Development Blog

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

SCATTERED EVIL

Latest News

Sourceforge.net Community Choice Awards


Posted by Firebrand on 16 May 2009 12:25

Since we are hosted on SF.net, we would like you to help us vote for KH as the best gaming project on Sf.net :), you can vote by following the next link:

http://sourceforge.net/community/cca09/nominate/?project_name=Korax%27+Heritage&project_url=http%3A%2F%2Fsourceforge.net%2Fprojects%2Fkorax%2F

Thanks for your support, we'll have some nice updates in the next weeks, so stay tuned for it.

(0) Comments


Korax Arena v1.0.2 released


Posted by Firebrand on 14 Jan 2009 13:46

We have a new update patch for Korax Arena v1.0, it fixes most of the serious bugs found in the 1.0 release, this is the second KA patch released (the first one didn't got a news post), here are the main fixes of both patches:

-----------------------------------------------
CHANGES IN PATCH 1.0.2
-----------------------------------------------


FIXES:
- Fixed player always joined first available team regardless of user setup if team autoselect option is on.
- Fixed crash in Xmas Havoc, caused by previous patch.
- Minor fixes to Bot AI.
- Fixed Darkness Missiles and Poison Clouds affect invulnerable players.
- Fixed player morphing into Heresiarch fall down during the morphing sequence.
- Fixed setting wrong camera height for player after transforming into Heresiarch.
- Fixed team starts for Ratchet map in CTF.


CHANGES:
- Decreased amount of damage flash for Heresiarch player class.
- Improved the way built nodes and GL nodes on all maps, things should load a bit faster.
- Increased armor points amount given by armor pickups.

ADDITIONS:
- Added a new CTF map (Stryker)

-----------------------------------------------
CHANGES IN PATCH 1.0.1
-----------------------------------------------

FIXES:
- Fixed crashes caused by Marine weapons (Pistol, Shotgun, Chaingun).
- Fixed crashes in CTF matches caused by flag-carrier leaving the game.
- Enhanced bots behavior on slopes.
- Fixed wrong menu options position on Team Selection window.

CHANGES:
- Teams always set up before the match; creating and removing teams in gameplay is forbidden.
- Coloured decorations, such as torches, now have static light of their Team colour.



If this is the first time you get Korax Arena, please download version 1.0 from here. and install it, then download the patch file below.

If you have already downloaded and installed Korax Arena v1.0, you can download the v1.0.2 patch from here.

You can also download the editing packages to make your own maps for Korax Arena from here.

(1) Comments


Korax Arena 1.0 Final Release


Posted by Firebrand on 22 Dec 2008 10:41

We are proudly announcing it, Korax Arena: Tournament of the Serpent Riders has arrived! \:D/

With this final release, we are also releasing the editing package for all you mapping enthusiasts, so you can create new maps for ANY gameplay mode, as you might know, we have also created a Wiki with information about our projects. It contains documentation on how to make maps for every gameplay mode in Korax Arena.

There's also a model pack, which adds models for decorations of Korax Arena.

Finally, you can download Korax Arena 1.0 from our SF.net account, you can also find a copy of the User's Manual in our Wiki. We hope you enjoy this release as we did when creating it, it was the work of a whole year of development. If you find any bugs, or would like to suggest anything, feel free to post in the official Korax Arena forums, we'll surely spot it and fix it, or comment on any feature suggestions.

We wish you all a Merry XMAS... Havoc!! orcsanta

(13) Comments


Mapping update: city streets


Posted by RambOrc on 22 Sep 2008 14:13

Just a few screenshots to show the current stage of architecture in the main city.

Hillside housing:
Image Image

The cathedral and an NPC:
Image Image

Balconies and arcades:
Image Image

Tenements:
Image Image

More screenshots coming soon.

(17) Comments


Introducing the Korax' Heritage trilogy


Posted by RambOrc on 30 Apr 2008 10:32

The Korax' Heritage team is officially introducing the Korax' Heritage trilogy. This trilogy builds on the world and lore of the original Hexen. The story spans several decades, each part introducing new characters to play.


The Chaos Sphere
The first part of the trilogy, it portrays the havoc wreaked on Korax' armies, his destruction and the dimension travels with the Chaos Sphere. This story was told in the original Hexen (including the Deathkings of the Dark Citadel expansion pack), and can be replayed with enhanced graphics and a wide range of RPG elements as Korax Mod. This first part has already been finished and can be downloaded and played.


Scattered Evil
This sequel takes place a few months after the events of the first part. This time, you explore a large part of a country, visiting dozens of locations consisting of all-new 3D maps. All fights are pure-bred 3D FPS fights, traveling and interaction with NPCs is classic RPG-like. This part of the trilogy is currently in development and has been recently greatly overhauled for more immersive and enhanced 3D environments and more engaging AI.


The Serpent Power
A pure role playing game with a seamlessly connected enormous 3D world, you lead a team of young adventurers of the three orders of Chronos on their journey across a whole continent, decades after the death of Korax. You search after the mystical "Serpent Power", which you don't even know what form it takes. Is it physical? Is it spiritual? Is it magic? Nobody seems to know. This game brings back epic storytelling and immersion in the style of the classic 1990s RPG series and is currently in the design phase.


For more information, visit the Korax' Heritage website and forums regularly.


Korax' Heritage: cross-breeding a 3D first person shooter with a fantasy role playing game in the world of Hexen

(0) Comments


(UPDATED) Korax Arena 0.9.2.1 BETA Released!


Posted by Firebrand on 12 Mar 2008 10:02

We are proud to announce the release of Korax Arena 0.9.2.1 BETA, this new version has improved stability and gameplay a lot, we have added new gameplay modes, improved maps, fixed many bugs and made lots of improvements.

LAN games improved thanks to the new network code on the Vavoom engine, here are some other changes made to this release:

    - Added CTF and Domination gameplay modes
    - Added XMas Havoc gameplay mode
    - Added server options for games
    - Korax Arena can now be played with original hexen maps
    - Balanced weapon damage rates
    - Improved bot AI routines
    - Added new powerups
    - Bug fixes and improvements of the latest Vavoom SVN revision
    - Bug fixes and improvements for Korax Arena progs

You can download the new release from our SF.net account or from here.

Feel free to comment, report bugs, or make suggestions on the Korax' Heritage forums and most of all, Have Fun!! 8)

UPDATE: The old version was updated to a new build of Vavoom, that seems to work, please report back to see if it actually works :), thanks!

(15) Comments


New Team Member


Posted by Firebrand on 27 Feb 2008 21:26

Our team has a new member, a 2d artist called NeoWorm, he's already working on some new sprites for Heresiarch's weapons for Korax Arena.

I've finally set an improved news system which will totally substitute coranto, which was becoming a pain in the back to manage :-& , it has the advantage that it's plain simple to post news with the forum (only for team members), and that it'll update automatically the comments on each news item, it'll hopefully make things easier for everyone in the team to post news without the need of anymore mess :).

This weekend I'll be posting some new screens of Korax Arena and talking about some of the new features the next version will have, so stay tuned for more updates! :mrgreen:

(1) Comments


Korax Arena Screenshots!


Posted by Korax News on 09 Nov 2007 08:16

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.

Image Image

Image Image

Image Image

Image Image

(7) Comments


Korax RPG: The New Beginning


Posted by Korax News on 28 Aug 2007 13:22

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

(0) Comments


Korax Arena now at MODDB!


Posted by Korax News on 04 May 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.

(7) Comments


 
Latest News
Development Blog
Overview
Changelog
TaskFreak!
Wiki Documentation
Gallery
Guest Book
Screenshots
FAQ
Credits
Forum
Links

 

 

 

 

Get Korax' Heritage at SourceForge.net. Fast, secure and Free Open Source software downloads