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Fighter

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Posts posted by Fighter

  1. Hey everyone, found this site from Reddit.com. I've been a huge, huge fan of the JKO and JKA series. It's been a great part of my teenage years and I've always felt it in the heart strings when nothing more came of them. I've super thrilled to hear this... But what exactly does this open source now mean for the game? Could someone explain it in layman's terms? Thanks! 

    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.

  2. So, I found force powers I think. You know, the coding is actually starting to make some sense to me... *gasp*  :blink:

     

    Anywhoo, some of them are defined in wp_saber.h header file, so they're coding is prolly in the wp_saber.cpp file. Then they're referenced in other places as needed I'm thinking.

    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.

  3. Important news from @@mrwonko:

    Caution: "JO" Code is actualy JA, "JA" is JA for XBox

     

    <mrwonko> the JO code is apparently actually the JA code

    <mrwonko> must've been an error in releasing it
    <mrwonko> they took the xbox code, labelled it jedi academy, took the jedi academy code, labelled it jedi outcast
    <mrwonko> easy mistake to make since the jedi academy projects still have jk2 in the name
    <mrwonko> just tell them and they'll fix it
    <mrwonko> simple human error
    therfiles likes this
  4. Great news about the source code, I guess Ste must have sent that reply mere hours before news came down that Raven were going to release it all after all! What are the odds :D

    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. :P

    Garyn Dakari and ChalklYne like this
  5. I wish someone knew how to effect the entity's properties when you spawn something using the spawn command. Like "spawn fx_runner" does nothing because no one knows how to specify a targetname of an fxfile for it to use.

     

    Could you imagine the possibilities if someone figured out how to use the SPAWN command correctly? You could spawn any effect, make new triggers, in essence, it would be like a legit makermod for SP.

    Now that we have the SDK, it doesn't seem like it would be to hard to figure out how to correctly use /spawn.

     

    Also, I looked into that broken NPCdrive command, and it looks like the actual drive part was commented out:

    // TEMPORARY! BRING BACK LATER!!!
    //G_DriveVehicle( found, NULL, gi.argv(2) );
    
    therfiles likes this
  6. 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:
    • BehaveED
    • StringED
    • Master server stuff? elaborate who cares, Didz' is better amirite >> No, proper dpmaster kthx
    • Encryption stuff? likely not needed
     
    TODO:
    • find out what .lip files do
     
    General maintenance:
    • Github - Razish
    • Fix r_mode -1 crashing on listen server
    • Get 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/SourceSafe
    • Remove Xbox crap
    • Remove .cfgs from base folders
    • Restructure project files/solutions, ensure the slns work with latest VS versions
    • Switch to CMAKE for compiling (VS for sure) :DDDD mrwonko seems to know a decent amount on cmake script writing.
    • Remove .bat files
    • Remove 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 forgot
    • Controller support, because me gusta
    • Alt-tab support, various other minor fixes from iojamp/q3
    • Remove the win32 console, replace with passive hidden loggable console for client, and cmd.exe for dedicated. <- i'm fine with this
    • NEW SDK NEEDED!! GPL
    • What will happen to modbase? Copy code over, remove RE-related things and put those in the engine. Add GPL licensing
    • revision 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 EXE
    • SP: 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 string
    • Fix 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 isolated
    • i 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 compile
    • Allow for fs_game support
    • Double ghoul 2 transform limit to match MP
    • Multiplayer:
    • 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 compile
    • Allow for fs_game support
    • Double Ghoul 2 transform limit to match MP
    • Multiplayer:
    • Prevent people from downloading non-pk3 files so allowdownload can be used
    • Add ioq3's curl download support (requires new server & client to use)
    • Add ioq3's voip support
    • Add support for sp-specific FX fields
    • Remove qvm layer?? (See project outlines: base compatibility)
    • Fix fonts >> possibly look at iojamp for how to enhance the loader
    • Do all of Raven's "todos"
    • Netcode improvements?
    • usercmd delta
    • ET_ specific entity states
    • unlagged/CPMA/OSP netcode changes, but this is mostly cgame. smoothing, interp/xerp, snaps
  7. Posted Image


    This is no April Fools joke
    You heard me correctly. The FULL source code for BOTH Jedi Outcast and Jedi Academy has been released. I never thought we would see this day.

    In the words of @@eezstreet:

    EDIT 1: This is ALL of the source code!! Yes, you heard right, ALL OF IT! The full engine, and everything. James Monroe confirmed this with me.

    EDIT 2: Again, all of the source code. Not stripped, not messed around with. It's 100% legit. Ghoul2 API is there, et al.

    EDIT 3: All tool code is there too, including BehavEd, ModView, etc


    Update: It appears BehavEd code is actually not present, and that some encryption code was stripped.

    What does this mean for non-coders?
    In the words of eezstreet again:

    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.


    What made Ravensoft finally decide to release the code?
    It's likely related to the closing down of LucasArts. Also, it's thanks to community members like you for bugging Raven to do this. Special thanks to eezstreet for notifying us about this as well as helping to get Raven to release the code.

    Where can I find the code?
    Update: Ravensoft has taken the code down. We're unsure when it will be back up.

    In Conclusion
    I recommend heading over to the #JACoders IRC channel (Click here to connect through a web interface) if you want to discuss this with other coders if you're a coder, and even if you're not a coder, head over there to find out the latest discoveries and projects involving this code.

    If you're a coder, have fun digging around the code and making awesome stuff!

    If you're not a coder, have fun anticipating the stuff coders are bound to release as time goes on!

    Also, be sure to check out eezstreet's thread: http://jkhub.org/top...-code-released/

    This news post will be updated as we explore the code more.

    Click here to view the article
    Monkee, Smoo, katanamaru and 1 other like this
  8. I still use the discs. From what I've read there are a few issues regarding the Steam version. I've also read that you can just change your Steam game's launch options so that it loads a mod properly, without having to rename files, however it seems like that's something you'd have to change every time you want to run a different mod, which if that's the case, would be annoying to do.

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