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eezstreet

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Everything posted by eezstreet

  1. What times would be best for you?
  2. You are both welcome to join of course, just post to the scrimmage match list and I will add your information.
  3. Soon we will be hosting a playtest for JKG. You can sign up here: https://jkhub.org/topic/8499-sign-up-for-the-scrimmage-match/

    1. Tempust85

      Tempust85

      I thought JKG wasn't in development and/or release ready?

    2. eezstreet

      eezstreet

      It's developed off and on. There's a steady trickle of updates that come in from a number of people. Most of us develop it on the side, because it's a lot of work, and there's no real rush to work on it.

    3. eezstreet

      eezstreet

      We're working on trying to improve our communication as a main goal though, because our PR has never been good.

  4. Please reply to this topic if you are interested in playing on the scrimmage match. Also list what time/day is best for you and where you are located so we can arrange a date and server that will appeal to everyone. Example: _______________________ @eezstreet - Available all days, any time. Timezone: Eastern US. _______________________ Current people who are interested: @eezstreet - (Any time/Eastern US)* @@Seven - (Weekends or Weekdays between 4 and 11/US Eastern) @@Darth Futuza - (Weekday evenings after 10 PM or during afternoon/day/US Mountain) @ - (? / Australia)* @@Stoiss - (Weekends/Denmark)* @ - (Weekends/US Central) @@Noodle - (Any day/US Eastern) @@Noodle's siblings (Weekdays after 17:00 or Weekends/?) @@nyarl - (Any day/Eastern Europe) @@Darth Futuza's siblings - (Weekends/US Mountain) @@MagSul - (Evenings preferred, can do mornings and afternoons on weekends / GMT) @@SeTh - (Any time/US Eastern) @@1NaCsTeR - (Any time/US Eastern) @@Silverfang - (?/US Mountain) @@ooxavenue - (?/US West Coast)* * indicates a person who can host
  5. This is a beta release for 1.1.1. We will use it to play on the scrimmage match. Be sure to have it already downloaded before playing! http://files.jkhub.org/jka/jkg/jkgalaxies-combined-v1.01.zip
  6. I'm going to resurrect this again. We need to do a playtest of 1.01 before it releases. Who wants to host the server? Mass summon... @@Pande @@Darth Futuza @@Silverfang @@Stoiss @ @@Onysfx @@Noodle @@Xycaleth If we can get a server set up and ensure the game is working well, I can use my JKHub Staff Secret Favors to try and get an event advertised here on the Hub better to get a bigger amount of people.
  7. It's been a long time since I last posted here, but there is some progress. I've been working on getting the inventory menu to look good better. It will use a modified version of the shop menu, and the shop menu will be replaced entirely with something new. New Inventory: The main change is that the inventory scrolling makes sense now, and the examine menu has been dropped entirely in favor of a preview with real statistics. XML files will be removed. New shop concept: Several major changes to talk about: The inventory and the shop can be viewed at the same timeThe inventory (in this view) and the shop inventory can be sorted by price or by nameThe shop results can be filteredItems can be sold back to the shop (once again)Shops have a limited number of creditsYou might notice that this is similar in concept to Bethesda games; this was intentional. On top of all of this, the way items are handled is totally different now. Trade between vendor/client, trade between client/client, and trade between client/container will all use the same code, but have slightly different menus depending on the context (currently only trade between vendor/client works)
  8. I don't agree with permadeath difficulty levels for a singleplayer game. They're artificial difficulty, and ultimately if people want to play on only one life, why not impose that on themselves instead of coding it in? After all, there's nothing stopping someone from changing difficulty level or turning on godmode or whatever in the console.
  9. https://github.com/JKEnhanced/OpenJK Received a question about where the source code is located. Here it is.
  10. Actually, the cut dialogue is dialogue that's not present in the PK3s. (I can explain on Discord) Both of those lines of dialogue are used in cairn_dock2. The difficulty is one of their spawnflags i believe.
  11. The FPS drop might be because I was playing on a Debug build. I don't think it's necessary to make the reborn kill unlock an area. The maze is tight enough that the kill is basically mandatory. You're right, I forgot that there were two shadowtroopers there on the higher difficulties. This would be a pretty nice way of handling it. There's also a cut bit of dialogue that could be played when Kyle defeats both of them. I don't have my dialogue sheet but I think it reads something like "That armor seemed to resist my lightsaber..."
  12. I've been caught up in other projects and schoolwork, so no for right now. The current code is not stable enough yet.
  13. Not at all! I think the blue lights look great. Reminds me of a certain scene in The Dark Knight, actually. I like it. Although I think the shuttle might be a bit too big for the room. The pushed door looks awesome and I like the setting of this mod. Once you've got a pretty solid amount of levels, talk to me and I'll see what I can do about helping out on the code side of things.
  14. What's the difference between a two-sided antiportal and an areaportal?
  15. @@Jedi_Mediator I had a playthrough of it and I'm really impressed. You did a lot of good work with the scripting and waypointing. It's really coming together! I did notice a few things though. The areaportals still feel...off to me. But I'll have a crack at fixing them and see if there's something I'm missing. There's a huge FPS drop right at the beginning room that leads into the intermediate zone. Also, I can't help but shake that maybe fighting two fully-powered Shadowtroopers is a little bit of a difficulty spike, since the player only fights one in cairn_dock2. Maybe have two weaker "prototype" shadowtroopers that are fought here, with lower stats. Just a thought, of course. We can tweak it later. I also think that the Reborn is a bit oddly placed and is too much of a hint to the player as to where to go. I think it would be better suited in the tight corridors of the maze rather than the shafts. In addition, I kinda feel like the fight at the beginning of the maze area is unnecessary, and a bit much, as the player will need some time to cool off from that big Shadowtrooper fight, and probably scavenge some items. I also noticed that the large control room had some errors in the waypointing -- if you use "nav show all" you'll see some red (broken) links between a few waypoints. The elevators in the beginning area also have non-responsive switches - they maybe need to have the arrows show correctly? I can fix it later if need be. The next thing we will need to focus on is pickups. For the first few areas, there should be a pretty nice assortment of weapon racks for ammo that the player can access. Possibly a belt of thermal detonators on the lower difficulties. In the goodie room of the crane area, the player will likely be a bit low on health, so this area probably needs a shield and ammo generator. Some of the demp2s that are placed there will need to be replaced with bacta canisters. I can't think of how the rest of the level should play out, but there needs to be some secret areas for sure. There kind-of is one in the beginning area next to some pipes, but this area is not very fleshed out. I think another good spot for a secret area would be in the maze. Feel free to add any secret areas that you think would help. Probably more than one, but no more than 4 or 5. Maybe try playing it a few times from cairn_assembly to see where more pickups are needed. I like what you did with the AI. I noticed that the AI seemed to take cover more often than they do in the original maps. Did you use some point_combats here?
  16. I'll be away for the next week or so. More info: https://jkhub.org/topic/8414-hurricane-matthew/

    1. Smoo
    2. therfiles
    3. AshuraDX

      AshuraDX

      Good Luck my friend, stay safe!

  17. Yes it does have a particle effect system. That's what .efx files are for.
  18. Battlefront has no mods that I'm aware of. Anything that's out there is ENB/Reshade which isn't a mod.
  19. Not sure if this helps, but the water in question is the stuff on yavin_canyon.
  20. It isn't coded yet.
  21. Looks good! I suspect Raven intended for it to be filled in with stuff.
  22. We do *not* support ports. They are not allowed to be hosted on the Downloads section. Other people are free to request them for private use, but we don't condone it.
  23. @@JaceSolarisVIII There's a difference. The stuff that's ported is often used for private distribution and the person who made it makes very clear that it isn't their work. This is a completely different situation. And even if it was the same, people who make stuff have every right to defend their work. If EA found us to have a KOTOR skin and issued a C&D, we have no choice but to honor it. Speaking as staff...we have no say over what gets uploaded to other sites. It's really none of our business. We're rooting for you though. If you have a qualm with a file uploaded there, you can report it or talk to an administrator.
  24. Hm. I suppose I could write something up. Note that JK2 and JKA waypointing are totally different, but I can speak in general. In general, there are two different kinds of objects: - Goals (either a ref_tag or an entity) - Interlinking nodes (waypoint entities) Note that I said ref_tag or entity. ref_tags aren't actually entities, they are parsed out of the BSP and stored internally as points of interest. Also, some entities are automatically converted to ref_tags: waypoint_navgoal, point_combat. In order for an NPC to reach its goal, it needs to traverse the waypoint network. You can see which nodes are connected to each other by using the "nav show all" command ingame and view any errors with your navigation. Navigation is compiled as .nav files. Important: JK2 Enhanced allows you to place waypoints ingame, but the save feature isn't implemented yet. There are several different types of waypoint entity: waypoint_1, waypoint_2, waypoint_4, waypoint_8, ..., these are just waypoint entities with different radiuses. In general you want a waypoint to have as wide of a radius as possible so that NPCs aren't trying to be too precise. Your waypoint grid should be designed as smartly as possible. You need to connect waypoints using CTRL+K linking. So for instance, take two waypoints: WAY1 <----> WAY2 You can traverse from WAY1 to WAY2 and vice versa. But if we remove the link from one direction: WAY1 ------> WAY2 We can no longer traverse from WAY2 to WAY1. NPCs should be able to reach their goals from a waypoint. If a navgoal is outside the radius of a waypoint, the NPC can't path to it! point_combat is a special type of ref_tag that has some special AI related information to it. These can be flee points, cover positions, places to crouch, places to jump to, and places to snipe from. Some of the functionality doesn't work correctly, such as sniping points - the AI is just placed in strategic positions.
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