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eezstreet

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  1. Yup. Post anything you've got in the Development/WIP section of this forum and I'll take a look at it. Player models are the same, but weapons have a bit more to them. I've added your question to the main post because it has been asked a lot.
  2. 1. Sure, and I intend to add a few more RP-like features, including dice rolls. There is also the /me command, which functions like an emote in chat ("/me thinks this question is interesting" would produce "eezstreet thinks this question is interesting") 2. Very similar to what's in the present game now. If you haven't played with the sabers yet, I would consider it to be halfway between base and MB2. Saber damage is a lot higher now than in base. Generally one hit is enough to kill. Block Points and Force Power/Stamina are the primary resources used: Force Power/Stamina drains as you swing, with more aggressive swings taking more force power. As you lose FP, your swings will become slower and weaker. Generally the only way to reach 0 FP is to be doing a lot of sprinting/attacking and it recharges fairly quickly. Don't worry about running out of power. By holding the Aim Down Sights button (ADS) with a saber, you will enter blocking mode. When you move in blocking mode, your stance will change slightly to indicate which direction you are currently blocking in. Moving in a different direction changes the blocking direction. If your opponent hits you, you will either lose a lot of BP (not in blocking mode), some BP (wrong direction), or none at all. A block where you lose no BP is said to be a "perfect block." Generally you want to be moving against what your opponent is doing when they hit you - IE, if they use a W attack, you use either S or W to block perfectly. If they use a A attack, you use D to block. Even if you run out of BP, it also recharges very very quickly. In tests with other people, generally these result in either fights which are really short and cutthroat - if you aren't paying attention in an FFA, you will die very quickly - or rather drawn out, intense battles. And this is good! I wanted battles which would be more like the original trilogy: very slow and drawn out, not very crazily choreographed. There's not an emphasis on gimmicky bullshit like in MB2 with trying to go around the person's saber to stab them in the back - that simply won't work. They'll lose all of their BP, but they won't die from it (as long as they're in blocking mode). There's also very few special moves. No more rollstab or red DFA. The system is also incredibly intuitive and you can figure it out with just one or two saber battles. Force powers aren't in the game at the moment but I have a rather unique system planned for them. Force powers with a lightsaber will feel incredibly different from those with empty hands. Not just simply a power difference, but they are completely different playstyles. Using force powers with your bare hands will be easier and faster, but you can still use them with sabers - it just requires more coordination on your part in order to do so. There are also some restrictions on force powers - you can't use them when blocking, but you can hold a power and unleash it once you let go of the block button. So for instance, you can hold a Force Push, and once you let go of your block, it will fire off the power. This promotes more strategic use instead of reactionary use. Lastly, gunners vs sabers is completely different from any other mod. While holding the block button, you can press the attack button to do a Projectile Block. This will block all projectiles for a short time (around a fifth of a second) but be completely useless after that. The trick is to do a Projectile Block right as the blaster shot gets to you. You can also reflect the shot back at the shooter if you time it just right. The degree of inaccuracy of the reflected shot is based directly on how perfect you time it. This of course means that slugthrower weapons are extremely potent against Jedi, and, like in the films, repeater weapons require lots of skill in order to block properly. You're better off trying to evade or use your Force Powers to your advantage.
  3. I have fixed several bugs in the main menu. The controls menu in particular got a large overhaul and looks very presentable. There were also a few minor changes to the Graphics menu. There are still a few minor quirks which I will need to sort out later, most notably the lack of a Back button on the More Settings menu for graphics, and sliders still using base JKA graphics. The majority of this update will focus on menus - mostly bringing the ingame ones to look more in line with the main menu, and a major overhaul of the inventory menu.
  4. General Questions Edit from 2022: The information in this FAQ is a bit out of date, the current FAQ can be found on the web page here. What is Jedi Knight Galaxies? Originally, it was meant to be a JKA port-mod of Star Wars Galaxies. Then, it was to be an MMO with our own storyline. This is sort of the same ultimate goal, but instead we have decided to stagger it out into four phases: Phase 1: Multiplayer arena shooter with some of the RPG features integrated into the main game. These include: the shop system, gun combat, inventory system, basic crafting, and lightsaber combat. This version has been released, although not all of the features are there yet. Phase 2: CO-OP shooter. The main features that are added here include the NPC system and fleshing out of the dialogue system. They also include overhauls to the chat systems and more. Phase 3: Open World RPG, singleplayer. The main features added here include quests, (more) minigames, and AI for existing minigames, like Pazaak. Also includes levelling up, experience, etc. I still need to design a lot of the systems here. But this will be the largest step, as I need to consider how to handle large open maps. Phase 4: MMORPG. Features to the main game include group quests, Looking For Group system, and a lot of the dungeons that were designed for Phase 2 brought back. At this point, the game is pretty much done. ???: Expansions. I'd love to add some new expansions, including ones that do space combat and exploring new worlds, like Bespin. Jedi Knight Galaxies will take place in the tumultuous period between Episodes 3 and 4, and will form a bridge between the old Star Wars Expanded Universe and the new Disney canon. The Empire rules the galaxy with an iron fist, and the Jedi live in secret. A new rebellion is beginning to emerge, and as a citizen of the Empire, you may choose to fight for your Empire, join the rebellion, get rich, or eke out a humble existence of your own. What locations can I discover? The confirmed list of planets at this time: Tatooine Coruscant Dantooine Korriban Other areas that I would like to see in the final game: Death Star Yavin Bespin Who develops JKG? A small cabal of developers who work in their spare time between other projects. You can help contribute! Look to our Modding and Development section for more details. What's the current status of the mod? Can I play it now? Currently, the mod is on Phase 1 - Versus. Versus will be a separate affair from the main MMO portion of the game, as a multi-mode PvP shooter. The mechanics developed here (an inventory system with items, a tight combat system, lightsaber combat, etc) will find their way into the main game, however. The mod can be played currently in Versus mode and there are a few servers up. Check for releases in this forum. I downloaded the mod, but it's not an MMO? WTF? See the above. What about the launcher? / I thought JKG was dead? / Is this a revival? The original release of JKG included the launcher, which I plan on bringing back at a later date. For right now, to minimize bugs and maximize the chance that people can install successfully, I use two separate files, which can be found here and here. I was not too pleased with the original release of JKG. It was not very bugtested, and it was unfortunate to spend 24+ hours straight without sleep (in some stretches) developing things, only to have them get received negatively for lack of bugtesting. So I want to set the record straight and put something out that is more representative of the work I did, and not a buggy mess, for starters. Putting pressure on ourselves to reach a release date instead of pushing the date back was probably the worst thing we ever did. I don't think JKG was ever really truly dead, just put on ice while I had to deal with some stuff. Mostly exams and school. And laziness. And Fallout 4. And other things. So therefore I can't really call it a revival. I probably told people that the mod was dead though in order to get them to stop pestering me. Sorry about that. What platforms will JKG be released on? Currently JKG works on PC and Mac. A Linux version is planned. The dedicated server will run on the same platforms as the client. Space Battles? I'd like there to be. In fact I have some work planned in another mod that could kinda be ported over to this project. But it would require bigger maps to have truly awesome space battles. So I will wait on that, for now. Better Graphics? I'd like there to be. rend2 is coming along nicely and I think in a few years once it's worked out its kinks it might be worth including into the project. I am also doing research on improved lip syncing. I like the effects in JKG. Could you release a replacer for the base assets, or MB2? / Can I use parts of JKG in my own mod? There are lots of guns in JKG currently (over 100 in fact) and understandably it would be a bit time consuming to say the least to make them work in base. Also I don't want to go against the wishes of any of the original authors of those weapons. My answer right now would be a no. But if you wanted to make your own private replacer (or distribute it on say the MB2 forums or something), the PK3s right now aren't protected (despite WinRAR stating otherwise). Ask the original authors of those files if they want their weapons to be included in another mod. I'm not the gatekeeper for all JKG content, just the code. :^) Don't you think the scope of this mod is a bit crazy...? Probably! But we like shooters and RPGs a lot, and we find it very tempting to not go back and work on this mod. Can I develop for JKG? Sure! we're always interested in people who can help out. Post any kind of models, skins, whatever in the WIP section and I'll see if I can't include them in the mod, provided the quality is JKG-worthy. What are the minimum requirements of the mod? Windows Operating system: Windows XP SP2. Recommended: Windows 7 Memory: 512 MB RAM. Recommended: 1GB RAM Graphics: OpenGL 1.2 compliant card. Recommended: OpenGL 3 compliant card. Hard Drive: 500 MB free space. Recommended: At least 5GB free space. DirectX: DirectX 9.0c (for sound) Other: Microsoft VS2013 C++ Redistributable An internet connection is required to play online. Macintosh Operating System: Snow Leopard. Recommended: Sierra Memory: 512 MB RAM. Recommended: 1GB RAM Graphics: OpenGL 1.2 compliant card. Recommended: OpenGL 3 compliant card. Hard Drive: 500 MB free space. Recommended: At least 5GB free space. Other: SDL 2.0 An internet connection is required to play online. Linux Linux minimum requirements pending. Ingame Questions What is the ACI? The ACI stands for Active Combat Inventory. It is the hotbar visible on the top of the HUD. You can assign up to 10 items (weapons or consumables) on it. How do I get credits? Currently one of three ways: by getting a kill or assist or claiming a bounty. A character who has a high kill streak will have a bounty on their head. This is announced in the chat. The amount of credits you get for an assist depends on how much damage you do to the enemy. There are also no limits on how many people can get an assist. Therefore, it is highly advised that you work as a team to get maximum credits. What does armor do? Nothing, yet. The next update will give armor a purpose. For right now the armor is completely cosmetic. I have a question that isn't listed here. Can I ask it? You can go ahead and reply! I will probably put it on the main post if I get asked it a lot.
  5. This is unfortunately a lot harder than it sounds when you have 100+ weapons that use their own directories. But you are welcome to take effects/models and repurpose them for private use. I am in the process of writing an FAQ that hopefully sorts a lot of these questions out.
  6. I work on it from time to time. I wanted to get a stable release out that everyone could play on their servers, and then continually update from there. If that counts as a revival, sure? But updates will be few and far between.
  7. I don't know how those entities relate to the map architecture. For all I know, those entities could be in the middle of the floor.
  8. No, I understand. I'm just a bit busy at the moment so I couldn't afford a proper reply- There are three pinned tutorials in the Coding section of the Tutorisls. Those should be enough to get you started. I very strongly recommend you use OpenJK, as fixing the game to compile with modern compilers is not a small task, especially for a beginner. Once you've got the game compiled, let me know and I'll walk you through what to change.
  9. I don't know. Give me a .map or a screenshot or something. Giving me a bunch of numbers is meaningless without some idea as to the map architecture or anything else. Also, why are you using do/wait instead of the simple dowait command?
  10. Put a wait() at the beginning (or end) of the loop then. If that fixes it, then you're right. I highly doubt that this is the case though. It's more likely an issue with your setup. I wouldn't know though, as you haven't shown it.
  11. You need to alter the code. Sorry if that wasn't clear.
  12. Protip: turn on /developer 1. I'm guaranteeing you that it will complain about something.
  13. It's the same in both OpenJK and in the original source release. Just find the error (CTRL+F) and change the number.
  14. The type of AI that you want is referred to as 'sandboxing' and is common in a lot of Bethesda games. Let's take a simple shopkeeper AI (LeoStahl from Fallout 3 is a good example): * Between X - X ('game time') he hangs out at his restaurant, doing small tasks but mostly just standing around * Between Y - Y he goes to the saloon and has a drink * He has a bit of a nasty...um...habit. He goes to the Water Treatment Plant at Z-Z to shoot up. * Lastly, he goes to bed and the cycle repeats. It's not so much random as you think, it's more of a patrol on a loop. But unless the player is really paying attention, they won't notice it. I think in your case, the sandboxing for an AI can look like: * Meet with friends at one of three random locations and chat with them. * Go to Class 1 and sit * Go to Class 2 and sit * .... * repeat I don't really know about the waypointing in JA tbh, but I remember it to be about as finnicky as you describe.
  15. Two things you could try: Setting a static wait value (it might not have enough time to idle in one spot - 1000 ms ought to be more than enough)Put each SET_NAVGOAL into a task and do something like this: if(random()) { dowait(go_to_this_spot); } else if(random()) { dowait(go_to_another_spot); } But I don't understand what is wrong with BS_WANDER...? If you're trying to make an NPC wander around, that seems like the best fit.
  16. Now while I think it's extremely unrealistic that this mod moves beyond Phase 1, I suppose it wouldn't hurt to drop a few hints about the plot: The game takes place between Episodes 3 and 4, and before the events of Rogue One.Similar to games like Fallout: New Vegas, there is an emphasis on dialogue between factions. These include the Empire, Jedi, Resistance, and Black Sun. I think you will find that it is hard to say that any one of them are "the best" or "the most likeable" when you actually meet them.The Empire, after Order 66, has successfully wrested control of the Galaxy. Like the original inspiration of the Empire, they are somewhat fascist but some sympathizers argue that they keep the Galaxy in control.The Jedi mostly live in hiding. They are nothing but rumors and are believed to be extinct. To be one of them requires being in constant hiding.The Resistance (not to be confused with the Resistance in Ep7) seek to take down the Empire, no matter the cost. They have no unified message and are not in absolute rebellion yet. Different sects of the Empire Resistance believe in different things. Some seek total anarchy, some seek for planets to maintain their own control, while others just want things to go back to "the way things used to be."The Black Sun are a largely criminal order that just wants to make a profit. The Black Sun serves one entity: The Black Sun. They don't actively seek out conflict with the governing Empire, they just happen to encounter it.As a once-peaceful citizen of the Galaxy, you are dragged into a tangled web of conspiracy between these four factions when something happens in your passenger spacecraft.Some characters make a return in major roles (Kyle Katarn, Reelo Baruk, Greedo, Moff Tarkin, Jan Ors, Mon Mothma) and there are some cameos too (Chewbacca, Han Solo, Darth Vader)Canonicity JKG has its own level of canon. Not all of Legends is JKG canon, and not all of the Disney canon is JKG canon.JKG has multiple endings, and some of these endings can directly contradict events in other games and mediaEpisodes 1-7, KOTOR and Republic Commando are canon regardless of which ending you take.Rogue One may or may not be canon, depending on which ending you take.Dark Forces, DF2, JK2, etc may or may not be canon, depending on which ending you take. The Rogue One ending and the Dark Forces ending aren't the same one. Updates: April 7th: Information on Rogue One added
  17. I purposefully removed some of the maps from the initial asset release because I wanted to focus on a tighter-knit game with less issues. These maps will make their way into the main binary release, but will be a separate download for now. They will include the following maps. Note that there are some plot details for the RPG part. Tatooine Spaceport (by Pande): The Spaceport from JKA is back, and it's been redesigned. The Empire is attempting to keep the outer fringes of its reach under its control, and the Spaceport is no exception. The Black Sun Criminal Syndicate on the other hand has no intention of Empire interference with its smuggling operations. Black Sun vs Empire, 10-32 players Upper Coruscant (by Pande): In Upper Coruscant, the Black Sun Syndicate are only a fable. While not as omnipresent as they are in the lower ends, they still occasionally engage in firefights with Stormtroopers that nose around too much... Black Sun vs Empire, 16-32 players Mos Eisley Streets (by Pande): While the Rebel Alliance isn't nearly as strong as it would be after the Battle of Yavin, they still exist as a solid resistance against the Empire. After capturing the spaceport, the Empire wants to flush out any that exist. Resistance vs Empire, 10-32 players Garrison (by Raven Software): Another classic from JK2 brought to JKG, this base deep beneath Tatooine is under attack by Resistance fighters. Resistance vs Empire, 8-16 players Jawa Fortress: As demonstrated in A New Hope, the Empire are no strangers to violence against Jawas. They are seen as an unproductive scavengers who hold many secrets about Empire technology. Any secrets that the Jawas might have might be used by a rebel alliance. Jawas vs Empire, 8-16 players Taris Visions (by MaceCrusherMadunusus): The Taris Training Program, or TTP for short, is a simulation designed to train Stormtroopers for active combat duty. Includes a new game mode. 32-64 players
  18. This asset release will come much later after 1.01 binaries, and possibly much later after 1.02. The assets and binaries don't have the same version numbers, just an fyi. They will include the following: General - Console is fixed - Loading bar is fixed - Many other shader fixes Weapons - Added a new weapon: the EE-3 Carbine
  19. Estimated release date: ? The new binaries will feature the following: Menus Audio Menu (in main menu) now has option for Medium quality sound (replaces the original High) and High quality sound (new)Graphics Menu button "More Settings" moved slightly to the left to improve lookGraphics: Resolution field now has the option "Fit to desktop" (r_mode -2)Graphics: Fixed the LOD Scale option and moved it to More Settings (it is not affected by which preset you pick)Graphics: Added a new field: Patch Detail. This affects the following cvar: r_lodcurveerrorRemoved the following keybind controls from the Controls menu: Alt. Attack (replaced with Firing Modes), 360 degree camera, Zoom In, Zoom Out, Push, Pull, Speed, Sense, Absorb, Heal Other, Heal, Mind Trick, Grip, Drain, Lightning, Rage, Team Energize, Saber DuelControls: Fixed the Team Chat text so it displays properlyIngame: All text changed from default to new JKG fontIngame: Added option to open inventoryIngame/Vote: Changed to match JKG's styleIngame/Callvote: Changed to match JKG's styleIngame/Callvote: Removed map voting (for now)Ingame/Callvote: Removed "Do Warmup" optionIngame/Join: Changed to match JKG's style As of 12/18/15: Fixed ammo display on weaponsAs of 12/21/15: Added the following damage types: Blaster, Slug, ACP, Pulse, Ion, Sonic, Bleed and ColdBeing ignited now removes freeze and cold effectsBeing frozen now removes cold and fire effectsCryoban grenades now operate differently: They freeze in their initial blast, but do cold damage as an after effect (instead of freezing all targets in a radius both initially and as an after effect)As of January 2016: Now runs on MacFixed a bug where muzzle flashes display sidewaysCorrected issues with extended color codes and the consoleAs of February 2016: Corrected issues with extended color codes and the scoreboard and HUDAs of April 2016: Vendors have been changed to use a new Treasure Class system for evaluating store stock. (finalized in October 2016)vid_restart no longer destroys the inventory on the client (but your ACI gets discarded)As of May 2016: NPC corpses will now disappear again, so the game doesn't explodeCompiles on LinuxAs of August 2016: Corrected various minor display quirksAs of October 2016: Merged from OpenJK: EFX now uses a paged pool allocator so EFX doesn't lag the game nearly as much nowMerged from OpenJK: Improved support for extended UTF-8 charset; no more issues opening the console on non-standard keyboardsFixed random EFX related crashTurrets don't shoot at NPCs anymoreInventory now uses the shop menu layout and the filter buttons work correctly nowFixed a crash that could occur when vendors refresh their stockRecoil is halved when you are crouched
  20. In this thread I (or other developers) will post some screenshots of stuff which are in development and probably talk about them.
  21. These instructions are no longer correct. Download the assets and binaries separately (in that order), and read the readme. The instructions are just a simple copy/paste.
  22. This thread will contain all the necessary information for modding JKGalaxies. First a little Q&A: I'm not a member of JKGalaxies Team. Why am I reading this? JKGalaxies is no longer developed by a team, but instead I will be crowdsourcing various assets for now. When development moves past Phase 2, and work begins on huge world design, that will be a different matter entirely. Phase 1 + 2 will be totally different games from Phase 3 and 4 (which are open world RPGs) and after Phase 3 comes out, Phase 1 and 2 will no longer be supported. So tl;dr - anyone can develop content for JKG now. In this thread, you will find all of the necessary information to do so Can I release map packs separately from JKGalaxies? Yes. In fact I will work on a preliminary one which has old maps designed for Phase 1 in mind. Can I fork JKGalaxies and make my own project? Yes - under two circumstances. You can't include any original JKG content (such as the weapons, maps, etc) without the consent of the person who originally made them (just ask, and I can probably tell you right away who made it). Any code you use must be licensed under the GNU GPL and therefore be available for public use. What about the launcher? Not sure yet. PK3 protection? Not a thing atm. I decided to take it out for various reasons. The protected PK3s from old still load just fine in JKG. Why do some things appear in purple? This represents features, fields, etc which are subject to change. Why do some things appear in orange? This represents features, fields, etc which are not yet available in the public version of the mod. Level Design todo UI todo Weapons, Items, Jetpacks, Shields, Sabers, Stances, ... See this file, which contains every field of every json file, documented.
  23. Released. View here: http://jkhub.org/files/file/2543-jedi-knight-galaxies-assets/
  24. Released. View here: http://jkhub.org/files/file/2544-jedi-knight-galaxies-binaries/
  25. JKG Update coming shortly..

    1. Tempust85

      Tempust85

      I thought JKG was dead?

    2. eezstreet

      eezstreet

      I still work on it from time to time as a small little side project. It's mostly dead though.

    3. Archangel35757

      Archangel35757

      It's been mostly dead all day! Hey, but a little head-jiggle always makes us happy.

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