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Everything posted by Fighter
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Introducing: Mod forum sections for medium to large scale mod projects JKHub is now offering forum sections for medium to large scale products on the JKHub forums. This is targeted at mod developers who may not want an entire website for their mod/don't want to worry about running a website. Features A forum section on JKHub.org where you can make posts and create new threads Tell us what sections within your section you would like! (For example, Suggestions, News, etc.) Tell us what sections you want password protected! (For example, a password protected section for discussion by mod developers) (Note that JKHub staff do not need to enter passwords for moderation purposes) Restrictions Your project must be related to Jedi Knight: Jedi Academy, or Jedi Knight: Jedi Outcast. You must make sure anything you post compiles with JKHub forum rules and both US and international laws. We reserve the right to remove your forum section for any reason. Interested in this? Click the "Services" tab above and then click "Mod forums", or just simply click here. A button to contact us will be on that page, along with the most up-to-date features and restrictions for forum sections. Questions? If you have any questions about this, feel free to post here or contact us with the contact button on the mod forums page!
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Adding these model screenshots to the Wiki
Fighter replied to Szico VII's topic in Jedi Knight General Discussions
There is an extension that allows for that. I will have to look into it more though, as it will require some configuration. -
Adding these model screenshots to the Wiki
Fighter replied to Szico VII's topic in Jedi Knight General Discussions
I have enabled embedding external images on the Wiki. To embed an external image, it looks like you simply put a direct link to the image where you want it, with no tags required. (Ex. https://www.google.com/image.jpg ) -
Adding these model screenshots to the Wiki
Fighter replied to Szico VII's topic in Jedi Knight General Discussions
I'll look into adding an extension later today. -
This is currently being investigated. Some .jkhub.org sites are up, some are down. No sort of move was initiated by me. There is no other information I can give at this point in the investigation.
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I thought OJPE had a /modelscale command, though that could have just been a certain variant of OJPE, not the official version. If not, I don't really think this would be possible, as it would have to be added to the serverside code of the mod.
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._. Specifications for a 15 slot server?
Fighter replied to Mr. Dinnertime's topic in Jedi Knight Tech Support
You wouldn't need a VPS for 15-20 players. A VPS would be more suitable for having multiple servers with a large amount of people on both. A regular game server from a place like Art of War for example, would suit 15-20 players just fine. I've never used AoW personally, but it appears for a 20-slot server it's around $20. While you could get a decent VPS from NFO for around $25, getting a regular game server would save you the hassle of updates to the OS, VPS security, etc, unless for some reason you really want access to the entire system. -
I agree. That water is amazing!
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I'm not sure if that's possible since Dropbox is used to host the files rather than the site itself.
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A software update is available that may fix some of these issues. We'll have to take proper steps to prepare for that though to avoid breaking anything.
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http://pastebin.com/7PU6pvxK To get the number, look in the file's URL. For that file, you can see from the URL of http://jkhub.org/files/file/1502-luke-skywalker-empire-strikes-back/ that the number is 1502.
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Perhaps a public coding section could be created. This could include a cleanup of the secret coding section that involves archiving old threads, moving low security bugs to the potential public section, etc.
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The following is a FAQ concering the JKO and JKA source code. It will be updated if needed. Also, be sure to scroll down after the FAQ for info about an interesting news article I was sent. Source Code FAQ I'm clicking on the SourceForge links to the code, but I'm getting "Whoops, we can't find that page." Ravensoft requested that SourceForge take down the source code for both JKO and JKA due to legal reasons. According to @@eezstreet they accidentally kept proprietary code (BINK, Xbox, feelit) in the source code releases, which meant they were accidentally illegally redistributing the code. It is also believed that a folder called "mp3code" had a GPL'd library in it, which meant that Raven were required to release the source code. When will Ravensoft put the code back up? No one knows. What should I use instead since the source is gone? It's highly recommended to use OpenJK instead, as it is a fixed and majorly improved version of the code. Does this source code release mean that the game is now free? No. This is just the code, not the assets like maps, models, etc. You still need to buy the game in order to have the assets. Were the assets released along with the code? See the above question's answer. How do I use this to play the game? Do you know how to compile code? If not so: You don't. Just buy the game and play using that. If so: If you already have purchased the game and have all of the assets, compile the code and then use that compiled code along with your assets to play the game. Was this an official source code release, or was it a leak? It was an official release by Ravensoft employees. Interesting Article Now, on to that interesting article I spoke of above. @@Darth_Bothersome sent me an article about game remakes. This article speaks about game remakes, including a person named Darth_Linux who got together a team to remake Dark Forces in JKO in 2002. He managed to get a ten man team together, which then doubled to twenty when he started releasing screenshots. He worked for approximately three hours per day managing and doing work on this project. He even managed to get some voice actors for voiceovers, and the actors sounded similar to the original voice actors. The soundtrack was also remixed. However, in 2004, when the Source engine was released, some felt that the remake was beginning to look dated compared to newer engines. The team even ported everything over to JKA, however they still needed a coder in order to make puzzles. A coder was never found. The project was officially cancelled in January of 2012. Nevertheless, be sure to check out that article if you want. It's an interesting read. Click here to view the article
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The following is a FAQ concering the JKO and JKA source code. It will be updated if needed. Also, be sure to scroll down after the FAQ for info about an interesting news article I was sent. Source Code FAQ I'm clicking on the SourceForge links to the code, but I'm getting "Whoops, we can't find that page." Ravensoft requested that SourceForge take down the source code for both JKO and JKA due to legal reasons. According to @eezstreet they accidentally kept proprietary code (BINK, Xbox, feelit) in the source code releases, which meant they were accidentally illegally redistributing the code. It is also believed that a folder called "mp3code" had a GPL'd library in it, which meant that Raven were required to release the source code. When will Ravensoft put the code back up? No one knows. What should I use instead since the source is gone? It's highly recommended to use OpenJK instead, as it is a fixed and majorly improved version of the code. Does this source code release mean that the game is now free? No. This is just the code, not the assets like maps, models, etc. You still need to buy the game in order to have the assets. Were the assets released along with the code? See the above question's answer. How do I use this to play the game? Do you know how to compile code? If not so: You don't. Just buy the game and play using that. If so: If you already have purchased the game and have all of the assets, compile the code and then use that compiled code along with your assets to play the game. Was this an official source code release, or was it a leak? It was an official release by Ravensoft employees. Interesting Article Now, on to that interesting article I spoke of above. @Darth_Bothersome sent me an article about game remakes. This article speaks about game remakes, including a person named Darth_Linux who got together a team to remake Dark Forces in JKO in 2002. He managed to get a ten man team together, which then doubled to twenty when he started releasing screenshots. He worked for approximately three hours per day managing and doing work on this project. He even managed to get some voice actors for voiceovers, and the actors sounded similar to the original voice actors. The soundtrack was also remixed. However, in 2004, when the Source engine was released, some felt that the remake was beginning to look dated compared to newer engines. The team even ported everything over to JKA, however they still needed a coder in order to make puzzles. A coder was never found. The project was officially cancelled in January of 2012. Nevertheless, be sure to check out that article if you want. It's an interesting read.
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Have him try again. This may be fixed.
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JKA uses C and C++. Compiling the source is very easy, actually. Using Visual Studio you just click a button in a menu and your code is compiled into the .dll files. The source code is what it is - source code. Assets such as sounds, models, maps, etc are not part of the source code and are separate, which is why the code is only a few MB.
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Jedi Academy and Jedi Outcast source code released!!
Fighter replied to eezstreet's topic in Coding and Scripts
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If you don't know already - code mixup has been fixed.
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All commands, including force powers, call functions at the bottom of g_cmds.cpp. You can use that function call to go directly to the definition of the power.
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Update: It appears Raven is aware about the source code mixup.
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Important news from @@mrwonko:
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Jedi Academy and Jedi Outcast source code released!!
Fighter replied to eezstreet's topic in Coding and Scripts
Be sure to join the #JACoders IRC channel then! -
Once I get Visual Studio set up, I think I'll do some work on fixing up ModView's code, as it doesn't compile in the state it was given to us. Though I doubt I'll be able to add multiple models, and that'd be someone else's project.