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Everything posted by eezstreet
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Just an update: Currently it seems that there's a roadblock with getting the file uploaded onto the new JKHub CDN. Once that's taken care of, the file will be up..!
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WIP Document. Can change at any time. Phase 1 - Versus (Original Release: 17 September 2013) The focus on this phase is going to be combat and player vs player interactions. This will see overhauls to the following systems: Lightsaber Combat, Guns, Items, Vendors and Trading. 1.0.0: Initial release. (Release date: September 2013) 1.1.0: Moved to OpenJK Engine. (Release date: 06 April 2015) 1.1.1: Incremental update. (Release date: 25 October 2016) 1.2.0: New shop menu, new inventory menu, new item code, further optimizations to game. (Release date: November 2016) 1.2.1: Incremental update, bugfixes. (Release date: November 2016) 1.2.2: Incremental update, Mac version, bugfixes, minor balance tweaks. (Release date: December 2016) 1.3.0: Damage types, debuffs, armor, shields, jetpacks, special ammo. (Release date: December 28, 2017) 1.3.0b Bug fixes, performance improvements and adding in damage plums that were not properly implemented. 1.3.15 Bug fixes, improved bounty system, underdog reward system, passive credit system, team kill bonus system. 1.3.17 New vendor classes, healing buffs, various bug fixes and balance fixes. 1.3.18 New team lock cvar features, bug fixes and balance changes, reduced ammo prices for losing team etc. (Release date: July 7th, 2018) 1.3.19 Bug fixes, new items, new weapons, new buffs, fixed effects for stun etc. 1.3.21 Additional bug fixes, balancing issues, new map pack and new weapons, introduced overheating. (Release date: Feb 8th, 2020) 1.3.22 Balance pass, emp blasts for jetpacks, balance tweaks, overheating tweaks, bug fixes. (Release date: July 11th, 2020) 1.3.23 Improvements to gameplay, and some small new quality of life features, balance pass, tweaks, bug fixes & optimizations. (Release date: August 25, 2022) 1.3.24 Bug fixes and simple balance tweaks for v1.3.23. (Release date: November 2024???) 1.3.25 Bug fixes and more detailed quality of life fixes for v1.3.24 1.4.0: Lightsaber combat, Saber items, New Gamemode: Duel. (release date: ???) 1.4.1 Bug Fixes and Balance Improvements based on feedback from v1.4.0 1.5.0: Force powers and simple force skill tree. 1.5.1 Bug Fixes and Balance Improvements based on feedback from v1.5.0 1.6.0: Additional rudimentary skill trees, experience, leveling, player trading. 1.7.0: Limited Vehicle combat; Space Battle mode (probably not likely)?. 1.8.0 Final Phase I Release - Development switches to Phase 2, Phase I is in maintenance. Phase 2 - Co-op The focus on this phase is going to be co-op gameplay, in instances with very rudimentary "quests" and npc dialogue. This will see overhauls to the following systems: Artificial Intelligence/NPCs, Pathfinding, Graphics, and Localization. 2.0.0: Initial release. Mos Eisley Hubworld with 5 repeatable 'instance' quests and a party system. Basic AI to fight. 2.0.1 Bug Fixes and Hotfixes. 2.0.2 ??? 2.1.0: Additional, more complex quests added. Improved AI and creatures to fight. 2.2.0: Group finding system. More detailed Hub world, arena and PVP co-op missions (play against other co-op groups). Additional environments. 2.3.0: UI Overhaul - New menu system and text rendering, etc. 2.4.0: Graphic Overhaul - Rend2 2.5.0: ??? Phase 3 - RPG The focus on this phase is going to be RPG mechanics, in large worlds that are semi-persistent. This will see overhauls to the following systems: Map, Collision, Vehicles, Conversation System, Skill Trees, Quests. 3.0.0: Initial release 3.1.0: ??? Phase 4 - LMO The focus on this phase is going to be connecting all of the worlds together on one persistent server, and social networking. This will see overhauls to the following systems: Persistent Player Data, Interworld Communication, Space Combat, Social, and Parallel Operations (multithreading). 4.0.0: Initial release 4.1.0: ??? Red text indicates a version that has not been started on yet. Yellow text indicates a version that is currently in progress/being tested. Green text indicates a version that has been released.
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This version will be released sometime today or tomorrow. There are a few final bugs that we are trying to correct.
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https://jkhub.org/files/file/3116-jedi-knight-galaxies-clientside/ https://jkhub.org/files/file/3115-jedi-knight-galaxies-serverside/ https://jkhub.org/files/file/2652-jedi-knight-galaxies-map-bundle-1/ Here is a full list of changes that are in JKGalaxies 1.2.0. This will be the version used in the scrimmage match, not 1.1.1. General Now runs on Linux 64 bitRemoved loads of unused codeVarious minor optimizations to the gameFixed a Linux-specific crash upon changing maps or shutting down the server.Added a detailed item description to the currently selected item in the inventory.Fixed movement speed modifiersThe viewmodel no longer bobs in iron sights mode.Changed the tilt algorithm for the viewmodelLooking up/down while sprinting no longer tilts the viewmodel as muchRemoved "Ammo: Infinite" when a melee weapon is equipped.Added three new testing cvars: jkg_sightsBobX, jkg_sightsBobY, jkg_sightsBobZYou can no longer kick the vendor aroundconnmsg no longer shows up in tab completioncom_affinity now defaults to 0jkg_startingGun now caches correctlyGrenades and projectiles can no longer be fired through wallsCorrected an issue where effects could point at the origin incorrectlyFiring a weapon and then switching to iron sights quickly no longer plays the firing animation twice.The inventory can now be toggled with the hotkeyvid_restart no longer breaks your inventoryThe hitmarker will no longer trigger on dead bodies, or on your own trip mines from other trip minesThe hitmarker will no longer trigger on invincible people or turrets.Fixed all issues with xRGB color codesgive and giveother cheat commands have been improvedFixed a critical exploit where players could use cheats.The server is now warned when they are using a default password for their admin.Jumping and rolling now consume stamina.Doubled the amount of damage done with melee.The client's inventory is now correctly cleared when they switch teams.Turrets will no longer target NPCsRemoved unused cvar jkg_noKillMessagesReloading now ignores flood protectionDestroying an item no longer crashes the gameVanilla renderer renamed to rd-galaxiesSprinting down stairs is not quite as painfulSwitching firing modes on a weapon that does not have firing modes will no longer trigger the sound effectRecoil is halved when crouchedFX now has much less of a performance hitThe filter button now works for the inventory menuFixed three different memory leaksFixed a potential crash from drawing force power iconsShop Menu The shop has a new UI, with two lists of itemsYou can now sell your items to the shopThe shop now plays a sound effect when you purchase an itemItems bought in the shop are now automatically added to the ACIThe filter button now works for the shopThe shop now has sorting by price and by nameThe shop now automatically updates its stock on the client, instead of updating when we click on somethingFixed a crash that would occur when the shop refreshes its stock
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A time has already been decided. See this post.
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Help with coding level 4 and level 5 force power.
eezstreet replied to GamingPrince83's topic in Coding and Scripts
Thread moved to Coding and Scripts @@SaberBlade83, maybe try looking in wp_saber/g_saber.cpp? -
Some of you in the Discord have noticed that I've been working on the new shop menu, and have been posting screenshots of the progress. Well, the new shop menu (which may or may not be added after the scrimmage match, still pending discussion) is finally completed, and it looks great! In addition to viewing your inventory and the shop at the same time, the new shop now automatically updates when the shop inventory refreshes and can filter both at the same time. A totally new addition is the ability to sort either side by either cost or name. Clicking on the same option twice will change sorting from ascending to descending, and vice versa. The old shop menu, in case you were wondering, became the inventory menu.
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So it seems that we're a bit screwed up when it comes to versioning. @@Darth Futuza insists that we use 1.45 as a version number because that's what JKG was using prior to going open source. I wanted to mark the first release after going open source as being 1.xx, with 1.01 as being the new version. But our GitHub goes by Revision numbers. How about a compromise? Revision 1 (which is what is done already) is version 1.1.x (with x being # commits after milestone has been reached), and when Revision 2 is complete, it will be version 1.2.0 (and any commit afterwards will increment the last number)
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Yes, that is correct. It will require a new beta in order to connect to servers. But those will be put out at least a day or so before the scrimmage match.
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Currently there isn't much discussion of metagame, but I expect there to be some discussion after the scrimmage match. Based on the few matches that I've played, here's what I've gathered. The main strategy I've seen is to build into either a Diplomat blaster and redeem the 500 credits with kills, or to wait and build into slugthrower. Slugthrowers are pretty strong for the moment, and they can pretty reliably rack up kills. Most of the pistols (including the Diplomat) could use a price reduction to be competitive in the early game, because they are very easily outclassed by Slugthrowers. On the other hand, slugthrowers will be pretty dampened by armor, but I suspect that most people will be packing armor to try and build around it. I do think that grenades and trip mines need a price reduction, because they are simply too expensive. Grenades are supposed to be build-enhancing items, not build-defining ones. Trip mines don't reliably produce kills and have the negative effect of being disarmed for credits.
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From what we've seen, the matches are optimal to last around an hour or so. We can keep the game up for a good period of time.
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You should hop on the JKCommunity Discord, it'd be easier to talk there.
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Not sure. My guess is soemthing is being called every frame that shouldn't be.
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If someone wants to record the match, that would certainly be awesome!
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Convert JKA Models to JK2.
eezstreet replied to GamingPrince83's topic in Jedi Knight General Discussions
JK2MV lets you use JKA models in JK2. -
All people involved with the match, how does this time and date sound? November 5th 2016 @ 3 PM Eastern US time (Countdown: https://www.tickcounter.com/countdown/1478372400000/america-new_york/dhms/FFFFFF3B5998000000FF0000/Jedi_Knight_Galaxies_Scrimmage ) @@Stoiss is probably the best person to try and host it, and if that doesn't work, we can use my server. Reminder that if you haven't signed up, This Thread is the place to do it. You are welcome to bring as many people as you want, the more the merrier! Everyone who has signed up will be reminded about the event as it approaches. The beta that's online now has a few problems that we will be addressing in the coming days. I wouldn't recommend downloading it for right now unless you want to train with the weapons and get a feel for the mod. A new beta will be made in a new thread titled Scrimmage Beta and highlight you all when it is ready. ----------------- @@Seven @ @@Stoiss @ @@Noodle @@nyarl @@Darth Futuza @@MagSul @@SeTh @@1NaCsTeR @@Silverfang @@ooxavenue
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Update, I just tested the mod with @@ensiform, and I can host.
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Oh! Ok. I've identified the problem - you're right, I made a typo in the .bat file.
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Thread split from 'JKG FAQ' @@Ramikad - Darth Futuza can compile a special version of the game that has XP support. It looks like this beta version won't be the version that we use in the scrimmage match; instead we will have another version that has XP and (possibly) 64-bit Linux client support.
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You have to put the whole jkgalaxies folder in. As in, you should have a jkgalaxies folder in your Gamedata folder, that has the .bat file in it. And inside of your jkgalaxies folder you have a JKG folder that contains all of the mod PK3s. Your .bat files shouldn't be in your Gamedata folder, in other words. This might sound confusing, but it's done for a reason: to make uninstallation easy and to prevent conflicts with other OpenJK installations.
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Any light entity with a targetname is considered a dynamic light. So I'm not sure I see the point?
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What...is it? I've never heard of that entity before.
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What specific times work best for you?
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Timezone?
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Posts moved from 'Sign up for the Scrimmage Match!' I think we're going to keep it to just jkg_ctf_bespin since that's the only map that's included by default in the release. I was thinking of having a core map pack that has all the basic maps.