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eezstreet

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  1. This is not what's on the develop branch, it's what's on current master head.
  2. Well, if you mean vibroblades, I'm not sure about that - I kinda don't want them to have the same mechanics as sabers. There are a few other weapons such as stun batons, and of course, the fists.
  3. 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!
  4. 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
  5. Some additional balance changes that weren't documented, got documented. Also added colors for fun!
  6. It sounds to me like the alpha channel is not quite right, perhaps. But I'm not sure on this.
  7. What did you save the file as?
  8. Screenshot? Can't quite tell what you mean by "translucent panes". EFX files can be edited in Notepad or EffectsEd, which came with the original SDK.
  9. Wow, that's really neat. Thanks for sharing!
  10. You can't set the distance cull, only the mapper can.
  11. The timeframe for this patch has been pushed back. It's now slated for a late December instead of mid-December. As previously stated however, it will still be the last patch before 1.3.0. 1.3.0 will still release in January, barring any unexpected delays.
  12. The headswap portion of JKE requires code changes in order to run, which in turn is part of the launcher. I think what you'll want to do is the other direction. Merge the TFA Conversion Pack on top of JKE by dragging its PK3s into the JKE folder. The TFA pack uses no code to operate as far as I know.
  13. Do specular shaders work on other brushes? That might be the issue.
  14. Now that I've been working on this some more, I want to clarify the technical specifics of how this system works. The game loads .ammo files (note: not from ammoTable.json anymore) which contain one or more different ammo types. Ammo Types can be shared across weapons. For instance, the Trandoshan Suppressor Pistol and Advanced Trandoshan Suppressor both use Trandoshan Cells. Weapons can have different ammo types per firing mode. For example, the Adostic Arms Pulse Shotgun uses 40mm canisters for its Grenade Launcher mode, and Adostic Pulse Cells for its shotgun firing mode. Ammo types can be "based" on another type of ammo. For instance, Adostic Pulse Cells are the basal type, but there are also Overcharged Adostic Pulse Cells and Bouncing Adostic Pulse Cells, as an example. They can alter looks, damage, damage type, and debuffs applied by the weapon. Grenades, sequencer charges, etc that have quantity don't use ammo types. All ammo is treated as a resource pool, not as items in the inventory. This is done to reduce lag and clutter in the inventory. All of the ammo you have will be shown when you click the Ammo tab at the top of the inventory. It's essentially a long list of ammo types, and clicking on the type will give more details about the ammo, including what it modifies and what weapons use that type of ammo. Ammo can override or modify the amount of damage that a weapon does. This can be an important factor in deciding what kind of ammo you want to use. For example, Surplus Blaster Ammo could do a fixed 30 damage, which is either more than (in the case of the E-11 Carbine) or less than (in the case of the DLT-19) the normal amount of damage. Ammo can be cycled through using a button. (The ammo wheel will probably not make it to 1.3.0, sadly) Changing ammo types triggers a reload. Ammo can be purchased from most (but not all!) vendors by selecting the weapon on the inventory pane and hitting "Buy Ammo" or "Buy All Ammo". Buy Ammo buys 100 (or less) credits worth of ammunition, and Buy All Ammo purchases the maximum amount. "Buy Ammo" and "Buy All Ammo" both purchase the basal type of ammunition for that weapon. So using the Pulse Shotgun again, Buy Ammo and Buy All Ammo both purchase only Adostic Pulse Cells and/or 40mm Smoke Canisters, and not any special type of ammo. Special/derivative ammunition is purchased by special "items" in the shop, such as "Adostic Bouncing Pulse Cells x100" that convert into the ammo pool. They give a console message, "Unpacked 100 Adostic Pulse Cells" for extra feedback. "Buy Ammo" purchases the primary fire ammo first, and then any extra fire mode ammo. So you need to fill your Adostic Pulse Cells first before you can buy 40mm Smoke Canisters. (But if you can't buy 100 credits worth of Pulse Cells, it will purchase 40mm Smoke Canisters to pad out that space - so if you only purchase 10 credits worth of Adostic Pulse Cells, and 40mm canisters are 30 credits each, it will purchase 3 smoke canisters and 10 credits worth of Pulse Cells). A console message is given every time you purchase ammo to clarify what is being purchased.
  15. [red]Two comments have been removed for incivility. Treat others the way you wish to be treated.[/red] There is a The Force Awakens conversion pack in the works, perhaps it has what you're looking for?
  16. It's not necessary to put it in your autoexec. The seta command will automatically add it to your config, so just typing "seta cg_fov 97" in the console one time will make it be saved. Realistically all of what you have in your autoexec can be done without it, and you'll get faster loading times since you aren't doing vid_restart and snd_restart every time you start up the game.
  17. seta cg_fov 97 Works.
  18. Give the OP a chance to defend themself. It's likely that they didn't intend for it to look like they made these. Don't dog-pile them.
  19. 1. What software did you use to create these models? 2. Do they have LODs? 3. How many verts are there in each model?
  20. Hi! I sent you a PM, now that I've gotten around to this. Overall, the mission feels solid now. The secrets weren't too difficult to find if you looked hard for them, but certainly could be missed by the casual player, so I think you've struck a good balance here. In terms of difficulty, the earlier portions of the mission are definitely way too easy. There's too many pickups, and in particular there's a lot of shield generators which I think make the game too easy in the lower difficulties specifically (those difficulties have more shield from the generators). I never felt particularly strapped for ammo, but that could be that I was running with full ammo from the start. Also I'm having second thoughts about placing the rocket launcher in the map, as it could make the big fight towards the end a little bit trivial. I did find some new bugs also. It looked like there was a shield generator floating above the ground in the big control area with the shadowtrooper armor. There was some z-fighting on the ceiling in the dark room at the bottom of the elevator shaft before the pit area. (You can only see it if you use the light amplification goggles, /give item_la_goggles) There's also minor texture alignment issues on the elevator leading up to the pit, on the walls. (I normally don't notice a lot of texture alignment issues, but this one was literally right in your face). There's a grate at the beginning of the maintenance maze that can be broken, but you can't actually walk through the grate (maybe this was a secret area?). It does give me an idea for a secret area that requires you flipping some minor/inconsequential switch that later opens up a section of the map, though. Overall, I think we're about ready to wrap this up. I'm pretty pumped.
  21. You're better off making a new thread about that.
  22. Artificial Intelligence in Jedi Knight Galaxies will use a unique two-pass psychology algorithm to process how NPCs should behave. The two passes, in a nutshell: The behavior pass is done first, and more frequently. It's done on every single NPC. It's done on both the client and the server. The behavior pass performs automatic, subliminal actions that can be observed by the player. These are things such as patrolling, walking, firing a weapon, etc. as dictated by the psychology. On the server, it can also pass signals, such as "My movement is blocked" or "I have spotted an enemy."The psychology pass is done less frequently. It also may be performed on a hive of NPCs or just a single NPC. It's only done on the server. This pass does more abstract actions often attributed to higher levels of thinking. By evaluating potential actions against a series of psychological traits (exact traits to be determined, but these are things such as "laziness", "cunning", ...), and gathering information, the psychology dictates the behavior that can be observed.Each NPC has an archetype. The archetype is similar to a JKA npc type, but not quite. Archetypes in JKG can be based on other archetypes, and overwrite properties. For instance, the archetype "Stormtrooper" may have an AI type of shockforceTrooper, 100 health, "stormtrooper" model and "stormtrooper" sound effects. The archetype "Stormtrooper_Rusty" could be based on "Stormtrooper", but with less health and a different skin. More importantly, JKG won't take the approach of JA and have weird hardcodes to specific archetypes. You might have noticed the concept of an "ai type" mentioned. These are defined primarily in the code, but could be extended at some point to Lua. These deal with the psychology pass. Depending on the ai type, multiple NPCs may be automatically assigned to a hive. Examples could include: shockforceTrooper (stormtroopers; not agile, tanks, possibly can form a hive), civilianCrowd (civilians, as part of a crowd hive), and secretJedi (jedi, tries to blend in with civilianCrowd hives, and tries to escape the player but will fight if cornered, never forms a hive) The spawning mechanism will be changing too. But this will be discussed in another thread.
  23. There's 3, as defined by MD3_MAX_LODS (which is a misnomer - it controls both the maximum LODs for MD3s and GLMs). However this is a purely arbitrary limit, and can be increased without breaking compatibility (in OpenJK?), at least for GLM models. MD3 models, it's a different story entirely as they're separate files and get loaded differently. The GHOUL2 format allows for potentially near-infinite LODs because of how it's set up. But it'll need a minor code change to get the engine to support that many LODs. And it'll probably work just fine, with proper tuning of the cvars.
  24. All you have to do is: a. Download the OpenJK source, and follow the tutorial to compile the code (for a dry compile, just to make sure it works) b. Find the commit(s) in redsaurus' fork that have SFX sabers in it c. Add the chunks of code that are highlighted in green, and remove the parts in red. Seriously. It's that simple, and I've been kind enough to dig through the list of commits to find where exactly it starts (it starts with this one). Every time, it's always "that seems too hard, can you just do it for me instead?" I'm tired of that. If people can't copy/paste code, there's no hope for them. My tutorial here on JKHub and the one on the OpenJK project page are more than enough to get started with basic programming like this. If there's no effort put into it, there's no point in me trying to explain. That's also tangentially why I've focused less on tutorials, because people want me to write specific tutorials to cater to their wants, instead of very general things. "Can you teach me about vector math?" is succinct enough to cover "How can I make a tri-shot blast, like the kind SBDs have in Battlefront?" yet people always ask about the kind of stuff in the latter. Likewise, I can hear the complaint "well if it's so simple, why don't you do it?" -- well, I have other things I want to work on. It takes time out of other projects that I actually want to work on, such as JKG, the Lost Mission/JK2 Enhanced, other things. Schoolwork. My life? Having a build of OpenJK with just SFX sabers doesn't benefit me at all. Sorry, but it's true. If I wanted to play JA, I'd play it with JA Enhanced, which has that feature anyway. And if I started pushing out builds with one new feature, it would easily snowball into "Can you do one that has holsters next?" "Can you do one where the hazardtrooper doesn't have bugged crouch animations?" "Can you do one where Force Repulse is a thing?" ... to the point where it would be better for me to point to JA Enhanced being used as a base. Which was ironically sorta partially the point of it in the first place. It's this lack of critical thinking and halfassed effort on multiple people's parts that makes me not want to contribute outside of large projects, because no matter how much you give, people will demand more.
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