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PostPosted: Tue Jan 02, 2007 9:31 am 
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Just some comments on your suggestions Frostrose, I think there are some really nice ideas there, but KA is meant to be fast pased gameplay for DM and other gameplay modes, so the inventory isn't a good idea for it, also, if we make the fighter to have just melee weapons and start making things like making him jump higher and other stuff, we'll unbalance the gameplay A LOT, we have balanced the weapons, so every class would be fragging almost any other class with any level (sure, there are still some problems with this), and we are almost there :).

As for evil plans with bosses, it's something that will make you ask for more! :twisted: :P

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 Post subject: Re: :3
PostPosted: Tue Jan 02, 2007 12:55 pm 
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Frostrose wrote:
Thanks.
Oh and cleric, of course, also IMO should be more like the original. XD
But ah well.
I'm really looking forward to the next version!
I love the whole korax heritage project and i've been following it from the beginning... lol. I actually once tried to become a member of the team (recolours of weapons/monsters and some maps...) but i never got around to it. School and all.
Good luck you guys on the team. I'll come with more bug reports the sec i get another batch worthy of posting done. (that is, if it gets done before the next version) :D

Well you are probably our most patient fan then. :lol:

As for joining, all it takes is to share some of your work. AFAIK no one who has requested joining and did this was rejected so your chances are virtually guaranteed. :)

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PostPosted: Tue Jan 02, 2007 1:44 pm 
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I'd request joining myself if I were of any use.


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PostPosted: Tue Jan 02, 2007 4:28 pm 
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lol, similar here. ramborc told me to take a look at the source and once i was familiar with it they would send me a code to debug to see if i could help with the programming. Never really got around the code and quitting joining...


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PostPosted: Tue Jan 02, 2007 6:43 pm 
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Yeah i thought it was something like that (when it comes to the weapons)
But i really don't like the idea of a fighter with a hellstaff. In any case i'm just grateful the thing exists. Can't wait!

Did a little more testing today;

Bugs:
---
Bot AI: It's been mentioned before, but the bot AI is not too great yet:
They get stuck on walls (mainly in 90-degree turns or small places)
They don't avoid lava (at least in codex of wisdom)
They get stuck in water and can't get up (may be related to the water problem i mentioned before)
They don't seem to be able to cope with CTF at all. They just kind of stand around and blast each other.

Starting "The Docks" with bots and 'monsters on' seems to crash the game. I tested this with 4 bots and i didn't seem to get an error message - just a crash. Then i tried with 3 bots and i got this:
Error
Segmentation Violation
Stack trace: R_DrawTranslucentPolys <-R_RenderPlayerView <-SCR_Update<-Host_Frame

It is impossible to change teams in the game modes that support that - the option exists in the menu but doesn't react to clicking. (you guys probably know this though)

Blinking items after a while of game time - even with bodies set to 0 and so on.

I've on many occations noticed the entire screen blinking a little bit every once in a while (OpenGL mode, several maps. It has only happened when i've had more than 4 bots assigned.) I know it's obscure but i'm not sure what it is. It's probably related to the flickering items issue though.

Vavoom doesn't properly close after crashing.

Suggestions:
---
Players blinking after spawning; in my honest opinion it should turn off when the player starts shooting.

(Edit: Oops! Almost forgot; can someone send me a PM with the best map making/sprite ripping programs to use for this are, and possibly some useful tips and tricks on various things that could be useful to know? I've made a couple of hexen maps before but that was a long time ago... and not vavoom xD)


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PostPosted: Wed Jan 03, 2007 5:49 am 
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Frostrose wrote:
Bugs:
---
Bot AI: It's been mentioned before, but the bot AI is not too great yet:
They get stuck on walls (mainly in 90-degree turns or small places)
They don't avoid lava (at least in codex of wisdom)
They get stuck in water and can't get up (may be related to the water problem i mentioned before)

Are the bots damaged by lava? Maybe the water one is concerned with how high the bot can step up without having to jump being a bit lower than the player's? Hey, I'm a musician, not a programmer. :roll:

Frostrose wrote:
(Edit: Oops! Almost forgot; can someone send me a PM with the best map making/sprite ripping programs to use for this are, and possibly some useful tips and tricks on various things that could be useful to know? I've made a couple of hexen maps before but that was a long time ago... and not vavoom xD)

I use WinTex 4.3, though I don't know where to get it (somewhere online, heh). As for tips and tricks, they all become trivial once you fiddle around for about 5 mins. :wink:

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 Post subject:
PostPosted: Wed Jan 03, 2007 6:04 am 
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Frostrose wrote:
Then i tried with 3 bots and i got this:
Error
Segmentation Violation
Stack trace: R_DrawTranslucentPolys <-R_RenderPlayerView <-SCR_Update<-Host_Frame


It is a problem with software renderer. Sometimes it failes to render translucent contents. We are unable to fix this. All questions to Janis Lengzdish (http://www.vavoom-engine.com)

Frostrose wrote:
(Edit: Oops! Almost forgot; can someone send me a PM with the best map making/sprite ripping programs to use for this are, and possibly some useful tips and tricks on various things that could be useful to know? I've made a couple of hexen maps before but that was a long time ago... and not vavoom xD)

For map making WadAuthor and DoomBuilder are most popular. For editing wads, along with WinTex mentioned above, there's a good one XWE (eXtendable Wad Editor).
For tricks and tips see Vavoom forum (http://www.vavoom-engine.com/forums/index.php) and Vavoom Wiki (http://www.vavoom-engine.com/wiki/)

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 Post subject:
PostPosted: Tue Jun 26, 2007 1:22 pm 
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umm i dont know if this has been said or something but i get the same error
"Vavoom95.exe - Entry Point Not Found
The procedure entry point alcGetString could not be located in the dynamic link library OpenAL32.dll"
ummm i got hexen wad in the main folder and OpenAL32.dll too but i keep getting this im on XP Service pack 2 if that helps


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 Post subject:
PostPosted: Wed Jun 27, 2007 12:21 am 
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It looks like some DLL corruption. Haven't you tried reinstalling it?

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 Post subject:
PostPosted: Wed Jun 27, 2007 6:47 am 
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acually i found a different openal32 download then after some failed starts i found out i didnt have my hexen wad in the folder :roll:


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 Post subject:
PostPosted: Wed Jun 27, 2007 6:49 am 
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ooops sorry for double post :oops:


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PostPosted: Thu Jun 28, 2007 1:48 am 
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i remember i had this same problem, i don't remember what i did though :?

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 Post subject:
PostPosted: Tue Jul 24, 2007 4:29 pm 
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Bugs:

- I tried starting the map "Hunting Place" in Deathmatch with 7 bots and the game crashed. I don't remember the error message it gave me. Strangely enough, when I tried to reproduce this so I could copy the error message, it worked this time!

- The map Agony has some really bad pathfinding issues for the bots. I very VERY often find them staring at walls or stuck under stairs here.

- Also in Agony, I have no idea where it happened, but I fell off a ledge once and then just kept going. I landed in some black abyss, but it didn't kill me. I could still move and fire, and the blackness would fill with "copies" of anything I did, if that makes sense. (You know, like when you clip through a wall off a stage or something?) I'm not sure how or where (I was kind of being shot at) this happened, but apparently it wasn't a one-time fluke. At different times, two other bots managed to fall down there later. I was able to kill them, but since I had no explosive weapons, I couldn't kill myself to respawn in the stage. Not that killing yourself is a solution to a bug anyway.

- Is the bot class selection really random? In my games, it seems like a good half of them are always Corvus, many are Mages, and the rest are Clerics and Marines. I've never had a bot be a Witchaven guy or Fighter. This could just be strange luck on my part.

- In Ancient Arena, the Heresiarch can't get out of the pool in the middle.

- The Heresiarch getting bigger is neat, and I realize that because of how powerful he is that he needs all the nerfs he can get, but I think he's TOO big. You can't fit into certain parts of maps anymore, which is irritating.


Even still, good work! I like it!


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 Post subject:
PostPosted: Tue Jul 24, 2007 9:28 pm 
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More stuff.

- I was playing "The Pit" as Corvus with 7 bots. Ran fine for about 10 minutes, but then it suddenly crashed for no apparent reason.

- Bot AI needs improvement, or difficulty settings. Pathfinding aside, I can regularly charge into a battle of 4 bots, waste all of them, and even then take out a bot or two who ambushes me immediately after before I get to heal. And trust me, I'm NOT good.

- My sound is iffy. I know it's not that I've got it set too quiet or anything, but very rarely can I hear sound effects when playing with bots. Mostly I can only hear stuff right on top of me, like when I use the Gauntlets of the Necromancer for instance.

- Thanks for not changing Corvus's weapons TOO much. I totally dig Heretic's weapon set. I'm not sure what level it happens at, but I love when eventually the Gauntlets of the Necromancer (already and awesome weapon) double in speed. I know they wouldn't work so well against other players who wisely dodge about, but they eat bots alive. I like the message, too. By the way, whoever wrote the kill messages, kudos. They're excellent.


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 Post subject:
PostPosted: Tue Jul 24, 2007 9:28 pm 
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Another thing of note... The maps are neat (dig the names), they look cool and they're fairly balanced with little opprotunity for camping and they've got a decent flow.

But, I think a lot of them are a bit small. Now, I realize, you want to contrast the huge original maps, and you want fast and furious gameplay (without Vin Diesel) so smaller maps means you run into each other more often, but I still feel like they could use a bit more room. Maybe it's just because I always play with max players/bots, I dunno.

On a similar note, I... Well, I'm a complete n00b to it, but how could I possibly go about making maps for Korax Arena? Would you at least look at them if I made some and submitted them to you? I played around with the build engine a bit back in the day, and the Half-Life level creating tools, and a few old (I can't even remember which) Doom wad editors, but to be honest I have little skill, but a lot of ideas and I'm willing to learn. I said in another thread I'd like to help out in any way, and I've been looking for an excuse to start mapping anyway. Could someone at least point me in the right direction?


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