(UPDATED) Korax Arena 0.9.2.1 BETA Released!

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!

[Archived Comments]

New Team Member

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:

[Archived Comments]

Korax RPG: Step by step

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 😉 ) – 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.

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Korax Arena Screenshots!

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.

 

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[Archived Comments]

Korax RPG: The New Beginning

The 14 august 2007 was the historical day for Korax Heritage project. 🙂 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.

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