Back to the Vavoom Forum Archives


Forum

Unholy Heritage

Thu, 05 Jan 2006 16:06:03

Crimson Wizard

Well, first of all, small notice about my project's name. I started to create my add-on BEFORE I heard abot Korax'es Heritage, and my project's name IS NOT a plagiarism. It is just an occasional coincidence. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Now. Here is a small page I dedicated for my project: <!-- m --><a class="postlink" href="http://www.shadowweaver.narod.ru/unheir/unheir.htm">http://www.shadowweaver.narod.ru/unheir/unheir.htm</a><!-- m --> I just think that there is something (just something, no more) to look at. I especially wish anyone to see my crazy 3d map, which I haven't yet included to general maps package: <!-- m --><a class="postlink" href="http://www.shadowweaver.narod.ru/unheir/downloads/uh_10.zip">http://www.shadowweaver.narod.ru/unheir ... /uh_10.zip</a><!-- m --> (it needs additional confirmation to download) And please say what do you think about Torture Chamber there <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: -->
Thu, 12 Jan 2006 14:12:01

Firebrand

I can't download the unheir.zip file correctly, the download is very slow for me and when it finally seems to finish, the file is smaller than what you point it is and winzip gives me an error when I open it, any suggestions Crimsom?
Thu, 12 Jan 2006 19:08:44

CheapAlert

[quote="Crimson Wizard":386l3gs7]Well, first of all, small notice about my project's name. I started to create my add-on BEFORE I heard abot Korax'es Heritage, and my project's name IS NOT a plagiarism. It is just an occasional coincidence. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> heh i've made "Storm the Castle" at the same time FrikaC made "Storm the Castle" in 1999-2000. Both Quake projects, however with totally different directions.
Fri, 13 Jan 2006 11:55:01

Crimson Wizard

[quote="Firebrand":dczq69n1]I can't download the unheir.zip file correctly, the download is very slow for me and when it finally seems to finish, the file is smaller than what you point it is and winzip gives me an error when I open it, any suggestions Crimsom? Oops. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> First, about download speed - I surely need some other place to publish my project, since currently its on my homepage on one russian free-of-charge server, that sometimes has problems with connection. So, if you know where I may place it, please tell me! Secondly. Yes, there is something bad with my archive. It lost about a half during uploading. I am going to fix this in following hours. EDIT: done. EDIT: <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Well, you know, there is something bizzare with that arhive. It is surelly uploaded with its full size, but sometimes when you click on it, it shows only 50% of size. I tried several times and sometimes it wanted to download 2,11 kbytes, other times - 1,2 kbytes. So, try following - if you will get a message of downloading 1,2 kb, just cancel it and try again, until it shows 2,11 kb.
Fri, 13 Jan 2006 12:56:47

Firebrand

Heh! You might need to change your host (at least for the files download, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->), it's ok, I'll try to download it again and see what happens, as for free download servers, I'll look around and give you some suggestions for it too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 13 Jan 2006 13:41:05

Crimson Wizard

Ugh, everything is fixed now. I do not know why did that happened, but when I changed relative paths in my links to absolute all came to normal. Anyway, if you have downloaded my game before I made my fixes, I wish to notice, that I've uploaded a new version of progs just half an hour ago - there are some fixes, including fixed Character Journal. If you download these progs (either in standalone archive, or in main archive) you may read some scenario notes from Character Log -> Journal option in the main menu.
Sun, 15 Jan 2006 10:59:19

Nuxius

Try somewhere like <!-- m --><a class="postlink" href="http://www.rapidshare.de">http://www.rapidshare.de</a><!-- m --> or <!-- m --><a class="postlink" href="http://www.bigupload.com">http://www.bigupload.com</a><!-- m -->
Sun, 15 Jan 2006 12:17:15

Crimson Wizard

Thank you. I'll use that "bigupload", but a few days later, when I'll complete new versions of some files.
Sun, 15 Jan 2006 19:33:51

Firebrand

Hey Crimson Wizard! It's a really good work! I like what you got so far, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 16 Jan 2006 11:46:26

Crimson Wizard

Really? <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> Actually, I thought that it wouldn't be so exiting for a member of team, working under big projects for few years ( I mean your KH and SE and other). <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Hey! And I just noticed that version 1.19 of Vavoom spoils mapinfo in some way. It seem to ignore all custom mapinfo data, including level names and custom skies... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> And by the way, was you able to download map 02 and map 04 from my main maps WAD? It seems that my maps WAD is a bit out of date and it has wrong texture names, that were renamed in data WAD.
Mon, 16 Jan 2006 12:27:19

Firebrand

Well, it is, I know that if Ramborc could see your project, he might even suggest you join our team, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> No, really, it's a great project, I see you are really making an effort on the leveling/experience system, which looks cool, and for someone starting programming on Vavoom (like me <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->), those multi paged logs and the experience system (even when I know it's a beta) are something cool!! As for the maps, I could download them but I'm unable to play them so far, and I tought it was something I was doing wrong <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , there's a better way to pack your MOD Crimson, make a folder called "unheir" and put every wad you are using there named as "wad0.wad", "wad1.wad", etc. The wad0.wad file should contain all the data lumps needed for the MOD, this is MAPINFO, SNDINFO, PROGS, etc. in their modified versions, you can make wad1.wad and wad2.wad anything (textures, maps, sprites, anything!), and then run your MOD with this command line:
Vavoom -game "directory name you used"
Oh, and before I forget, there's something called "games.txt" in your Vavoom "basev" folder, edit that file to just include hexen IWAD and that will automatically use the hexen basev contents and IWAD for you! just modify the game field with what your folder is called, that should make the trick! If you have any problems or questions regarding this, feel free to ask them! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->. And good luck with this great project!
Mon, 16 Jan 2006 15:21:31

Crimson Wizard

Hmm.. that's really strange you can not play my maps. I thought that batch file I included into archive must make it work. Haven't you read 'Installation' section in my readme file? And then, how did you used my mod anyway? Just played original Hexen using only UH progs? Well, and I will surelly pack all my game as you said. I didn't done this before since it is easier for me to work with my wads as they currently are. And my project isn't even beta. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> It is too incompleted to be called beta. [quote="Firebrand":74xs623x]I know that if Ramborc could see your project, he might even suggest you join our team, heh! I am not really sure that I can join you (even if I wish) <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> . I have not much free time now, and I'll have even less in nearest future. EDIT: May be I know what was your problem running my map. I wrote vunheir.bat so that it seeks hexen.wad in root Vavoom folder. Maybe your hexen.wad is positioned elsewhere? If it is, just edit vunheir.bat and change text "hexen.wad" on path to your hexen.wad.
Tue, 17 Jan 2006 16:45:05

Firebrand

I think my post wasn't clear about why I can't play the maps, when I try to play map02 of your mod it exits saying something about a missing texture, let me find the error... here it is:
Dev: Spawning server map02
Log: Host_Error: TFNumForName: uhs1_off not found
I think there's some patch or texture missing or renamed in your wad.
Tue, 17 Jan 2006 22:02:10

CheapAlert

also for the record, it's Unholy. Note the missing extra letter L.
Wed, 18 Jan 2006 13:03:05

Crimson Wizard

[quote="CheapAlert":34o1f88r]also for the record, it's Unholy. Note the missing extra letter L. Ouch... <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Yeah, my mistake. [quote="Firebrand":34o1f88r]I think my post wasn't clear about why I can't play the maps, when I try to play map02 of your mod it exits saying something about a missing texture Yeah, yeah, that's it. I already mentioned this above. That's because I uploaded new version of main data WAD but left old version of maps WAD. Well, two notices: 1) Since not all of my maps are already bound by teleporters, you may jump to whatever maps you want using "map mapXX" console command. Existing maps are listed in my readme, they are: 01, 02, 03, 04, 05, 06, 09 and 10. Map 06 and 09 are just scratches, there's almost nothing. But maps 02,03,04,05 and (especially!!) 10 have some place to travel. You are also free to use any cheats, because I haven't placed much items there yet. 2) Missing texture - "uhs1_off" is a Heretic-style switch texture, it is used in maps 02 and 04. You may wait until I upload new versions of WADs (and progs) without such mistake (I'll do this as soon as I finish making demo version of map 10 remake and also some new progs features, maybe in 2-3 days.). OR you may manually rename these textures on my maps. You may use Doom Builder there to find and replace texture names. The texture, as I remember, should be named "UHSW1OFF". And, anyway, haven't you seen my Little Demo Map, where I made a possibility to test my RPG system by gathering experience and paying skill points for abilities upgrade, and Map 10 remake demo where I test 3dfloors and where the terrific Torture Chamber is located? EDIT: Heh, and check this: <!-- m --><a class="postlink" href="http://www.shadowweaver.narod.ru/unheir/shots2.htm">http://www.shadowweaver.narod.ru/unheir/shots2.htm</a><!-- m --> <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Soon this will be available for download.
Wed, 18 Jan 2006 17:04:42

Firebrand

I'll wait then <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, as for the demo map, I really haven't seen it, I'll download it ASAP and give it a check, you are doing a good work with these maps <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 19 Jan 2006 11:19:15

Crimson Wizard

<!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Man, I've got 2.53 Ghz processor and 128MB video card, but in some areas on my new map FPS is just AWFUL! I can imagine to have such in some resource-eater like Doom3, but not on my rather simply-constructed small Vavoom map. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> It seems that there's something bad with the way how it generates player's view or vis data.
Thu, 19 Jan 2006 16:06:50

Firebrand

In my short experience building Vavoom maps, you should try to follow this suggestions I'm giving you now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [list:214ekctm]-Never place static lightning over a moving sector, this will make the engine to recalculate the VIS data which is a very expensive process. -Try not to overlap various light sources (a maximum of 2 or 3 overlapped lights is enough to kill the FPS rate). -Try to make small radius light sources (nothing more than 200 units). -And last but not least, try to always rebuild the VIS data with glVIS.exe (which can be downloaded from the Vavoom homepage), even when the Vavoom produces the VIS data file in-game, you ALWAYS must do it using the standalone glVIS version, it will take A LOT of time, but when you play your game, the FPS rate won't suffer that much. [/list:u:214ekctm]Hope this suggestions help you, and happy editing! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Fri, 20 Jan 2006 09:32:38

Crimson Wizard

Hmmm... well, I've got overlapping 2 differently colored lights (common and colored-red) in about of dozen of places, plus there are polyobjects working as doors, and ofcourse they are lit by static lights. pfffff... <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> But I do not want to give up with all this. It looks cool and I want it! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Ok, I'll try glVIS. Let's see, whether it solve this problem. EDIT: Well, it really helped, but in specific way. Seems that it have broken map into more segments. Earlier game slowed down on about 50% of map, now it slows only in one lengthy hallway (you may see it on a screenshot I gave a link to above). Thankfully, there are no enemies in that part of map. Heh, I turned fps counter on and was totally overwhelmed. I thought I got about 20-25 fps, but it appeared that it drops down to 8-9 fps. <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> In other places its fast - 40, sometimes 60 fps.
Fri, 20 Jan 2006 14:29:58

Firebrand

Just try to follow the suggestions I posted, that should make the game run mostly fine, polyobjects lit by static lights consume lots of process power, so try to be careful with those.
Mon, 23 Jan 2006 13:40:53

Crimson Wizard

I'll upload my new project's version either later today or tomorrow's morning. EDIT (24 jan 2006): Ugh, seem it'll be _tomorrow_'s morning again... <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> need to update to version 1.19.1 plus make some fixes.
Wed, 25 Jan 2006 08:45:34

Crimson Wizard

Well, finally I updated my project. I have repacked data using common vavoom game style and changed archives' contents available for download. Now there are MOD, progs and maps archives placed separately (MOD archive includes progs as well, but written in wad0.wad). Also there is now full UH source available, just in case someone wants to know how my mod's feature's work (I wish I knew whether I have to include GNU license text?). About maps. There are three archives. General (Scenario maps) are my main maps, but now they seem rather primitive to me, after I tried 3dfloors & 3dlighting. Then, there is an archive with map 10 remake demo, which I planned to be a future subst for map 10 from general maps pack. Actually I divided it into 2 maps (they are 10 & 11). They both use 3dfloors. 1st one (10) is large, but rather simple. 2nd is smaller, but is more detailed (I suppose this is my first map for Vavoom Hexen where I finally succeed in good design). I strongly recommend to build full vis data (!!!) for those two, because otherwise they may run slow and require much RAM. I wish also notice. There is a small secret on the 1st map. It is simple, but specific, hidden as classic detective writers suggest - so that it is quite in plain view, but still not easy to detect (or at least I hope that it looks rather close to this description). I just want to know, whether one can find it. If you find it you'll surely know it. Then, there is Little demo map, just for fun. enjoy.
Fri, 27 Jan 2006 13:11:21

Crimson Wizard

I have added links to <!-- w --><a class="postlink" href="http://www.bigupload.com">http://www.bigupload.com</a><!-- w --> server on my project's downloads page, so if you have problems downloading some archives directly from my site, try that links.
Fri, 27 Jan 2006 19:54:13

Firebrand

I've got the latest version, you should really try to set up a key for faster access to the characters stats (like the "u" key in KMod), as for the maps that I hadn
Sat, 11 Feb 2006 15:41:24

Janis Legzdinsh

Finnaly I also downloaded it. Nice work.
Wed, 01 Mar 2006 14:37:01

Crimson Wizard

Ugh, hello people. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Just came for a moment to look whatis going on here. Unfortunately, I have to freeze my project for undefinable time due several reasons (including technical, time, and also some other things of great interest that I am currently working with). I really just do not know how much it can take me to return to my project, sorry.
Thu, 13 Apr 2006 23:54:47

Mago KH

Yeah, but don't go away for long! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 20 Apr 2008 13:43:10

Crimson Wizard

Huh, this was quite a long time, I am not yet sure I will ever revive this project; in any case it will require total recoding, from scratch (Vavoom changed significantly from version 1.19.1); also, to say truth, 90% of maps I made were weak, and hadn't take an advantage of Vavoom features like 3d floors. Anyway, I have an urge to restore last map I made for this project, which I think is most good of all (at least I was finally able to get good style and use of 3d features), its the one on screenshots here: <!-- l --><a class="postlink-local" href="http://www.vavoom-engine.com/forums/viewtopic.php?p=6096#p6096">viewtopic.php?p=6096#p6096</a><!-- l --> I am thinking about making a small project based on latest Vavoom version, this will require only to add couple of custom monsters to run that map. Might be it will grow afterwards, but once again, I am not sure and do not have any such plans at the moment.
Sun, 20 Apr 2008 15:39:31

Firebrand

Why not just release it as a new map? You could use DECORATE to make your new monsters, that would make it easier to run through newer versions <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, just an opinion here.
Sun, 20 Apr 2008 18:25:10

Crimson Wizard

[quote="Firebrand":3su4esr0]Why not just release it as a new map? You could use DECORATE to make your new monsters, that would make it easier to run through newer versions <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, just an opinion here. Unfortunately one monster there uses custom teleportation movement, I am not sure DECORATE will be enouph to make him.
Mon, 21 Apr 2008 12:24:12

Firebrand

Use the "common_hack" KRPG feature then, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 21 Apr 2008 13:31:22

Crimson Wizard

[quote="Firebrand":2ehs9q4p]Use the "common_hack" KRPG feature then, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> what? why? there's no need in that. What I mean - monster simply teleports over time similar to Korax.
Sat, 25 Oct 2008 23:49:01

BlackJar72

[quote="Crimson Wizard":2zvpdgon][quote="Firebrand":2zvpdgon]Why not just release it as a new map? You could use DECORATE to make your new monsters, that would make it easier to run through newer versions <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, just an opinion here. Unfortunately one monster there uses custom teleportation movement, I am not sure DECORATE will be enouph to make him. If you want to borrow any part of my blink imp code, or borrow any ideas from it, feel free: <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
final void A_BlinkOut()
{
	bTeleport = true;
	bSolid = false;
	bShootable = false;
	bActivateMCross = false;
	bActivatePushWall = false;
	bDropOff = true;
	bInvulnerable = true;
	bNonShootable = true;
	bAvoidingDropoff = false;
	bColideWithThings = false;
	bHidden = true;
	MaxStepHeight = 1000.0;
	StepSpeed = itof((P_Random() % 33) + 32);
}

final void A_BlinkIn()
{
	bTeleport = false;
	bSolid = true;
	bShootable = true;
	bActivateMCross = true;
	bActivatePushWall = true;
	bDropOff = false;
	bInvulnerable = false;
	bNonShootable = false;
	bColideWithThings = true;
	bHidden = false;
	MaxStepHeight = 24.0;
	StepSpeed = 8.0;
}
...and...
Blink:
	TROO A 0 A_BlinkOut
	TROO AABBCCD 0 A_Chase
	TROO AABBCCD 0 A_Chase
	TROO AABBCCD 0 A_Chase
	TROO A 0 A_BlinkIn
	Goto See
...with special attack and FaceTarget functions (starting with calls to A_BlinkIn of course) to make sure it can't attack without returning to its normal state. Of course, that is to create a fairly random seeming teleport to make things unpredictable, and may not be at all what you want. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->

Back to the Vavoom Forum Archives