eezstreet Posted April 3, 2013 Posted April 3, 2013 FAQ:How do I compile this?Follow the link to OpenJK, and compile it using your favorite compiler. I recommend you make a fork.Can I make a game from this?Sure, as long as you don't use any original JA or JK2 assets. The original version: "jedioutcast" is Jedi Academy, "jediacademy" is Jedi Academy for Xbox: Includes:JA 1.01 full game source!ModViewLip-synching source filespng2tga http://sourceforge.net/projects/jedioutcast/files/https://sourceforge.net/projects/jediacademy/files James Monroe pull, 4/4/2013. Contains Jedi Outcast 1.02 full code: Includes:JK2 1.02 code!! Full game source!Assimilatecarcassibizeroq2JK2Radianttga2jpg http://sourceforge.net/code-snapshots/git/j/je/jedioutcast/code.git/jedioutcast-code-a8c260f9e47dbf490efa75eb2047fdfe6b7138f4.tar.gzhttp://sourceforge.net/p/jedioutcast/code/ci/deb6db7837e053b613dd85737ad7b6137a368a00/tree/ OpenJK: https://github.com/Razish/OpenJK Jango40, Mog, Evulant and 7 others like this
Raz0r Posted April 3, 2013 Posted April 3, 2013 WHATY ASTRUHADSRTBNPI USDH UIHRIT JHDIFOHGSFT Xycaleth, Fighter, spior and 3 others like this
Link Posted April 3, 2013 Posted April 3, 2013 !!!!!!!!!!!!!!!!!! Probably the best news for the JKA community in a long time. I must ask though from a non code modder, what will this potentially mean? In terms of the big scope of things.
Syko Posted April 3, 2013 Posted April 3, 2013 AWESOME! No more iojamp i suppose! Perhaps a tablet port might happen after all now. Would it make tablet porting any easier? Does this have anything to do with LucasArts closing down? Maybe they were the ones holding the grip on the source code all this time.
DashStar Posted April 3, 2013 Posted April 3, 2013 http://www.youtube.com/watch?v=7a9vshUFBPw This was me at 2:52 when I heard the news.
eezstreet Posted April 4, 2013 Author Posted April 4, 2013 !!!!!!!!!!!!!!!!!! Probably the best news for the JKA community in a long time. I must ask though from a non code modder, what will this potentially mean? In terms of the big scope of things.Improved graphics. All mods are required to be opensourced. ICARUS/Ghoul2 are open sourced. BehavEd and ModView can be ported to Mac now. The game can be ported to a variety of platforms. Bugfixes to the engine can be done. SP is able to be modded now, since it's open sourced too. Improved networking. Improved controller support. Improved sound systems. Basically anything imaginable. You can also distribute mods as fully-fledged games, provided there are no base JA assets in the game. There's a ton more, but basically think of this as a one-way ticket to code anything imaginable in the game. Literally. AWESOME! No more iojamp i suppose! Perhaps a tablet port might happen after all now. Would it make tablet porting any easier? Does this have anything to do with LucasArts closing down? Maybe they were the ones holding the grip on the source code all this time.Yes, it would. It'd also make it possible, since iojamp never fully supported the game anyway. And yea, Raven wanted to release the source code for a real long time, but LA never responded. Believe they got the clearance not too long ago for it, which prompted James Monroe to email me about it. Link, Circa and Garyn Dakari like this
minilogoguy18 Posted April 4, 2013 Posted April 4, 2013 DF2 mod anyone? Oh and are you guys gonna re-host on jkhub? I never trust random DL site links to last forever. Hirmanator likes this
eezstreet Posted April 4, 2013 Author Posted April 4, 2013 I'll see about re-hosting the original source code. It's based off of SourceForge, so I highly doubt that code is going anywhere. Resident coders are also working on 1.05 JK2 and 1.02 JKA patches katanamaru likes this
Circa Posted April 4, 2013 Posted April 4, 2013 I'll see about re-hosting the original source code. It's based off of SourceForge, so I highly doubt that code is going anywhere. Resident coders are also working on 1.05 JK2 and 1.02 JKA patchesWhat exactly would this entail?
Fighter Posted April 4, 2013 Posted April 4, 2013 What exactly would this entail?Pasted from an online text file we're using to collaborate with: Jedi Knight Source Code Fixes: NO SDL WE ARE MISSING THIS:BehaveEDStringEDMaster server stuff? elaborate who cares, Didz' is better amirite >> No, proper dpmaster kthxEncryption stuff? likely not needed TODO:find out what .lip files do General maintenance:Github - RazishFix r_mode -1 crashing on listen serverGet rid of svc_setgame crap, its irrelevant if done properly like q3 engine with fixed filesystem too (kthx) {Even the overrides should be fine}Port all tools to Mac (that weren't already available)Remove CVS/SourceSafeRemove Xbox crapRemove .cfgs from base foldersRestructure project files/solutions, ensure the slns work with latest VS versionsSwitch to CMAKE for compiling (VS for sure) :DDDD mrwonko seems to know a decent amount on cmake script writing.Remove .bat filesRemove CD checks and other anti-tamper protection. Keep sv_pure? Never used honestly.. ( Keep sv_pure but make it default to 0 now)Add GPL license to files, because Raven forgotController support, because me gustaAlt-tab support, various other minor fixes from iojamp/q3Remove the win32 console, replace with passive hidden loggable console for client, and cmd.exe for dedicated. <- i'm fine with thisNEW SDK NEEDED!! GPLWhat will happen to modbase? Copy code over, remove RE-related things and put those in the engine. Add GPL licensingrevision history of modbase will be gone. what about support for people/mods who run off 1.01? i think modbase should be left as it is for legacy support, and will be copied into ioJA directory and worked on from there. Project outline:MP: JA 1.02 + JO 1.05 combined in one EXESP: JA 1.02, JO 1.04/5 (Patch 1.04 only modified MP, what does do about numbering scheme)No base compatibility?compat pack for stringed/whatever else we remove. other assets will be fine.Replace StringEd with something else >> tinygettext translate an english stringFix old renderer crap that was never implemented for PC? (bumpmapping, HDR, stencil shadows)we have the option of porting rend2 from ioq3 how will this conflict with ghoul2 though- VBOs, HDR, realtime lighting/shadows. G2 will have to be added to it. okay, this shouldn't be too bad then, seeing as how the ghoul2 stuff is conveniently isolatedi would also rather use my own HDR/bloom/postprocess which i added to QtZ, still a step above the methods used in JA by modders okay. What about bumpmapping/ss? This method is better indeed, would love to add screenspace average variation though. JK2:Singleplayer:Fix game_import_t/whatever is needed to make the game actually compileAllow for fs_game supportDouble ghoul 2 transform limit to match MPMultiplayer:Honestly, just use JKA's engine and give it support for JK2. Cleanest all-in-one option. Engine is fairly similar anyway. JKA:Singleplayer:Fix game_import_t/whatever is needed to make the game actually compileAllow for fs_game supportDouble Ghoul 2 transform limit to match MPMultiplayer:Prevent people from downloading non-pk3 files so allowdownload can be usedAdd ioq3's curl download support (requires new server & client to use)Add ioq3's voip supportAdd support for sp-specific FX fieldsRemove qvm layer?? (See project outlines: base compatibility)Fix fonts >> possibly look at iojamp for how to enhance the loaderDo all of Raven's "todos"Netcode improvements?usercmd deltaET_ specific entity statesunlagged/CPMA/OSP netcode changes, but this is mostly cgame. smoothing, interp/xerp, snaps Hirmanator, minilogoguy18, Link and 3 others like this
minilogoguy18 Posted April 4, 2013 Posted April 4, 2013 Bumpmapping while still useful is generally only in grayscale, tangent space normal mapping is superior since it stores actual polygon normals of the high resolution source model rather than using displacement. If possible normal mapping should be looked at rather than bump. Tempust85 and ChalklYne like this
Circa Posted April 4, 2013 Posted April 4, 2013 I'm assuming these patches wouldn't work with the Steam or Mac App Store versions.
Tempust85 Posted April 4, 2013 Posted April 4, 2013 *has had his mind blown AGAIN today, so is very excited* Xreal can use normal maps and it's based on Q3 engine. So someone for the love of all things beautiful give us modelers normal maps! :D :D We shall bring this 10 year old game into the present, every past and present JKA coder needs to come together! This day has seen the end of LucasArts and will see the start of end for JKA's out-of-date quality! Mandalorian likes this
xodyac Posted April 4, 2013 Posted April 4, 2013 So, uh, wow. This is pretty awesome. I was actually thinking about getting into the coding scene here, after a good ten years of playing the game. Quick question, though, because I'm netsec and don't actually ever do that much coding - it says encrypted connections aren't a priority in the things-to-do list. Can we at least have someone work on that? I'd be glad to at least give it a crack. Encryption's... pretty important to me. =P Yum, GPG. Also, yum install gpg
afi Posted April 4, 2013 Posted April 4, 2013 !!!!!!!!!!!!!!!!! And we only waited 10 fucking years for it. Is this an official release (and if yes who released it?) or is it a leak? therfiles and katanamaru like this
Raz0r Posted April 4, 2013 Posted April 4, 2013 It's an official release. James Monroe (Programmer at Raven) was the main contact. katanamaru likes this
Fighter Posted April 4, 2013 Posted April 4, 2013 Officially released by Ravensoft employee James Monroe. Edit: Ninja'd by Razor katanamaru likes this
Tempust85 Posted April 4, 2013 Posted April 4, 2013 I don't see code for Assimilate or Carcass there, only really Modview.
afi Posted April 4, 2013 Posted April 4, 2013 Are we actually allowed/able to create a whole new game with this (as long as we don't use original assets of course)? Like openArena for Jedi knight. (I'd totally go for that)
Raz0r Posted April 4, 2013 Posted April 4, 2013 Yeah, that is possible and is something we're looking at doing. It is of course better if people contribute in one area, rather than 20 copies of "My jamp.exe" or "My JA 1.02"
afi Posted April 4, 2013 Posted April 4, 2013 Awesome, I just had the idea making this a community project where everyone can contribute assets.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now