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Mon, 13 Feb 2012 15:15:36

RambOrc

The defunct blog will be removed shortly, I am posting all blog entries here in case anybody wants to read them. The layout of the old blog doesn't show the author and in many cases I wasn't sure who wrote an article, so feel free to add or correct the author names in the posts below. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Archives 2010 Spriting month!! Friday, April 9th, 2010 by Firebrand Hi there! It’s been a long time since we have posted a blog entry, so I decided I would give you a small progress update of our work on the project. I’ve been busy working on the conversion of our sprite sheets to normal sprites usable for various objects in-game, like enemies, player weapons, decorations, etc. It’s been a bit slow and tedious work, but it will give us a huge boost on the work we’ll be able to do code wise, it will allow us to implement new enemies using DECORATE and VavoomC to provide interesting new attacks for enemies and nice looking new weapons for all the player classes in our RPG project. The latest additions for DECORATE in Vavoom will make it easier to work with adding new weapons and for fixing the existing ones. It might take another month (or longer) to convert the spritesheets to normal enemies, I hope to make it faster… I’m looking for a way to automatize part of the task to make it faster. Unfortunately I’m having some hardware issues on my end and I’m unable to work on this as I would like <!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( --> . Ramborc and Sahadia have been busy working on the story and locations for the RPG, the progress has been good on this part too and we already have planned most of the locations the players will visit throughout the game. Ramborc has also been importing new textures for giving life to these locations and make them look good in-game. Crimson Wizard has been working on additions for AI for both Korax Arena’s bots and enemies in our RPG MOD, which will enhance the game in the RPG MOD and allow us to implement further gameplay modes on KA. This is the work we are doing as of now, as
Mon, 13 Feb 2012 15:36:29

RambOrc

Korax Arena trailer Sunday, November 27th, 2005 by RambOrc Just finished and uploaded the 2nd Korax Arena trailer. I like to think that it’s showing definite progress, not only the game but also the movie. This time I’ve had about 30 minutes of raw material recorded before I started editing, and since we agreed with 4th Class (our musician) on which song should be played during the trailer, I went a different way than last time and cut the clips and titles to match the music. I rather like the results, feel free to leave your comments on what you think. For those who are interested in techie info, I recorded the game with Fraps and encoded it with DivX so that it can be read on other computers. Then I transferred the resulting about 1 GB of files to my Mac where I imported the clips into iMovie HD, this took forever (more than an hour). The resulting project was about 7 GB. Editing and previewing was all real-time, I did the whole cutting and editing in maybe 1-2 hours. Encoding took pretty long, about 20-30 minutes for the highres and 5-10 minutes for the lowres version. This is mostly due to the relatively slow CPU (1.25 GHz G4), but since the parts of the project with my interaction (cutting/arranging/editing) always worked with little to no delays, I don’t complain. Especially if you look at the older Korax’ Heritage trailers from 2001-2003 and see the immense differences in quality and possibilities, that’s what a PC is good for no matter how fast the CPU – unless you buy a $5’000+ video editing application and a similarly priced high-end PC of course… this in extreme contrast to the Mac mini which costs $499 retail and includes iMovie HD which while a consumer app beats the hell out of most so-called “pro” applications on Windows. Korax Arena Codebase almost done Tuesday, November 22nd, 2005 by Firebrand I’m happy with the results of the source code for version 1.0 of Korax Arena, everything seems to be working as expected, we already have a beta tester for it now, I have fixed almost all the problems it had and there are a few additions to be done, like a scoreboard and other small things that need to be completed to start revamping the maps for the official release, I’m already working on a new map for DM and another new map for Castle Sweep, they are coming along nicely so far, I hope my next post in this blog to be the announce of the final release, let’s hope it is, heh! That’s it for now. Korax Arena Updates Wednesday, October 19th, 2005 by ? I have been working a lot on adding more stuff for the Korax Arena code, I have managed to make scores for Team DM and Castle Sweep modes, which work just fine, also, I added invulnerability when respawning in DM modes, the bots have a really fair behaviour against monsters and players now too, there are some other things I would like to add before releasing the next internal beta test, like a score board for every gameplay mode, that’s all for now. Austin Bender Says: November 8th, 2005 at 10:17 pm Keep up the good work, Korax mod is awesome, especially to those few people who still remember exactly how enjoyable Hexen was ‘back in the day’ I don’t know how many people thank you, but I’d like to, thanks to everyone who has had any part in this. I remember when after being an avid doom player and editor, I was amazed at the ways the sectors in hexen could move. It was pretty damn sweet then, and what you are doing for yourselves, and everyone in regards to all the projects on korax-heritage.com is admirable. I know you guys have lives (to some degree more or less) and that can make these things difficult, especially when each project is more or less worked on by one person, or a skeleton crew. Try not to get burned out and add a donation banner on your site. I’m not saying everyone and their grandmother is going to click that link, but on the off chance that traffic gets flowing after one of your releases, and perhaps some small appeal for such, I’m sure the occasional gamer will pitch in. It isn’t a thankless job, but it is pretty close. Good luck and don’t get burned out!! <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> (Sorry if that was a little verbose, I’ve been watching this project for a number of years…) 3 years at Korax’ Heritage Sunday, October 2nd, 2005 by Firebrand Today it’s another anniversary from my entrance to the Korax’ Heritage team, these 3 years have been full of work and cool things and surprises, when I started at the team, the only thing I worked was 2d art, but then at some point I realized that I wanted to help with something else, like mapping, then I decided to start making some map conversions where the base engine was changed from Doomsday to Vavoom, then I started learning programming and decided to code for Korax Arena, which has really been the only work I have made during this last year (with some more mapping here and there), and I think that KA it’s one of the most ambitious projects I have seen around for Hexen or Heretic, it really takes the engine to more than it’s limits and brings a lot of cool features to play with, I’m really anxious to work on it to make our first official release and we are testing all the problems that it might have to give you a flawless version of it <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> , once I finish doing this fixings to the code, I might get to work on another Castle Sweep map, that’s it for now, see ya soon!! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> . Castle Sweep Friday, September 30th, 2005 by RambOrc I just started the internal testing on Korax Arena version 0.6 (yes, this is the 4th release since the last public beta test) and the new game mode called Castle Sweep, it’s a bit like a classic cooperative game in Heretic or Hexen, in that you have a big map chock full of monsters and you have to kill them all, but you don’t have to do it alone, because it supports the full number of players other game modes (like deathmatch) do, i.e. you can play it with a couple of friends over LAN or spawn a bunch of bots to help you out. It’s quite a fun thing, wading into the horde of gargoyles, centaurs and chaos serpents with a machine gun, with a sword-swinging fighter on your left and a crossbow-shooting elf on your right. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> Music support in Vavoom. Tuesday, September 13th, 2005 by ? Last few days I’ve been working on music support in Vavoom. I created proper MIDI and CD audio driver classes. This should allow having music when using OpenAL sound driver. In Windows version I’m going to change DirectMusic (which usually uses software synthesiser) to mmsystem (which uses MIDI support of sound card). The next step should be implementing support for streaming music. This will mean support for MP3, OGG and some other formats (and that ugly hack with fmod will go away). For a little laygh, while going through code if DOS CD driver I came across of one of the ossible errors a CD drive can give: “Printer out of paper: world coming to an end”,/* I mean really, on a CD? */ My Vacations Ending <!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( --> Sunday, September 11th, 2005 by ? Unfortunately, today it’s my last vacations day <!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( --> , I have been working hard with Korax Arena during the vacations, hoping to make a release, but well, there are some other things that need to be completed before a complete release, I have been working in a good way to make the bots spawn automatically in the maps, also, I have been fixing a lot of stuff regarding the bots aiming code (it was a bit messy and some of the weapons weren’t being covered), let’s hope things can be completed in short time to make a complete release ASAP, that’s it for now, see ya soon! <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> . More Korax Arena development Tuesday, September 6th, 2005 by ? Hi there! I have been tweaking the leveling up system, and updating the team mates code for the bots, I might also set up a map for testing a new gameplay mode, I’ll give more details of this later, that’s it for now! See ya! <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Korax Arena development Sunday, September 4th, 2005 by ? Hi there! I have been coding the bots to chase for monsters and follow path nodes, it has been coming out really well, there are some remaining modifications for the leveling system and other small problems to fix, but this is going to be the best KA release so far! Stay tuned for more updates. I still have a last vacations week to keep working full time on it, let’s hope I can fix it all before it ends <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> . KA bots testing Saturday, September 3rd, 2005 by ? Right now I’m testing the latest bot code in KA, it’s coming along nicely.
Mon, 13 Feb 2012 15:34:03

RambOrc

Community Rollups Wednesday, June 10th, 2009 by Firebrand We have just finished adding new stuff to the website for our community, our main concern was to inform you all about progress we have on our project and allow you to share stuff with us and other community members, we have been thinking on ways of doing this easily for everyone :-) . That’s when SF.net began adding hosted apps to project pages, then was when the idea hit us…. we could use these apps to help us communicate our progress with you all in a convenient way, this is what we came up with: * Installed and using TaskFreak! you can see what is actually being worked on on each project we are doing. * Added a changelog, this one will tell you the most recent things added code-wise. * Added a gallery, this gallery has albums for each of our project, what’s the best way of advertising our projects? With images! And what could be better than allowing our very same users (and the developers <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> ) to upload cool screenshots of our projects in action <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> . These albums will also contain some preview screens of work in progress stuff, so stay tuned to them, so you all can comment on the screens you like <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> . * Added a guest book, this one will allow you to praise our site and projects as you feel fit <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> . And this is just the beginning, we are planning even more cool things, we’ll be talking on them as they become available, for now, begin enjoying the new stuff up and running that the Korax Team prepared for it’s community, as a ‘thank you’ for your support! Dancso Says: June 10th, 2009 at 8:33 pm Great update, definitely got my hopes up. Just be sure to post a news entry for each update you do to the site (screenshots, blog entries perhaps, etc) Official Korax’ Heritage video channel Friday, January 16th, 2009 by Firebrand We have opened the official Korax’ Heritage video channel on YouTube, thanks to Sahadia, who will be managing it, we’ll be able to post more than screenshots of the new features we implement in our projects. Sahadia has re-encoded and uploaded the first video to the channel, it’s a gameplay video of Korax Arena v1.0, recently recorded by Ramborc, the background music was written by 4th Class, it’s named ‘Ego’. We hope to bring you new videos from features of all of our projects in the future, stay tuned to the blog, since it will be here where we’ll post about these videos, in the future, we’ll add links to the video channel on the screenshots sections of our projects too, we hope you like this new way of giving you updates, as always, you can comment about it and new suggestions you have on our forums. [img:11vyyqax]http://img.youtube.com/vi/lAna94clv0g/0.jpg[/img:11vyyqax]
Mon, 13 Feb 2012 15:34:24

RambOrc

A (perhaps not so) Silent Hill <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Thursday, October 9th, 2008 by Crimson Wizard Although I do not position myself as an usual mapper inside Korax Team, sometimes I become inspired to design a piece or two (an inspiration should be strong enouph for me to overcome my eternal lazyness, hehe). This time I was impressed by latest RambOrc’s Big City version and decided to make something so nice and pretty-looking. Thus came the idea of a town-on-the-hill. Right now I do not have the idea of how it could be connected to the world of Scattered Evil, this may be just another one peaceful hamlet, or fortified town of mountain people (dwarves?), or an abandoned village full of ominous beasts, whatever; I am still working on it. Here are some shots which show the progress of “cutting” this settlement from the solid rock (click to see in maximum size): [attachment=0:3mzacjzk]<!-- ia0 -->spiral_shot0042.jpg<!-- ia0 -->[/attachment:3mzacjzk] [attachment=1:3mzacjzk]<!-- ia1 -->spiral_shot0032.jpg<!-- ia1 -->[/attachment:3mzacjzk] [attachment=2:3mzacjzk]<!-- ia2 -->spiral_shot0022.jpg<!-- ia2 -->[/attachment:3mzacjzk] [attachment=3:3mzacjzk]<!-- ia3 -->spiral_shot0011.jpg<!-- ia3 -->[/attachment:3mzacjzk] KMod3 again… Monday, September 15th, 2008 by Moose Seem as Firebrand has started to use the blog once more and informed you all of the progress on Korax RPG, I feel that perhaps I should too, but with something far more imminent, KMod3. The public beta was released around 4 years ago, and most fans around back then have probably moved on or passed away for all I know. Due to several real life issues I’ve never actually managed to finish the blasted thing off, but I’m back once more to give it a shot. With the intent of releasing a new beta soon, and a final release shortly after. And that should be it for KMod, I’ll move on to help the others with KA and KRPG so we can get them released sometime before the end of the world. For now I’ll just tease you a little with some of the new features added since the last beta. Firstly a few minor things, mainly graphical, pretty things. That while nice aren’t going to change the way you play, the HUD has been updated to show more information in a nicer cleaner format, as well as the addition of contextual help screens, that show information relevant to your current class. I’ve spent some time adding to the character creation menus, especially the setting of your initial stats. You now have full control over how your character starts, this should hopefully allow you to set your character up for your playing style, and also add greater replay value to the mod (Fancy playing as a Fighter with all attributes set to 1 for an added chalenge). The Spell system has been greatly modified, rather than having each spell binded to an individual button, you have one active spell at a time which is cast via the aptly named “spell button”. I’ve found it makes casting spells much easier and more useful while mid battle. I shall bring you more updates next week and perhaps even a date for that beta release. Peterix Says: October 20th, 2008 at 6:09 am There’s at least one guy checking when the final version comes out <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> One thing that really needs fixing are the constant crashes (may not be true anymore, but the game crashed on me too much a few years ago). Anyway, it’s great to see some progress. Bariand Says: October 25th, 2008 at 11:53 am Some spell icons are wrong. The cleric spell of banishment and spirit’s have both wrong icons. My game crashes when I save by the menu too XD. But man, this mod is really great! I played this game A LOT in the past, and things I aways missed in the game (better RPG elements,a true spell system, stat changes at lvl up and a Quietus that slashes at close range XD) are all in this mod. Waiting for the total conversions know! =D You guys are awesome! Serratus17 Says: August 18th, 2009 at 7:40 pm Jesus! That was a year ago! And still no progress… Or is it? Guys I know you’re busy and “life’s a bitch” but pleeeeeeeeease finish KMOD3 someday! OK? PS. I don’t mean to be rude (sorry – I mean no offence at all to anyone). You did a great work with KM! Steampunk275 Says: November 1st, 2009 at 4:36 pm I like this mod, most unique than others I had played before. Where’s the latest version of Korax RPG Mod? Korax RPG: Advanced Spell / Spell Casting System Monday, September 15th, 2008 by Firebrand I’ve been working during my vacations on KRPG experience system, the basic system is now done, when you kill monsters you now get experience, you can upgrade your character via de upgrading screen, you also receive spells as you level up being a cleric or mage, the remaining part is to make an actual spell casting system, Crimson Wizard started by creating spell instances, so the map can be told when spells are casted and updates itself if necessary, he also created actor conditions, so we can now affect actors when they are poisoned, confused, etc. by spells, the next step is to create items that are spells to the game, this way, it’ll be easier to make them be recognized as spells by the status bar and the spell book, which will be started once I finish with the spell system, hopefully it won’t be THAT complicated, I already have some ideas regarding this <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> , so I’m preparing the way for all of it. Stay tuned, I might post some actual screens of spells once I get everything working as expected, it should take a couple of weeks for me to test it all properly. If you are more interested in how something might work, I would suggest you to post on the forums, since it’s the best place we might take some attention, heh! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> dennis Says: January 21st, 2009 at 7:44 pm where and how excatly do i get the vavoom doom compilation to work ?
Mon, 13 Feb 2012 15:34:42

RambOrc

Korax RPG: Step by step Tuesday, November 13th, 2007 by ? The first internal build is nearly done; too pity I cannot show it to common users (a developers’ secret, heh), but at least I am not prohibited to speak a little about what I have already achieved. As I already mentioned earlier , monster AI is of high importance for our new game. At current point I will state following: - Pathfinding works almost perfect; yet it has limitations, but they could be changed in future. If nodes are placed wisely on map, monster may find its target most of the times (if there IS a possible way). As for game speed, it does not seem to become noticably lower because of path calculations. - Monsters now have Team attribute. Those of same team treat themseves as allies, those who are from different teams think they are enemies and act correspondingly. Teams could be changed. - Monsters now have ‘threat reaction’ parameter, that determines their eagerness to notice and attack enemies. It varies from complete abstraction to high-alertness (this is needed primarily for scripting tasks, so that – for example – a soldier, ordered to patrol and defend some area, would not run for anyone in sight, unless enemy is too close). - Monsters now can perform simple tasks; here’s full list: = cancel all orders = cancel current order = stand still = walk to (a point on map) = walk along a path (a sequence of nodes) = patrol between 2 points = patrol along a path (either looped or bi-directed) = evade a point (run from it) = evade a thing = follow a thing = attack a thing = attack everyone endlessly (berserc mode <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> ) – this one was added just for fun. - All of those orders could be issued using common Hexen map script, as well as Team and Threat Reaction could be changed. Maximus the Mad Says: December 26th, 2007 at 11:23 pm I don’t know if we devoted fans of this brilliant game and even MORE brilliant mod will ever be able to thank you fiendish developers enough. Monster AI is the lynchpin of any truly successful game. The harder it is to get the drop on the enemy, and the greater the zeal and intelligence with which they pursue the protagonist, the BETTER the overall gameplay. Excelsior! geocalc Says: February 9th, 2008 at 8:59 am well, you give the need to try it here ! i hope i will be able to play thanks geocalc Says: February 12th, 2008 at 2:59 am well i don’t know how to play maybe you can give on your site the minimal info to launch it thanks Crimson Wizard Says: April 8th, 2008 at 3:00 pm Huh, geocalc, this TC does not have a public release yet, so it cannot be played at the moment. Korax RPG: The New Beginning Wednesday, August 15th, 2007 by ? The 14 august 2007 was the historical day for Korax Heritage project. <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Latest Vavoom progs were uploaded to our SVN repository on sourceforge.net, thus updating long-time-ago created KoraxRPG project. From now on KoraxRPG (Vavoom powered) will be coded and designed until final 1.0 release, and, hopefully, further. 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. I have 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. I had a guess then, that main reason is general slowness of Vavoom progs execution; now, when Vavoom seem do it faster I 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 I belive we can do 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, me, 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. Curtis Says: August 19th, 2007 at 10:01 am hi i enjoyed the read Jared Says: November 4th, 2007 at 9:56 am Can’t wait for this to be released. I absolutely love KMod3. New site content Monday, July 9th, 2007 by ? Well, right now the team is discussing what to do with the site, since it’s a bit old and outdated with certain things, we would like to know what you, the fans, would like to see in a new version of our website. What do you think we could add? we would like to hear your voice, since the site is oriented on giving you information about our projects, we know what information we want to give about them, but we need to ask you how you would like to receive it? do you think these dev blogs are good? you think we should remove something you don’t like? or just revamp the site’s design, keeping the amount of information like it is now? We are giving you the chance to voice your opinions on this, so it’s your chance to adapt the site to what you would like seeing, that’s it for now, take care everyone! New AI, what’s better? Tuesday, February 27th, 2007 by ? Strange title for this entry, huh? Well, that’s what we are looking for Korax Arena, since the last beta release, Crimson Wizard and me had been discussing about the bots and their much needed AI enhancements, I’ve been researching for ways to improve certain aspects of the bots AI and it seems this whole things can be extended greatly for other projects, like the RPG project, so you can expect new enemy AI for our projects besides new AI for bots in the next release, I’ve got some ideas, and Crimson Wizard is also working on this, so by combining these efforts we’ll be able to extend something to enemies and make some tests on our findings, we are focusing for now, in making bots to look for paths to reach things and enemies in a more realistic way, once this is done, we’ll be able to apply all this for other bot reactions, like strafing missiles, jumping for reaching something, etc. Imagine if we could make enemies that jump to reach for the player in our RPG, or enemies who instead of attacking alone, get a group of other enemies and attack the player, or enemies who won’t attack if another one is in front of them, things like this can increase the challenge of the game for the player in a great way <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> . That’s it for now, see ya all again soon! Matt Says: April 19th, 2007 at 12:15 am Yes! New AI will just make your already-wonderful project /that/ much better =) Keep up the great work, guys!
Mon, 13 Feb 2012 15:35:10

RambOrc

KMod3 Lives. Saturday, December 2nd, 2006 by Moose I feel I must confess that over the last year and a half or so, I’ve been pretty inactive on this project. Due to a mix of social and personal reasons that I’d assume your not too fussed about. Good news however is that I’m back, and KMod3 is being brought back into development, which not only means that all the annoying bugs in the last beta will be fixed, but also new functionality will be added. I’ll not say anything now, but watch this space as I’ll bring the occasional update on our progress. Oh and don’t worry, Korax Arena will not be slowed by this. menelkir Says: December 7th, 2006 at 5:01 am WOOHOO!!!!! welcome back, Moose!! Moose Says: December 8th, 2006 at 12:13 am Thanks Menelkir, it’s good to be back. Updates soon, god this is exciting. PouncingAnt Says: December 9th, 2006 at 12:55 am Great! I’ve been bashing ettins endlessly longing for an update dennis Says: January 21st, 2009 at 11:34 pm how and where do i get this to work Coming soon? Huh… <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Monday, October 23rd, 2006 by ? Okay, people, trying to think of what can I write in these Development Blogs, I decided to state following. We are approaching Korax Arena public beta release. Hurray. Period. Most recent additions that might be interesting to potential gamers. First of all RambOrc’s sweetest dream finally comes true – now player will have Alternate Attack option, by which he will be able to fire Discs of Repulsion and Flechettes. Flechettes have three modes of usage – Grenade, Bomb and Poison Cloud, - and every class have access to all three of them. Now everyone is free to spoil the air not only by yer breath, but by spawning toxic clouds as well. No objections from environmentalists are accepted. Secondly, I have created Team Selection window on my own risk (since nobody else mentioned it should be there…). Now player may explicitly select what team he wants to join in any team game mode. Oh, excuse me, I mean he MUST explicitly select the team. No more freedom of implicit colour selection; totalitarism is back… Bla bla bla. Lastly I wish to mention a new user-friendly option for automatic bot spawning at game start-up. No more hard-typing “addbot” in console, simply say “I want fifteen bots in the game! Now!” …and you get seven bots (just because it is maximum). Cool. PS. Funny, I occasionally found out that Quick Save and Quick Load commands were still active in multiplayer… although they didn’t seem to work, I removed them without a sign of remorse. menelkir Says: October 24th, 2006 at 6:16 am WACHA! i can’t wait to play castle sweep as the marine! just because it’s so out of place. New horrible weapon for RPG Trilogy Saturday, August 19th, 2006 by Crimson Wizard I invented a new weapon for RPG Trilogy, most probably suitable for some boss creature. Weapon is a spell that summons number of spikes in front of caster and raises them. Each spike’s position and delay before spike raise are choosen randomly from a predefined range, and this makes weapon more effective and spectacular. But what is more important – is the fact that a spike, as you may remember from time playing original Hexen, does ultimate damage killing any creature instantly. Now imagine overall power of this weapon… Here are some shots taken while testing this weapon (I used Cleric’s Firestorm slot for the test). [attachment=3:10bzulr3]<!-- ia3 -->spikes000.gif<!-- ia3 -->[/attachment:10bzulr3] [attachment=2:10bzulr3]<!-- ia2 -->spikes001.gif<!-- ia2 -->[/attachment:10bzulr3] menelkir Says: August 22nd, 2006 at 4:40 am wow.. i would NOT want to pick a fight with anything that can do that. very nicely done weapon though. also, is it potentially dangerous for the user? Firebrand Says: August 24th, 2006 at 5:50 am I don’t think so, besides it might not be used only by players, hehe! }:) Crimson Wizard Says: August 24th, 2006 at 11:11 am Actually it is. <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> If character (player, monster) casts this spell, then ‘ll step just on spike’s placement, then rising spike will kill him as well. But in practice, there’s good range between caster and first spike spawned. All is needed is to be a bit careful. menelkir Says: October 5th, 2006 at 12:29 am also, i’m curious, does the spike disappear after rising once, or stay on the spot and continue constantly? partially asked because i’m bored as an ostrich with no legs. Crimson Wizard Says: October 5th, 2006 at 11:13 am Yes, it dissapears, ofcourse. flex Says: August 31st, 2007 at 9:55 pm coool i wannt to tesst it too! PapasBeer Says: September 16th, 2007 at 9:15 pm that looks like a nintendo 64 game I played once it’s called Hexen or something like that… Scoreboards Improved!! Monday, July 3rd, 2006 by Firebrand This happened since saturday when I’ve got a mail from Crimson Wizard, it said that the new scoreboards were ready, frankly I didn’t imagined them like these, I’m surprised to watch the screenshots, Crimson Wizard has also implemented death messages for every weapon/monsters already included and we are already planning a totally new single player mode for KA like nothing you have already seen, we’ll give more details of what’s to come in the next days and maybe even a small overview at which gameplay modes KA will get on it’s first release, enjoy the screens!! [attachment=1:10bzulr3]<!-- ia1 -->scores3.jpg<!-- ia1 -->[/attachment:10bzulr3] [attachment=0:10bzulr3]<!-- ia0 -->scores4.jpg<!-- ia0 -->[/attachment:10bzulr3] / Says: July 28th, 2006 at 1:50 pm superb menelkir Says: July 30th, 2006 at 8:01 pm uber. i really can’t wait for KA.. Scoreboards!! Wednesday, May 31st, 2006 by Firebrand The hard work of Crimson Wizard has given us an advantage in a moment where I’m unable to work at full pace, I recently found a new job, and it’s taking most of my time for working on Korax Arena, fortunately Crimson Wizard came to save us, he has been working on implementing scoreboards, and has done a cool work doing it! I’m very impressed with his work and I think he will be a very good addition for our team, and just to prove I’m not wrong, I’ll post a few screens of the new socreboard in action, it might not be the final version, since we have planned some changes to it, but it’s a very good show of what’s to come for the final KA version, so prepare! The wait could be almost over, a new release might be soon than what we all expect, that’s it fow now, see you again soon! [attachment=5:10bzulr3]<!-- ia5 -->scores1.jpg<!-- ia5 -->[/attachment:10bzulr3] [attachment=4:10bzulr3]<!-- ia4 -->scores2.jpg<!-- ia4 -->[/attachment:10bzulr3] ShoX Says: June 1st, 2006 at 9:12 am I still find doom characters and weapons out of place. Crimson Wizard Says: July 15th, 2006 at 12:06 am My god, “The hard work of Crimson Wizard…”, “Crimson Wizard came to save us…” Firebrand, you are really making me blush. <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> That wasn’t hard at all. I even was a bit confused thinking that I had made not so much up to that date. Korax’ Heritage Blogs Theme! Thursday, February 2nd, 2006 by ? Now featuring, the all new Korax’ Heritage Theme for the blog, done by me using the default template and changing the CSS styles for some stuff, hope you like it <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> , it took me some time to complete, but I think it was worth my time and effort, hope you all like it! In other news, I’m now in the process of revamping the maps for KA, my main approach with this is to add the new powerups, the path nodes for the bots, and make some additions to the architecture where applicable, if everything goes well, the could be a KA release very soon. That’s it for now, see ya again! Vexenx Says: February 24th, 2006 at 12:21 am It looks great. Keep up the good work!!

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