mcmonkey Posted April 6, 2013 Posted April 6, 2013 So uhm. You may have heard that the full JK2 source was released (for the exe and all that) I'm creating a project entitled 'JK2 Special Edition'. Check it out. (Feel free to request changes / additions ) --- http://mcmonkey4eva.dyndns.org/jk2se ^ Download JK2 Special Edition --- ========================================================== Star Wars: Jedi Knight 2: Jedi Outcast (Special Edition!) Author: mcmonkey WebPage: http://mcmonkey4eva.dyndns.org/jk2se email: mcmonkey4eva@hotmail.com version: 1.1 ========================================================== DESCRIPTION: >JK2SE is a modification of JK2's main code to just be all around better in various small ways. INSTALL: >Just copy the new jk2mp.exe into your JK2/Gamedata folder >(Remember to backup the old one, just to be safe!) CHANGES: ]The following are the primary differences between this file and the original JK2 ] 1.0 - Disabled requirement for CDs - added ^8 chatcolor (Orange) - added ^9 chatcolor (Purple) (Likely will be changed when somebody suggests a better color) - added ^: chatcolor (Randomized) - Disabled a few irrelevant debug warnings - disabled alt-tab blocking - blocked Q3InfoBoom - Added unlisted Server CVar "mc_monpackets" (Set to 1 to make servers show excessive debug info on received packets) - Some minor internal code adjustments ] 1.1 - added Client CVar "mc_blockrandom" to disable the effects of ^: chatcolor ] 1.15 - added ^b chatcolor (Bold) - added ^r chatcolor (Pseudo-random) - added update checker ] 1.17 - added ^< chatcolor (Gray) - added ^= chatcolor (Brown) - added ^> chatcolor (Darkred) ] 1.18 - doubled command buffer size - permitted free editing of 'cheat protected' CVars - disabled sound crash - disabled GLM model error spam - darkened ^9 (Purple) - added ^s chatcolor (Shadow) ] 1.19 - made custom colors show correctly in names - made update notice fancier ] 1.2 - increased some internal rendering limits - added ^? chatcolor (Dark bluegreen) ] 1.25 - Added support for any SP map (Requires server be running Twifire Serverside ) ] 1.26 - fixed sound-loop crash ] 1.27 - added file base/z_jk2se_vm.pk3 - Fixed text length handling ] 1.28 - increased more internal limits - added secondary update notification - added command /update - added command /colors - made new colors render in chat ] 1.29 - fixed some more internal stuff - made sv_allowdownload / cl_allowdownload safe on the serverside - secured update checker - added ^@ chatcolor (dark green) - changed dropshadow to ^d - added ^s chatcolor (strike-through) ] 1.3 - quick bugfixes - added ^A chatcolor (darkcyan) - added ^B chatcolor (lightblue) ] 1.3.5 - added ^k chatcolor (Obfuscate) - added ^j chatcolor (Jello) - added ^u chatcolor (Underline) > Want something changed or added? Suggest it @ http://mcmonkey4eva.dyndns.org/jk2se
Circa Posted April 6, 2013 Posted April 6, 2013 Not sure I would consider this a SE... I would usually give some suggestions but I have none. Not for JK2.
mcmonkey Posted April 6, 2013 Author Posted April 6, 2013 >> updated to 1.15 The name was chosen pretty much at random. Couldn't think of a better identity than an unofficial special edition. Even though that barely makese sense.
Tempust85 Posted April 6, 2013 Posted April 6, 2013 Why not wait until OpenJK's devs have finished porting JO over to JKA?
Raz0r Posted April 6, 2013 Posted April 6, 2013 The source released by Raven is under the GPLv2 licence, would you care to release your source? You may want to read over the licence again Aside from that, it would indeed be better to wait until OpenJK ports JO to the new engine. You'll also receive updates to use in your fork.
mcmonkey Posted April 6, 2013 Author Posted April 6, 2013 The source released by Raven is under the GPLv2 licence, would you care to release your source? You may want to read over the licence again I'm aware. The code is much larger (~20 MB uncompressed) and thus it's much harder to upload, so it'll be made available a bit after the actual release files.The 1.15 source can now be downloaded from the JK2SE webpage. Why not wait until OpenJK's devs have finished porting JO over to JKA?I like JK2's engine. Many JK2 players really dislike the JKA engine... it just... feels wrong, somehow. Can't really explain it. If you're porting things over, wouldn't it make more sense to port both games to the Source engine? (It's based on Q3...)
Syd0w Posted April 6, 2013 Posted April 6, 2013 I like JK2's engine. Many JK2 players really dislike the JKA engine... it just... feels wrong, somehow. Can't really explain it. If you're porting things over, wouldn't it make more sense to port both games to the Source engine? (It's based on Q3...)I'd imagine that the team could put in a feature to allow you to change JA engine to JO engine or something like that. Honestly, I'd rather see JA and JO as just one game. There could be a filter on the server browser to choose from JO-like settings and JA-settings, same for SP where you get the option of having JO or JA settings. Splintering off just isn't a good idea right now, in my opinion.
minilogoguy18 Posted April 6, 2013 Posted April 6, 2013 ^It would break MP, unless someone removed the restrictions that all characters must use the same skeleton, JK2 and JA have different skeletons for the player models.
eezstreet Posted April 6, 2013 Posted April 6, 2013 http://github.com/eezstreet/OpenJK ^ Switch between JK2 and JKA using a different fs_game and changing the value of com_jk2. 95% finished, just a S_FindName error and strip -> stringed conversion needed. OpenJK is going to use roughly the same principle as this. Its just jasp.exe heavily decoded to use JK2 style DLLs. No effect on game play whatsoever, but it does add dynamic glow.Based on that, I think it's /definitely/ possible for you to play JKA using JK2 qvms. The QVMs contain the code that people often complain about in terms of game play. therfiles likes this
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