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- Krom on Knights Province Alpha 12 release (and 10 year anniversary!)
- Haytham Mostafa on Knights Province Alpha 12 release (and 10 year anniversary!)
- Xiarko on Downloads
- TCTS Studios on Final Alpha 12 patch is out
- Ty on Alpha 12 second patch is online
Category Archives: Sidenotes
Player colors
Support for player colors on units has been added: This and many other changes are to come in Alpha 5, which hopefully gets released in a week or so.
Posted in Live progress, Sidenotes
2 Comments
Two new things
Two new things to show for today’s progress: Oak trees and edge-of-the-map. Oak trees I like more (although they are gonna change in the future, with proper texturing and such). Map edge is certainly to get much prettier too.
Posted in Live progress, Sidenotes
2 Comments
Guardians of treasures
When you want to put a treasure on the map, how do you plan to keep the guards fed?
Posted in Feedback, Sidenotes
6 Comments
Rev 3000
Just have committed revision 3000 into Knighs Province SVN. Yay!
Posted in Sidenotes
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Continued planning on Control Points
The game needs something to lure players out of their towns into the wild
Posted in Ideas, Sidenotes
10 Comments
Public wiki
Public wiki was set and is planned to store script commands and other lookup materials at https://github.com/Kromster80/knights_province/wiki You can also file Issues and requests at https://github.com/Kromster80/knights_province/issues
Posted in Sidenotes
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Animations sidenote
Asked to send me a rigged and animated character for a test. Came in in FBX format. Surprisingly it imported well into Lightwave and exported into Knights Province animation format without a glitch. The only downside is that the rig … Continue reading
Posted in Sidenotes
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Caster at the end of the day
Today was one of the most productive days in a few weeks – Caster shows some good results for massive counts of agents:
Posted in Sidenotes
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Caster sidenote
Problem with agents pushed into unwalkable areas seems to be fixed – instead of trying to keep the on walkable, wrote a “push back to walkable” function. Now to the next problem – pathfinding! P.S. Navigation calls units – agents, … Continue reading
Posted in Sidenotes
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Caster status update
Let’s see a bit about Caster navigation state: Whats right: Unit interaction (avoiding each other, pushing out, etc) Basic pathfinding Unpassable terrain outlines generation Avoiding unwalkable outlines Fixed a few bugs in Recast code rewritten for Caster A lot of … Continue reading
Posted in Sidenotes
2 Comments