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eezstreet

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Posts posted by eezstreet

  1. So there's some huge issues with our process:

    • Everything is packed together manually, which has tons of errors due to manual copy errors
    • PK3s are quite bad; their compression ratio is either too low or their decompression time is too slow for what is needed
    • There's no central place to put things
    • There's no easy way to patch things

    So, I've got a few ideas:

    • Use a shared Dropbox or something with Explorer integration. Create a script that builds the PK3s or whatever asset system we want
    • Support more filetypes, like LZMA compression. Or maybe invent our own archive format.
    • Create a system of "patching" PK3s through delta compression.
    Silverfang and Smoo like this
  2. Downloaded it and tested it. Had to edit my run jkgalaxies.bat to "jkgalaxies.x86.exe +set cl_renderer "rd-galaxies" +set fs_game "JKG" +set fs_cdpath "." +set fs_basepath "../"" to make it work. I also had to rename the folder JKG_Dev to JKG. So far I'm having a couple crashes whenever I select the new items (jetpack and armors) in the shop.

    oops :

    Note that you'll only have to edit the .bat if you put the folder into the gamedata folder, i changed it so that it should be placed in the Jedi Academy folder. but the folder is named wrong.

    I've heard about the crashing issue from someone else. I'll look into it later today and see what's going on with it.

  3. Jedi Knight Galaxies v1.4.0 will feature lightsaber combat. While this system was working in previous versions, the move to OpenJK broke the blocking system somehow and it needs to be looked at. JKG's lightsaber combat was developed from scratch, using the base lightsaber code as a starting point.

     

    We will also be diversifying the game modes. This version will introduce a new gametype, Duel Mode, which is similar to the original game's duel mode. Like JKA, you take turns fighting each other. The winner of each round is awarded some credits. Players who are spectating can place bets on fighters. The first person to reach the credit limit wins. You can purchase equipment as a spectator or a fighter. More expensive lightsabers are often better than the cheap ones, but you will of course need to pool your credits to win!

     

    New Features

    • To be completed

    Bug Fixes

    • To be completed
    Smoo and Stoiss like this
  4. so if anyone plays multiplayer, you may know about the back flip stall. if you dont, its simple; attack and back flip before the attack finishes and when you land the back flip the attack continues where it left off from before you back flipped. so my question is; dose this jk enhanced mod include this????

    Probably not. The only thing that mod includes off the top of my head is the velocity halving.

  5. Buffs and debuffs (both controlled by the same system), can either help or harm the player. They are applied to a player using either Lua scripting (WIP) or using a weapon. This replaces the damagetype field in .wpn files. Buffs are defined in buffs.json; a player can have a total of 16 buffs (each stack of a buff consumes one slot) applied to them at a time.

     

    Here is the current buffs.json, to help you get an idea of how they work in code:

     

     

    {
        "standard-fire": {
            "category": "fire",
    
            "canceling": {
                "priority": 50,
                "noBuffStack": true,
                "noCategoryStack": true,
                "waterRemoval": true,
                "rollRemoval": true,
    
                "cancelOther": [
                    {
                        "category": "cold",
                        "priority": 50
                    }
                ]
            },
    
            "damage": {
                "damage": 2,
                "means": "MOD_IGNITED",
                "damageRate": 500
            },
    
            "visuals": {
                "efx": {
                    "effect": "player/fire",
                    "bolt": "lower_lumbar",
                    "debounce": 200
                }
            }
        },
    
        "standard-freeze": {
            "category": "cold",
    
            "canceling": {
                "priority": 50,
                "noBuffStack": true,
                "noCategoryStack": true,
    
                "cancelOther": [
                    {
                        "category": "fire",
                        "priority": 100
                    }
                ]
            },
    
            "damage": {
                "damage": 2,
                "means": "MOD_FROZEN",
                "damagerate": 1000
            },
    
            "passive": {
                "pmove": "PM_FREEZE"
            },
    
            "visuals": {
                "shader": {
                    "shader": "gfx/PlayerOverlays/ice",
                    "shaderRGBA": [ 63, 63, 127, 255 ],
                    "shaderLen": 100000
                }
            }
        },
    
        "standard-stun": {
            "category": "stun",
    
            "canceling": {
                "noBuffStack": true,
                "noCategoryStack": true
            },
    
            "passive": {
                "pmove": "PM_FREEZE"
            },
    
            "visuals": {
                "shader": {
                    "shader": "gfx/PlayerOverlays/stun",
                    "shaderRGBA": [ 0, 0, 127, 255 ],
                    "shaderLen": 400
                }
            }
        },
    
        "standard-carbonite": {
            "category": "carbonite",
    
            "canceling": {
                "noBuffStack": true,
                "noCategoryStack": true
            },
    
            "damage": {
                "damage": 2,
                "means": "MOD_CARBONITE",
                "damagerate": 1000
            },
    
            "passive": {
                "pmove": "PM_FREEZE"
            },
    
            "visuals": {
                "shader": {
                    "shader": "gfx/PlayerOverlays/carbonite",
                    "shaderRGBA": [ 50, 50, 50, 255 ],
                    "shaderLen": 100000
                }
            }
        },
    
        "standard-bleed": {
            "category": "bleed",
    
            "canceling": {
                "noBuffStack": true,
                "noCategoryStack": true
            },
    
            "damage": {
                "damage": 1,
                "means": "MOD_BLEEDING",
                "damagerate": 1000
            }
        },
    
        "standard-poison": {
            "category": "poison",
    
            "canceling": {
                "noBuffStack": true,
                "noCategoryStack": true
            },
    
            "damage": {
                "damage": 4,
                "means": "MOD_POISONED",
                "damagerate": 1000
            }
        }
    
        // movement speed modifier is not implemented yet
        //"standard-cold": {
        //    "category": "cold",
        //
        //    "canceling": {
        //    },
        //
        //    "damage": {
        //    }
        //}
    }
    

    (For a full explanation about what all these fields do, check the Extended Data.txt in the source branch)

     

    Buffs can cancel out buffs either in their own category or in other categories. For example, fire can cancel out freezing and so on. (Fire can also be canceled out by freezing, or by rolling/swimming).

    For right now, all they can do is either damage the player or freeze them in place. In the future some buffs might grant you additional stats like invisibility/cloaking, resistance towards certain damage types, etc; fleshing out the content is still a work in progress.

    Agent Jones, Futuza, Smoo and 1 other like this
  6. Very nice to see how you guys work! Wish I could implement the same item system for SP though :(

    It's actually much easier to implement such a system in SP, since you don't have to worry about networking the data. When you get more proficient on C++ I can talk you through it sometime.
    Smoo and Noodle like this
  7. Animations being hardcoded really has nothing to do with the Ghoul2 format, and more to do with how the animation system is coded. You see, the skeleton format is just a series of frames with no rhyme or reason behind them, and the animation.cfg is what binds the frames to specific animations.

     

    What makes animations so hardcoded is very simple; the game just wasn't built for adding more animations. It's just a table of animations with strings mapping to integer values which is easier to work with.

     

    As far as file formats are concerned, you have to consider the following:

     

    - Is this something which I want people to edit quickly, but not necessarily load quickly and space isn't an issue? Go with a plaintext format, like JSON or the formats that JKA has for .sab, .npc, etc.

     

    - Is this something which I want to load quickly, or contains so much data that space becomes an issue? Go with binary data, like JPG or something.

     

    Loading binary data is way easier unless you use a library. In which case, loading plaintext data can be a cinch: https://github.com/JKGDevs/JediKnightGalaxies/blob/develop/codemp/game/bg_jetpacks.cpp

     

    Model data is normally binary but COLLADA (.dae) files are notably plaintext. I think FBX may be, too.

     

    Note though, because I feel like this needs repeated. This is just an ideas thread; I don't really have any motivation to work on a new format.

    Smoo likes this
  8. Development screenshots showing off how the differences in ammo types can make a huge difference.

     

    In 1.3.0, we added the ability to purchase and use new special ammo types. Some weapons have multiple ammo types at the same time, while others have different ammo types that you can cycle through. Some are a mix of both!

     

    Explosive Quarrels are extremely powerful, and turn your bowcaster into a glorified grenade launcher:

    Lwb7xbJ.jpg

     

    ...while Splitting Quarrels do the exact opposite, and turn your bowcaster into a glorified shotgun:

    oe4dE6G.jpg

     

    This change has been brought to you by Engine Changes . We had to up the limit of loaded .efx files in order for this to work correctly. HAYO!

    DarthStiv, Futuza, Jeff and 1 other like this
  9. So now let's get into the meat of it; what an ammo type can override. I coded all of this over a night or so.

     

    In 1.3.0 ammo will not be able to override debuffs granted to a player or clip size because of technical reasons. So no incendiary ammo or extended magazines then. But this other stuff can be overridden:

     

    • Behavior
      • Damage Type
      • Projectile count
      • Damage radius
      • Projectile hitbox
      • Recoil
      • Ammo usage
      • Firing speed
      • Bouncing
      • Accuracy rating
      • Knockback inflicted on shooter
      • Whether the weapon is hitscan or not
      • Projectile speed
      • Whether projectiles are affected by gravity or not
    • Visuals
      • Shoot muzzle flash effect
      • Muzzle flash dynamic light
      • Charging effect
      • Firing sound
      • Crosshair shader (change crosshair while using this ammo)
      • Traceline effects (if any hitscan weapons use this ammo)
      • Projectile effect
      • Projectile model
      • Projectile sound effect
      • Projectile dynamic light
      • Projectile hit effect
      • Projectile miss effect
      • Lightsaber deflection effect

    I'm going to update the OP with some ammo types and their effects. I want to have an open discussion about the types of ammo that are in the game because I think that's something we still need to work on for the scrimmage.

    Futuza likes this
  10. I like this, but I have the following feedback:

    • There's just simply too many crime tiers. I think if you boil it down to like 3 tiers (maybe show it with a debuff; with 3 skulls overhead being the "ultimate" worst), it'll be a lot more understandable to the player.
    • I think crime points is kind of a bad name, CP as an acronym has some uh...interesting connotations... Maybe call it Notoriety or something like that.
    • It should be noted that this is only in RPG mode (ie, phase 3), not Phase 1 or Phase 2 modes, which a server should still be able to boot into and play after Phase 3 is complete.
    • Do you lose 150 CP per equipped item that you lose? (so for example, at 1000+ CP, you lose >450, +100 for the death?)
    • Do crime points increase if done in self defense? ie, killing a player who was attacking you first, would that increase crime points?
  11. So, where do you change the code. I just barely started adding mods, and this same message came up while I was playing the Prequel Conversion mod. 

     

    I am really dumb, and don't know where and how to change the code. Can you help me? I don't know how to use OpenJK, either.

    If you run that mod using OpenJK, that error should go away.

    Download the latest nightly build for OpenJK for your platform and install it according to the directions here.

    Then to actually run the Prequel Conversion mod, I don't know as I'm not sure how that mod is installed...if it's just a bunch of PK3s (and/or loaded with the Mods menu) then you just run the OpenJK SP executable; if it requires running a batch script, then you'll want to edit the batch script to point to the openjk executable instead of jasp.exe.

    GrandThrawn65 likes this
  12. Jedi Knight Galaxies

    Third Scrimmage Match - December 2017

     

    It has been far too long. With the release of The Last Jedi, Star Wars season is upon us once more, and we have a new big update for you - 1.3.0. You can read all about it here. In order to make the patch go smoothly, we're going to do a public test of 1.3.0. Announcing the Third Scrimmage Match! With exciting changes like jetpacks, shields, consumable items, armor, and a new damage type system with complex interactions between these, you'll see new layers of strategy and verticality introduced. We hope to demonstrate these features and get your feedback on them.

     

    During the scrimmage match we will play on the released maps on both Team Free For All and Capture the Flag modes.

     

    How to sign up

    See this thread. Be sure to read the directions at the beginning carefully and include all of the necessary information.

     

    When is it?

    The date will be determined based on when people are best available. We're going to try to shoot for having as many people on as possible.

     

    What you'll need

    There will be a Google Drive link posted for downloading when it's ready. If you're signed up for the scrimmage match, just wait for a notification on JKHub for the mention. You'll want to download that, as well as the Extra Maps Pack.

     

    You do not need the current version of the game. The 1.3.0 patch will replace old content. All you need is a legal copy of Jedi Academy and everything listed above.

     

    Looking to 2018

    After the scrimmmage match, there will be a few features left to complete (custom ammo types, etc) and then we will release 1.3.0. There will be a few patches, but then we can focus on the thing you have all been waiting for...lightsabers.

     

    Futuza likes this
  13. Here you can sign up for the third scrimmage match.

     

    In order to sign up for the scrimmage match, please post the following, as a reply to this thread:

    • Your General Location (for ping/timezone)
    • What times work best for you (on your timezone)
    • What platform you use (Windows, Linux or Mac; optional)
    • How many people you want to bring along with you (optional)
    • Whether or not you can record video (optional)

     

    Here is the current list of sign ups, as well as timezones that work for them:

     

    ----------------------------------------

     

    @eezstreet - Any time, by myself.

    @@Darth Futuza - Mountain Time, any time except 31st evening, Windows, can record, +extras

    @ - Australia time, any time, Windows and Linux, can record and stream, +2-3 extras

    @@Dalo Lorn - European Time, any time between 12:00 - 22 CET (gmt+1), +1 extra

    @@swegmaster - American Time, any time on the weekend

    @ - European Time, any time between 12:00 - 22:00, +1 extra possible

    @@Noodle - GMT-3, preferrably between 14:00 - 17:00, +2 extra

    @@Onysfx - Canadian Eastern Time, any time

    @@Ramikad - GMT+1, any time before or after midnight

    @@gerbilOFdoom - Any time before noonish

     

    ----------------------------------------

     

    Download link

    Time of the scrimmage match

    Futuza, Wasa, Noodle and 1 other like this
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