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eezstreet

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  1. We all have. But one of Luke Skywalker's many iterations is far more important.

     

    It sounds like I'm throwing shade, but we've just been waiting a long time dude, and its shady in itself when you ignore anyone that ever asks about it.

     

    No one better say its just me when there must have been 4 or 5 other dudes asking for it.

     

    I don't think you meant to do it, you just took on SOOOO many damn projects at once, first its X2, then Han, and now Luke all at the same time, and you got more feedback for Luke, so you decided to focus on that.

    Or...he's just busy. Cut him some slack.

    JAWSFreelao likes this
  2. The ammo stuff is finally, finally working and ingame, minus the overrides, the ammo menu, buyable special ammo, display of which ammo type you have equipped, and the physical "buy ammo" button. Whew! That's a lot of work left to do still.

     

    Either way, you can have a look at the current ammo file here:

    https://github.com/JKGDevs/JediKnightGalaxies/blob/develop/JKGalaxies/ext_data/ammo/JKG.ammo

     

    Here's a current list of planned fields:

    • shortname: The name as it appears on the HUD.
    • longname: The name as it appears on the ammo menu.
    • max: How much (total) can be held
    • basedOn: If this ammo is derived from another type, this is the base type. e.g, Incendiary Slugthrower Rounds are based on Slugthrower Rounds.
    • pricePerUnit: How much (per ammo unit) it costs to replenish ammo. Can be fractional, 1.2 for instance will cost 120 credits to replenish 100 rounds.
    • overrides: What this ammo type overrides. It can be things such as visuals, collision size, damage, and other things.

    There were two new fields added to .wpn file firing modes as well:

    • ammoBase: The lowest base that this firing mode accepts
    • ammoDefault: The ammo that is given upon purchasing this weapon and also with the Buy Ammo button.
    Futuza and Smoo like this
  3. This is definitely an interesting experiment and a testament to open source development. :D

     

    It might be adopted in the future as a base for the Phase 2 graphics enhancements.

    I have some questions for you about this renderer:

    • What does Magic Detail do?
    • Is there a chance for color-grading (LUT/Math methods), perhaps tied to specific postprocessing volumes?
    • Could you possibly look into animMap shaders working in 2D? I understand that EpicLoyd is working on Awesomium for Warzone, but having to manually animate things through code is a pain.

    Thank you. Keep up the good work!

    Sentra likes this
  4. The game's "brightness" setting is a lie, it's actually raising the gamma via Windows gamma ramp. It's impossible to fix the alt-tab/crashing affecting your game brightness, and other applications have this problem as well. It's up to Microsoft to fix it unfortunately.

     

    If you set r_brightness to 1.0 (or 0.5, i can't remember) it'll reset to the default.

  5. You shouldn't need to place it in a pk3 by the way, that's just for when you're releasing it to the public.

    And I wouldn't recommend doing that anyway!

     

    The DLL in a PK3 method is just a carryover from when VMs were stored in the PK3 - it's not recommended that you put them in a PK3 because it will extract them to a temporary directory which might screw up updates.

    Futuza likes this
  6. I'm not going to bother to read all of these responses, because I'm just going to get confused.

    Instead I'm going to give a pretty concise explanation of where everything is supposed to go, similar to @DarthFutuza's answer although perhaps a little more robust.

     

    The following files should be in your Gamedata folder:

    • EXE files
    • rd-vanillax86.dll
    • rdsp-vanillax86.dll
    • SDL.dll
    • OpenAL32.dll (should already be present)

    The following should be in your base or fs_game folder:

    • jagamex86.dll
    • jampgamex86.dll
    • cgamex86.dll
    • uix86.dll

    By switching the cvar fs_game to something else (do it with a commandline parameter, +set fs_game X) you can load the modcode (the stuff I've listed above) separately and not have to overwrite files. Alternatively all of the above (except jagamex86.dll, I think) can be placed in a PK3 loosely.

     

    The easiest method (by far) to test your code would be to run the debugger on it, which allows you to set code breakpoints that get triggered, and see the value of variables, which is a very useful thing to have. Release builds are more suited for well, releases.

    Kabay likes this
  7. Eh, not a great critique in my opinion. His main point seems to be that the film should 'tell' more and 'show' less, which is arguably exactly what you should try to avoid when writing.

     

    There are things that Rogue One didn't get right, sure. But I think this reviewer has missed the mark a bit.

    Ironically this is something he critiqued in Episode 3 (or 2? I can't remember) as being a problem.

     

    Hmm... Telling more would mean describing very little from the character's point of view. Telling is what Rogue One did, technically speaking -- a whole bunch of events played out without due emotional, or character involvement. Character dialogue is usually not telling, it's depth of story.

     

    In literature, this is telling:

     

     

    And this is showing:

     

     

    Or in the case of use of dialogue:

     

    Telling:

     

     

    Showing:

     

     

    Source: http://www.mariavsnyder.com/advice/showvstell.php

    I think you've got the right idea, but the example you used here isn't a great one.

     

    Showing vs Telling is all about what's appropriate for the situation. Showing is more appropriate when we're talking about the relationships between the main characters, major plot points, etc. that are incredibly pertinent to the main story. Telling is more appropriate with side characters or when the information is too complicated to explain by showing.

     

    I think a better example would be something like this (using Ep1 as an example):

     

    "Senator, you must help us," Padme pleaded, "Our people are dying."

    vs, a much better approach:

     

    Padme walked through the ornate Theed streets. These once-beautiful roads were now lined with the disheveled, waiting for food rations. "Senator...you must help us."

     

    therfiles, Cerez and the_raven like this
  8. [red]Thread locked.[/red]

     

    The thread has remained civil, so I'm not sure what you're referring to with "being personally assaulted." But regardless, you're the OP of the thread, so I'll fulfill that lock. I just wish you'd use a thread lock for something more legitimate, like a request that you aren't interested in, or a project being dead, etc, instead of a defense mechanism when people aren't agreeing with you.

  9. I want to issue corrections to this news post. I've been made aware that the shield design concept is not based on Borderlands, and instead was designed a lot longer ago than I previously thought - it was actually designed before Borderlands was even released. Also, the concept for Effective Hit Points comes from League of Legends, not Warframe, although the armor interactions with different damage types was inspired by Warframe.

     

    I'm curious to see how gun vs saber combat is going to shape up the most.

    Fortunately, I think that part is mostly set in stone. In current builds, by holding the ADS button (block mode) and pressing the attack button, you will enter Projectile Blocking Mode. Basically you want to be entering Projectile Blocking Mode almost at the exact same time that the projectile will be hitting you, or just before. Your timing will dictate how well the projectile gets reflected back at the attacker - if you have perfect timing, the projectile will shoot right back at them. Hold the button for too long and it won't reflect - just absorb the shot. And holding the button for too long will drain resources (force/block, the exact resource and amount is TBD) with each absorbed shot.

     

    There is some tweaking to be done to this system, as currently it's too hard to block repeaters and other rapid fire weapons. I think with the balance changes of 1.3.0 though, repeaters will start to lose favor because of the expensive upkeep on them.

  10. can you hook a bro up with source you used to build the binarys, my server is kinda picky and i have to build with 32 bit and all the internal dependencys (except SDL), im guessing its whats on the latest dev branch, kinda sucks that the next 2 weekends are xmas and new years lol, but i think we should plan on the 7th for an official test.

     

    Also eez, maybe we can make a 2ndary distribution method via the launcher, one day we need to voip and ill show you how to update the launcher server, there's a few steps to properly generate a manifest, and i can hook you up with that launchers source so you can optimize for JKG if need be.

     

    I just need to have the balls to release it on the hub one day lol

    This is not what's on the develop branch, it's what's on current master head.

  11. Seasons Greetings!

     

    It's been a long time since we've released any news. Since the last news update in October, we have released 4 versions of the mod, so it can be a bit hard to keep track. Let's take a moment to refresh what has happened in the last few months:

     

    • JKGalaxies 1.1.1 released. It was in a relatively buggy state, being a patch to 1.1.0, which was bringing the mod to OpenJK. We adopted a new versioning scheme around this time as well.
    • JKGalaxies 1.2.0 released. It featured a new shop menu, Linux client, and we did a scrimmage match on this patch, which was a success.
    • JKGalaxies 1.2.1 released. It featured Capture the Flag mode, and a whole lot of bugfixes. We did another scrimmage match, which was an even bigger success than the first.
    • We announced JKGalaxies 1.2.2 as a patch to 1.2.x and a new development tree, 1.3.0. 1.2.2 will be a small patch with important crash fixes and Mac releases. We hope to have another scrimmage match in January with this release, and the testing version is now live.

     

    So now that 2017 is on the horizon, let's talk about what the new year will bring.

     

    Patch 1.3.0 - Mega Gunplay Update

     

    1.3.0 will have a huge number of important changes to the game that will shake up the current balance.

     

    For starters, there will be jetpacks.

     

    Jetpacks will add an interesting element of verticality to the game. There are several different types of jetpacks that can be purchased, and each can have a different look and feel to them. For instance, simple booster jetpacks will launch you high into the air to reach a tricky ledge, while more expensive Mandalorian-style jetpacks can sustain flight. The flame effect, model, fuel consumption rate, and speed of movement in air are all things that can vary based on what jetpack you have equipped. Jetpacks occupy a slot on the ACI, and in the future pressing their ACI key might do a special effect, such as launching rockets or shooting flames at your enemies.

     

    We had to totally rework the physics of jetpacks in Jedi Academy to achieve the movement that we wanted - there's no longer restrictions on how high you can fly, and there's much more friction for tighter movement. Pressing the SPRINT button will also let you lean forward, to accelerate forward at a much more rapid pace.

     

    Shields were also added. Like jetpacks, these occupy a slot on the ACI. People who have played any of the Borderlands games will be instantly familiar with the mechanics involved, although our system was designed before that game even came out! By equipping the shield to an ACI slot, it will begin to recharge until your shield points reach the maximum amount that they provide. When the shield reaches 0, it might need a moment to begin charging again - this is dependent on the shield model that you have equipped. Developing these now, our goal was to have two main archetypes - a big, slow-recharging shield that is passively working, and a small, fast-recharging shield that needs to wait after being broken before it can recharge. There are various shades of grey between these two, and certainly upgrades and sidegrades to be had.

     

    Consumable Items have been totally reworked. They now use Lua scripting on the server (instead of preset effects), and in general they are used to restore health, stamina, or provide temporary buffs. They can be equipped to the ACI for quick use, and the amount you have left will be shown next to the ACI slot number.

     

    Armor also received a rework. For starters, it is much faster to render and uses new .arm files (instead of .armour). It also now has a purpose - it provides the player with some protection. Our inspiration here was League of Legends, in terms of how armor protection is calculated, and Warframe in terms of how the armor interacts with different damage types. Armor will list the Effective Hit Points it provides, as well as any modifications to your maximum health. Think of Effective Hit Points as being like having extra health. If your armor has 50 EHP and you have 100 health, it's equivalent to a 50% reduction in damage taken. But if you have 150 health, it's equivalent to a 33% reduction.

     

    Damage Types were solidified in this patch. Each weapon will now do damage of a specific type (the damage type will be listed in parenthesis) - the types being things such as fire, cold, poison, and other, more common types such as slugthrower, ACP, blaster, and ion. A more detailed write-up of all the different damage types can be found here. The damage type you are using will impact the death message that is played, but more importantly, you will need to think about the type of damage you are using and what your opponents are using. Some damage types, such as slugthrowers, render shields completely worthless (the drawback being that it's more affected by armor), but other types react differently. You might find yourself switching to another weapon that's more aptly suited to the job.

     

    Or...you might switch your ammo.

     

    Special Ammo is currently being implemented, and it will be part of a large-scale ammo overhaul.

    All of your ammo will be listed on a second tab of the inventory. By clicking on an ammo item in the list, you can see the special effects that an ammo might provide to you - it might light targets on fire, or it might simply have modified damage. Ammo can override many different parts of a weapon, and so it will be a very complex system to program. Another wrinkle in this is that ammo will now be based on the firing mode of your weapon, not the weapon itself. Grenade launchers for instance, will now be using a different ammo type for the launcher than for the main gun.

     

    You can switch to special ammo in either the ammo menu, or by pressing the switch ammo button, which will trigger a reload. (Ammo can be switched while reloading)

     

    Ammo won't regenerate on spawn anymore. Instead you can purchase more ammo at the shop by selecting your weapon and pressing the "Buy Ammo" or "Buy All Ammo" button. This will hopefully help to alleviate some of the snowballing we've seen in games - repeaters will now require strategic use, not just spray and pray. Special ammo is treated as an item that instantly transforms into ammo when purchased. You can't sell ammo back to the shop.

     

    Grenades, Mines, Charges, and some other weapons won't use ammo types - instead they have a quantity which will show up on the ACI, like consumable items. Unlike consumable items, they are not skipped and instead treated like weapons. They won't show up in the ammo menu either.

     

    Essentially, Patch 1.3.0 is still very in development, and ammo types and the ammo menu are the last systems being developed for this patch, however this last development will require some large-scale overhauls across the board. The Patch 1.3.0 development branch is about 70 commits, with 273 files modified, and 10,136 lines of code added so far, although that number will quickly balloon with the addition of the new ammo menu. All things considered, it will be a total revolution of the Versus game and I'm happy to say that we're on track for a January release.

     

    Patch 1.4.0 - Return of the Jedi

     

    This patch has one of the most-requested things in it - the lightsaber.

     

    Since the game launched, we have received a huge number of people who have wanted to see the lightsaber make its way into the game. Many have said that they won't play the game until there are lightsabers. The pressure is mounting to deliver something which tops the experience of Jedi Knight and leaves the other mods in the dust.

     

    I think it's safe to say, based on the tests that have been done in the past, we've exceeded those expectations.

     

    We won't be sharing any details on the lightsaber mechanics until after 1.3.0 has been completed, and patches for it are underway. This is not us over-hyping it, rather, we are still in the conceptual phases of how lightsaber fighting will work.

    Here's what I can say, however.

     

    Inspiration

    • The primary inspiration for lightsaber combat will come from the original trilogy and where it came from - traditional Japanese swordplay. The developers of Jedi Knight 2 also tapped into this, although our mechanics will have a tighter feel.
    • The lightsaber combat will have a high skill ceiling but be very intuitive and easy to learn. The focus won't be on gimmicks or special moves.
    • There will be lightsaber crafting.
    • There will be manual blocking and a block meter, although the block points won't matter nearly as much as say, Moviebattles.
    • Blaster bolts won't be reflected automatically, but it won't be difficult to reflect them either.
    • Lightsabers will be a rare, special weapon in the main Faction Battle and Capture the Flag modes.
    • There will be a Duel mode similar to Jedi Academy, with the goal of attaining a certain number of credits instead of kills. Players can choose to exit the duel queue, and spectators can place bets on people who are currently fighting. Credits can be used to purchase lightsaber components and craft better lightsabers.

    Technical

    • It will be using SFX Sabers at first, but we will be working on a new saber rendering technique that has never been used before in Jedi Academy - it'll both look better and use far less polygons when completed.
    • It's being written from scratch, not using other saber systems as a base.
    • Stances can be defined very easily, using .stance files.

    Hopefully we will be showing you guys more of it soon!

    swegmaster, Onysfx, Morabis and 7 others like this
  12. Merry Christmas! I hope all of you are well.

     

    Today will be an unofficial test version for 1.2.2, dubbed 1.2.2a. This is a new format that I'm trying out to hopefully make scrimmage matches a bit smoother.

    Install this as you would any other version - it's intentionally backwards compatible with 1.2.1, meaning that 1.2.1 players will be able to play on 1.2.2a without issues, and vice versa. You will need 1.2.1 installed, and you install this version on top of that, like a patch (if you patched from 1.2.0 to 1.2.1, you get the idea).

     

    Please let me reiterate, this is a TEST version. There will be no scrimmage matches held on this version. However you can still play on 1.2.1 servers with this patch installed.

     

    For the full changelog, follow this link.

     

    I'm hoping that maybe @@ooxavenue can set up a server with this version and have some folks try it out before I pull the trigger on a 1.2.2 release.

    Specifically, I anticipate that this patch should fix the thermal detonator crash bug, and also allow Mac releases to work correctly (just double click the app to launch it - if @@Circa or @@Seven could give it a shot, that would be fab)

    Obligatory tag of people that I would like to test this: @@Silverfang ; @@Darth Futuza ; @@Pande

     

    Also, there are a lot of cheat commands added in this patch too, maybe to give some people like @@Stoiss a good reason to try it out ;)

     

    Download link:

    https://dl.dropboxusercontent.com/u/46626270/jkgalaxies-clientpatch-v1.2.2a.zip

    Smoo and Stoiss like this
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