DEVELOPMENT HISTORY
Chapter 2: The Early Days
September 1999 - October 2000
by RambOrc
Early Fall 1999, one day I was browsing the
net and was on another Heretic page where I got a link to a
new OpenGL port. I followed it out of whatever reason and -
SURPRISE - I saw a screenshot that nearly catapulted me out
of my chair! This was the first time I saw a Hexen conversion
which looked like Tolkien or Dragonlance in-your-face. This
was definitely genuine fantasy look, not some soul-less geek-programmer
conversion.
Yes, I'm speaking about SkyJake's jHexen. Especially compared
to earlier ports, it was reasonably bug-free and stable. So
we simply swapped over to the jHexen engine and thus the project
was saved another time...
...but don't think there weren't any troubles any more. SkyJake
implemented full 85° up and down look angles which made
sprites looking even more out-of-space then before. On some
days, I had my doubts about whether there would be anyone who
wants to play such a tolded-folded looking game.
Things started to look rosier when SkyJake announced he's going
to implement MD2 support into the engine. And then on July 5,
2000, off he went to the army for a year and left us his source
code --- with MD2 support only in jHeretic and jDoom but not
in jHexen!
In the end, the world didn't end (and the project
neither). Camper succeded in implementing the MD2 support into
the jHexen engine (MD2 is a 3D model standard used in Quake2
engine games like Quake2, Heretic II, Half-Life. Thanks to converters,
it means of course MDL and MDS support as well). Thus the base
work was laid for the mass conversion of standalone 3D objects
from Hexen II and Heretic II. After all, the 5-minutes-stool
of Camper wasn't exactly the artwork of artworks... ;)
This was the point where thanks to about half a dozen other
self-invented modifications, we could start to speak about a
Korax engine. Most of these modifications were new console
variables, and one was a calendar function: once you start the
game, the program counts away the minutes, hours, days and months...
Another area where the MD2 models helped us a lot was for creating
more complex environments. What wouldn't have been possible
in the original DOOM engine (and thus Hexen), we created for
Korax' Heritage: a bridge you can walk upon and pass through
under it.
OK, now we had MD2 support and thus all bad-looking standalone
sprites could be replaced with true 3D objects. So far the theory.
We found out pretty fast that while converting MDL objects was
relatively easy (after Camper modified an MD2 editor to suit
our purposes), converting the 3D objects from Heretic II proved
to be tougher. With what editor we had, a very small selection
of the Heretic II objects could be converted, but the vast majority
didn't work.
As Camper didn't have much time in those months, we left it
for the time being and concentrated on the Hexen II models.
This was a lot of work anyway, and a boring one at that. Everyone
was greatly relieved when we found a dedicated slave to do this
task, Gumbo. If you take a look at the screenshots below, you'll
see how different 3D models with relatively high-res skins look
compared to fixed-resolution 2D sprites.
In September 2000, a new continent was created, with the scientific
help of Sierra. This continent doesn't have tropic deserts bordering
on arctic ice fields, like some fantasy worlds I've seen do.
When and where rain falls, what the current temperature on a
given point at a given day will be, is all dependent on the
geographical conditions. The weather model was laid down on
paper (together with the detailed map of the continent), to
be featured in The Serpent
Power.
Another major step was that we finally started developing the
RPG part of the game. In October 2000, if you killed a monster,
you already got experience points.
On the 3D models front, SkyJake rewrote most of the MD2 handling
for his other projects (jHeretic/jDoom), and Camper ported these
improvements to the Korax engine.
Camper also coded a new converter prog for the bothersome Heretic
II 3D models. Once again with Gumbo's help, the conversion was
done, so by the end of Autumn we had literally hundreds of standalone
3D objects.
Last but not least, Camper wrote a new WAD editor which - unlike
all others we'd seen before - allowed you to edit maps as large
as 64'000 x 64'000 units (for comparison, one of the best editors
out there, WadAuthor, allows only 10'000 x 10'000 units large
maps).
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