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eezstreet

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  1. 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)
  2. 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)
  3. The stats are changeable on the .itm file.
  4. 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.
  5. 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!
  6. 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.
  7. Yes. There is a server in the server list right now, not the same IP.
  8. 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.
  9. @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!
  10. 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.
  11. 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
  12. Released! If you are playing the Scrimmage Match, be sure to use the top link (Clientside) to download and run the mod.
  13. 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..!
  14. WIP Document. Can change at any time. Phase 1 - Versus (Released: 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 Several improvements to gameplay, and some small new quality of life features, balance pass, tweaks, bug fixes and optimizations. (Release date: August 25, 2022) 1.3.25 Bug fixes and balance tweaks for v1.3.23. (Release date: October 2022???) 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.
  15. This version will be released sometime today or tomorrow. There are a few final bugs that we are trying to correct.
  16. 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
  17. A time has already been decided. See this post.
  18. Thread moved to Coding and Scripts @@SaberBlade83, maybe try looking in wp_saber/g_saber.cpp?
  19. 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.
  20. 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)
  21. 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.
  22. 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.
  23. 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.
  24. You should hop on the JKCommunity Discord, it'd be easier to talk there.
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