Development Blog

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Community Rollups
Tue, 09 Jun 2009 22:05:36 +0000
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Official Korax’ Heritage video channel
Fri, 16 Jan 2009 18:12:58 +0000
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A (perhaps not so) Silent Hill :)
Thu, 09 Oct 2008 13:20:07 +0000
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KMod3 again…
Mon, 15 Sep 2008 18:20:46 +0000
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Archived News

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Forums are back, Happy New Year!!


Posted by Firebrand on Monday, December 31, 2007 @ 17:58

Our forums were down while I upgraded them to the newest version of the forum software, sorry for leaving you without posts for a while, heh! :)

The new KA beta is almost ready, the team wished to make the release before the new year, but it won't be possible for some serious bugs that just appeared in the game, we are in the process of fixing them and KA will be released in the next weeks, so stay tuned, it'll be the best version you have seen.

The Korax Team wishes everyone a great new year, expect some great stuff from us the next year! B)


Korax Arena Screenshots!


Posted by Firebrand on Friday, November 9, 2007 @ 8:16

After some time in the development stage, we finally are able to show you some screenshots of Korax Arena latest internal build, and what would be better than posting screenshots of some of the new things you'll be able to see?

Now, without any further things, I present you the "House of Asp", one of the new DM maps made by Crimson Wizard, I really like how the shots are presented.







Comments (6)

Korax RPG: The New Beginning


Posted by 4th_Class on Wednesday, August 15, 2007 @ 9:46

August 14 2007 was an historical day for Korax Heritage project. :) Latest Vavoom progs were uploaded to our SVN repository on sourceforge.net, thus updating the age-old KoraxRPG project. From now on KoraxRPG (Vavoom powered) will be coded and designed until final 1.0 release, and, hopefully, futher.

Primary task stated for coders is copying RPG system, featured in last KMod3 version, to Vavoom platform, alterating and enhancing if needed; plus all the extra stuff like damage skins.
Afterwards, as planned, a lot of new ideas and concepts should be implemented.

High on the list stands creature AI. Basically, it should be divided into 3 “levels”; first “level” is pathfinding. Crimson Wizard has already created an experimental algorythm which made monsters use node graph (built with common mapspot objects placed on map) to determine most effective way of moving to player. Compared to original Doom engine “pathfinding”, results were fantastic! However, whole thing worked very slow and caused game to freeze periodically. He had a guess then, that the main reason is general slowness of Vavoom progs execution; now, when Vavoom seem do it faster he may try this again; and still there’s last option – to put pathfinding procedures into engine itself. Last variant will make it much faster, however there will be an obvious disadvantage: if Janis Legzdinsh won’t allow to put such a thing into main Vavoom engine, we’ll have to create separate executable for KoraxRPG.

Second AI “level” should allow to give tasks to creatures using map scripts (ACS); this should include all the possible basic orders like “wander around” “defend the area”, “goto”, “attack creature/player” etc.
Finally, third “level” is personal Behavior. Primarily configured in code and customizable by map script this should make creatures and NPCs more alive. It will be more complicated, but we may be able do give them have scheduled tasks and predefined reactions on game events.

After all, I am expecting creation of a good amount of new monsters, weapons and spells.

As for extra stuff, Crimson Wizard, personally, would like to have some fun and implement new theatrical effects like player view shaking and swaying when player is wounded, toxication simulation and so on.

PS: I keep referring to CW because he originally wrote this, which I proofread so he is credited for his own views. :P

Comments (0)

Korax Arena now at MODDB!


Posted by Firebrand on Friday, May 4, 2007 @ 14:14

We have just created a new profile for Korax Arena at MODDB, continuing with our marketing campaign, we want to advertise our projects in different places, check out the profile while you wait for the next public beta, which shouldn't take much more time.

To visit the Korax Arena profile at MODDB, click on the red MODDB button on the navigation menu in the Korax Arena section.

Comments (7)

Korax Arena trailers now viewable on YouTube!


Posted by 4th_Class on Saturday, March 17, 2007 @ 23:23

As part of a new vigourous and aggressive marketing campaign, Korax Heritage is now looking to expand its wings beyond the Hexen community in order to promote its projects and and grasp newcoming Hexen fans from around the world. In phase 2 of this campaign, we are now posting the original 2005 KA trailers on YouTube - a free video sharing website.

As of the second this message is posted, the uploaded videos are still very new and thus may not yet be searchable on the database. In that event, here are the URLs that will take you directly to the videos.

Short trailer (1:20): http://www.youtube.com/watch?v=2ZmCbWBGeHE
Long trailer (3:51): http://www.youtube.com/watch?v=AT-olPMAJe0

Note that these YouTube uploads are the low-quality (320x230) versions: RambOrc has recorded a higher-quality ones (720x480), but it came to 93 MB over the maximum storage YouTube permits. But nonetheless, the higher-quality trailers are still available for download in *.mov format on this website.

Comments (0)

KH joins MySpace


Posted by 4th_Class on Monday, March 12, 2007 @ 18:59

Several of our team members have independently designed their own pages on MySpace, a social networking service that has gained massive momentum since the 2005. Eventually they came across each others profiles, and have thus joined forces to start a MySpace group dedicated to Korax' Heritage. So far there is only a group page (members of the team only!), but in the near future we hope to provide a full-fledged page that accounts for all the projects.

To view the group page thus far, click here.

Comments (0)

Forums Revamped!


Posted by Firebrand on Friday, February 16, 2007 @ 19:42

We have just finished revamping the forums, we updated to the latest forum software and added a couple of new features here and there, it took a while because the old DB wasn't compatible with the newest version of the forum software, but hopefully everything should work fine, a couple of posts from today were lost during the update, but there shouldn't be any more problems.

Also, I would like to inform our users that our server won't host binary distributions anymore, I've updated the download links to point to our SourceForge project page, where you'll be able to find downloads from now on, that's it for now, see ya all again soon!

Comments (29)

KA 0.9.1 Beta Released


Posted by Firebrand on Friday, December 15, 2006 @ 23:40

I just want to announce that we have released Korax Arena Beta 0.9.1, which fixes some problems that were present on the last beta release, you can get it from here.

Here's a small changelog of it:
- Fixed crash when killing monsters in Castle Sweep
- Fixed hero's long bow snipper feature
- Added sprites for Heresiarch's purple ray and claws
- Fixed problems with scoreboard drawing in team gameplay modes
- Fixed problems in bots AI while tracking allies changing maps
- Modified certain weapon's attacks
- Added new weapons for Heresiarch player
- Modified full-screen HUD's experience display
- Added CVar for number of death player and monster corpses, this should fix flickering sprites in most situations
- General bug fixes here and there

Be sure to post your bug findings and comments in the Korax Arena forums, enjoy!

Comments (17)

Korax Arena official announcement and beta release!


Posted by Firebrand on Friday, November 24, 2006 @ 12:29

We are happy to officially announce Korax Arena, our multiplayer project, also, to celebrate this great moment, we are releasing a new beta version for all of you, it's version 0.9, we are so excited of what we've made here that we want to share it as it is now with you, some things aren't complete yet, but the result is very interesting, but enough small talk, you might be asking: what's new on this version? and we've got a simple answer for that, EVERYTHING ;).

Here's the main changes to it:

* Greatly fixed the bots AI
* Bots are spawned automatically now
* Added new weapons and fixed behaviors for existing ones
* Greatly balanced damage values and attacks for every class
* When starting a new game, the menu should update options according to game mode and available maps for it
* Added team castle sweep game play mode (total massacre)
* Added Kill the Heresiarch game play mode (but it's unfinished)
* Football game play mode is still unfinished
* Deathmatch, team DM and castle sweep are complete
* Added scoreboards for every game play mode
* Added secondary fire modes for flechette and discs of repulsion
* Lots of improvements and bug fixes

There's a bunch of new maps, artwork, music, etc. for you to enjoy, we hope to make this the best KA release ever.

Since it's a beta, it'll be linked on our SourceForge.net project page, you can get it from here.

Post all your comments, suggestions and bug reports on our KA forums, the KA section on the site will be updated shortly with information on the gameplay modes and features behind it, so stay tuned for our next updates :).

Comments (4)

Test


Posted by Firebrand on Monday, September 25, 2006 @ 11:54

This is a test

Comments (9)

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