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 Post subject: Latest KA Internal build
PostPosted: Fri Oct 12, 2007 1:47 pm 
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OK, the latest internal test build is on KDev, please check it out and post any bugs you find on it :).

The direct download link is here:
http://downloads.orcishweb.com/koraxdev ... 122007.zip

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PostPosted: Sat Oct 13, 2007 11:29 am 
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First of all, where's my map? :(

Secondly, bots still stuck too much. For example on River of Fire they rather stuck in wall, than fight.

Then I think there's bug with Armor, it does not work, and no matter how much armor pts you gather, they all vanish with the first damage.

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PostPosted: Sat Oct 20, 2007 3:00 am 
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Crimson Wizard wrote:
First of all, where's my map? :(

I'm sorry, I've packaged it all pretty quickly and I forgot your map, I haven't added it to the maps PK3 :(.

Crimson Wizard wrote:
Secondly, bots still stuck too much. For example on River of Fire they rather stuck in wall, than fight.

I'm still messing with the code, I don't know where else to look for, feel free to make any changes you wish, I'll continue working on it, as ideas flow out of my head, heh! ;)

Crimson Wizard wrote:
Then I think there's bug with Armor, it does not work, and no matter how much armor pts you gather, they all vanish with the first damage.

Works or me TM ;), can someone else confirm this bug?

Does it happens with every weapon?

I'm slowly working on the maps and fixing things as I find them, we'll complete KA someday, but I'm working on it slowly ATM, there's real life stuff messing around too :? .

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PostPosted: Sun Nov 04, 2007 8:13 am 
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I've been working on the bots and the maps, I've also got a new job (finally :D), but right now my free time is reduced again, I wanted to add some new things for KA, but I needed to change some things on the main engine, I've done so, and fixed the bots as much as possible, they can't be perfected anymore without actual rewriting of other things (which IMO is not going to happen until the next mayor KA version), what I'll acomplish for the first version is to avoid them getting stuck as frequently, but nothing more, please bear with me on this decision, it's not the best, sure, but if we want to make a release this year it's the best 8) .

I'll finish the maps and upload a new internal test version, this will take a bit more time, please be patient ppl, we aren't death at all ;).

If someone wants to take some screenshots of progress and make some news on the main page, feel free to do so, we need to keep interest on the project.

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PostPosted: Mon Nov 05, 2007 5:53 am 
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Firebrand wrote:
I wanted to add some new things for KA, but I needed to change some things on the main engine,

What are those? Is this really necessary?

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 Post subject:
PostPosted: Mon Nov 05, 2007 12:52 pm 
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First of all gratz for your new job Firebrand! :D

Second, I got this latest version and I will test it in LAN over the week, I'm pretty busy too so don't expect much results before the weekend.


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PostPosted: Mon Nov 05, 2007 12:53 pm 
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I had to add some stuff for the player, particularly, some methods to call when the player is damaged, so bots can reacts to the damage and target the player who shot them. I don't think there was any other way to implement this.

I've been working on giving bots different timers when they chase enemies, go for items, etc. this is to make them less stupid when chasing enemies and to make them react to other things surrounding them too :). I've also improved their swimming abilities a bit, I've corrected several logic problems in the code, like that which made bots avoid anything that was near to them by their Radius value, which frankly was something really stupid and other things like that, if you want anymore info, check out the latest SVN changes ;).

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PostPosted: Mon Nov 05, 2007 2:31 pm 
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You posted this before me and I didin't noticed it, heh! :P
Col.J.P. wrote:
First of all gratz for your new job Firebrand! :D

Thanks! :D
Col.J.P. wrote:
Second, I got this latest version and I will test it in LAN over the week, I'm pretty busy too so don't expect much results before the weekend.

I'll be expecting any bug reports you have :).

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 Post subject:
PostPosted: Tue Nov 06, 2007 3:19 am 
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Firebrand wrote:
I had to add some stuff for the player, particularly, some methods to call when the player is damaged, so bots can reacts to the damage and target the player who shot them. I don't think there was any other way to implement this.

There is OkayToSwitchTarget method. Or is it the one you added?

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 Post subject:
PostPosted: Tue Nov 06, 2007 1:49 pm 
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No, I have to manually set their enemy because that's how bots work, also, I need to make a timer for reaction, so we can make bots feel more like real players whose screen is tinted red and are unable to see things properly :twisted: .

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 Post subject:
PostPosted: Wed Nov 07, 2007 3:04 am 
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Ok, well, maybe this extra method will be useful for RPG as well.

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PostPosted: Wed Nov 07, 2007 5:41 am 
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Yep, it might come handy for the RPG :), I'll be posting some ideas I've got for monster's AI in the next days.

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PostPosted: Wed Nov 07, 2007 3:52 pm 
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Firebrand wrote:
You posted this before me and I didin't noticed it, heh! :P
Col.J.P. wrote:
First of all gratz for your new job Firebrand! :D

Thanks! :D
Col.J.P. wrote:
Second, I got this latest version and I will test it in LAN over the week, I'm pretty busy too so don't expect much results before the weekend.

I'll be expecting any bug reports you have :).


I got none so far, only tried deathmatch over LAN with Arena map and 6 bots/ 2 players.

But I have complains, adding bots no longer crashes the game but slows the game a lot, I have a breakdown like 45 fps to 14 and sometimes 8 fps, it becomes unplayable.

Its not my system I got an old rig, Pentium 4 3,0c Ghz, 2 gigs of DDR400 RAM and a Geforce 7800 GS.

There is no reason for those slowdowns, they start when you add the 5th bot and continues till unplayability, netcode maybe?

Everything else seems fine, I need more time, though.


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PostPosted: Thu Nov 08, 2007 4:27 am 
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It could be related to the netcode, anyway, I'll check the bot's code, there are some functions that still are a mess and could cause this, also, we need to take into account that bots do a lot of things in their tick method (this is where they ask the engine to update themselves as actors :), I'll tweak a bit on the code and see what can be done.

As for no bugs until now.... YAY!!! :D \:D/

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 Post subject:
PostPosted: Thu Nov 08, 2007 5:53 am 
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This is actually a bit worrying, if we enhance monster AI, what happens if we have 50 monsters at once? Enormous slowdown like with bots?


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