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#81
Knights Discussion / Re: LUA-question
Last post by ImpassIve - October 30, 2016, 04:44:13 PM
That's me again!
Yesterday, Moo and I were discussing some mod ideas and he pointed out the fact "ai_fear" field wouldn't work for bats.

I had to recheck this, and that's true: monsters with "flying" type are ignoring this field - FlyingMonsterAI class constructor doesn't even has a parameter to take this list.
So, the question is:
- Right now, do we have any way to force flying monster to run away from all knights? Originally, I was planning to add all possible weapon types into "ai_fear" list, but maybe indirect manipulation over "run_away_flag" would somehow work? (I don't know, how about constantly hitting a monster with zero damage strikes via script?)
- Otherwise, is there any chance of implementing such a possibility in the future, or should we stick to a walking type of monsters?

Thanks for attention

P.S. I've tried "hitting a monster with zero damage" idea by adding custom "on_move" function, but that didn't worked for this reason:

bat->move(MT_MOVE);  // It moves
bat->runMovementAction(); // It calls "on_move" lua function
bat->clearRunAwayFlag(); // It resets the flag

"on_move" action is called immediately before resetting the flag, so we cannot use it - at least not for the monster, who caused the event.
But if we would find another reliable event generator - I guess, this method may actually work
#82
Knights Discussion / Re: [Mod] Wand of teleportatio...
Last post by K9 - August 27, 2016, 06:48:38 PM
Excellent, using updated telewand today, i love it, Thank you Stephen!
#83
Knights Discussion / Re: [Mod] Wand of teleportatio...
Last post by Stephen - August 26, 2016, 08:16:55 AM
Server is now updated with the new teleport mod.
Please let me know if there are any problems.
#84
Knights Discussion / Re: [Mod] Wand of teleportatio...
Last post by Stephen - August 25, 2016, 11:22:47 AM
Hello,

First of all, sorry I haven't had much chance to work on the game for the past year (or more)...

However I have managed to make a new version of "telewand" that fixes the bugs where the wand fails to work sometimes, and with the teleport sound not playing.

See attached "telewand_v1-2.zip".

I will upload this to the main server shortly so it should be ready for testing at the weekend :)
#85
Knights Discussion / Re: Mac OS port
Last post by Stephen - August 08, 2016, 04:45:31 PM
Hi, thanks for that, that's quite cool :)

I've been asked about a Mac port before, but I'm not a Mac user so haven't been able to do one myself. Now at least I can point people towards your package :)

Thanks again.

#86
Knights Discussion / Mac OS port
Last post by ezobraz - August 04, 2016, 02:37:23 PM
Hello everyone. I had no success compiling source code for mac os, but windows version works fine with Wine. So, here is my wrapper with game included download. Just download and launch. Tested on Mac OS 10.11 El Capitan.

P.S. Sorry for my bad English.
#87
General Discussion / Re: Promoting Knights
Last post by Passeerby - October 20, 2015, 04:29:03 AM
They still have Greenlight, though I have no idea how the process works.

Still, I think Knights has a very good chance of being accepted into Steam. With fairly simplistic gameplay, fun dungeon crawling, flexible rules and goals, and an interesting take on multiplayer-rouge-like. And of course it's free, which ought to win it some brownie points.

Of course there's only one way to find out. ;)
#88
Knights Discussion / "No stun" mod (experimental)
Last post by Stephen - October 19, 2015, 06:32:24 PM
There was some discussion in-game a couple of weeks ago that maybe we should remove the "stun" effect (where your knight is "frozen" for a short time after being hit by a sword or other weapon).

To test this out I have thrown together a quick mod that turns off the stun effect.

I haven't done any "real" testing but my first impression is that combat seems to run a bit quicker, so maybe we will have to increase the weapon swing times to compensate. (That is easy enough to do though.)

Anyway if anyone wants to try this out, all you do is:

  • Make a folder called "no_stun" in your mods directory (knights_data/server/)
  • Place the file init.lua (attached) in that directory
  • Edit "main.lua" and add the line: require ("no_stun")
#89
General Discussion / Re: Promoting Knights
Last post by Stephen - October 19, 2015, 06:18:33 PM
Interesting idea.

Please forgive my ignorance but do they still have the steam greenlight thing? (does anyone know)

And if so, what do we think the chances of Knights getting through it are?
#90
General Discussion / Re: Promoting Knights
Last post by Passeerby - October 19, 2015, 12:05:28 AM
How's about placing Knights in a game distributing service like Steam? It'll be a very good way to gain much deserve interest in the game I'm sure.