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eezstreet

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Everything posted by eezstreet

  1. Hi, do you have a preferred time / timezone info? That'll help us determine which time is the best.
  2. 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.
  3. 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
  4. We now use Discord instead of IRC to communicate. Check out the link in the OP!
  5. Minor updates to the changelog. We have conducted an internal playtest and identified some issues. We will be going ahead with the public playtest soon, after the remainder of the bugs are fixed. After the public playtest, we will be taking people's opinions about how it plays and iterating again, as well as finishing some last minute content, like the special ammo types menu.
  6. The heat sensor seems like a modified trip mine. I'm thinking more like consumable aid items.
  7. While there is the concept for these, there aren't any consumable items in the game. I'm paging @@Silverfang and @@Darth Futuza here to come up with some ideas for consumable items.
  8. rend2 is going to be implemented as part of Phase 2, as an optional second renderer to use. We're also going to implement TTF fonts and a new UI system probably then as well, with UTF-16 strings for more translations hopefully.
  9. No. JKG uses a special API which is distinct from the MP one, which is distinct from the SP one.
  10. I went ahead and documented every single field of every ext_data file, with the exception of the saber related ones as that data is subject to change between now and 1.4.0.
  11. Updated the changelog. I had some real life issues and also have been working on my other projects which have consumed a lot of my time. I am talking with the rest of the team to see where things are and when we can get a release.
  12. Modifying the projectile speed of rockets is actually the basis of the MakingAMod_Readme.txt file that was shipped with the original SDK: (This guide is super ancient; you can't even get Visual Studio 7.0 anymore as far as I know) EDIT: and it's oriented towards the SDK, ie JKA mp
  13. It's amazing you got that to compile at all, seeing as how it's ancient code. You might be looking for this repository instead, if you're doing singleplayer.
  14. I think Boothand summed it up perfectly. The whole point of OpenJK is to provide a stable base for people to work on, and an open sourced version of the game with bugs fixed. There's a few very minor development improvements but adding a physics engine is not only a huge undertaking (and it should be noted that there are barely any active maintainers on the project), it also affects many different systems and how they interact with each other which has the ability to introduce incompatibilities esp. with savegames and network connectivity. A physics engine is outside the scope of OpenJK.
  15. Never spoke to binny but I've seen him around on servers. Sad to hear that he is gone.
  16. I don't understand what the point of this thread is, if I'm being honest. The MB2 devs don't read these forums and it's a closed source mod, so there's not so much we can do. That being said...there's no engine restriction. All of the code for this is handled in w_saber.c.
  17. is that...? no... it can't be... It's DAT BOI?
  18. I gave you the answer to this question already. https://jkhub.org/topic/9330-max-map-entity/
  19. OpenJK doesn't add normal maps on its own. You'll need to use the rend2 or warzone renderers if you want normal maps.
  20. I think there's some utility in having shield animations for everyone to use. Particularly in mods that have a medieval setting. Thoughts, @@minilogoguy18 / @@DT85 ?
  21. When I work on this again.
  22. There isn't a multiplayer Jedi Outcast component in OpenJK. That's more of what jk2mv does. If you are having trouble with builds compiled from source you can try some of the premade Linux builds.
  23. (Also, it doesn't use any of those bitmasks you mentioned; I don't even think they exist?)
  24. @@NAB622 that looks mostly correct to me, although TFFA and CTF should be 4 and 5, respectively.
  25. Not sure what you mean by bitflags, but the game types can be found here: https://github.com/JKGDevs/JediKnightGalaxies/blob/master/codemp/game/bg_public.h (All of the #ifdefs are disabled)
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