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RambOrc
This is a bug in the sprite init code (R_InitSpriteDefs). I believe there is a working version in Doomsday Sources R3. The error happens because the original MAGE frames are initialized as well, even if only the new frames should be.Another thing, it'd be cool to have translucent textures (like windows you can peek through), this is what he told me: <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr> Theoretically if you dabble a bit with the texture code in Doomsday 0.99.6, you could have wall textures that have an alpha channel (w/full range 0..255). After all, the current masked textures like grates and such are, in fact, translucent textures with full alpha at the transparent pixels and no alpha elsewhere. <hr></blockquote> So the question to those on the team who have an idea about our code base, is any of this feasible to implement for SE?
Ichor
RambOrc
dj_jl
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mago
RambOrc
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RambOrc
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RambOrc
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RambOrc
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RambOrc
loads rocket launcher and aims to the SkyJakewhat's the prob with doomsday.exe? [img]images/smiles/icon_wink.gif[/img] New patch: you mean now I can use GLBSP w/o the -v1 (or whatever it was) parameter? floating barrels: it's not a bug, it's a feature ROFL... the fact that the barrels are in the sky has 2 reasons: - the original Raven mapper made a mistake and added a Z value to those barrels - the Korax engine redefined the object "barrel", it now doesn't fall under gravity, it remains always at the Z value given to it (the reason is so that barrels can be stacked on top of each other, see one of the screenshots in the Scattered Evil section). The solution? Make a custom build for KMOD2 where you change the barrel's object definition so that it falls under gravity. Once the last KMOD2 build is out and the final KMOD2 source code is up on SourceForge, just change it back so they float again... [img]images/smiles/icon_wink.gif[/img] Red wand: if you can do it, please PLEASE do it! LOL... I really love that idea, we'd even extend it in SE, where all fire weapons would do special fire damage besides the normal hit. Summoned monsters and EXP: AFAIK Camper already fixed the prob in 2.1 --- or the fix is in the pre-2.2 he did, all those changes are up on the server in a TXT file, haven't you seen it? It's called changes_bycamper.txt or similar. At least he told me he made a fix, he took a better approach to the problem: if a monster summoned by you kills a monster, YOU instantly get the EXP from the killed enemy. Thus your monster won't suck into itself the EXP of other monsters, and thus you don't need to slay it just for that. In this way, I also agreed that you don't deserve EXP for killing your summoned monster. OK, I think I answered everything, else just re-put the Qs. [img]images/smiles/icon_smile.gif[/img]
Ichor
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dj_jl
On 2nd thought, adding new graphics to KMOD2 is not so good an idea...Agreed. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
what's the prob with doomsday.exe? [img]images/smiles/icon_wink.gif[/img]In some places he uses standard memory allocation routines without checking the returned value. And if allocation fails (because of GL-Nodes buf this can happen) attempts to use a NULL pointer will crash. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
New patch: you mean now I can use GLBSP w/o the -v1 (or whatever it was) parameter?Yessssss! <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Summoned monsters and EXP: AFAIK Camper already fixed the prob in 2.1 --- or the fix is in the pre-2.2 he did, all those changes are up on the server in a TXT file, haven't you seen it? It's called changes_bycamper.txt or similar. At least he told me he made a fix, he took a better approach to the problem: if a monster summoned by you kills a monster, YOU instantly get the EXP from the killed enemy. Thus your monster won't suck into itself the EXP of other monsters, and thus you don't need to slay it just for that. In this way, I also agreed that you don't deserve EXP for killing your summoned monster.There's no such thing in 2.1 and not in changes_bycamper.txt. But I already fixed this in the first build. There also was a bug with random numbers in the experience stuff that I also fixed. But this means that all demos will run out of sync and must be re-recorded. [ March 15, 2002: Message edited by: Janis Legzdinsh ]</p>
dj_jl
Ichor
RambOrc
But this means that all demos will run out of sync and must be re-recorded.Hey that ain't funny at all... It took me half a day or more (and a lot of energy) to create those demos, especially the one for the cleric... it's a LOT of work and I don't want to make them anew... [img]images/smiles/icon_sad.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Anyway, RambOrc, could you type a detailed list (again!) of everything I must do? Just for use as a guide.AFAIK it's just the damage skins for all monsters, as many full-animated NPCs as you can make (at least it should include the shopkeeper you sent me a front look of, the innkeeper from Sylon, and the blondie you have a couple of frames made, and a normal citizen would be important as well, more NPC types should be added later if all other stuff is finished and there's still time left), and the talk animations to all NPCs. OK, it's definitely not a "just" list... [img]images/smiles/icon_wink.gif[/img]