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eezstreet

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Everything posted by eezstreet

  1. I've implemented this change, it's a good idea. The files will need to be moved over manually however.
  2. If you want to change the saber effects to have an unstable effect, it will affect all lightsabers in the game, not just Jaden's. That is, unless you change the coding.
  3. I think the OP is thinking of cairn_dock, not cairn_bay.
  4. Unrelated: can I get a link to your mod? These look cool and your website seems out of date.
  5. Thread moved to Art, Media and Technology This thread isn't really related to JK, so I'm moving it here.
  6. Not exactly. Part of the fight with Desann that made him so cool was the stage he was on. You could fire up a laser beam that makes yourself invincible, or you could kill him by knocking one of the four corner pillars on his head.
  7. I think this map is good! I like the architecture on this map, it's simply beautiful. I just wish that the custom textures on this one were a little higher quality. The blurriness of the Mandalorian logo makes me sad.
  8. I'd just ask the MB2 team, honestly. Maybe @@Spaghetti knows.
  9. Note that in some cases, these aren't all that you see in the skybox. For example, on yavin2, there are hills which cannot be changed. Sour has a cityscape. Taspir and Trip have solid white skies which can't be seen through fog.
  10. So now that I've downloaded it, I'm going to begin my analysis by stating that this mod was very confusing for me to install. It's only very friendly if you're using a disc version of the game. If you're using a Steam version, the installer appends an extra 'Gamedata'. The launcher for it doesn't work correctly, it just states that something has gone wrong. Code Anyway, from what I can tell codewise, it appears to run off a very old, heavily modified version of OpenJK from about 2013. The modular renderer is not present. It does a very good job of masking this fact to the user, but there's some very telltale signs in the signature of the executable, as well as some very obvious features pulled from it. Here's a good list of everything that I've found to support this evidence: The console can be scrolled through with the use of the scrollwheel.SHIFT + PAGE UP can be used to scroll through the console faster [Link to OpenJK commit]The Evolution_x86.dll can be moved into the base folder. The game still works properly and loads the file.The homepath has been altered, it's in a similar location (My Documents/serenityjediengine vs My Documents/My Games/OpenJK)The console is also apparently broken, so I've had to mine these out of the executable: com_jk2 is present, it's named "com_outcast" in SJE. This cvar existed in early versions of OpenJK but was removed later on.fontlist command is present, it's not in base but is in OpenJK.sv_fps is defaulted to 40. In early versions of OpenJK SP, sv_fps was defaulted to 40. However in Aug 23 2013 it was switched back to the base SP default of 20r_mapOverBrightBits is present, it isn't in base SP but is in OpenJK SP. This was added on Jul 22 2013Based on the evidence listed above, it's very clear to me that this is a modified version of OpenJK, originally from sometime between Aug 23 2013 and Jul 22 2013. However, some features from that time frame are not present, such as the modular renderer system. I'm not exactly sure why he opted to do this, but my guess is that he wanted to hide the fact that he was using OpenJK, or otherwise claim that the above is somehow part of "Serenity Jedi Engine." This is patently false; there are far too many coincidences for me to conclude that he didn't use OpenJK. Therefore, he's required by terms of the GNU GPL to release all of his singleplayer source code. Even if he wasn't using OpenJK, the singleplayer source code was never not licensed under the GPL. All of it must be available, no exceptions. Assets I'm going to go PK3 by PK3 and point out stuff which is very obviously taken from other mods: Evolution_of_CombatIV_1.pk3: Has QVMs in /qvm/ which are identical in size to the ones in JK2 1.04. These aren't used anywayEvolution_of_CombatIV_1.pk3: Has a /gfx/jkg/ folder full of ripped content from JKG.Evolution_of_CombatIV_1.pk3: /gfx/Lightsabers/, /gfx/BurnMarks/, /gfx/Electricity is entirely ripped from JKG.Evolution_of_CombatIV_1.pk3: Numerous levelshots from different maps, not even going to try and list all of themEvolution_of_CombatIV_2.pk3: Has the JK2 and Jedi Academy BSPs in it.Evolution_of_CombatIV_2.pk3: Has *tons* of Sith J Cull's BSPs in it.Evolution_of_CombatIV_3.pk3: Just when you thought this couldn't get worse, this mod literally rips off of KOTF... there's a /music/kotf.mp3 in here which is the kotf menu music.Evolution_of_CombatIV_3.pk3: Sounds from JKG, and music from Sith J Cull's and MaceCrusherMadunusus' maps.Evolution_of_CombatIV_4.pk3: Textures from Sith J Cull's maps.Evolution_of_CombatIV_5.pk3: Has all of the JKG weapon models included in it. Also includes the JKG workbench.Evolution_of_CombatIV_5.pk3: Includes the JA and JK2 map_objects.Evolution_of_CombatIV_5.pk3: Includes map objects specific to the "Nina" JK2 level series.Evolution_of_CombatIV_6.pk3: Tons of taken player models, way too many to list. Also includes some of the base models for good measure.Evolution_of_CombatIV_7.pk3: See above.Evolution_of_CombatIV_7.pk3: Also includes the various _humanoid animation sets from the base game.Evolution_of_CombatIV_7.pk3: Includes the "throwable objects" mod. (readme is provided in _9.pk3 though, so maybe it's ok)Evolution_of_CombatIV_8.pk3: More taken and base models. There's over 500MB just in player models.Evolution_of_CombatIV_9.pk3: Has lots of readmes, but it's lacking any kind of readme file for JKG. There's far too few I feel like anyway for the sheer volume of the files which are included. There's readmes for 7 different player models, as well as all of Toshi's models. There appears to be no credit given to Sith J Cull or MaceCrusherMadunusus.It looks like EoC includes the base assets, which is a huge no-no. Conclusion It definitely uses OpenJKIt definitely includes the base assetsIt definitely includes stuff from JKGIt definitely includes Sith J Cull's maps without permissionIf Serenity wants to come on here, he now can. There's all of my evidence laid out. He's welcome to dispute it, but the files are still sitting on my hard drive. I can take pictures proving all of this stuff. These are objective facts, nothing here is exaggerated.
  11. Thread moved to Ideas & Issues We are always searching for more maps and other downloads to include in the Downloads section of the site. As part of a new strategy to appeal to the JK2 crowd a little better, we have split the Downloads section into JK2 and JKA files and are working on getting new downloads from JK2 in. Also, we are working on a project to retrieve some of the files from jediknightii.net, which seems to have gone down recently. Sorry for the lapse in transparency!
  12. No proof? That's laughable. If he wants specific proof, I can get screenshots of where he ripped things directly out of JKG's PK3s and didn't even rename the files, nor even put them in the game. They're just floating in the EoC PK3s, adding unnecessary bloat. Right now I physically can't because I'm waiting on an adapter before my desktop PC can go online. @JAWS: yes. The background for their ESC menu is ripped from JKG.
  13. Noesis is a tool for converting from one file format to another. If these file formats are supported by it, you don't need Softimage to support them.
  14. I will redo the options with a bit more clarity.
  15. Hi, Thank you both for the submissions. The staff will have a bit of a discussion on this, as we feel like the contest was poorly advertised. But for right now, there is no deadline.
  16. This glitch is fixed in OpenJK.
  17. Both. Some stuff was not credited, some was. You should read this entire thread for more context.
  18. Try setforceall 5
  19. There are some common scripts that set an NPC as using alt fire. No need to reinvent the wheel. I can't remember off the top of my head what they are, though.
  20. There haven't been any other posts. I want to try and reboot this.
  21. The engine can already handle motion captured animations, as long as you convert them to the format the game supports. The engine doesn't actually care whether you hand sculpt or mocap the animations - the difference is kind of like whether or not the engine allows you to use Microsoft Paint over Photoshop - it doesn't actually care, as long as what you supply it is good. I'm curious as to what all you're going to mocap with this - I know about melee animations, but what about guns? Sabers? Either way, it looks like a really nice rig, I can't see any jittering of the animation (which is a big step up from what JK3 has)
  22. Well I can't speak much for quality, as it looks like JPG compression ate up a lot of that. In terms of how the colors work, it's going to be either 1 or 3. I picked 3 because 1 has a very obvious seam which can be seen on the first screenshot. Maybe Kril'Dor does have a moon though? I don't know, I don't think that should matter. btw, v2 looks like a good replacer for bespin if you should decide to replace all the textures for bespin. It always bothered me how Bespin was orange in the games, but very distinctly white in the films (@@Langerd's really cool Bespin map does a good job of what I mean)
  23. Which boss battle from the Jedi Knight series was your favorite? Note that not all options have been included. The Dark Forces bosses weren't included (but feel free to list them as Other!) and some of the tier bosses of JKA (such as Rax Joris, Lannik Racto, the Mutant Rancor, etc) weren't included.
  24. Dunno, but there's still stuff that's blatantly ripped from other mods in that news update (the ESC menu uses the same image as JKG's, and the About menu uses fonts from MB2).
  25. Allow me to clarify further: in OpenJK, there are additional fields in the ext_data/weapons.dat file, specifically there is a "damage" and an "altDamage" field which you can add to alter the value.
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