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Posts posted by eezstreet
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I've never understood why people keep trying to hack the hell out of JKA. Do people just love to hack stuffs lol? Is it a programmer thing lol? JKA was good for it's time and quite a few years after it's time, but now it's terribly outdated and they still haven't forked over the SP code after like what, a decade? I do really think there is a dead horse being flogged here lol...
...You do realize that just general modding is the same thing pretty much right?
Also it isn't JKA specific (works perfectly fine in JK2 SP and JK2 MP too. Screens after the break.)
Now then if you guys want something that's up-to-date, keep track of MovieBattles 3.If it's as much of a snore as MovieBattles II, then I'm probably not going to play it. Somehow the idea of Moviebattles 2 on a different engine is just not all that appealing to me.
Hmmmm...I just tried it. It just seemed to over saturate all the colors and make everything glow and make deep shadows. Interesting. It's probably my super old computer...I didn't see any other cool features, though.You have to modify the .ini in order to get the best effects. For instance, here's my JK2 SP config, to make everything dark:
Massive screenshots post coming up next with all the neat screens.
This would have been cool like 3 years ago when I was making most of my jka-movies.Edit: For me it doesn't seem to work... Is there anything I have to do with the .ini?
(besides adding [jamp.exe] to it
)
Could be your graphics card, but I don't use a [jamp.exe] section, rather I just modify the generic.
Aside from that, RenderFrame has to be 0 (it is by default i think), otherwise it interferes with the UI, and ZTrickFix should be 1 (I don't notice an effect either way though)
therfiles likes this -
Have you seen JAVisPlus?
Also, "enhancing the engine" isn't easy at all. Especially when you're reverse engineering the hardest part of a game: graphics.
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In case you're not aware, QEffects-GL is a visual enhancement mod for all GL based games.
Get it here:
https://code.google.com/p/qeffects-gl/downloads/list
NOTE: all screens i'm posting now are in SP, not MP (it works, but you absolutely MUST be in fullscreen)
Some screens I took:
depth of field
other fun stuffs
therfiles likes this -
bigger plz
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side note: please use code tags whenever you're posting code, that would make it much easier to read
thanks
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My steam username is the same as this username.
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That would be up to the person making the AI, and it certainly wouldn't be 1:1 with JKG's if we released the AI code (it'd probably be neutered just a hair, just for the sake of the mod being so AI dependent)
Caelum likes this -
We have just recently brought on a programmer whose favorite thing to do is AI, so yeah that will be given some special attention and I'm quite confident that he'll do a great job.
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There are new gametypes planned and all kinds of other stuff.
Server admins are always free to pick whatever gametype they want, there's still stuff like duel and powerduel in but there's no maps for those that have shops atm. Heck, could even make a lugor clone, since there's a Lua scripting backend that's totally exposed for server owners to mess around with.
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I downloaded this for shits and giggles and something right away bugged me big time, the walk animation that seems to have been made for no aparent reason to replace the base walk animation with one that sucks.
I'm sure I'll find other things if there were people online to where the TFFA match would actually start which leads me to why the F would you choose TFFA for a MMO based mod? FFA would be far more appropriate for the servers to run.
1. the walk animation and stuff is getting changed, if not probably reverted to base at some point in time. Since mrwonko's blender tools are available, I've been pushing for all our modelers to use Blender as that makes exporting and communication so much easier. (Explains why I was looking for a blender rigging tut heh). We have no dedicated animator at the moment though, so making new ones are out of the question for the moment until we can train everyone in using blender animations or bring in someone else. staff is getting stretched a bit thin though, we're down to around 5 people that work their socks off heh
2. TFFA is actually considerably more appropriate (in my opinion), as a large chunk of the game will revolve around it. Also there's things like "dungeon" type scenarios and stuff like that which necessitate teamwork. We want people to be closer together in other words, and TFFA is a great scenario for that.
Yeah thats right! Tell'em Inyri! You guys wanna fight?!Jk.
But its true people here are being too hostile sometimes. I was kinda dissapointed to JKG but not because of its aspects. It was because player assistance. I joined serwer after the first release. But all my questions were ignored by staff member, if he had answered, I wold realise its not installed properly, and I wold probably play it.
As Pande mentioned, you may not have been ignored, it may have been due to the fact that the channel settings have global and regular chat. While in regular chat, you can only see text from a certain distance away. If you are having problems, you can always talk to us on IRC (there's a quick access link in the news panel of the launcher) or send any one of us a PM on either here or TerranGaming and we're likely to respond to it within 12-24 hours, if there are no issues that is.
Why the hell is there no official server? Terran gaming used to have a couple of JA servers if I'm not mistaken, one good Lugormod server too but I think it went away when they all decided to hop on the TOR bandwagon.The terran gaming site is absolutely horrible btw, wont go back there after they changed it from MF->TG, ads galore and none of the links take you to where they're supposed to unless you're a member it seems.
We have been in talks with TerranGaming, and that is going to get sorted out very soon, it's just a matter of getting the server and some complex negotiations between us and a server provider. BTW, TG still has their lugor server up, and there was actually a gaming event there tonight I think.
They're in the process of moving to another webhost atm, so that will help alleviate a lot of the stress on the server and make getting a copy of the mod easier.
I'd like to conclude that there's always people online on #JKGalaxies (irc.arloria.net, check the link in our launcher's news section to instantly start chatting) that idle and can answer questions and help you set up our match. I'm very grateful that our most devoted followers have said very kind things to us, but I feel that a lot of the outside has been quite mislead by the situation going on and all I ask is for a little bit of lenience and/or clemency in their hatred. I think once people have actually played the mod, they will feel that they can't stop.
The situation is going to get better in the mod, but it's all going to take time, and we're always constantly working on it and we try to keep an open mind for suggestions and concerns. Like I said though, I just ask that everyone calms down with the hate, no need to hate on each other in this thread, it's all good. Seen a lot of "this mod is not open world RPG?! WTF I HATE YOU" recently so I've pretty much learned to not get me down.
RancorSNP likes this -
disinformation, its 12/21/2012, lol
what if i told you
"mudduck"
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As @@Acrobat described, it's like "pudding sauce movement".
You have no control over your movement in the air or rolling (fixed to one direction pretty much), and the acceleration is much slower.
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that sun activity happened like six months ago, I don't see any relevance to what's going on now
also that planetary alignment stuff is false, according to NASA
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-A galactic alignment with all the planets in our solar system.
Not factually accurate or relevant to any sort of cataclysmic event
-Unusual sun activity.
What "unusual sun activity"
-Mayan long count calender ends.
That calendar didn't take leap years into account and thus, ended a long time ago.
Astral Serpent and KDR_3XILE like this -
thank god it's friday
no wait, what?
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The XBOX code has been thoroughly gutted in the SDK, and among other things, the splitscreen code is gone. I suspect that that would have been in the executable, unless I'm mistaken.
Though if I can crack those archives (.gfc and .gob files), there may be some code in there that can be RE'd, unless that's in the XBOX Executable (.xbe).
Keep in mind, I'm mostly referring to JK2 here, since I don't have the ISO of JA cracked yet (I'm pretty sure it'll be using the same toolset though).
Also, I plan on decompiling a few select maps since there are subtle differences between them (ffa_bespin has a completely different rocket spawn I think)
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Because the animations which are in those files are used for either cinematics or the console version of the game. Either way they are definitely not used in the game. The AT-ST does use some sort of turning animation though for SP.
As far as the size goes, you'll be quite interested to know where all the space is distributed..
Map files, textures, binaries, ui, etc - 148 MB
Video - 1.08 GB
Sound - 80 MB
Music - 304 MB
Other Media - 546 kb (savegame mostly)
Reason why the video is so big is because they saved all the ingame cutscenes as .bik. Unfortunately they took of some of them it seems, as the continuity is wrong on them.
In all, there are 44+1 suggested cinematics (or were going to be that many). The actual number on the disc = 37+1, so like 7 of them got cut.
Now all I need is some way to open this stupid archive full of the bsps and binaries so i can hack those to pieces.
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Here's some cvars from the xbox version of the game. Most if not all of them aren't in the actual game itself.
unbindall seta in_mlooking "1" seta cg_turnAnims "0" seta cg_missionInfoFlashTime "15000" seta com_maxfps "85" seta sp_language "0" seta conAlpha "1.6" seta panoNumShots "10" seta cl_yawspeed "140" seta cl_pitchspeed "140" seta cl_anglespeedkey "1.5" seta cl_maxpackets "30" seta cl_packetdup "1" seta cl_run "1" seta sensitivity "2" seta cl_mouseAccel ".3" seta cl_freelook "1" seta cl_ingameVideo "1" seta cl_VideoQuality "0" seta cg_autoswitch "1" seta m_pitch "0.022" seta m_yaw "0.022" seta m_forward "0.25" seta m_side "0.25" seta m_filter "0" seta name "Kyle" seta snaps "20" seta sex "male" seta handicap "100" seta r_allowExtensions "1" seta r_picmip "0" seta r_detailtextures "1" seta r_texturebits "16" seta r_texturebitslm "0" seta r_colorbits "16" seta r_stereo "0" seta r_stencilbits "8" seta r_depthbits "16" seta r_overBrightBits "0" seta r_ignorehwgamma "0" seta r_mode "3" seta r_fullscreen "0" seta r_customwidth "1600" seta r_customheight "1024" seta r_customaspect "1" seta r_simpleMipMaps "1" seta r_subdivisions "4" seta r_ignoreFastPath "1" seta r_intensity "1" seta r_lodCurveError "500" seta r_lodbias "0" seta r_flares "1" seta r_lodscale "4" seta r_ignoreGLErrors "1" seta r_fastsky "0" seta r_drawSun "0" seta r_dynamiclight "1" seta r_dlightBacks "1" seta r_finish "0" seta r_textureMode "GL_LINEAR_MIPMAP_NEAREST" seta r_swapInterval "0" seta r_gamma "1" seta r_facePlaneCull "1" seta r_primitives "0" seta r_showtriscolor "0" seta cg_shadows "3" seta r_modelpoolmegs "20" seta r_lastValidRenderer "Intrinsic Alchemy" seta s_effects_volume "0.5" seta s_voice_volume "1.0" seta s_music_volume "0.25" seta s_allowDynamicMusic "1" seta s_soundpoolmegs "4" seta cg_drawCrosshair "1" seta cg_marks "1" seta ui_menuFiles "ui/menus.txt" seta ui_smallFont "0.25" seta ui_bigFont "0.4" seta cg_hudFiles "ui/jk2hud.txt" seta g_spskill "1" seta cg_crosshairForceHint "1" seta cm_playerCurveClip "1" seta cg_drawGun "1" seta cg_stereoSeparation "0.4" seta cg_draw2D "1" seta cg_drawStatus "1" seta cg_drawTimer "0" seta cg_drawFPS "0" seta cg_drawSnapshot "0" seta cg_drawAmmoWarning "1" seta cg_dynamicCrosshair "1" seta cg_crosshairIdentifyTarget "1" seta cg_crosshairSize "24" seta cg_crosshairX "0" seta cg_crosshairY "0" seta cg_simpleItems "0" seta cg_runpitch "0.002" seta cg_runroll "0.005" seta cg_bobup "0.005" seta cg_bobpitch "0.002" seta cg_bobroll "0.002" seta cg_saberAutoThird "1" seta cg_gunAutoFirst "1" seta cg_reliableAnimSounds "1" seta g_dismemberment "3" seta g_dismemberProbabilities "1" seta g_subtitles "0" seta g_saberAutoBlocking "1" seta g_saberRealisticCombat "0" seta g_saberMoveSpeed "1" seta g_saberAnimSpeed "1" seta g_saberAutoAim "1" seta d_slowmodeath "3" seta ui_r_glCustom "4" seta ui_iscensored "0" seta fs_openorder "0" seta cl_pitchSensitivity "0.5" seta in_useRumble "1" seta ac_autocenter "1" seta ac_invertstick "0" seta cs_buttonsetting "0" seta cs_thumbsticksettings "0" seta cg_menuBkMovie "jk0101.bik" seta cg_menuSecondaryMovie "JK0101_sw.bik" seta cv_autoAim "1" seta m_autolevelSpeed "0.03" seta g_playerselectteam "1" seta g_playerskilllevel "1" seta char1team "1" seta char1team "2" seta timelimit "30" seta fraglimit "20" seta capturelimit "8" seta duel_fraglimit "10" seta g_friendlyFire "0" seta g_MaxHolocronCarry "2" seta g_weaponDisable "0" seta g_duelWeaponDisable "0" seta g_warmup "1" seta g_dowarmup "10" seta g_forcePowerDisable "0" seta g_saberOnly "0" seta g_browsepowers "0" seta g_browsepowers2 "0" seta g_autobotselectskill "2" seta g_unlockallsplevels "0" seta frenchEnglishVersion "0" seta g_playerskilllevel "1" exec control01.cfg
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So here's something I've noticed.
Jedi Academy ROMs (xbox) on isohunt are listed at 1.2GB, and JK2 ROMs are listed at 1.5gb
hm..
But according to the Pirate Bay...
The PC version of Jedi Academy is 1.1GB, and JK2 is 630 MB
...what the hell math
So basically the size goes like this...
JK2 PC < JA PC < JA XBOX < JK2 XBOX
i don't understand
Time to do some extensive datamining then to see for sure.
EDIT: I lied. The JA XBOX is actually 1.2 GB, not 1.3. Correcting my math.
EDIT: All of those are NTSC/USA, not PAL.
[PSA] QEffects-GL: It works, and looks badass.
in Jedi Knight General Discussions
Posted
It would be nice if this had a levels feature, so i can get rid of the ridiculous levels of purple in some of the screenshots. but i digress.
Looks a lot better when you're actually ingame, I might add. The screenshots don't really do it justice.