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 Post subject: Korax Mod 4 Beta 3
PostPosted: Sat Oct 29, 2011 9:01 am 
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KMOD 4 Beta 3 can be downloaded at http://sourceforge.net/projects/korax/f ... p/download . Extract the ZIP file into a location on your hard drive and copy a version 1.1 hexen.wad into the kmod4beta3 folder.

In this release, all original maps have been replaced by modified versions, nearly all of them have new monsters (including a never before seen one, the flame turret) and about 1/4 have architectural modifications (episode 1 maps by Firebrand, episode 4 maps by RambOrc).

While testing, save often as the current build is prone to crashing under certain conditions.


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 Post subject: Re: Korax Mod 4 Beta 3
PostPosted: Fri Nov 04, 2011 6:18 pm 
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Hey guys, long time no see.

I've been having a play with the beta and jotting down issues when I see them.

I'll get SVN set up on my PC and grab the source code, perhaps I can be of some assistance if I'm a little more active round these parts. I also see that the dev forum has been integrated with the public bits.


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 Post subject: Re: Korax Mod 4 Beta 3
PostPosted: Sat Nov 05, 2011 5:13 am 
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Hey Moose, you surface at a perfect time to help out with some of the bugs, as FB and CW are currently occupied by RL matters.


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 Post subject: Re: Korax Mod 4 Beta 3
PostPosted: Sat Nov 05, 2011 6:44 am 
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I can sympathise with real life getting in the way, fortunately my life has just cleared it's self up a little. And I've missed working with you guys, so here I am.

Might take me a few days to adjust and get used to the code again, it would appear that you guys have all been pretty busy in my absence, it's looking good, I'm just a little lost.

Has there been no work on the code for the last 3 months? As that is the last time FB committed anything to the SVN repository.


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 Post subject: Re: Korax Mod 4 Beta 3
PostPosted: Sat Nov 05, 2011 8:15 am 
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There has been no new runtime since April, and given the above mentioned circumstances, no SVN updates since July/August sounds about right.


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 Post subject: Re: Korax Mod 4 Beta 3
PostPosted: Sat Nov 12, 2011 6:38 am 
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I still get the same crashes in Vista that I get on Windows 7. Vavoom pizzez me off orcfuck


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 Post subject: Re: Korax Mod 4 Beta 3
PostPosted: Sat Jan 21, 2012 5:27 pm 
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The beta has some very large problems, actually 3 of them.

1st Problem: When running, and when running I mean the character you play as, the screen jitters around. Could this be an attempt at realistic running? I dont know if its intended, but its very annoying. Tried many things in options to fix it, but nothing has changed.

2nd Problem: The game tends to increase game speed by a lot at random times. This is a critical problem, and should be fixed if possible. The spike in game speed is always random, and its very frequent.

3rd Problem: Dont use Vavoom. Its a very unpredictable engine, meaning it can mess up wads and randomly crashes games at times. I would suggest using Skulltag/Doomseeker and make the entire game a .wad instead of all pk3(s). Using this method should increase game performance and capabilities.


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 Post subject: Re: Korax Mod 4 Beta 3
PostPosted: Tue Jan 24, 2012 2:49 pm 
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From what I understand, trying to convert to another engine would be an ettinload of pain for the map edits and for the code. I've never done anything with vavoom though, that's just what I think I heard around here.

And pk3s are the wave of the future for pwad data. It's not all just dropped into a disorganized mess, there's actually some order to make it easier to rummage through.


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 Post subject: Re: Korax Mod 4 Beta 3
PostPosted: Wed Jan 25, 2012 7:17 am 
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That's right, it's not so easy converting all work to a different engine. Also, a wad might be faster to execute but it's way more hassle to manage assets in.


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