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RambOrc
Ichor
dj_jl
- translucent textures (for windows)To do it properly all those polygons must be sorted from back to front together with sprites. I'll try to implement this. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
- new monster and NPC definitonsNot a big problem. Just tell me what you want. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
- ability to add EXP for picking up things, solving puzzles, finishing questsCan be done quite easely. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
- NPC AIRandomly walking around - shouldn't be too hard. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
- new behaviours for the Heresiarch (at the very minimum, he should be able to teleport like Korax does in Hexen)Not a problem too. One thing that I would like to change is use a 640x480 virtual screen for 2D overlay graphics (i.e. status bar, menus etc). And how about having fullscreen images (such as title) in resolution 768x512?
dj_jl
dj_jl
dj_jl
RambOrc
Hallo! Am I the only alive person out here?Sorry for long reply time, our ISP took nearly 4 days to update the DNS. While I could reach the site and the forums through the IP, UBB wouldn't work w/o the URL as well. New monster definitions: best would be a TXT file into which I could add monster definitions after a defined pattern, or do you have a better idea? <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
One thing that I would like to change is use a 640x480 virtual screen for 2D overlay graphics (i.e. status bar, menus etc). And how about having fullscreen images (such as title) in resolution 768x512?Of course, of course, OF COURSE! That's something I wanted from the beginning and another thing Camper claimed can't be done (at least by him). [img]images/smiles/icon_biggrin.gif[/img] BTW why the 768x512 resolution? It's not very common. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Can I enable journal and remove automap now?Since you're the only one currently working on the Korax codebase, you know best how you manage the stuff, but since KMOD2 development is not yet closed, I guess you either can't do this yet or you'll have to work with 2 codebases simultaneously. Or am I just plain stupid? [img]images/smiles/icon_wink.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
OK, another thing - since there will be no multiplayer, can I remove multiplayer menus?Same goes as for previous question. BTW as soon as KMOD 2.2 is out (and there isn't any BIG bug that needs fixing), any and all multiplayer code can be ripped out of the Korax I engine. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Implemented basic NPC AI and added definition for city mage. Replaced mage in town map with this new city mage and he was walking around.Whoa, can't wait to see it... [img]images/smiles/icon_smile.gif[/img] what do I need for that?
mago
dj_jl
New monster definitions: best would be a TXT file into which I could add monster definitions after a defined pattern, or do you have a better idea?Unfortunately Raven didn't release the scripts and tools they used to generate info tables, so now I must do all this by editing the created files. So if you need something to add, tell me and I will do this. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Of course, of course, OF COURSE! That's something I wanted from the beginning and another thing Camper claimed can't be done (at least by him).OK, switching. [img]images/smiles/icon_biggrin.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
BTW why the 768x512 resolution? It's not very common.Both - OpenGL and Direct3D require textures to have a power of 2 dimensions and 768x512 is a composition of 6 textures with sizes 256x256. BTW American McGee's Alice uses this. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Since you're the only one currently working on the Korax codebase, you know best how you manage the stuff, but since KMOD2 development is not yet closed, I guess you either can't do this yet or you'll have to work with 2 codebases simultaneously. Or am I just plain stupid?I'm already working with 2 codebases. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Whoa, can't wait to see it... what do I need for that?OK, here it is. I just uploaded 2 new archives into directory scatteredevil. se-base.zip is a base package with all binaries, bat files and doomsday.wad. se-wad.zip is an updated scatteredevil.wad (the mage sprites were renamed). The city mage has editor ID 12034, ask Camper to add it to the WadAuthor config file. [ April 05, 2002: Message edited by: Janis Legzdinsh ]</p>
mago