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dj_jl
RambOrc
mago
RambOrc
Ichor
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I took a look at the SEwad and found something that may be a problem, but it's my fault, not Janis'. You see, when I made the Hurt skins, I just edited the frames that would show the wounds, leaving the others out of the Hurt Skni WAD. So, some sequences aren't complete, and others are missing, like some death frames (most enemies), and the attack, taking damage and dying for the city mage. So, I don't know about it, but it may create some problems to the engine, when it tries to show the sprite and it isn't there in the wad. I'll correct this and make a wad for all the monsters with hurt skin including ALL their frames, even the attacks (fireballs), an falling weapons, etc. I already did it to some of them, the Ettin and Centaur I think, but I'll see the others too.I'm including only the changed frames. Others are read from hexen.wad. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr>O got an error message and couldn't start the wad at all. The message was: "R_InitTextures: Missing patch in texture ABADONE" and then the starter sed3d.exe crashes. <hr></blockquote> You forgot to copy hexen wad into SE directory. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
By the way, Janis, I think you forgot the Helmless Cleric. Could you put him in the wad too, in the place of the old Cleric? By the way, the city mage should also go in the Mage's place (for the city mage to have a complete wad, the new frames should replace the respectives in the normal wad, and the others series should stay the same). The same for the Cleric.What RambOrc says? should they replace old characted graphics or they should be seperate objects.
RambOrc
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3rd person conversation? I can think of several ways to do that, could you describe how you think this?That is, when you talk, camera is showing you, and when another character talks, camera shows him, and possibly also you can be seen. Basicly like in DeusEx (that you haven't played [img]images/smiles/icon_biggrin.gif[/img] ). <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Crashes - I've been using D3D with my Matrox G400Max, as OpenGL never worked with jHexen properly, at least not with the 0.99.6 stuff. Missing menus, module crash when exiting, etc. etc. I think also some visual errors, not sure. D3D mostly worked with KMOD.And me with GeForce2 wonders where you're getting problems. [img]images/smiles/icon_biggrin.gif[/img] Good news is that, since I switched code base to C++, I can use backtracking system that I'm using in Vavoom.
RambOrc
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RambOrc
3000 downloads in a year, compared to 52000 Vavoom downloads also in this year ... [img]images/smiles/icon_biggrin.gif[/img]Very funny, mister... [img]images/smiles/icon_rolleyes.gif[/img] ...and how many of those used Vavoom for playing Hexen? [img]images/smiles/icon_razz.gif[/img] KMOD for DOOM would attract more downloads too... [img]images/smiles/icon_wink.gif[/img] Seriously, I find it a very nice number, especially if you think of the fact that there were maybe a 100 downloads in the first 2-3 months after the release of 1.0. The cool thing is that download numbers are going up practically every day, with a steady flow of new players.
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What Mago suggested I wanted to suggest myself as well, i.e. that in the talk mode the 2 characters automatically face each other.Of course they will face each other. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
As for multiple camera locations, I'm not sure it'd be worth the extra amount of graphics to be created (if we have, say 3 PCs and 20 NPCs, we might talk about hundreds of extra sprites for the additional camera positions).There won't be - simply choose camera position so that known sprite rotations are used. Multiple camera locations will give more variety, i.e. closer to the speaker, father away, positioned on the left/right side of the oposite actor, etc. Too bad you haven't played DeusEx, because then you would be familiar with this system (Yes, this conversation system is from DeusEx). <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Before you all get excited about NPCs in dungeon maps (=all other maps besides the town map), here a strong argument why NPCs should be only in the town, and fights should be anywhere but in the town: in my estimation it reduces the game design work (and also coding time) tremendously. By the simple fact that weapons and spells are disabled in the town and there are no NPCs in the dungeons where you might attack them accidentally, in my estimation hundreds of lines of code and dozens of major bugs are eliminated in advance. Not to mention the uncountable possibilities for the story to proceed and characters to react if you add fight in the town or NPCs (or any kind of interaction at all) in the dungeons. There are full-blood RPGs with this restriction and they are still fine, so I don't see it as a limiting factor to game enjoyment, but could save us literally months of work time on the project. Just my 5 cents, feel free to object. [img]images/smiles/icon_smile.gif[/img]Actually this isn't a problem. You can limit those areas with monster-blocking lines. Killing NPCs - if they are not made killable (like the city mage) there will be no way you can harm him. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Another possibility would be to add 2-3 other maps in the game, wedged in between dungeon maps, where monsters can't enter and you can't draw weapons, allowing for a little more variety and still eliminating the extra amount of work.Actually it will not require any extra amount of work. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Another basic question to ponder about... what's cooler, if you can customize the look of your character from a dozen different clothes and armor types, or if you have a 3rd person camera and mirrors? ...I will vote for the second version. Those different looks will take way longer to create with sprites (even if we are cheating by not drawing all rotations). When we will have models, then it will be easier to customize the look of the character by. for example, showing it's current weapon (Vavoom already does this in Doom when playing with models).
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Are texts displayed always for the same length of time or does it depend on the number of characters in the text? Can a single speech contain a whole paragraph of text, i.e. will the engine make carriage returns if the text is longer than the screen width?Currently all texts are displayed for 3 seconds and cannot wrap. But don't wory, the length will depend on text length or (if specified) audio length. Text will wrap, but the amouns of displayed lines will be limited.