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Posts posted by eezstreet
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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.
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https://jkhub.org/topic/9932-released-jkgalaxies-130a-preview-version/
This is the version that will be used in the scrimmage. Please download it and maybe run it, to see if there are any obvious errors.Smoo likes this -
For more details on what this does, please see this thread.
No previous installation is required to run this.
Smoo likes this -
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
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Our JSON files load faster than COM_Parse reads files because of how the format works. It's also readable by Javascript and Apache, making documentation (through a generated wiki, for example), an extremely easy task. Plus it's not buggy like COM_Parse is.
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How does Saturday December 30th, 2017 at 14:00-17:00 GMT-3 sound ?
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Okay cool thanks.
By the way, is anyone still using XP or do I need to make a build for that?
No worries, I will compile it in winxp-32.
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Thank You. Are there any special things about OpenJK? Any new features?
Most of the new features are pretty minor, but you can check the changelog.
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It doesn't even really have to be a force power. It can be scripted in through ICARUS from what I understand.
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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.
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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 -
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.Very nice to see how you guys work! Wish I could implement the same item system for SP though
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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 -
How do you do that? I'm sorry, I'm very new to this kind of stuff.
The video options. In setup. Change Fullscreen to On.
GrandThrawn65 likes this -
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:
...while Splitting Quarrels do the exact opposite, and turn your bowcaster into a glorified shotgun:
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!
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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 - Behavior
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Did you try changing it to fullscreen in the video options?
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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?
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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 -
Will keep this in mind and try to attend
. I'll ask some friends if they are interested.
Hi, do you have a preferred time / timezone info? That'll help us determine which time is the best.
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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 -
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:
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@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
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[Discussion] Asset repository
in Jedi Knight Galaxies
Posted
So there's some huge issues with our process:
So, I've got a few ideas: