there's no flickering or dissapearing items at all! (Instead game slows down horribly when there are too many bots).

Just before the release I reduced the corpse queue to the half, I really didn't expected these results, on my own tests I was amazed too, hehehe!

As for the game slowness, I'll have to investigate what causes it, maybe is as you said, the new bots AI is doing something constantly, maybe I'll have to look for a faster processing of certain stuff :? , but the bots now work A LOT better with path nodes, right? :)

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PostPosted: Sat Nov 25, 2006 1:29 pm 
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What I saw once was a bot running into a corner, racing me to pick up a weapon, he got it and then instead of turning around and doing something, he got stuck in the corner facing the way he was before picking up the item (in this case the wall).


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PostPosted: Sat Nov 25, 2006 1:37 pm 
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Haha! I've never thought I would hear this behavior, I recently added this kind of decisions for bots (to run to the item trying to win an enemy player to it :)), there are some maps which still need path nodes into them, maybe later versions will have this :), on my personal tests, bots improved greatly with the use of path nodes, there are small problems, like bots which get stuck on angled halls that are to small, but that's more a mapping thing than an AI thing IMO.

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PostPosted: Sat Nov 25, 2006 4:30 pm 
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I finally got it running. Thanks anyway Firebrand :)
The problem was that I was trying to run Vavoom with Winamp running without setting -nosound.

About the bots, I've seen many times some bot running against a wall like a trapped turkey in thanksgiving.
The comments on the top of the screen are really funny. Stuff like "both13 got retribution from player" or "player's thing turned into a hot dog" made me laugh out loud. Another thing that made me laugh was the comments guy in the heresiarch mode :lol:
RambOrc wrote:
This is a fast-paced kill'em'all shooter, not an RPG.

Yet you get experience points and level up :roll:
menelkir wrote:
just about all the guns/weapons suck up ammo like a starved chiwahwah surrounded by whatever the hell chiwahwahs eat. personally, when i play deathmatch, i like to recklessly fire down a hallway and not having to worry about having only 2 shots for my super shotgun

But that's good because it discourages the player to use badass weapons in early levels. Deathmatch wouldn't be so fun if you could go disintegrating everyone a while after starting.
Ichor wrote:
Also, the Wyvern attack is too weak. Either the fireball damage needs to be increased, the delay before the explosions lessened, or make it continuous.

I agree. I think the shot should be made continuous. I also noticed that the serpent staff doesn't fire as rapidly as it should :?


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PostPosted: Sat Nov 25, 2006 4:38 pm 
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hey
where is the witchaven guy, the doomguy, corvus...? o_o

i was thinking that korax arena had status, magics, just like korax mod o_o


oh, and a lot of sprites are strange, they appear n disappear very fast (i'm using windows xp)

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PostPosted: Sun Nov 26, 2006 3:54 am 
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Firebrand wrote:
Crimson Wizard wrote:
New bug: If a Witchaven guy is killed when aiming with bow, zoom will not reset.

Oops :oops: , I accidentally removed this check by mistake, heh!

Well, I fixed it and also modified LongBow a bit (you'll see).


Firebrand wrote:
Just before the release I reduced the corpse queue to the half, I really didn't expected these results, on my own tests I was amazed too, hehehe!

Hehe, no, seems it's not the reason. Earlier I've got terrible items flickering on Ancient Arena at the game start with > than 2 bots active already, but now I am playing it with 7 bots and NOTHING flickers (except for cases when a mage player (s) fire their fast-shooting firewand).
As for game slowness, I am not sure what is more important here, I tried KA on 2 computers with similar characteristics, but on one of them I had slownesses rather often (that didn't ruin the game though), on the second they were very rare.
And, hey, I really think we should release 0.9.1, Castle Sweep is great, I enjoyed wacking centaurs with shotgun :)
Ah, just remembered, what if we make full vis data for Hexen maps as well (if it is possible)?

TheCount wrote:
Ichor wrote:
Also, the Wyvern attack is too weak. Either the fireball damage needs to be increased, the delay before the explosions lessened, or make it continuous.

I agree. I think the shot should be made continuous.


DONE. :) and increased damage.

Dio5 wrote:
hey
where is the witchaven guy, the doomguy, corvus...? o_o

Go to MULTIPLAYER -> PLAYER SETUP. You'll see character selection. There are: Fighter, Cleric, Mage, Corvus (Hereitc), Marine, Hero (Witchaven guy). Bots select their character automatically for now.

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PostPosted: Sun Nov 26, 2006 7:21 am 
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hey what happen to gargoyle wtf


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PostPosted: Sun Nov 26, 2006 9:13 am 
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HEY!! HEY!! I FOUND A BUG!! IT'S A BUG!! HEY!!

the heresiarch can't jump out of water onto land for some reason, probably because he's too big.
also, another opinion thing, but if the heresiarch is supposed to be a badass terminator mofo, shouldn't he get full mana upon becoming heresiarch? just a thought.

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PostPosted: Sun Nov 26, 2006 9:16 am 
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Nope, it's part of the game to find ammo for your weapons IMO ;).

As for Heresiarch being taller, this has changed in the latest internal build, I think it was cool, but it causes other problems, like players getting stuck and other things :).

As for the gargoyle class, it's in hold until I convince everyone to use it in the game :lol:

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PostPosted: Sun Nov 26, 2006 9:48 am 
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Crimson Wizard wrote:
Go to MULTIPLAYER -> PLAYER SETUP. You'll see character selection. There are: Fighter, Cleric, Mage, Corvus (Hereitc), Marine, Hero (Witchaven guy). Bots select their character automatically for now.



i did this! looks that nothing changed from 0.2 to 0.9, maybe i used the wrong link, but i'm sure that i used this one:
http://sourceforge.net/project/showfile ... p_id=34156

well... i will download it again o.o

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PostPosted: Sun Nov 26, 2006 10:06 am 
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Did you delete the old 0.2 files before unzipping?


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PostPosted: Sun Nov 26, 2006 11:00 am 
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Firebrand wrote:
As for the gargoyle class, it's in hold until I convince everyone to use it in the game :lol:


WHAT ABOUT THIS CLASS IT WOULD RULEEEEEE


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PostPosted: Sun Nov 26, 2006 11:42 am 
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menelkir wrote:
the heresiarch can't jump out of water onto land for some reason, probably because he's too big.


Probably, I know what's the problem. I'll check this out.
EDIT: But actually you can jump out by continuing "swim up". At least, this helped me many times.

menelkir wrote:
also, another opinion thing, but if the heresiarch is supposed to be a badass terminator mofo, shouldn't he get full mana upon becoming heresiarch? just a thought.

Firebrand wrote:
Nope, it's part of the game to find ammo for your weapons IMO Wink.

Actually, I changed this so that H. has 100 each mana on spawn ;). Just wish to test if this is good.

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Last edited by Crimson Wizard on Mon Nov 27, 2006 1:51 am, edited 1 time in total.

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PostPosted: Sun Nov 26, 2006 11:53 am 
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yeah i deleted everything! i made a new past for KA 0.9

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