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 Post subject: KA 0.9 Beta Thread
PostPosted: Fri Nov 24, 2006 9:32 am 
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Please post here all your bug reports and comments on the new KA beta, I'll use this thread to post some instructions on how to use this thing, just to avoid having repeated questions ;). If you have any problems using it be sure to review this small steps first, thanks!

Instructions for playing:

    > Delete the old beta files.
    > Unzip the ZIP file to any directory you want and BE SURE you do it with the path information it has!!
    > Run any of the 3 batch files included.
    > Enjoy!!


If you find any bugs in it, please make a descriptive post of what you were doing when the crash happened, in which map it was, etc. in the bug tracker on SourceForge or in the Korax' Heritage homepage forums, so we can track it down and fix it for the next version of Korax Arena.

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PostPosted: Fri Nov 24, 2006 9:56 am 
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PARTY TIME EXCELLENT


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PostPosted: Fri Nov 24, 2006 10:00 am 
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christmas came early this year =)

gonna check it up in during the weekend


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 Post subject: Re: KA 0.9 Beta Thread
PostPosted: Fri Nov 24, 2006 11:20 am 
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Firebrand wrote:
If you find any bugs in it, please make a descriptive post of what you were doing when the crash happened, in which map it was, etc. in the bug tracker on SourceForge or in the Korax' Heritage homepage forums, so we can track it down and fix it for the next version of Korax Arena.


Did you included "-debug" parameter in batch files? It will be nice to have logs as well.

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PostPosted: Fri Nov 24, 2006 1:13 pm 
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Yep, I did ;).

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 Post subject:
PostPosted: Fri Nov 24, 2006 2:41 pm 
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castle sweep isn't working at all, whenever i would kill something, CRASH, and i get this..

Quote:
Reference not set to an instance of an object

Stack trace: (svprogs.Actor.Died) <- Runfunction <- (svprogs.Actor.Died 300) <-Runfunction <- (svprogs.Actor.Damage 1154) <-Runfunction <- (svprogs.Actor.PTR_ShootTraverse 463) <-Vobject::ExecuteFunction <- (svprogs.Actor.PTR_ShootTraverse) <-svprogs.Weapon.GunShot 134) <- Runfunction <- (engine.Level.PathTraverse 0) <- Runfunction <- (svprogs.Actor.LineAttack 111) <-RunFunction <- (svprogs.Weapon.GunShot 134) <-RunFunction <- (svprogs.WeaponPistol.A_FirePistol 128) <- Runfunction <- (svprogs.WeaponPistol.S_PISTOL2.None 1) <RunFunction <- (svprogs.WeaponPistol.S_PISTOL2.None) <- VViewEntity::SetState <- RunFunction <- (engine.ViewEntity.SetState 0) <- Runfunction <- (svprogs.Player.MovePsprites 203) <- RunFunction <- (svprogs.Player.PlayerTick 1129) <- VObject::ExecuteFunction <- (svprogs.Player.Playertick) <- Sv_RunClients <- SV_Ticker <-ServerFrame <- Host_frame


at the time, i had just opened up normal castle sweep. i selected the map infested castle, and just as i put 2 bullets into a gargoyle, *SNAP, CRACK, FOOM!!!!* dead. same thing happened when i ran right up to a green serpent and fired a rocket, which would have made us both little skid marks if it didn't crash.

PS: i was in D3D mode, if that helps.

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PostPosted: Fri Nov 24, 2006 3:21 pm 
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Try standing next to a wall and firing a rocket at it. You'll be surprised at the results. Also, it crashes for me too as soon as a monster dies, and I was using GL mode.

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 Post subject:
PostPosted: Fri Nov 24, 2006 5:01 pm 
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I can't get KA to work at all. It returns a "Microsoft Visual C++ Runtime Library" window that says :
"Runtime error!

Program C:\HEXEN\KA_09_BETA\VAVOOM95.EXE

This application has requested the Runtime to terminate it in un unusual way.
Please contact the application's support team for more information"

I kinda get the feeling that MS' shit caused the problem.


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 Post subject:
PostPosted: Fri Nov 24, 2006 6:25 pm 
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yeah, taking like 10% damage for standing next to an explosion seems a bit farfetched. also, this is more of a matter of opinion, but i notice that 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. an increase in the capacity for ammo, and the gaining of quite a bit of ammo with a gun, would be nice. what fool drops a super shotgun in an arena with only four shells?!

PS: sorry if i'm obnoxious.

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 Post subject:
PostPosted: Fri Nov 24, 2006 6:30 pm 
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First of all, the super shotgun is a tier 2 weapon, meaning it's causing huge damage for high ammo usage. The standard shotgun is a tier 1 weapon and gives you a lot more shots from the same amount of ammo.

Also don't forget that with every level you reach, the ammo usage for the weapons go down.


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 Post subject:
PostPosted: Fri Nov 24, 2006 7:43 pm 
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I fell...

Image

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 was at level 10 and it took at least two or three direct hits with all three fireballs and the explosions to kill a bot. And the rockets, phoenix rod shots, etc. really do need to cause a lot more damage to the player if they explode too close to them.

The Witchaven guy's bow still skips a bit when it's drawn back. I like the zooming in though. Also, there shouldn't be any delay between the moment you let go of the button (when it zooms back to normal) and the moment it actually fires.

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 Post subject:
PostPosted: Fri Nov 24, 2006 9:21 pm 
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TheCount wrote:
I can't get KA to work at all. It returns a "Microsoft Visual C++ Runtime Library" window that says :
"Runtime error!
Program C:\HEXEN\KA_09_BETA\VAVOOM95.EXE
This application has requested the Runtime to terminate it in un unusual way.
Please contact the application's support team for more information"
I kinda get the feeling that MS' shit caused the problem.

Are you sure you are decompressing the file correctly? You need to keep the directory structure for it intact, or there will be problems, also, make sure OpenAL.dll in the same directory as your EXE file and that you have an IWAD file from Doom, DOom2, Heretic or Hexen on it too, if all this is there, then I'm unsure of what the problem can be :? , but don't worry, I'll investigate it out if needed ;).

As for the comments we already have, we'll get to the root of the problem, I know what's the problem with Castle Sweep, but it's strange, because I didn't have this problem in the morning when I tested the game before uploading the release :?: .

Be sure we'll try to fix most of the problems ASAP, maybe we'll make a patch for the critical bugs (i.e. the Castle Sweep one) and maybe fix something else if possible :).

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 Post subject:
PostPosted: Sat Nov 25, 2006 12:52 am 
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My test machine runs Win98 so probably that's the reason why the game locks up all the time, on W2K/XP maybe it justs crashes back to the desktop, anyway I'm rebooting for the second time in like 10 minutes. There are also many crashes back to the desktop.

I've been trying the KTH mode, it looks promising. I'm for removing all the special music, IMO just let the map soundtrack run non-stop, no need to change it for Heresiarch events.

I have the feeling the game is a lot slower than it was in earlier versions, I think the enhanced AI or other features put a lot on the CPU, on a 950 MHz Celeron the game is not playable, it's too choppy (the graphics card is a Radeon 9550).

I couldn't start the map "curse". I also experienced the reported bug regarding castle sweep (the moment a monster dies, the game crashes).

Off to more testing. ;)


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 Post subject:
PostPosted: Sat Nov 25, 2006 4:24 am 
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I have fixed that bug with Castle Sweep. (to FB - I'll upload changes later today)
Was my fault. :oops:
Seems we have to build beta 0.9.1 to allow people test this game mode. ;)

RambOrc wrote:
I'm for removing all the special music, IMO just let the map soundtrack run non-stop, no need to change it for Heresiarch events.

Ok, but I suggest to make some sounds play instead, I dunno, some magickal fizzling and such.

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 Post subject:
PostPosted: Sat Nov 25, 2006 6:04 am 
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New bug: If a Witchaven guy is killed when aiming with bow, zoom will not reset.

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).

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