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Everything posted by eezstreet
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[Announcement] Second Scrimmage Match
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
I don't know what time is best, or how many people are from which timezones. I'm thinking of two different times: 7PM EST (mountain time: 5PM, GMT: 12am), 1PM EST (mountain time: 11am, GMT: 5PM). Can I get some feedback as to which time would be best? We need someone to stream the match. @@SiLink would it be possible to get it on the JAWA official stream? -
I'm not coding in things because people "might want" them to use in their mods.
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Jetpacks aren't really part of singleplayer, so no.
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New Features Consumable items have been added. You can equip them to the ACI, and by pressing the number they are equipped to will use them. A small blue number on the ACI indicates how many you have left. Consumable items are hooked up to Lua scripts that can be customized by the server owner.Shield items have been added. You can equip them to the ACI, and they will need to wait to charge. After the charge period has started, the shield will begin regenerating. After your shield has been depleted, you will need to wait for them to charge again. Some shields recharge faster, regenerate shields faster, and hold more shield capacity than others.Having a shield active will now block stuns from taking effect.Jetpack items have been added. When equipped to the ACI, the jetpack will appear on your player model and you can begin jetting around by pressing USE while jumping. (Pressing USE again will turn the jetpack off) Different jetpacks have different stats, such as fuel regeneration, fuel depletion, movement modifiers, and visuals.Jetpacks in JKG use different physics and animations than base JKA.Hold SPRINT (default: shift) to shift your weight and jet forward at a high rate of speed.Armor items have been added again. Instead of being purely cosmetic items, they reduce the damage you receive from most sources (except falling damage) and can alter movement speed and maximum health.Special damage types have been added. You can see what damage types a weapon uses in the inventory, but it's pretty obvious usually what types there are: ACP, Blaster, Slugthrower, Pulse, etc. These different damage types have different properties. For instance, slugthrowers completely ignore all shields, while pulse weaponry ignores all armor. Some damage types interact with shield and armor for reduced effect. (See this thread for more information)Different damage types show up as differently colored damage plums.Slugthrowers now deal a bleed damage over time (DoT) effect.Poison grenades have been added which inflict a new Poison damage over time (DoT) effect.Added bacta grenades that can heal you, and medicinal slugthrower rounds.Special ammo types have been added. You can purchase special ammo in "pack items" which disappear from the inventory on purchase and are put into your Ammo Bandolier. Some examples of special ammo include incendiary slugthrower rounds.You can bind a new key to Ammo Type Cycle. It defaults to N.The shop and inventory menus can be scrolled through with the mouse wheel.The shop now has an Examine button, which hides your inventory on the display and shows a detailed description of the item selected.Shop purchases can now be broadcast on the whole server, or on the same team (or disabled). Configurable by the server with new cvars.g_teamsLocked : (default 0), if set to 1 will lock the teams so players cannot switch teams after 20% of the match timelimit has passed (new players have 3 minutes to pick a team).g_teamSwitchTime : (default 5), how many seconds players must wait before switching teamsAdded loading screen tips.Added EE-3 Carbine and EE-3 PistolAdded cheat command to give yourself a buff, and to print the list of buffs.Added "perf" cvar. When enabled, you can monitor frametimes of specific sections of the game's code and have a graph view.Re-added the JKA "You killed X" messages.Bug Fixes Fixed a bug that allowed the player to kick other people while they were in knockdown.Fixed some glitchy behavior with moving in waterFixed console spam in the inventory and shop menusFixed the "Assign to ACI" menu not disappearingTalking to a vendor no longer brings up the shop menu while in a demo.Fixed bug where using a treasure class with an invalid item could cause a crashScoped weapons now correctly show walking animations while scoped.Jetpack activation is now lag-freeFixed third person animations for the Stouker Concussion RifleFixed crash that occurred when a client without the correct map tried to connectBalance Grenades are now purchased one-at-a-time, and have had their cost drastically reduced. You don't get grenades any more upon respawning, and you can use them instantly after purchasing them. The ACI will show how many grenades you have left, similar to consumable items.Ammo is not given upon respawn. Instead you must purchase ammo. All weapons start with at least one clip (or 25% of the total ammo size, whichever is smaller).Nerfed stun firemodes slightlySome weapons can now overheat.Shots that are fired at you while you are rolling can now sometimes be "dodged."Passive credit gain ("salary") has been added.jkg_passiveCreditsAmount, defaults to 15 credits; how much to be paid each iterationjkg_passiveCreditsRate, defaults to 30000 milliseconds; how often to payjkg_passiveCreditsWait, defaults to 60000 milliseconds; how long to wait till player's receive paymentsjkg_passiveUnderdogBonus, defaults 1, disabled if set to 0. If enabled gives 20% increased credits to the losing team's players when passive credits are awarded. Setting jkg_passiveCreditsAmount to 0 will disable this system on the server.Added credits rewarded to players based on how far they join into a game.jkg_underdogBonus defaults to 1, disabled if set to 0. If enabled, gives player's who join late additional starting creditsWhenever your teammates get a kill, you receive credits as well. Use jkg_teamKillBonus to set the amount to reward, if set to 0 Team Kill Bonuses are disabled. Player's who's rank (kill count) doubled is less than their death are rewarded double.Internal / Modding Jetpacks are now configurable in .jet items.Armor is now configurable in .arm files.Ammo is now configurable in .json filesLoading screen tips are added in the ext_data/tables/loadingTips.json file.Buffs are now configurable in buffs.jsonThe location based damage modifiers are now able to be specified in constants.jsonDozens of changes across the board to .wpn and .itm filesDozens of changes to the Lua APIStripped out almost all of the base JKA vehicle code. .veh and .vwp no longer get loaded. This improves FPS slightly, and RAM usage significantly.
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No. OpenJK doesn't change gameplay. To be clear, these jetpacks won't appear in 1.2.1 or the test - they are a new feature for 1.3.0, among other things. I can make a post about it.
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The jetpack code has been implemented. You'll find that the jetpacks handle similarly to the game Tremulous, as much of the inspiration for the code came from there. Here's an example of a .jet file, which defines all of the properties of a jetpack: { // Jetpack file - Jedi Knight Galaxies // ref - reference that gets linked to .itm file // fuelCapacity - total fuel capacity of the jetpack // fuelConsumption - how fast (not how many!!) units are consumed while hovering (not holding jump) // thrustConsumption - how fast units are consumed while thrusting (pressing jump) // fuelRegeneration - scale of how fast fuel gets regenerated "ref": "jetpack_test", "fuelCapacity": 100, "fuelConsumption": 1.0, "thrustConsumption": 2.0, "fuelRegeneration": 1.0, "movement": { // Movement - done on both client and server // hoverGravity - amount to decay height by while hovering (actual units, not a modifier) // fowardMove - amount to modify forward move by while hovering (not thrusting) // backMove - amount to modify backward move by while hovering (not thrusting) // sideMove - amount to modify side move by while hovering (not thrusting) // downMove - amount to modify downward movement by // thrustFwd/thrustBack/thrustSide - same as above, but when thrusting // thrustUp - amount to modify upward movement by "hoverGravity": "-1.0", "forwardMove": 1.0, "backMove": 1.0, "sideMode": 1.0, "downMove": 1.0, "thrustFwd": 1.0, "thrustBack": 1.0, "thrustSide": 1.0, "thrustUp": 1.0 }, "visuals": { // Visuals - anything handled on the server is marked with an (S), all else is client // modelName - the ghoul2 model to bolt onto the player (it always bolts onto *chestg) // effectBolts - bone(s) on the JETPACK model to bolt effects onto // hoverEffect - effect to play while hovering (not holding jump) // thrustEffect - effect to play while thrusting (holding jump) // idleSound - sound to play while hovering // thrustSound - sound to play while thrusting // activateSound (S) - sound to play when jetpack is activated // deactivateSound (S) - sound to play when jetpack is deactivated "modelName": "models/weapons2/jetpack/model.glm", "effectBolts": [ "torso_ljet", "torso_rjet" ], "hoverEffect": "effects/player/jetpack.efx", "thrustEffect": "effects/player/jetpack.efx", "idleSound": "sound/jkg/jetpack/jethover", "thrustSound": "sound/jkg/jetpack/jetlp", "activateSound": "sound/jkg/jetpack/jeton", "deactivateSound": "sound/jkg/jetpack/jetoff" } }
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[Announcement] Second Scrimmage Match
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
How about Saturday, November 19th? -
[Announcement] Second Scrimmage Match
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
Of course. I was seeing what dates/times would be best for everyone. If need be, I can make another sign-up thread, but I wanted everyone to list what times would be best for them in this thread. -
Surprisingly not discussed yet, Jedi Knight Galaxies will feature a number of consumable items. All consumable items can be equipped to the ACI (Active Combat Inventory) and used with the corresponding key. With the exception of deployable weapons, they are skipped over when scrolling through the ACI with the scrollwheel. All consumable items show their quantity remaining in the ACI portion of the HUD. These can be categorized into basic categories: Consumable Aid: These include things like Bacta Canisters, which give health, Shield Batteries which instantly recharge your shields, and Adrenaline, which increases your stamina regeneration rate.Deployable Weapons: While not technically classified under a consumable item (they're actually treated as weapons), they are the only type of weapon that can be consumed. Things in this category include: grenades, mines, and charges.Other: There are a variety of special scripted items which do not fall under this category, including seeker drones and other usable equipment. They are pretty much identical to Consumable Aid, except that they do not affect the player directly (instead conferring them some side benefit, such as deploying a turret to protect the player, or perhaps Shock Paddles to revive your teammates)
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Jetpacks will allow the user to gain a considerable advantage in both mobility and accessibility of the map. Some areas which ordinarily could not be accessed now can; some gaps which could not be traversed before now can be. Like shields, jetpacks are equipped to the ACI and occupy a slot. Only one jetpack can be equipped in the ACI at a time. Any new jetpacks equipped to the ACI will replace the existing one. Jetpacks can be activated by either: Double jumpingPressing the ACI button of the jetpackPressing USE while in midair Jetpacks have a variety of different stats, including: initialBurst: After activating, the jetpack may launch you up a few feet. By pressing the ACI button of the jetpack, you can trigger this without jumping.fuelConsumptionRate: While the jetpack is idle, it consumes this much fuel.thrustConsumptionRate: While the jetpack is thrusting (hold JUMP), consume this much fuel instead.hoverAmount: How much the jetpack reduces your gravity while not thrustingthrustForwardModifier: How much the jetpack modifies your forward movement speed while thrustingthrustSideModifier: How much the jetpack modifies your side movement speed while thrustingthrustBackModifier: How much the jetpack modifies your backwards movement speed while thrustingthrustUpModifier: How much the jetpack modifies your upwards movement speed while thrusting
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How are these as basic shield items (balance wise)? Instant Recharge, Slow Recharge Rate: BlasTech AA-24 Imperial Shield: 50 capacity, 0.8 shield per second [400 credits]BlasTech AA-45 Dreadnought Shield: 100 capacity, 1 shield per second [800 credits]BlasTech AA-49 Fleet Protector: 150 capacity, 1.2 shield per second [1200 credits]Soru-Suub Outrigger Shield: 75 capacity, 1.5 shield per second [1175 credits] Delayed Recharge, Fast Recharge Rate: Merr-Sonn PSX-1 Portable Shield: 50 capacity, 10 second delay, 5 shield per second [600 credits]Merr-Sonn PSX-1a Ultracharge: 50 capacity, 5 second delay, 10 shield per second [1500 credits]Merr-Sonn PSX-2 Portable Shield: 100 capacity, 10 second delay, 5 shield per second [1200 credits]Merr-Sonn PSX-2a Ultracharge: 100 capacity, 5 second delay, 10 shield per second [2200 credits]BlasTech DS-1 Surge Protection: 10 capacity, 3 second delay, 10 shield per second [900 credits]BlasTech DS-2 Critical Surge Protection: 20 capacity, 3 second delay, 20 shield per second [1800 credits]
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Announcing the second Jedi Knight Galaxies Scrimmage Match: https://jkhub.org/topic/8554-announcement-second-scrimmage-match/
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Jedi Knight Galaxies Scrimmage Match #2 Following the release of 1.2.1, we will be hosting another scrimmage match - this time it will be significantly more stable as we've found the root cause of (most of) the crashes in last week's playtests, thanks to your help! In this release, we have also fixed up Capture the Flag mode and will be demonstrating it in the playtest. Mac OSX and Windows XP are supported out of the box as well. if you are interested in participating, please give us the best time that will work for you as a response to this thread, and as a fun aside, mention what you are looking forward to! If you already have 1.2.0, this download will be very small - probably 10MB or less. You will need the following in order to play in the Scrimmage Match: Jedi Knight Galaxies 1.2.1 Clientside (https://jkhub.org/files/file/3116-jedi-knight-galaxies-clientside/) -or-Jedi Knight Galaxies 1.2.0 Clientside with Jedi Knight Galaxies 1.2.1 Patch (https://jkhub.org/files/file/3126-jedi-knight-galaxies-clientside-patch/)Jedi Knight Galaxies Map Pack (link) [optional]It will be available for Windows, Mac OSX and LinuxHow to install the mod: Download the necessary file(s)Unzip the entire jkgalaxies folder into your Gamedata folder. That is, there should be a jkgalaxies folder in your Gamedata folder.And to run, run the script (Run JKGalaxies.bat / runjkg.sh) If you haven't already, check out the 1.2.1 thread. Date: Saturday, November 19th Time: 1pm Eastern Standard Time (GMT-5)
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Yes, this was an idea that was proposed. Generally weapons will fall under three categories: Weapons that use ammo items (most weapons)Weapons that have infinite ammoWeapons that drain quantity from their item stack instead of using ammo items (grenades, mines, charges)Overheating and infinite ammo won't be mutually inclusive - some weapons (such as lightsabers) have infinite ammo all the time, and some weapons will have ammo items and they can overheat. (Example: The LS-180 will have an overheating mechanic, but still have ammo items)
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The stats are changeable on the .itm file.
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OK, so I've coded in the shields. Currently there are no overload effects and no bubble shields yet, just normal personnel shields. Here's how they work ingame: Buy a shield from the vendor. They come in several tiers of quality, and there's a few different types, some with special effects. Generally you will need to get a kill or two before you're able to afford the basic shield tier. Equip the shield in the ACI. They occupy an ACI slot while in use, and removing them from the ACI will turn off the shield. (More on this) Wait for it to charge. Some shields will start charging immediately, some may take up to 10-25 seconds for the shield to start charging. When your shield is broken, get to cover! Unless the shield starts recharging immediately, you need to not take damage for the shield to start recharging.Note that if you remove a shield while it is charged, your shield points will slowly tick down to 0, so you will still have a limited window of protection after selling it. You cannot have more than one shield in your ACI. Equipping a new shield will replace the existing one. Here's a screenshot of a basic tier shield. Note that the stats are WIP and subject to change in the near future.
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Updated with the changes that I've done for the day. I'm estimating that the patch should be ready in a week, and we can talk about hosting another game!
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Use this file if you have not installed Jedi Knight Galaxies:https://jkhub.org/files/file/3116-jedi-knight-galaxies-clientside/ Use this file if you have 1.2.0 installed:https://jkhub.org/files/file/3126-jedi-knight-galaxies-clientside-patch/ Use this file if you want to host a server:https://jkhub.org/files/file/3115-jedi-knight-galaxies-serverside/ This version does not require a full clientside upgrade; seek the patch if you already have 1.2.0 installed. Bug Fixes Fixed a critical bug that could result in the server crashing upon clients reconnecting or changing teamsFixed a bug where sorting or filtering the inventory list in the shop would cause the sell button to breakFixed a bug where sorting or filtering the shop list in the shop would cause the buy button to breakFixed a bug related to the above which may have caused items to randomly be incorrectly purchasedFixed a bug where some text ("You killed X") and ("Killed by Y") would not strip out color codes when calculating width, which led to weird alignment problemsFixed a bug where NPCs and players hit by Thermal Detonators would go into a T-pose (or possibly crash the client)Fixed a bug where demos wouldn't save correctlyThe above fix (possibly) corrected an issue where the scoreboard text would be jittery.Pressing your inventory bind while in chat will no longer cause it to be pulled upTeam overlay packets aren't sent across the network anymore unless the client has the Team Overlay feature turned on. Players will now have much less lag when the Team Overlay is turned off, and server owners will see a noticeable drop in bandwidth usage because of this change.Being stunned no longer disables your bounding box. Previously, you could stun someone, crouch-walk into their bounding box and punch them when the stun effect wore off to score easy kills.Corrected a display glitch that occurred in first person when stunned while crouching.Fixed minor Lua errorsFixed a 2kb memory leak on the client every time a player model's animevents.cfg got loadedInvalid g_gametype vote strings now get defaulted to TFFA/Faction BattleThe gametypes in the Join Game menu will now work correctlyFixed a bug that caused "Press E to Pick Up Weapon" to remain stuck on the screen in some mapsCorrected a visual glitch where screen tints (like the kind from swimming, lava, acid, etc) were applied twice, making the screen darker than they should've beenFixed a bug where saber clash flares weren't showingThe flame and freeze debuffs no longer cause (a miniscule amount of) knockbackKYD-21 alternate firemode renamed to "Sting"Minor visual changes to the Suppressor Pistol New Features Capture the Flag mode now working again.The Join Game menu now shows a friendly name of the map the server is running (so "jkg_ctf_bespin" becomes "Bespin Shafts"). Maps from the map pack are shown in cyan, and maps unavailable for public use are in red.Added a new rcon command: cpa <message> - issues a center-print to all clients in the gamePowerups, flags, etc now show "Press E to Pick Up X" of the appropriate type (not just weapons)New cvar: jkg_creditsPerCapture - the amount of credits awarded to the capturer of a flag. Defaults to 300New cvar: jkg_creditsPerTeamCapture - the amount of credits awarded to the whole team (except the capturer) when a flag is captured. Defaults to 100New cvar: jkg_creditsPerReturn - the amount of credits awarded to the returner of a flag. Defaults to 75 Balance Now requires 2 kills instead of 3 to trigger a bountyCTF now uses jkg_creditsPerTeamCapture instead of jkg_creditsPerKill for kill creditsjkg_bounty raised from 10 to 75 to make bounties more rewardingKYD-21 Pistol: Increased primary fire damage (25 -> 28), increased primary fire firerate (600->475)DE-10 Snub Pistol: Reduced recoil (5.0 -> 4.2)Advanced Suppressor Pistol: Primary fire is now automatic We are working on rolling out Mac builds as well in this release.
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Yes. There is a server in the server list right now, not the same IP.
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Sorry about the bumpy game today. Some issues came up that we didn't expect to occur. However we will be rolling out a patch (1.2.1) that will address some of the problems. We hope to get a 24/7 up with a solid playbase soon.
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That's correct.
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@Seven @NubSmoo @Stoiss @dankswagmaster @Noodle @nyarl @Darth Futuza @MagSul @SeTh @1NaCsTeR @Silverfang @ooxavenue \ @@Seven @ @@Stoiss @ @@Noodle @@nyarl @@Darth Futuza @@MagSul @@SeTh @@1NaCsTeR @@Silverfang @@ooxavenue @@DT85 @@Pande @@Onysfx @@Xycaleth @@ensiform @@Ramikad @@SiLink Just a reminder that the scrimmage match will be starting in two hours! Feel free to bring others, as the server is a 32 slot server!
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Hi, this occurs when the renderer could not be loaded for some reason or another. The renderer was renamed, so what's most likely happening is that an old configuration file with rd-vanilla in it is causing it to point at that instead of rd-galaxies. An easy fix is to add this in the .bat file: +seta cl_renderer "rd-galaxies" You only need to run the game once and it will correct itself.
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The scrimmage match will be held on Saturday at 3PM EST (GMT-4). If you haven't already, download the Clientside: https://jkhub.org/files/file/3116-jedi-knight-galaxies-clientside/ We may also play on some of the maps in the map pack: https://jkhub.org/files/file/2652-jedi-knight-galaxies-map-bundle-1/ The server IP address (it may not show up in the server list): scifi.jk3.in:29077 Mass summon: @@Seven @@Darth Futuza @ @@Stoiss @ @@Noodle @@nyarl @@MagSul @@SeTh @@1NaCsTeR @@Silverfang @@ooxavenue @@DT85 @@Onysfx @@Xycaleth @@ensiform
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Released! If you are playing the Scrimmage Match, be sure to use the top link (Clientside) to download and run the mod.