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Heresirach Software Help Wanted!

Sun, 28 Mar 2004 10:22:51

Stryker

As some may know, I being the only person at Heresirach Software at this moment, is working on 2 Major (I guess you could call it) Vavoom Projects.<br><br>A Clone of Korax Mod, for Vavoom called Heresirach Mod. Once I reach v3.0 (if it ever comes out) it may include new features (not in Kmod). First its starting from the top, Kmod 1.0. There may be some features excluded because of the lack of support from Vavoom, Like NPCs, which Vavoom does not support Conversation.<br><br>A New Total Conversion, featuring New Monsters, New Items, Maybe new Models, Levels, and Damage Skins and the such, using Vavoom Progs for now. It be called Return of Korax, it'll feature MORE than 50 Levels, New Types of Monsters, Like a New Type of Centaur, Ettin, Afrift, and such.<br>Some levels will be converted from Heretic or Doom(2) to Hexen to be used in Rok.<br><br>I'm mainly looking for 2D Artists, 3D Artists, Prog Programmers, and Level Designers.<br><br>Or you could Just help with one of those Projects, I would perfer Programmers, but If you wanna do something else, thats fine too.  :)
Mon, 29 Mar 2004 21:43:15

RambOrc

You mean "Heresiarch", right? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --><br><br>Regarding KMOD, I wouldn't start with the 1.x source code, too many things changed for the 2.0 release.  Though it's not posted on the Korax' Heritage website, the source code of all KMOD releases is publicly available, up to the latest 2.8 release (and if you wait a couple of weeks, 2.9 should be out as well, which will be the last 2.9 release). Just post a request in the Korax' Heritage forums and you'll get a link to download the latest public sources.<br><br>The thing you say about NPCs and conversation isn't true, Vavoom supports them, indeed Vavoom had it first AFAIK and it was implemented into Doomsday only afterwards.
Mon, 29 Mar 2004 23:06:24

Stryker

I can see why I shouldn't start from v1.x. To me it wouldn't be much of a mod.<br><br>So I guess i'll start at about 2.x, or maybe the one with the Hurt Skins.<br><br>But, Ramborc, may I use the Graphics from KMod to put in Heresirach Mod?
Tue, 30 Mar 2004 03:13:59

RambOrc

Damage Skins code is implemented in KMOD 2.5 and higher. If you've got a couple of weeks patience, KMOD 2.9 should be released sometime in April (or in worst case in May), and that will be the very last release of KMOD 2.x forever and the upcoming 3.x is on a significantly different codebase, meaning that'd be an ideal point for you to start converting it.<br><br>Graphics: It depends on the case. Just ask specifically when you're so far.
Tue, 30 Mar 2004 08:17:40

Stryker

Well, I have afew things to say, First of all, Ramborc, you are correct I do mean Heresiarch, I always thought it was Heresirach.<br><br>And I guess I'll wait, But I don't know if the Source would help much, since I'm using Progs... Though I did get the Kmod 1.1 Source to see If I could get the Death Weyvrn (I'm not sure how to spell it) to work like in Kmod, and Found out it is pretty close.<br><br>And About the Graphics, I was mainly talking about the Damage Skins, since I don't seem to be able to figure out how to make them myself.
Tue, 30 Mar 2004 15:52:34

Janis Legzdinsh

The thing you say about NPCs and conversation isn't true, Vavoom supports them, indeed Vavoom had it first AFAIK and it was implemented into Doomsday only afterwards.
<br>No, it was implemented in Doomsday and Vavoom doesn't have them yet, except in Strife, but it uses prety different conversations and NPCs.
Tue, 30 Mar 2004 23:41:11

RambOrc

"Heresiarch" is Ancient Greek (or Latin) and means "The Prince of the Heretics".<br><br>The source should IMO help a lot because that way you see how exactly things like leveling up, the attribute system or spells work, including the exact numbers.<br><br>Just a piece of insider info, the Death Wyvern in KMOD has no special AI, it just uses the Afrit's. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --><br><br>Regarding Damage Skins, you can use them in your project provided you state it clearly in the credits who did it and for what project and that you also include a link to <!-- w --><a class="postlink" href="http://www.korax-heritage.com">http://www.korax-heritage.com</a><!-- w --><br><br>Janis, do you have plans to implement the same convo system into Vavoom to be used with any of the games (or at least for Hexen)?
Wed, 31 Mar 2004 02:12:51

Janis Legzdinsh

When I'll have more time, I will do this.
Wed, 31 Mar 2004 03:44:09

Stryker

Thanks for the Damage Skins, anyways, I was wondering, In Kmod.. Who did the Demos for both Deathkings and The Original?
Wed, 31 Mar 2004 08:45:05

gunrock

I only make like doom2 tech base themes.so i wouldn't be able to help you out stryker.  a convo system would bring a whole new gameplay to my projects. instead of haveing no kinda plot and just blast monster and collect keys i could have like you and a group of marines move about in a monster filled base trying to stay alive. hmmm... but i think i can use acs to have some talking text, But how would i have a group of peraps 5 marines follow the player about fighting of monsters and stuff?<br>
Wed, 31 Mar 2004 16:56:18

Janis Legzdinsh

This might require friendly characters or bots.
Wed, 31 Mar 2004 19:07:13

RambOrc

[quote author=Stryker link=board=editing;num=1080436973;start=0#8 date=03/30/04 at 20:44:09]Thanks for the Damage Skins, anyways, I was wondering, In Kmod.. Who did the Demos for both Deathkings and The Original?<br><br>I did them, why? If you mean the errors, they are broken in most releases because of version conflicts. Or did you ask in a positive way? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 01 Apr 2004 02:57:34

Firebrand

It would be cool you could add the convos system to other games, it would be nice to see some maps with even more cool stuff!!  ;D
Thu, 01 Apr 2004 03:01:47

Janis Legzdinsh

Yep, this and maybe even some advanced cutscene support will make it a really advanced engine.
Thu, 01 Apr 2004 05:54:07

RambOrc

If you'd implement these features for Heretic Vavoom, I might really take Hell's Surface and make it into something more. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 01 Apr 2004 09:16:44

Stryker

Gunrock, I do plan on Making afew Doom2 Mods/TCs, though it'll mainly be Hexen, so you could help with the Doom2 stuff.<br><br>Ramborc, I was just wondering who did the Demos.. Thats all.. Nothing much.<br><br>And to Alll, I was wondering if anybody could suggest which would be better for Doom2? A Mod or Total Conversion.

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