In Progress Knights of the Round Revenge *MAJOR FINAL UPDATE*

The project is currently under development.

Jeremeister Jambatron

Active member
Hey friends and family of Chrono Crash. I here today to let you know that I made major update to Knights of the Round Revenge mod that I made last year, and here are the following changes:

- I put the skipselect in the levels txt file of Knights of the Round Revenge, which means Arthur, Lancelot, Percival, and Meimei are selectable for the first three stages. While players can also choose Mordred, Tristan, Bedivere in the later stages. Only Gong Meimei is playable in stage 5.

- thanks to great advice that O'Illusionista gave me, I decided to replaced most of the BOR. files with ogg. music files. And which reduced the pak. file to a healthy 391 MB. But I keep some of the BOR files in the game.

- the old cutscenes are back in this mod. Now I know that the text in those said cutscenes are small text, but the stage titles have become seperate files from them.

- I fixed most of the animations for the enemy characters like their idle, attack and walking animations, etc.

- Melodie the amazoness from Dungeon Magic 2 who is a guest character of this mod, has been removed from story mode and she will be unlocked as a playable character for survival mode after the main storyline is finished.

- Both Blood Armor Muramasa and Warrior Monk Xiahou are the only characters that can be now selected for their own unlocked story mode, thanks to the sel06 txt file that I have included alongside the levels txt. file for this mod.

That is all the updates I have to share with you for tonight, if anyone has any questions regarding the mod, please let me know and I'll do what I can to make some adjustments to game. Here's the final downloadable links I am uploading to this forum and I hope you guys enjoy yourselves!



Here is the video showing the changes for Knights of the Round Revenge. ;)

 
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- thanks to great advice that O'Illusionista gave me, I decided to replaced most of the BOR. files with ogg. music files. And which reduced the pak. file to a healthy 391 MB. But I keep some of the BOR files in the game.

Glad you liked it. But why do you still use some BOR files (outside the ones the engine will still work, based on which build you use), since they are way bigger?
Plus, I think 391mb is still too much for a module and I am sure there are room for improvement, since there should be some unoptimized stuff on it.
Just as a matter of comparison, my mod has more players, more entities overall and weights less than 90mb.
 
O Ilusionista said:
- thanks to great advice that O'Illusionista gave me, I decided to replaced most of the BOR. files with ogg. music files. And which reduced the pak. file to a healthy 391 MB. But I keep some of the BOR files in the game.

Glad you liked it. But why do you still use some BOR files (outside the ones the engine will still work, based on which build you use), since they are way bigger?
Plus, I think 391mb is still too much for a module and I am sure there are room for improvement, since there should be some unoptimized stuff on it.
Just as a matter of comparison, my mod has more players, more entities overall and weights less than 90mb.

You do have a point there O'Illusionista, maybe I should switch up some of the music instead of keeping the music tracks in the form of BOR. Files and I'll be sure to not make the mods that I create to have large file sizes next time. I do appreciate the positive feedback that you gave me though. :)
 
Hi, congrats for the update!
If you want to improve your select screen with like spawn "select-player" cursors in a very easy way, then check out this small demo i have made for it:
http://www.chronocrash.com/forum/index.php?topic=3716.0
 
magggas said:
Hi, congrats for the update!
If you want to improve your select screen with like spawn "select-player" cursors in a very easy way, then check out this small demo i have made for it:
http://www.chronocrash.com/forum/index.php?topic=3716.0

Thanks a bunch Maggas, it really means a lot to me! And i'll also check out that select screen demo that you provided the link for and put it to good use.  :)
 
Geez, I just downloaded and ran it, i could play once, quit then I start again and it will crash during loading screen. Your 2 mods are the only ones that do that on my computer (it's a pretty old one on XP, but i have no problem at all running other mods)...
 
fredo46 said:
Geez, I just downloaded and ran it, i could play once, quit then I start again and it will crash during loading screen. Your 2 mods are the only ones that do that on my computer (it's a pretty old one on XP, but i have no problem at all running other mods)...

I'm so sorry to hear that man, i want to know if you're playing either the pak. file or the folder that has the pak. file inside of it? So I can take a look at the problem or can you find a way to update your old computer to windows 10? (the openbor mods runs smoothly with Windows.)
 
I play the pak version, last one you uploaded. Nevermind, i'll wait for somebody that might do a "light" version :)
 
Jeremiah Cuff said:
I understand bro, and again I apologize for the inconvenience, if makes you feel better, you could download the folder that is titled KOTRR.zip
hello-excellent game.
But why can't I unzip the paks. filrs KOTRR and KOTRA?
 
Seneca said:
Jeremiah Cuff said:
I understand bro, and again I apologize for the inconvenience, if makes you feel better, you could download the folder that is titled KOTRR.zip
hello-excellent game.
But why can't I unzip the paks. filrs KOTRR and KOTRA?

Usually i don't let people use the resources I create and put in my fan games without my permission (if that said person tries to steal the hard work from my projects), but in order the extract pak files from openbor folders, you have to use this program folder called makepak & extractor that allows you extract project data from a command line called Paksplode. Here's the link the folder to show you how to do it.

https://www.mediafire.com/file/dfd79fjpf7omcfw/file

 
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