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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Wed Jul 08, 2009 11:05 am 
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I've uploaded a new internal version, it has the latest bug fixes, the new survival game mode with monsters and bosses from heretic :). Test it out and give comments on it!

Some bugs I found on survival:
    - In small maps with few deathmatch starts, spawned monsters get stuck on previously spawned monsters, I fixed this by making monsters telefrag objects when spawned, but it's not the best solution IMO.
    - Float bobbing things spawned on 3d floors sometimes are spawned 'inside' the 3d floors, the same thing happens to monsters on survival (Frankly, I don't know what the hell is wrong there).
    - Sometimes it seems that the game expects 1 extra monster from the spawned ones, thus making the game get stuck in certain waves, I've checked the code, but I'm not sure what's wrong.

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Wed Jul 08, 2009 11:24 am 
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Hey, you forgot to give direct link again!
http://downloads.orcishweb.com/koraxdev ... 090708.zip

Thanks for update!

Firebrand wrote:
In small maps with few deathmatch starts, spawned monsters get stuck on previously spawned monsters, I fixed this by making monsters telefrag objects when spawned, but it's not the best solution IMO.

I was thinking about spawning monsters at Path Nodes along with deathmatch starts. This will not only solve the problem but also will make game more thrilling since player won't be able to predict where they appear.
Apart from that, we may use a counter that will iterate through all available start spots, so that monsters appear each time on the next start.

Firebrand wrote:
- Sometimes it seems that the game expects 1 extra monster from the spawned ones, thus making the game get stuck in certain waves, I've checked the code, but I'm not sure what's wrong.

I have a feeling that this may come from this line:
Code:
CountToSpawnBosses = Wave / (8 - PlayerCount - 1)

If PlayerCount = 8 and Wave = 1 this expression will result in -1. Try making
Code:
CountToSpawnBosses = Wave / (8 - PlayerCount + 1)

instead.
EDIT: actually I submitted this. Even if it wasn't the real or only cause, it could lead to some mistakes.


Also, I don't like the monster table much, in my opinion it makes some stronger monsters appear before weaker ones. It looks like you tend more to place Heretic monsters before Hexen ones, which is not always right; for instance some Heretic ones are faster than Hexen's (Heretic seem to be more dynamic game in general). We should check health/damage stats more precisely to make proper table.
And where are Ettins, by the way? they must be number 1 (or rather 0) monster in that table! :)


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Wed Jul 08, 2009 4:19 pm 
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I've tweaked the monster list, let me know how it works now.

Also, I found that when using an extremely high wave number (26), the lists are going out of the array index, I'll check this bug tomorrow, today I'm tired of coding and testing this orcdodo .

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Wed Jul 08, 2009 11:21 pm 
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Okay, I'll check all this.
When I tried last time there were 3 obvious problems:
1. Iron Lich sprites were missing, all of them.
2. Telestomping by monsters is not a good idea for the game mode where you canot respawn until all monsters are dead. orccensured
3. Bots really suck... maybe they cannot fight monster properly, because of some flaws in AI. Plus, as I mentioned, vertical targeting (pitch?) works wrong.

Also, Firebrand, let us not update every single change to SVN unless it is something really important :) I suggest maybe exchange this Survival code by putting it to KDEV until we have it balanced.

EDIT: monster table is not very good again. Gargoyles are put after nitro golems for some reason, even after Ghost ones (which are invulnerable to some weapons btw).
Hmm... and EttinMash class seems to be completely unkillable for some reason.


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Thu Jul 09, 2009 5:19 am 
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EttinMash has a problem with death frames (which I fixed on my end, but I haven't committed the change yet :)). As for monsters order, I don't know yet how to balance it in a good way, I think we need to balance the monsters on the order they appear in the game they come from, there's no better balance IMO :D.

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Thu Jul 09, 2009 6:01 am 
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Or simply list the monsters here and I will give you an order of difficulty. ;)


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Thu Jul 09, 2009 6:39 am 
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monsters:
    Ettin;
    Heretic Mummy;
    Heretic Mummy Leader
    Heretic Mummy Ghost
    Heretic Mummy Leader Ghost
    Ettin Mash (ghost-Ettin)
    Heretic Gargoyle
    Heretic Gargoyle Leader
    Centaur
    Sabreclaw
    Heretic Undead Knight
    Ophidian
    Chaos Serpent Green
    Chaos Serpent Brown
    Centaur Mash
    Chaos Serpent Green Mash
    Chaos Serpent Brown Mash
    Wendigo
    Centaur Leader
    Undead Knight Ghost
    Weredragon
    Afrit
    Disciple of D'Sparil
    Dark Bishop
    Reiver


bosses:
    Dragon
    Iron Lich
    Minotaur
    D'Sparil
    Heresiarch
    Korax



BTW, I am going to stop messing with his for a while and will switch to improving AI (both KA & KRPG one); I have some ideas to implement.


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Thu Jul 09, 2009 6:55 am 
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I fixed the problem with the Iron Lich sprites (they need to be renamed internally with sprite_rename.txt). I've also fixed the bot's pitching, but I would like to further test this fix before committing :).

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Thu Jul 09, 2009 11:03 am 
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Here you go, put into 4 groups and sorted by increasing difficulty within the group as well. I also added the weredragon ghost form, if there is no such thing just remove it from group D and decrese the ID of the others by one.


A
1 Heretic Mummy
2 Ettin
3 Heretic Gargoyle

B
1 Heretic Mummy Ghost
2 Ettin Mash (ghost-Ettin)
3 Sabreclaw
4 Centaur

C
1 Centaur Mash
2 Weredragon
3 Chaos Serpent Green
4 Heretic Undead Knight
5 Heretic Mummy Leader
6 Ophidian
7 Chaos Serpent Brown
8 Afrit
9 Heretic Gargoyle Leader

D
1 Weredragon Mash
2 Chaos Serpent Green Mash
3 Undead Knight Ghost
4 Heretic Mummy Leader Ghost
5 Chaos Serpent Brown Mash
6 Wendigo
7 Centaur Leader
8 Disciple of D'Sparil
9 Dark Bishop
10 Reiver

E
1 Iron Lich
2 Maulotaur
3 Heresiarch
4 Dragon (provided it has good AI, not just that of an afrit as Camper once did for funsies)

I would skip the end bosses of both games.


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Thu Jul 09, 2009 11:19 am 
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RambOrc wrote:
I also added the weredragon ghost form, if there is no such thing just remove it

I noticed that weredragon ghost is mentioned in Heretic manual and also on ravegames.com Heretic bestoary someone's (yours?) comment sais that he never seen one :) In fact there's no such thing in code, it's true, so it is manual writers mistake perhaps. But we may add one easily if needed.


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Thu Jul 09, 2009 2:15 pm 
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Crimson Wizard wrote:
RambOrc wrote:
I also added the weredragon ghost form, if there is no such thing just remove it

I noticed that weredragon ghost is mentioned in Heretic manual and also on ravegames.com Heretic bestoary someone's (yours?) comment sais that he never seen one :) In fact there's no such thing in code, it's true, so it is manual writers mistake perhaps. But we may add one easily if needed.


I played heretic several times never even heard of a weredragon ghost!!!

how can you add one?

another thing, I'm on Vista for the summer due to laptop driver limitations, and:

a) can't download anything from here (need a hand, no idea how to solve this!)

"You need authorization to access this web resource, ask the webmaster."

b) can't run Vavoom...(program stops working, windows looking for a solution...!...forever...)


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Thu Jul 09, 2009 2:29 pm 
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Col.J.P. wrote:
another thing, I'm on Vista for the summer due to laptop driver limitations, and:
...

b) can't run Vavoom...(program stops working, windows looking for a solution...!...forever...)

I am running Vavoom on Vista for about 2.5 years already and never had any problems with engine itself (aside from infamous Alt+Tab glitch, but that's probably common for all Windows versions). It is more likely some common error happens in game and Vista just shows that standart Close app/Look for solution message window.
If you run using kalauncher.exe, check Debug and Devmode checkboxes, then, after game crashes, look into basev/debug.txt, maybe there will be some useful information about error (usually in the end of log).


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Fri Jul 10, 2009 4:47 pm 
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I've fixed several bugs on KA today :), also updated survival to match the monsters list that Ramborc made, the game now feels balanced IMO, I made it to wave 18 but chaos serpents overwhelmed me #-o orclaught1 .

I fixed the problem with bots pitching angles, solved the problem of items being spawned inside 3d floors (finally) and some other stuff.

As for the problem with Vavoom and vista, the only bug I've found comes from bugged sound drivers, vista changed the way midi synthesizers work and apparently something about that doesn't works fine with Vavoom, try muting the music from the Vavoom engine launcher to see if it works :).

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Sat Jul 11, 2009 8:00 am 
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Firebrand wrote:
solved the problem of items being spawned inside 3d floors (finally)

On DM map "Malevolence" there are 2 green mana cubes stuck in the flat transparent 3dfloors.
EDIT: oops, missed some new code, nevermind :)

Just a small notice, I removed bMissile flag from FireBallMissile, because it is a child of KarenaSeekerMissile which already has bMissile flag.


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Sat Jul 11, 2009 8:30 am 
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Yes, didn't noticed that, sorry :oops: .

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