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Everything posted by eezstreet
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Not unless you don't sell it for cash.
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Note: ICARUS and Ghoul 2 are considered proprietary formats anyway, so it's a moot point. You'd be selling the assets, not the game, which isn't in and of itself wrong
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There's several problems with licensing out an engine from Raven for this particular purpose: 1. Disney, as you mentioned 2. The id Tech engine itself, which Raven doesn't have permission to license in such a way to us. 3. Some of these are Raven Standard libraries, which are licensed under Activision oddly enough, particularly Ratl (Raven Template Library), Rufl (Raven Useful Functions Library) and Ravl (Raven Vector Library). 4. There's legal issues with releasing the source as it is (50+ forkers of the original project had to clean their history and rebase their code because it was found to be illegally distributing some libraries, unintentional of course). This has been mostly taken care of though. Possibly. Or they could be licensing it with money up front, which is more likely. You'd have to ask Valve about the specifics. Raven's code is based off another engine, which makes this a very tricky situation. Frankly I wouldn't even bother starting this up as a commercial project. Just seems silly, since there's far better options. This is more for learning/fun/maybe portfolio, idk, as Raven says. Depends on what sort of talent is brought back into the community.
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therfiles: Yes. But its highly frowned upon, and you'd be profiting off of Raven's work, which I don't really approve of personally. Also, Star Wars copyrights et al. tl;dr. Not sure why you would, but yes. @@minilogoguy18: The rules here are a bit gray. Since mods can legally distribute a _humanoid.gla to suit a particular purpose, but can also edit an animation... Its a legal grey area for sure. It's technically legal to just snatch up a stance mod and distribute it. But is it really ethical...? No, not really, because you're stealing the other stuff in the GLA. I can't definitely say one way or the other. Textures, sounds, models, maps, and basically everything else is definitively off-limits though.
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This is a thread to discuss all things OpenJK related, be they technical banter or otherwise. OpenJK is an engine enhancement for JK2 and JKA, which is designed to be "the ultimate source code" to base your mod projects and standalone projects on. It, like the rest of the source release, is licensed under GPLv2, so you must adhere to it (openly distribute your source code, and we don't have any problems!). Feature list (only slightly out of date): Singleplayer (note: OpenJK savegames and base savegames are not compatible with each other due to major structural differences) General JK2 and JKA are now playable from the same .exe file.Can now read jagamex86.dll/jk2gamex86.dll from a mod folder (ie, set with fs_game)Removed force feedback due to copyright infringementWampas are no longer affected by knockback [Jedi Academy only]Disabled various useless warningsBug Fixes Corrected an issue where some models which normally worked in MP would not work in SPFixed an issue where /setforceall 3 would not allow you to cycle saber stances all the way [Jedi Academy only]Fixed an issue where /setforceall 3 would not allow you to advance through the menus and remain stuck on mission select screens. [Jedi Academy only]Corrected a massive parsing error which was causing lots of OOB (out of bounds) memory accessImproved/fixed Mind Trick Level 4:The text that says "Press JUMP to exit" is now accurate.First person weapon now displays correctlyNoghri Stick/Tusken Staff/Tusken Rifle fixed for first person [Jedi Academy only]Imperial Pistol corrected for first person [Jedi Outcast only]No longer switches weapon on the player when activeImproved the third person camera so that it's more consistent with the player. This does not affect droids, in order to maintain base consistency for certain missions in JK2.No longer allowed to switch weapons while charging another weaponFixed light amplification goggles. [Jedi Academy only]Fixed gamma ramping issuesFixed various memory leaksFixed /cmdlist command, as well as the entire command sequence, which was totally brokenExtensions/Modability ICARUS can now set and read the values of cvarsAdded damage/altDamage/splashDamage/altSplashDamage/splashRadius/altSplashRadius to weapons.dat, and removed Force Feedback related ones. Multiplayer General Adjusted several cvar defaultsAdded support for multiple master servers on the client. The second one is defaulted to JKHub.Bug Fixes Removed the following useless cvars: net_killdroppedfragments, com_blood, and com_hunkmegsCorrected crashes on ATI cardsRaised maximum cvar limit from 1600 to 2048 (which fixes Siege-related crashes on JA+)ICARUS now functions nearly identical to SP, except for SP-specific features (such as cinematics)Fixed crashes from spawning Ragnos or Saber DroidsFixed AI:Cultist: All varieties except Destroyer and Commando. Some small bugs with Drain and push/pull variant.Jawa: corrected walk/run sequenceFixed a crash from spawning a YT-1300 vehicle, and from piloting invalid vehicles in generalFixed freeze when server does a map_restart while client is loading the mapThe game no longer spams "r_maxpolies or r_maxpolyverts reached" in certain circumstancesCorrected a buffer overflow in RCON codeCheats now work properly when playing back demosCorrected an issue where shaders were wildly inconsistent with SP. As a side effect, the detpacks now flash like they do in SP.Corrected timescale frametime issues with negative or very small timescale.Various security fixes:Fixed clients being able to change IP via cvarCorrected people spoofing clients with print packetsCorrected servers spoofing clients with connect packetsFixed an issue where typing in certain commands caused a total map refresh, allowing people to bypass various ingame limits (such as the MBII respawn limit)Visual Demos can now be recorded to AVI formatHUD corrections:Allowed non-hardcoded HUD elements to be drawn from .menu filesRemoved color tinting from team games (looks bad)Corrected an issue where the HUD would show up while dead in Siege.Correctly displays infinite ammo for the pistol when g_hudfiles is 1Correctly displays melee when g_hudfiles is 1Added minimize commandr_mode can now be set to -2, which uses your desktop resolutionAdded screenshot_png commandReintroduced r_mapOverBrightBits cvar from Quake 3Updated the JPEG library.Interpolated NPC movement, so they don't have stuttery movementCorrected a minor visual issue where the Stouker Concussion rifle was improperly rendered in first person.Greatly smoothened the look of first person animation.Fixed Stouker Concussion Rifle and Bryar Blaster Pistol animations [Pure OpenJK games only] Shared New Features Modular Renderer, which in the future will be able to be exchanged for other renderers (such as ioquake3's rend2, or XreaL)Linux SupportVisual Studio 2010/2012 compilation support, and CMake supportConsole improvements: changed keycode (Now `, instead of shift+`), added more controls (shift+page up/down, mouse wheel, ctrl+mouse wheel), and increased the buffer.Added fontlist commandBug Fixes Fixed widescreen causing black screenFixed unusual resolutions causing game crashes when creating a local gameRemoved CD checksRemoved anti-piracy code (CL_PacketParseEntities)Cleaned up the code (in general)Corrected an issue where ICARUS could potentially overflow and corrupt the memoryRemoved CPU detection from the codeCorrected an issue where viewing the OpenGL config screen would crash the game due to having too many GL extensions on your video cardRemoved warnings about DirectX being out of dateFixed issues with mouse not being properly released when not fullscreened Please do not ask about: Renderer-related stuff, we're well aware that the renderer is crap Gameplay-related "suggestions". OpenJK isn't a gameplay enhancer. What's possible with the engine - because <em>anything</em> is possible with the engine source. Fork it now! https://github.com/razish/openjk General Support/Discussion Channel: irc.arloria.net / #JACoders
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Jedi Academy and Jedi Outcast source code released!!
eezstreet replied to eezstreet's topic in Coding and Scripts
OJP added the JK2 gametypes back in. This is a mod thing, and isn't something we're going to actively support (OpenJK isn't a gameplay changer, it's a general game improvement suite) No, it's built off of modbase, which is better in terms of bugfixes, since it's had all of the OJP fixes, plus more. Not to say it isn't compatible with OJP though, it most certainly is. And I hear there's a new version of EoC which uses SP code as well. -
(SP) Choosing lightsaber without it turning on
eezstreet replied to Circa's topic in Modding Assistance
note: you can compile ICARUS scripts using just IBIze, which should work fine under wine -
http://github.com/eezstreet/OpenJK ^ Switch between JK2 and JKA using a different fs_game and changing the value of com_jk2. 95% finished, just a S_FindName error and strip -> stringed conversion needed. OpenJK is going to use roughly the same principle as this. Its just jasp.exe heavily decoded to use JK2 style DLLs. No effect on game play whatsoever, but it does add dynamic glow. Based on that, I think it's /definitely/ possible for you to play JKA using JK2 qvms. The QVMs contain the code that people often complain about in terms of game play.
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Could be the code that's wonky.
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Nobody's going to really care if your assets look too similar, but the point is that they need to be replaced. Can't just change one pixel on Kyle's skin either, you need to be able to prove that you made the whole thing yourself.
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Panic ! Yahoo mail account disapeared
eezstreet replied to AshuraDX's topic in Art, Media & Technology
lol who uses yahoo anymore -
Thanks, fixed the one in my post.
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No. Don't use Visual Basic. Use Microsoft Visual Studio C++ instead, because it's C++, not Basic. Two totally different languages Please read this (ignore the links at the bottom), and this, specifically the part on Microsoft Visual Studio. EDIT, and to get the latest version of OpenJK, go to https://github.com/Razish/OpenJK and hit the button that says "ZIP". You can also hit Clone in Windows to download a clone of the repository, if you're using the GitHub official app.
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CrimsonStrife: See ioquake3, its used the same premise for years.
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You need XDK to do this.
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Jedi Academy and Jedi Outcast source code released!!
eezstreet replied to eezstreet's topic in Coding and Scripts
@@changkhan heya, I knew it was only a matter of time before you showed up. Any chance at the original map source getting released? Also, DT mentioned lack of carcass and it would appear that ModView is out of date as well. -
A port of the game to tablet poses no legal issues, as long as you follow the GPL and don't distribute game assets, or for a profit.
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Jedi Academy and Jedi Outcast source code released!!
eezstreet replied to eezstreet's topic in Coding and Scripts
Original post updated. JK2 code has been fixed and the 1.02 version of JK2 is now available. @@Archangel35757, @>DT<, @@minilogoguy18 take note as it has carcass and Assimilate source code now available. -
Jedi Academy and Jedi Outcast source code released!!
eezstreet replied to eezstreet's topic in Coding and Scripts
@@Teancum: see OpenJK on Github, that's the main fork. Also all Xbox code is #ifdef'd out, and all Xbox solutions are separate from the game itself (x_exe.vcproj for instance) @@katanamaru: ah, yes. Okay. -
Jedi Academy and Jedi Outcast source code released!!
eezstreet replied to eezstreet's topic in Coding and Scripts
Also: styles have been possible for a long time, see JKG's .stance file system. -
Jedi Academy and Jedi Outcast source code released!!
eezstreet replied to eezstreet's topic in Coding and Scripts
OpenJK is still the exact same game. We're working to keep the game as unchanged as possible, aside from the bug fixes and slight aesthetics. I think the only two major changes are the removal of the .str system (in favor of something better), and allowing JKA and JK2 to be able to be run on the same executable. @@Teancum: The Xbox code is relatively useless, and serves absolutely no purpose being in the files. I'd say remove it, as it can't be compiled anyway. -
Jedi Academy and Jedi Outcast source code released!!
eezstreet replied to eezstreet's topic in Coding and Scripts
I don't think they have access to that source. This mostly appears to be a raw copy/paste, suggesting that they don't have it. I'll see if I can get them to bug Aspyr though. -
Jedi Academy and Jedi Outcast source code released!!
eezstreet replied to eezstreet's topic in Coding and Scripts
Kotaku has picked up on the news, and Mike Gummelt is posting in the comments: http://kotaku.com/lucasarts-closure-convinces-developers-to-release-awes-468994505