Jump to content

JKGalaxies released (sort of)

1z7mvm.png

 

JKGalaxies now publicly available

Those who have been following the mod will know that JKGalaxies suffered some issues, but it has now been released. The mod, whose authors we interviewed a while ago makes a huge amount of changes, and fundamentally changes JKA gameplay. I had a short look at it myself, and have to say I quite liked it.

 

That said, a number of things went wrong with the release. Personally, I attribute most of them to a rushed release and a lack of proper planning, but I'm liable to be stabbed for that.

 

Issue #1: Having a server

The first issue that nearly delayed JKGalaxies' launch was the lack of a server. It turns out, on the day JKGalaxies was supposed to launch, they still did not have a server. After discussing it extensively with them, I offered JKG my personal server temporarily, which was previously used for Hydroball and breaking stuff. This is a temporary solution until JKG manages to get their own server up and running, and MUG might slightly hate me for it, but hey, it means JKG gets to release on schedule.

 

Issue #2: TerranGaming

With that sorted, JKG was released, and their launcher was momentarily available on our site. Then JKG's webserver fell over. The issue? Well, apparently, JKGalaxies is hosted as a part of TerranGaming's website here, and their shoddy webhosting allows a maximum of 5 simultaneous users online. Any more than 5 users online, and the webserver falls over. Nobody did any stress testing, so it was only found out about when people were en masse trying to download the JKG files from TerranGaming's site using the launcher.

 

Issue #3: PHP scripts

I offered to mirror JKGalaxies' files on JKHub, as we are a lot better equipped to handle large amounts of traffic. Unfortunately, none of the JKG team knows PHP, and were unable to modify JKG's scripts to work under our web infrastructure. As an alternative, in order to be able to release today, JKGalaxies was released as a zip file here.

 

Conclusion

I do think that, with proper testing and preparations, this could've been avoided. I offered to host JKGalaxies several times, and even if they didn't want that, some simple stress testing would've determined this could happen. Despite these perhaps harsh words, I do think the mod they made seems quite awesome. The quality of JKGalaxies is not affected by a badly organised launch, and if you want, you should totally check the mod out.


By Caelum, in Community News,



User Feedback

Recommended Comments



It's a nice mod. Great work JKG team!

 

Also, if the JKG team doesn't get a new server by Sunday, I should be able to put up a server for the Hydroball match if needed.

Link to comment
Guest Ory'Hara

Posted

i'd like to get this mod, but the fact is, they wont release a server side, so nobody can host a server.

 

jka's engine has been proven to hold a max of 64 slots when modified, but that will fill up very quickly depending on how popular it gets.

 

if JKG releases the server side, i tthink it will help the mod in the long run.

Link to comment

i'd like to get this mod, but the fact is, they wont release a server side, so nobody can host a server.

 

jka's engine has been proven to hold a max of 64 slots when modified, but that will fill up very quickly depending on how popular it gets.

 

if JKG releases the server side, i tthink it will help the mod in the long run.

the idea is that it all runs from one server. Adding more would defeat the point in the entire mod.

Link to comment
Guest Ory'Hara

Posted

lol, how would it defeat the purpose? jka tops out with only 64 slots, unless the jkg team has more then 1 server planned?

Link to comment

lol, how would it defeat the purpose? jka tops out with only 64 slots, unless the jkg team has more then 1 server planned?

good luck finding 64 jka players these days.
Link to comment
Guest Ory'Hara

Posted

lol, jka has still double that amount, and with jkg, it'll bring a good bit of new traffic :)

 

i'll check things out anyways, maybe i can setup a temp RP base for the polaris until open rp comes out :)

Link to comment

We did plenty of testing, the only problem is we haven ever had the issue of 60+ people trying to download at once. People can visit our website just fine but our hits absolutely exploded today.

 

If our webserver didn't give out like it did everything would've worked perfectly fine.

 

As for servers, we thank Cael for letting us use his but we are getting our own, we just didn't want to cut it so close to launch that we have a completely untested server. JKG is quickly getting patched to fix the few bugs we found and the launcher will be fixed by tomorrow and more maps will be put in as well. Updates will continue to roll out. We wanted to release today and as Cael and I discussed we either released today or risk losing all credibility.

Link to comment

We wanted to release today and as Cael and I discussed we either released today or risk losing all credibility.

 

I honestly think you would've been fine. I doubt many people would get too butthurt. I mean they only waited a few years right? They can wait a little longer.

Link to comment

Well....I tried to play this mod (and I say played in the loosest possible way) but actually was horribly annoyed on first impressions. Admittedly only played 10mins on the bespin map but still...

 

1) Spawned with no weapon, couldnt buy any weapons from store (all over 1000 credits, which is what you start with)

2) Bought some grenades - couldnt throw them.

3) Died, ended up with 333 grenades according to HUD (although actually had 3)

4) Repeatedly died as I could never get a weapon.

5) People didnt seem to have animations, were running around with arms out like the default skeleton position.

6) The framerate was quite horrible in some parts of the map- wasnt THAT impressed with the map itself either. Blocky and a bit poorly lit.

 

Basically I was a player who couldnt do anything and just died repeatedly. W00t!

 

However, I shall try again later today - apparently theres a patch coming out today. I am surprised these issues werent known about before the release tho!

Link to comment

Just one server for a mod that took 5 years to make? D: lol

And you don't expect more than 64 people to play your mod?

Even though there are hundreds of MBII, base and ja+ players?

Link to comment

Well i love that mod. ;) And guys - this is just some kind of beta. This mod is still developing. It's still buggy but playable. ;) And new weapons are fun xD

 

Caldain

Link to comment

@ not sure if you do know how mod release go, but when MBII and Japlus were made they pretty much started with 1 server, and then expanded,

 

And @@Szico VII Having the same problem, i think that some of the PK3 files are corrupted since i did try to extract some to see what's the problem but they all got errors, I am still waiting for the official Launcher release and what not, not really going to judge anything until i am able to experience the full mod.

Cloud Senatu likes this
Link to comment

Pressing inventory and using voice chats crashes me to desktop.

 

^ Even though sometimes it worked

Link to comment

In due time, I'm sure the progression and work on JKG will blow us all away.

 

In the mean time, personally I'm restraining myself from downloading, only because I'm so ::JEDI:: focused at the moment.

 

That does not mean to say I am not interested, some of the aspects of JKG has me looking foward to checking it out.

 

I think I will do so when it's not such an early release, bugs can be worked out and etc.

Link to comment

Well i love that mod. ;) And guys - this is just some kind of beta. This mod is still developing. It's still buggy but playable. ;) And new weapons are fun xD

 

Caldain

 

Doesn't say Beta on any of it :P And its not playable, thats why I was annoyed.

 

Having the same problem, i think that some of the PK3 files are corrupted since i did try to extract some to see what's the problem but they all got errors, I am still waiting for the official Launcher release and what not, not really going to judge anything until i am able to experience the full mod.

 

Maybe Ill try redownload it and report back.

Link to comment

Doesn't say Beta on any of it :P And its not playable, thats why I was annoyed.

 

 

 

Maybe Ill try redownload it and report back.

 

 

Well now i cant play. After client update it's non-playable for me. Crash to desktop when i use inventory. Misiing anims and jkg launcher dont work.

 

 

But first version was good! And quite fun. Maybe not "user friendly" but..... playable. But for now... ;F

 

I'll wait for "official playable version" xD

Link to comment

Nope, redownloaded, all the same errors. And also yes now i for inventory crashes me to desktop too. Unplayable in its current state.

Link to comment

1) Spawned with no weapon, couldnt buy any weapons from store (all over 1000 credits, which is what you start with)

Both issues have already been dealt with.

2) Bought some grenades - couldnt throw them.

You aren't able to use grenades and some items right off the bat. That's intentional.

3) Died, ended up with 333 grenades according to HUD (although actually had 3)

Feature, not a bug.

4) Repeatedly died as I could never get a weapon.

You now spawn with a pistol. The updates are still rolling out.

5) People didnt seem to have animations, were running around with arms out like the default skeleton position.

The ZIP version of the mod was unknowingly distributed without the animations PK3. Our bad.

6) The framerate was quite horrible in some parts of the map- wasnt THAT impressed with the map itself either. Blocky and a bit poorly lit.

Try turning off jkg_postprocess. Removes effects such as bloom, motion blur, things of that nature.

However, I shall try again later today - apparently theres a patch coming out today. I am surprised these issues werent known about before the release tho!

Beta testing was lackluster. I will admit this. The people we recruited to test either never showed up to test, or the people in charge of running tests didn't do them frequently enough. Compound issue.

Just one server for a mod that took 5 years to make? D: lol

And you don't expect more than 64 people to play your mod?

Even though there are hundreds of MBII, base and ja+ players?

The numbers so far have proven that only 28 players have been active at any one time. So yes, one server is plenty.

We do offer servers to reputable providers. Just make a decent enough offer - the package exists on the launcher for a good reason ;)

 

Also note, there are a LOT of features that lie dormant in the mod, a great many of which can be found through hidden cvars and commands. So not exactly 5 years to come up with all of this.

 

--------- Double post, hit quote limit ---------

 

@ not sure if you do know how mod release go, but when MBII and Japlus were made they pretty much started with 1 server, and then expanded,

Fair point.

And @@Szico VII Having the same problem, i think that some of the PK3 files are corrupted since i did try to extract some to see what's the problem but they all got errors, I am still waiting for the official Launcher release and what not, not really going to judge anything until i am able to experience the full mod.

PK3s have been protected to prevent theft and/or unauthorized use. Sorry. The symptoms you describe are the exact way the protection works. It's a necessary evil, considering that collaborators of KOTF already have their eyes on stealing our content.

Pressing inventory and using voice chats crashes me to desktop.

Fixed in the latest update. Bind the launcher to your Gamedata folder and you will receive updates.

In due time, I'm sure the progression and work on JKG will blow us all away.

 

In the mean time, personally I'm restraining myself from downloading, only because I'm so ::JEDI:: focused at the moment.

 

That does not mean to say I am not interested, some of the aspects of JKG has me looking foward to checking it out.

 

I think I will do so when it's not such an early release, bugs can be worked out and etc.

I tend to have the same mindset, which is why I think it's important to note that a lot of big mods out there today were certainly VERY buggy when they first came out (see: Lugormod, GSA, JA+, MB2). The difference with us is that JKG kinda suffers from a connotation that it should be any different from big mods because it's been in development for such a long time. Plus, on top of that, the comments section of our pages prior to release weren't exactly brimming with comments. It's been utter chaos with the release. I expect things to smoothen out after a week (no promises).

Well now i cant play. After client update it's non-playable for me. Crash to desktop when i use inventory. Misiing anims and jkg launcher dont work.

Launcher was down earlier today because of a lack of communication between myself and the other lead. Should now be back up.

But first version was good! And quite fun. Maybe not "user friendly" but..... playable. But for now... ;F

Gotta have some way of weeding out the noobs ;)

I kid though.

I'll wait for "official playable version" xD

Sure thing. I don't blame you (I blame myself more like it)

Nope, redownloaded, all the same errors. And also yes now i for inventory crashes me to desktop too. Unplayable in its current state.

Try using the launcher after downloading. Should now be really smooth. Some of the inventory bugs will be fixed later on today.

Link to comment

Oh don't get me wrong, I'm not discouraged in the least!

 

Given the way things have been goin', I probably wouldn't have the time to thoroughly go through the mod just yet in any case.

 

That will change soon though, I'm hoping. JKG is a massive project, it's inevitably going to have some bugs that need fixing but like anything new, people can learn and adapt to it.

 

I'm sure you will have it sorted soon enough and I congratulate you on the hard work put into it thus far.

 

'Tis admirable the kinda shit ya' gotta do, I'm useless when it comes to making mods.

 

I struggle enough with Skinning, lmao.

Link to comment

It's Okay, I understand that you want to protect your files and that more than fine with me, however you misunderstood what i was saying my problem wasn't the extraction, those protected files don't really load in the game, i mean i got the UI working fine, but the Animations not, most of the maps that were with the mod also didn't get read into the game, etc.

 

I am not sure what kind of method you used to protect the files, but i am pretty sure it's not right, that's just my personal opinion though, and i mean absolutely no offense with it.

 

Edit : Well, if it's no problem can you add me on MSN so that perhaps you might be able to tell me a way to fix my problem?

Link to comment



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 account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...