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Everything posted by eezstreet
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Which is still wrong. You aren't allowed to port all of the assets from JK2 and make it work in JKA, for instance. No company in their right mind would permit for that.
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@@CrimsonStrife: your point #2 is wrong. Just because a game is "approved for modding" doesn't make it okay to distribute the game assets elsewhere/port them. See: the JK2/A EULAs, which still prohibit this but make a special case for making mods. Which is now actually invalid due to the source code being released.
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well right, he wants to implement a flagging system. I have nothing against that, it's an alright idea. I'm just wondering if he considers ported models differently than ported sounds.
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Y U GET RID OF 1.02 IDEA I am most unsettled by this.
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So @@SiLink, what stance do you take on a porting policy?
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JKO in Unreal Engine Porting Discussion
eezstreet replied to CaptainCrazy's topic in Art, Media & Technology
So it's not plagiarism if someone doesn't make a claim on your stuff? I fail to see your point here. -
@ is kinda right, modders (with some exceptions such as Raz0r, ent, etc) are in a completely different realm from the players. JKH wasn't ever meant to be about just the modders or just the players, that's why the bar shows clans on there too. In my opinion, one way to alleviate this issue is to provide a better area for both parties to discuss things that aren't related to playing the game or modding it. This way, the community can come together and talk about different things and relate to each other. Secondly, the JKH API has support for a one-click server-join. So instead of people browsing the server list, server owners could set their sv_master2 to point to JKHub's master server, and the site itself could be a server list. It's a great boon as it allows discussion to occur while waiting on servers to fill up, etc. Third, well, I'm not totally sure. It's difficult in a situation like this to simply bring everyone from different circles together. The cultures behind Makermod, base/ESL, Siege, MB2, CTF, etc remains very different and it would be damn near impossible to put them all in one place.
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Jedi Knight Galaxies releases assets
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
@@Apprentice: https://support.google.com/drive/answer/2423534?hl=en -
That's a fair point, and I suppose it would be up to the staff to determine it on a case by case basis.
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Jedi Knight Galaxies releases assets
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
That's a good question. I don't know how Google Drive handles ZIPs but I will get back to you. -
Jedi Knight Galaxies releases assets
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
Yeah, one of our goals was to get the game standalone at some point. You'd have to ask @@Pande what's going on with that. If the assets are distributed separate from the code (like they are now) and the launcher simply serves as a glue to bring them together, we might be fine though legally speaking. Pande is also working on a base humanoid model to be used as a basis for future models (in terms of clothing etc). This is to get armor and stuff to display properly. -
Jedi Knight Galaxies releases assets
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
Why wait for more staff? Could just contribute stuff. That's the glory of open source development. Drive-by contributions. -
Jedi Knight Galaxies releases assets
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
A few people have come forward and said they'd like to make some code edits, but were unable to due to the lack of assets. Otherwise, no, there hasn't been much interest aside from the usual "Can't wait until JKG comes out again" stuff. I'm trying to step back and assert myself as an open source contributor to the project. There haven't been many staff contributions (at all) aside from what me and Pande have been doing for the past few months. Back around release, we had something more in the realm of 6-8 people working about, but I was still doing 24+ hour coding sessions (only 3-4 15 minute breaks) right up until release. These days I try to pace myself and do maybe 2-3 hours of coding daily. In order to get the codebase anywhere near where I want it to be standards-wise, it'd take me a great number of these crunch sessions, and I'm simply burnt out. Course. That puts a lot of pressure on me then. Seeing as how I've been running the show on the technical end for a number of years now, me quitting effectively puts the project dead in the water. I mean sure, a few people have contributed here and there, but take a look at the GitHub commit log and see for yourself. -
It depends on who owns the sounds/content. If you rip from a KotOR game it probably belongs to BioWare or EA. If you rip from JK2, it probably belongs to Raven or Activision. All of this is assuming you're using content specific to that game, and not shared sounds such as what's used by droids and whatnot. Those probably belong to Disney/Lucasarts/Lucasfilm. It's messy. But I generally wouldn't worry about it unless you're doing just a straight sound-replacement mod.
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No. Mods entirely composed of ported/ripped content (e.g, a model directly ripped from BF2) -> not allowed Mods containing some ported/ripped content (e.g. a model ripped from X game, given new textures) -> allowed That's the policy I'm suggesting to JKH staff instead of this weird, convoluted mess they've got going on right now.
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That's...kinda what I said. I have no idea how you interpreted it.
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Not everyone can make models, maps, or sounds either. Your point? No, because Dark Forces, Movie Duels and Movie Battles aren't 100% composed of ported content...
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There wouldn't be an exception to this rule. That type of mod would simply be disallowed, unfortunately. You could include other things such as effects though, I reckon (since the base effects are kinda junk anyway).
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Like I said...I think the best course of action would be to make totally ported content (ie a model ported straight from BF2 -> JKA or a duel music sound pack) not allowed, whereas a mod which may contain ported content would be allowed. I don't understand why sounds have to be different from models, I don't see the point of making exceptions. A rule like this is the simplest and easiest way, and I don't really see much else to debate about.
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JKO in Unreal Engine Porting Discussion
eezstreet replied to CaptainCrazy's topic in Art, Media & Technology
Yeah. Let's steal someone's shit because they won't care. Seems legit. -
Paying the price? You mean following the law? Last I checked, if you don't follow the law, typically you wind up paying the price, not the other way around.
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Just because others break the law/rules doesn't mean we should too.
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Because we don't want shit to get removed or this site to get C&D'd. It's pointless drama and having a clear-cut set of rules will help to alleviate that. Based on what? OpenJK removed the BINK code, the xbox SDK stuff, the FeelIt code, etc etc. If anything, Raven was sorta obligated to release the source code after it was uncovered that they were using an MP3 library which as part of their license forced them to release their source code... And now I'm kinda curious if that same library isn't being used in Call of Duty games, because that might warrant them releasing their code too. good riddance
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With recent activity by our staff decreasing, the development team of JKG has decided to make the assets for the mod publically available, and encourage outside contributions, similar to open source. With this Google Drive link, you will be able to download the game assets. After that, all one needs to do to play the game is acquire a compiled version of the Jedi Knight Galaxies code, which is available on our GitHub repository. We were running on the idea that we'd be able to get the game up and running again a lot faster. Unfortunately this was not the case and in that time, the assets have been unavailable to the public. Recently we have released source code, but we have realized that without the game assets being publically available, willing editors were unable to contribute or use the source code. With that in mind, we have decided that this might be a better solution. We encourage the community to contribute in whatever ways they can, and we hope that 2014 will be a solid year for JKG development. To make changes or additions to the game yourself, simply login and click Add to Drive, make your changes, and submit a zip file with your changed files (please upload off-site somewhere like wikiupload, megashare, or your own cloud storage) at our Contribute forum. In the near future Pande will be making a more official page on our site with instructions on how to get binaries for the game, how to compile the game yourself, and grabbing the assets as well as contributing your own assets. Our Google Drive. Our GitHub repository. tl;dr version: We're making our assets available to the public, and allowing people to submit their own contributions. Some Q&A: Q: Does this mean that JKG is dead/dying? A: No. Staff activity has just gotten very slow recently, and the consensus is that we shouldn't allow people to wait with no news. Q: Can I play JKG right now with these assets? A: Sure, but expect bugs/unpolished work. Q: Is this an official release? A: No. All official updates will go through our launcher, which will be updated soon. Q: Can I submit my own contributions? A: Absolutely! Just make a post on the Contribute section on our forums. Q: Can I use these assets in my own work? A: Not without permission. Q: Can I make a reskin/rehash of these assets in my own work? A: Not without permission.