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eezstreet

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  1. JK2: HD The code was officially released, yes. I've been talking with James for a long time, and he sorta randomly (sorta not) emailed me with the news after redsaurus/I bothered him about ModView source I'm talking with Raven to see if I'm allowed to publicly post the official JK2 script, and see if I can get the map source and carcass/behaved/stringed/assimilate source code. The official JACoders fork of the code is hosted on GitHub, and I will be committing my changes to SP within a few days (currently SP doesn't compile, but it's fixable).
  2. I'll see about re-hosting the original source code. It's based off of SourceForge, so I highly doubt that code is going anywhere. Resident coders are also working on 1.05 JK2 and 1.02 JKA patches
  3. Improved graphics. All mods are required to be opensourced. ICARUS/Ghoul2 are open sourced. BehavEd and ModView can be ported to Mac now. The game can be ported to a variety of platforms. Bugfixes to the engine can be done. SP is able to be modded now, since it's open sourced too. Improved networking. Improved controller support. Improved sound systems. Basically anything imaginable. You can also distribute mods as fully-fledged games, provided there are no base JA assets in the game. There's a ton more, but basically think of this as a one-way ticket to code anything imaginable in the game. Literally. Yes, it would. It'd also make it possible, since iojamp never fully supported the game anyway. And yea, Raven wanted to release the source code for a real long time, but LA never responded. Believe they got the clearance not too long ago for it, which prompted James Monroe to email me about it.
  4. JKA Source Code released!

  5. yea about that.. http://jkhub.org/topic/1941-jedi-academy-and-jedi-outcast-source-code-released/?do=findComment&comment=22915
  6. FAQ: How do I compile this?Follow the link to OpenJK, and compile it using your favorite compiler. I recommend you make a fork.Can I make a game from this?Sure, as long as you don't use any original JA or JK2 assets. The original version: "jedioutcast" is Jedi Academy, "jediacademy" is Jedi Academy for Xbox: Includes: JA 1.01 full game source!ModViewLip-synching source filespng2tga http://sourceforge.net/projects/jedioutcast/files/ https://sourceforge.net/projects/jediacademy/files James Monroe pull, 4/4/2013. Contains Jedi Outcast 1.02 full code: Includes: JK2 1.02 code!! Full game source!Assimilatecarcassibizeroq2JK2Radianttga2jpg http://sourceforge.net/code-snapshots/git/j/je/jedioutcast/code.git/jedioutcast-code-a8c260f9e47dbf490efa75eb2047fdfe6b7138f4.tar.gz http://sourceforge.net/p/jedioutcast/code/ci/deb6db7837e053b613dd85737ad7b6137a368a00/tree/ OpenJK: https://github.com/Razish/OpenJK
  7. Well, Raven seems enthusiastic about making another game, from what I can tell. And Disney is going to license out their games like how they did with JKA/2. That just leaves Activision to convince that JK3/4 is a good idea, and we're in business.
  8. also the SP SDK
  9. Are you guys mad? This is great news! They're opening up more opportunities for licensing, and let's get for real...LA of late wasn't exactly fantastic anyway. This makes a Raven-made JK3/4 more and more of a reality.
  10. It'll probably have to be jailbroken / retrieved off of Cydia, since the App Store stuff is restrictive on things like this. Android however is not a problem. (Fun fact though- Cydia has a C++ compiler app, so you can compile it on the iPad and then run it. But again, performance would be terrible) In terms of language: you need to recode it in Objective C in order to run on iOS, but I think there's another option too. Android doesn't have language restrictions like that. The DirectX requirement can be ignored. DirectX is only used for sound and joystick stuff on Windows. Ideally you'd be compiling under a modified Linux build of the game. As far as being a code wiz though... Not really, actually. You basically just need to modify the Linux build of iojamp to work on Android. Obviously you'll need to know the basics first though. I saw someone mention something about processors: Yes, while the clock speed is a lot faster on the iPad than on the requirements, clock speed is /not/ an accurate measure of how good a CPU is. Case in point: the Intel I7 had about half the clock speed of a specific AMD processor (can't remember which specifically) but ran around twice as well.. It's really more about the FLOPS (floating point operations per second). The iPad 2 can handle 171 MFLOPS. By comparison, the Pentium III (which was new-ish in JA's time), was the first processor to break 1 gigaflop. That means that the iPad 2 can only handle 1/5th of the processing operations that are roughly required to run the game. LOL.
  11. I've sent them an email (them = James / Ste Corke), and we'll see how they respond to this little bit of info. They seem forgetful about the importer/exporter however.
  12. Saber offense controls a few things related to breaking parries iirc, but most of this is handled by the saber/stance you're in.
  13. Aha. Well either way, Raven never had the source code to it, just the .dfil (or whatever extension it is). Sorry that I can't be too much help on the subject.
  14. Just running Safari sometimes is too much for an iPod touch to handle sometimes (talking 3rd Gen iPod here). iOS from my experience has always been crashy, but it tends to improve with newer stuff.
  15. A little bird at Raven told me that this is very close to what they used in the past: http://sourceforge.net/projects/dotxsi4max/
  16. But look like utter dog poop. Also take into account that a LOT of modelers (a lot of the old ones anyway) didn't put LODs in their models. It's quite bad in Moviebattles and in Movie Duels especially, if I remember right. And no, there's still Ghoul2 to worry about, and EFX, the latter of which can't be controlled in how detailed it is. Have fun playing in a lugor server, lel.
  17. Final Fantasy, Chrono Trigger and Chaos Ring are all turn-based games, and don't require NEAR as precise action as say, Quake 3 or JKA. Then you have to account for the fact that there's sabers, force powers, inventory items, weapons, taunts, and I mean, there's just a ton of buttons there that you can't easily access on a tablet like that without cluttering up the screen. Square Enix isn't exactly what I'd call "hardcore titles" anyway (with the exception of their Eidos acquisitions) Trust me, Quake 3 for iPad, Quake 3 for Android, and Doom for iPad and Android did nothing to reinvigorate the community. In fact I think Brutal Doom did a whole lot more...and that's a mod, not a port. Jailbreaks don't stop people either, since they're rapidly increasing in popularity and seen in fact as a cultural identity phenomenon due to what I believe to be a rise in hipsters, personally. [For the record, I jailbroke and made my own theme for my iPod before it was even cool, mmk?] iojamp is such a legal shitstorm anyway as it is, and that's what deters me away from working on it mostly. It's a ginormous legal gray area, but not as much as Black Rain, I suppose. Wiimote and nunchuks as well as lightbar (unless that's not needed) are certainly NOT portable, making your argument irrelevant. Also it might look shit with a stretched HUD and run even worse with a higher resolution. Just sayan. Says so right here: "Technical details were given: the game would use id Software's Quake III: Team Arena engine. The GHOUL 2 animation system, seen in Raven's Soldier of Fortune II: Double Helix, would be implemented. The polygon capacity of the engine had been doubled." Running iojamp would give a pretty idea actually as to how well it could handle it. I'd say to port iojamp first and see how that works out. Also, er...just run with a different model quality? Most models in base have LODs anyway. Most MODS however do not (start making LODs feggets) It isn't the same thing as "porting" in the evil sense. Calm down, sir.
  18. Maybe, but it isn't going to bring about any sort of substantial increase in the playerbase like you're hoping for. Porting iojamp to Android would be fine. You're looking at an extremely niche market here though. The A6 wouldn't offer any significant improvement over the A5, as it mostly increases the GPU portion of the processor, which is primarily irrelevant in this regard, since the processor is still too slow to keep up. You also have to consider that they doubled the polygon limit from Q3->JK2, and added in a new effects system, ghoul2, scripting, etc, which will affect the game's performance significantly. Nexus 7 would probably run better than the iPad version. iOS is very picky about how much memory that apps are allowed to use and it tends to crash out to the homescreen on even simple apps a lot of the time (ie, Safari, but this could actually be because Safari is unstable as shit) Why would you want to hook up a Wiimote or a keyboard to the tablet, which I myself can barely see on, when you can just hook it up to the PC, which has a bigger, better looking monitor? I guess you could hook either up to the TV though for output, but I still rest my case that it's pretty pointless to go through the tablet medium. And it's not like the Wiimote is an exclusive thing either, it's the next controller that I'm going to try and get support for in JK2:HD (I've already got both PS3 and Xbox 360 controller support taken care of). There are plenty of practical reasons to not port it at all either, such as the time or effort that could be put in something else. Tablets are definitely _not_ what the kids use to play a first person shooter or action game like JKA, they have consoles for that. Tablets control a wider margin of the market than they did 10 years ago sure, but they aren't used for action games, they're used for more simple games like Infinity Blade or Fruit Ninja. That's all aside from the fact that kids these days simply don't have the attention span to try and get iojamp working. Quake: Live and Quake 3 for tablets failed to invigorate new life for the game, so I doubt the same will happen here.
  19. We don't have the game engine anyway, and it's a moot point since it would never be approved to Google Play due to all the copyright problems therein. The game would suck anyway on a tablet, if it could even run (the iPad/iPhone, which are infamous for having such poor processing power, would probably explode as soon as you turned on dynamic glow or repeater orbs).
  20. Yeah they really didn't make it very editable without having to change the code itself. Should be a lot easier on people soon.
  21. My sig never lies.

    1. Mog

      Mog

      I thought it did.

  22. The door might be a bit too high, and the seats look a little tall as well. Otherwise, it looks just fine.
  23. blargh. I ask that anyone that uses code from these follow the general guidelines of the GPL, except where permission is given otherwise. Write access can be given to people who are interested in working on them, and aren't going to screw up my code More code dumps/repositories/revisions to current repositories will be made available whenever I write more code, honest. All code is in C, unless otherwise stated. All of them were written for windows, though redsaurus does sometimes maintain a Mac version in a few of these repos. All of them were written using Microsoft Visual Studio 2008, unless otherwise stated. I only just recently started using VS2010 more exclusively, so my more recent stuff will be using that from now on. Please make sure to read this before PMing me. Thank you. If you use the code herein as a codebase for your project, or your project is a fork of it, I ask that you explicitly mention this in the project page and readme for your project, so that there is little confusion amongst players. Gunslinger's Academy [very limited write access]: http://code.google.com/p/gunslingers-academy/ JAMod (Unfinished): http://code.google.com/p/jamod-plus-plugins/ JAIRC (spior's version is probably better at this rate) - IRC client within JA: http://code.google.com/p/jedi-academy-irc/ I honestly have no idea what this is: http://code.google.com/p/jedi-academy-singleplayer-proxy/ JK2: HD [very limited write access] [Partial C++] [VS2010]: http://code.google.com/p/jk2-hd/ How to download The majority of these are configured on what is known as a Subversion Repository (or SVN, for short), and they do not have a .zip version to download. No need to despair though, as I'm going to teach you something which will make team-based coding a lot easier, kiddies. (stealing/borrowing my code isn't team-based coding, though :< ) So without further ado, here goes nothing. First, you'll want some form of SVN client. I really recommend TortoiseSVN. Other clients work well too, but for the sake of this tutorial I'm going to be using TortoiseSVN with the Windows Explorer integration selected during the install. Your computer will need to restart in order for it to be fully installed. Do this. Next, you'll want to clear out a space on your harddrive where you want the code to be downloaded to. Say you want the code to be in C:/Projects/JAIRC. Navigate to that directory (and/or make it). Next thing you'll want to do, provided you installed TortoiseSVN, is right click and hit SVN Checkout. It'll bring up a dialog box where it asks you for a repository URL. For the project, it'll be under the Source tab (Following the example for JAIRC, it would be located here.) Below where it says "Use this command to anonymously check out the latest project source code:", you'll want to copy it and paste it into the repository URL text box, but before you hit OK, you'll want to trim it down, since that's tuned for the commandline (You're just trying to get the address.) tl;dr, change this (example): svn checkout http://jedi-academy-irc.googlecode.com/svn/trunk/ jedi-academy-irc-read-only to this: http://jedi-academy-irc.googlecode.com/svn/trunk/ Hit OK. It'll take a little while. Grab some coffee or something, you crazy programmer you. Once it's done, you're good to go. I suggest you read more into Google Code (for public projects) / Assembla (for one private project), and the way SVN/Git/Mercurial/SourceSafe/whateverthehell works. It's very fascinating, and it's great for any sort of team project. I highly recommend it as part of your programming training regimen. Oh, and when you change stuff in the code, the little green icons on everything will change to red. Easiest way to eliminate this problem is to delete all the .svn hidden folders in the code, saving space on your HD as well. I'm sure there's a option in TortoiseSVN for it too, but I couldn't tell you as I don't have my working PC operational yet Credits/Fun Legal Crap The following coders/misc people deserve some sort of credit in some way or another, in no particular order: Raz0r, Scooper, Xycaleth, BobaFett, Didz, redsaurus, ensiform, Sir_General, spior, Deathspike, kingpin, Sheep, unic0rn, TheOneAndOnly, Tiger. Libraries used: libudisx86, libcurl. All code uses the SDK license, but I ask that people follow the general guidelines of the GPL unless they are given permission otherwise. This will prevent me from talking smack about you in IRC when you're not around getting upset with you.
  24. I tried a while ago to fix the LA goggles, but there's something in the engine which disables them. Also for some reason they broke the bacta. :/ EDIT: And if you must insist, my public repos are always on Google Code. I just ask that people follow the general guidelines of the GPL when using code from it, unless you ask for permission. Thanks. Here's the relevant ones that you're probably looking for: http://code.google.com/p/jk2-hd/ - JK2: HD http://code.google.com/p/jedi-academy-singleplayer-proxy/ - OLD version of the SP stuff. May still be working, but I have no idea. http://code.google.com/p/jamod-plus-plugins/ - JAMod / Unfinished
  25. target_give uses the same code in SP as in MP. To use it, just target it, and then target a weapon entity. Be aware, that you have to account for the weapon's respawn timer too! (This means that if the weapon still needs to regenerate, it won't give it to the player). Doesn't matter what you use to target the target_give, it's the same as any old other entity.
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