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eezstreet

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Everything posted by eezstreet

  1. I think there is some discussion needed still as to how one actually becomes a Jedi. We have had a few ideas but nothing concrete yet. Some ideas include: having to do several playthroughs before the path of a Jedi is unlocked, having it be integrated as an option that can be chosen (albeit very hard to get there), or having it be a freak random thing that not everyone can be able to do. However... Your idea is very interesting and has given me a few new avenues in terms of story. How does Obi Wan come to acquire Anakin's old lightsaber? It is never shown in the prequel trilogy. This is something which can lead us to Tatooine, or perhaps somewhere else. I like the idea of meeting another player and having the game 'remember' that, so to speak. But I think the idea of a force bind as you've described it is a bit clunky. I like there being chat messages, ones like "An old foe approaches..." for saberists that you've combated with. Maybe tie it into your character's Sense skill: if you are experienced at Sensing stuff, you can also be able to detect opposing force figures.
  2. It's possible that you have an NPC mod with an error in it. One syntax error can cause a cascade of errors.
  3. Have you changed the ammoMax values of the Blaster Pack ammo to 300? Did you put your .dat in the PK3?
  4. JKGalaxies is streaming live right now: http://www.twitch.tv/jkgalaxies

    1. Onysfx

      Onysfx

      Meesa missed the stream, always do sadly :(.

  5. We are streaming live coding of the new inventory menu now. You can find us here: http://www.twitch.tv/jkgalaxies EDIT: Stream over, not bad turnout overall for a minor development stream. Remember to subscribe to our channel!
  6. I think the guy who told you to stay away from OpenJK and JA++ is a bit off his rocker, honestly. A bit of background first: In April 2013 Raven Software released the source code to the game. OpenJK is the community effort to provide a stable base for players to use. It works on Windows and Mac, but also Linux (where the game was not available before). Some mods (such as the singleplayer mod Jedi Knight: Enhanced and multiplayer Jedi Knight Galaxies) are based on it also. There was a mod called JA+ which was released a long time ago. It requires a clientside plugin in order to use all features properly. The author has long since moved on, and @@Raz0r has made a new mod to replace it, called JA++ which has additional features and also some bugfixes to the mod. A large portion of the online community uses JA+, but some people play with the vanilla (base) game. There aren't too many differences between that mod and the base game, it's just sort of an extension to it really. There are also niche communities for specific mods, like Makermod and Jedi Knight Galaxies, which have their own forum here. The largest is Moviebattles II, which you can find here. JA++ is relatively painless to install and can be used with either the base game or OpenJK. You can find it here. OpenJK doesn't really have a website, but there are instructions included with the builds. You can find those here. Make sure that you get the right one for your platform.
  7. @@Silverfang wants the scrimmage match as part of an off/on weekly stream on Fridays. Only problem is that Fridays do not work well for me, and I'll need a little bit of extra time to sort out the inventory menu. So maybe Saturday will work. Basically all that the inventory needs is the descriptions to show up properly, the filters to work, destroy/equip/unequip buttons and probably a round of debugging or two to make sure it doesn't have any major issues. All of which can probably be done tomorrow. Code is done for everything except the filters. Just need to edit the .menu file and it's good to go. I will talk to @@Silverfang about streaming that because it will make for some interesting footage I think.
  8. Please review our rules (linked at the bottom of each page): If you have permission from the original author to upload a file, you may do so. If you are unable to establish contact with the original author after a while, you may upload the file. Note that it will have its author changed to @@JKHub.
  9. Yes, what @ Raz0r said. You have a map which includes a model with too long of a path. It's not on your end, it's the mmodmaker's responsibility to fix it.
  10. I've almost got the inventory menu done. It's not in a playable state currently.
  11. I think the model looks pretty good, but the helmet may be a bit too tall. Also, one minor thing I've noticed on Phasma is that her hip/groin-plate (I don't know what it's called) is more rounded triangule shaped and less rectangule shaped as in your model. One other thing is that the torso looks to be in two separate pieces on her, as opposed to one fused piece on most stormtroopers. It's a good start though. I'd like to see what you do with the textures, as that's the part that needs the most work at the moment.
  12. It's not func_security_panel, it's misc_security_panel. If you have that in there, there's something definitely wrong with your file.
  13. Because you're doing it wrong. Create an info_notnull and change the classname of it in the Entity Inspector to whatever it's supposed to be. I think the misc_model approach may also work. Like I said though, it's a pretty longshot guess - I know for a fact that it exists in the JK2 classes.
  14. Very off-the-wall guess: Maybe try in JK2 mapping mode?
  15. Ammunition is vital for most weapons. It dictates both whether the weapon will fire (after all, you can't fire a gun without it!), and how it will fire. Some weapons have altered stats with certain types of ammo (such as improved/reduced firing rate, recoil, damage, etc), or even entirely different behavior, such as inheriting explosive rounds or ones that bounce off of surfaces. Generally the ones that are more powerful are more expensive than their base ammo types. In Versus, almost all vendors have ammo prepackaged with the weapon...although some shady urchins in the streets of Mos Eisley could care less whether your gun works, let alone whether you have ammo for it. By holding the RELOAD button, an interface is brought up where you can swap your gun's ammo for another type in your inventory. You can press a keybind to cycle between ammo types that your current firing mode can accept. Some weapons have multiple chambers and therefore can be retrofitted with multiple ammo types at once. For example, the LS-180 has an underbarrel grenade launcher. Likewise, some weapons can only fire their base type of ammo. Here is a non-exhaustive list of ammo types that are in the game, as well as their special ammo variants: Quarrels are used by bowcasters.Explosive Quarrels explode when hitting a hard or organic surface.Splitting Quarrels break off into fragments, converting the bowcaster into a shotgun.Bouncing Quarrels allow any bowcaster firing mode to bounce, or makes a bouncy bowcaster round even more bouncy.Arakyd ACP Cartridges are used by the ACP Array Gun.ACP Slugs replace your scattershot for a single, powerful slug.Slugthrower Rounds are used by the LT-60 and FC1 Flechette weapons.Incendiary Slugthrower Rounds deal fire damage and light the target on fire. (note, doesn't currently work)Small ACP Power Cells are used by Trandoshan weaponry.Small Overcharged ACP Power Cells do twice as much damage.Anti-Personnel ACP Power Cartridges are used by the Anti-materiel rifle.ACP Power Cartridges are cheaper, but less effective rounds.Blaster Power Packs are used by various BlasTech weaponry.Ionizing Power Packs do a huge amount of damage against shields, but very little damage against organic targets.Canister Rounds are used by the alternate fire of the LS-180 and the AA-35 Pulse cannon.Smoke Canisters are used in the default configuration of the AA-35 Pulse cannon. While they don't do much damage, they are effective in blocking vision.Incendiary Canisters soak an area in flames. (note, currently not working)High-Explosive Canisters do heavy explosive damage in a larger area. Very expensive, obviously.
  16. This is a roundup of the various concept threads. Topics which no longer reflect the current state of the game are marked with a strikethrough Concepts: Vehicles Player Organizations Skill Trees Jedi Dynamic Quests/Objectives Rumor Gathering LMO Mapping PVP and Looting Item Tiers and Durability Crafting Player Trading Ammunition First Person Animations Consumable Items (implemented) Armor (implemented) Damage Types (implemented) Shields (implemented) Jetpacks (implemented) Explanations: Accuracy Rating, Recoil, Damage in Inventory Description Treasure Classes Item Networking Weapon Visual Update Trade Buffs/Debuffs and Buff Icons
  17. In this topic, all of the past streams are linked in one main topic so they can be found easier. Our Twitch channel can be found here: http://twitch.tv/jkgalaxies There are three different types of streams: Development Streams: These are live feeds of developers working on various things, whether it be code, models, maps, etc.Discussion Streams: These are live feeds of our meetings and conversations about the design, direction and future of the mod. We may feature special community members who are interested in attending.Gameplay Streams: These are live feeds of developers playing the mod, either with the community or testing out features in private. Past Stream List: 1/14/16: Development Stream (Coding, UI Design/Inventory Menu): http://www.twitch.tv/jkgalaxies/v/35421668 (~2 hours)4/24/16: Development Stream (Modeling, Level of Detail models, Getting in-game): https://www.twitch.tv/jkgalaxies/v/62474913 (~6 hours) (Archived Youtube Video)6/30/19: Development Stream (Modeling, UV Mapping) (Youtube) (~2.5 hours)7/1/19: Development Stream (Modeling, UV Mapping) (Youtube) (~1.5 hours)7/2/19: Development Stream (Modeling, Level of Detail Models, UV Mapping, Getting in-game) (Youtube) (~4 hours)7/4/19: Development Stream (Modeling, Level of Detail Models, Getting in-game) (Youtube) (~1.5 Hours)
  18. I think we have all of the opinions that we need. I am going to unpin this.
  19. On second glance, it's all encrypted and nope nope nope, don't want to touch it.
  20. I could write a tool that converts the files to JSON and back, if I had some kind of format specification.
  21. You are correct. If the anatomy is modified to look fine in JKA (ie, not skinny arms as previously mentioned), then that would be good enough. Porting it wholesale is a no-no.
  22. I don't know how NPCs are spawned offhand (try looking at what happens in g_cmds.cpp), but your code should definitely be in player_die, in g_combat.cpp. It handles both NPCs and players. You'll want to check if the killer is a Rakghoul and the deceased is not a Rakghoul. I disagree entirely that it needs a new force power.
  23. If it's in a PK3 file and replaces one of the existing tracks (and it's in the correct audio format - 44100khz stereo MP3 file), then you're most likely in the clear.
  24. Try it without -bounce 8. That flag can raise the compile time exponentially.
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