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eezstreet

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Everything posted by eezstreet

  1. 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.
  2. 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. 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. 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.
  3. what if i told you "mudduck"
  4. 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.
  5. 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 http://www.nasa.gov/topics/earth/features/2012.html
  6. Not factually accurate or relevant to any sort of cataclysmic event What "unusual sun activity" That calendar didn't take leap years into account and thus, ended a long time ago.
  7. thank god it's friday no wait, what?
  8. Nope, already tried that. .gob and .gfc are part of Doom 3's archiving system, actually. That's for .gcf files, not .gfc
  9. 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)
  10. 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.
  11. 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
  12. 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.
  13. Official word from the Raven employee that I talked to suggests that they were actually playing around with the community's mods in JK2 and just left the code and some of the assets in, but all by accident.
  14. Jenova lugormod uses a hacked serverside that allows for more than 32 players. They also have some other stuff on there. Also, they have a JKG server as well.
  15. You have to manually add alpha channels to the image using GIMP, which is one of the many reasons I hate using it.
  16. I'll start posting some addresses in the coding section, since I've taken the time to do some pmove-related disassembling now.
  17. In addition, I received some additional clarification as to some pics: Some of those pics are indicative of a missing "prototype" mission. Wanna know why there's a random Jedi Trainer with a red lightsaber? Because the Jedi Trainer was supposedly Tavion at one point, but was changed to be female (I guess Raven decided that the game was a bit of a sausagefest/too many male characters, I kinda agree with that notion)
  18. So, it would appear that Raven is pretty fun loving after all. Got this email in my inbox from Raven which discusses yoda saber and emperor hardcodes in SP:
  19. If we can identify the differences between SP and MP when it comes to movement, we might have a chance to make SP movement more like MP movement. I've been doing some research in what we have in the SP source code, and as it happens, we have pretty much all of bg_pmove.cpp disassembled here. As it turns out, PM_WalkMove (the function involved in 90% of the ground based movement code in SP) is totally different from MP, in several areas. I'm not sure what the differences exactly are, but I'll start a thread on the hidden coding section about what we have involving the SP movement code.
  20. Most of this is just common knowledge, and a lot of what is listed isn't demo specific (movement in SP has always been bad)
  21. So it would appear that there is multiple instances where Yoda and the Emperor would appear to be added to the game, but he is not actually in the game, how odd... Force powers do not work on any NPC named yoda. Likewise, any NPC named emperor will only use force powers, regardless of NPC class. Yoda has an extremely strong saber lock (stronger than desann) Yoda automatically inherits all qualities of CLASS_DESANN, regardless of current NPC class Yoda's saber exists, buried away in one of the .sab files, named "Eternal". It is forced to be green and use Tavion stance, references a model that doesn't exist, and is shorter than normal. Thoughts?
  22. I don't think it's creepy at all. However it does emphasize the point that I was trying to get across ^^
  23. I've looked at several pictures of Liara from Mass Effect and she doesn't have near as dark skin as that under the eyes o.o Also, what Inyri said. There's not a whole lot of definition in the cheek bones and the freckles on her face aren't very clearly defined compared to ME.
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