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I won't be able to actually try playing it again until several hours from now. By the way, what does that Debug button on the illegal operation window actually do, and would it help find the problem?It might help Camper to solve the prob (send it to him, it wouldn't say much to me). <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR>One other thing... Could the version of JHexen have anything to do with it, or would a mod compiled with one version work with another?<HR></BLOCKQUOTE> You mean you extracted the Korax Mod files into a dir where another JHexen version already resided? No wonder it crashes... make an all-new dir, copy in a ver. 1.1 Hexen.wad and nothing else, then extract the contents of koraxmod.zip into this folder (as stated in the installation instructions of the KMOD manual, I ask myself why the heck did I write it [img]images/smiles/icon_smile.gif[/img]). Now it should work. The point is, Korax Mod uses a version of the JHexen engine that doesn't exist. JHexen's latest release is 0.99.6 AFAIK and the one we built our port upon would be 1.0 if SkyJake would've put it together and compiled it, but we just got his 0.99.6 JHexen source code and his 1.0 Doomsday engine source code with MD2 support for JHeretic and JDoom only. Camper put the 2 source codes together and that's the current graphical base of the Korax engine, upon which we put the RPG code. I guess that Korax Mod is pretty much incompatible with JHexen. [img]images/smiles/icon_smile.gif[/img]
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Ok, that worked...Good... see how cool reading a manual can be? [img]images/smiles/icon_razz.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Also, is there a way to see the experience points you already have and how much it would take to reach the next level?Yep, just press the U key to get to the update screen where you see your current level, your currrent experience points and how much EXP you need for the next level (damn, why the heck did I waste my time on writing a manual? LOL). As for carrying the things, we're rather going to implement a system where your strength (and other, new stats) will limit the max amount of stuff you can carry around, but it'll be done only for the TC itself, Korax' Heritage. I thought shortly about implementing your suggestion on Korax Mod 1.1, but I think it'd make the game that much more difficult and we're currently workin full steam on making the game easier... [img]images/smiles/icon_wink.gif[/img] While with the Mage the game is more or less same difficult as in the original Hexen, with the Fighter it's vastly more difficult. Indeed, I'd outright claim that nobody can master the fighter now at skill 5... I played Hexen with the fighter on skill 5 on a regular base back in '98/'99 but now when I started Korax Mod on skill 5 with him, I got as far as the first Wendigos... you just can't activate the quartz flasks as fast as they shoot... it doesn't matter I can flatten them with a single slash of the axe, I'm just not getting close enough alive... [img]images/smiles/icon_smile.gif[/img] We're planning a berserker spell for the fighter that would make him stronger, faster and also less sensible to damages for a short time. We'll also wind down on the Cleric, his healing spell will be modified somewhat so he can't heal up himself just like that all the time.
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