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Everything posted by eezstreet
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Quake Freed: Call For Jedi Academy Content
eezstreet replied to quakefreed's topic in Jedi Knight General Discussions
JA+ broke the saber combat? I always thought JK2 1.04 did that and then JA just made it worse /me runs -
Quake Freed: Call For Jedi Academy Content
eezstreet replied to quakefreed's topic in Jedi Knight General Discussions
Maker mod is sorta like the Garry's Mod of this game. It's different in many ways. Lugormod is like an RPG or FFA where the server owner can place objects for people to use, and players have a stored account. People have often designed quests via scripting and some basic entity placement. JA+ continues the honor code stuff. It's the most widely used mod by far, but several coders consider Slider to be inept. It's not totally true, nor that he stole code from Jedi Academy mod. Also while we're at it, DC MOD for JK2 deserves a mention as it was fairly popular among smaller clan servers. And, you should also mention that there's a distinct division between JK2 1.02 servers and 1.04 servers. 1.02 didn't have an SDK and mod makers had to reverse engineer the QVMs. I can only recall one specific mod but I don't remember the name. Also noteworthy is that the official source release no longer exists, unlike other Quake games. Raven took the code down because it included some proprietary libraries like Bink and Xbox SDK. I think it's actually possible to obtain the source because of a loophole - they used a GPL mp3 library, therefore it might be possible to argue that the source HAS to be available due to clauses in the GPL. (By including GPL code, the whole project becomes GPL. Because something is GPL, the source must be made available, even if only by request). I've been meaning to do a direct comparison with this library and other games released by Activision that have mp3 playback in them (Call of Duty, earlier Raven games, etc) to argue that other games are violating the GPL, but I haven't done so yet. Might be a neat little exposé. -
It is a legitimate resource. I see no reason why we wouldn't keep the most up-to-date information there. (though a few pages need updating..)
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<ahem> http://jkhub.org/tutorials/article/158-creating-an-roq/
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Er, just edit the OpenJK wiki to mention it.
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Nice work. I love the aqualish
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How long have you been a part of the JK community?
eezstreet replied to Cerez's topic in Jedi Knight General Discussions
JK2: Since ~2002? It was before 1.03 was out. JKA: Way later, like 2006 or something. -
Quake Freed: Call For Jedi Academy Content
eezstreet replied to quakefreed's topic in Jedi Knight General Discussions
Have a look here (mind the large infographic!): http://jkhub.org/page/index.html/_/community-news/SourceCodeOneYearRetrospective Also, I've never even heard of Ultimate Academy? There's Movie Duels 2, which is a lot better of a mod just judging by the video, honestly. -
Yeah, I was in FSO a way long time ago under a different alias, I was one of the builders.
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[JK2] Boothand's manual block system update thread
eezstreet replied to Boothand's topic in WIPs, Teasers & Releases
Love it. Please give me more. -
Quake Freed: Call For Jedi Academy Content
eezstreet replied to quakefreed's topic in Jedi Knight General Discussions
Don't forget to mention OpenJK and the source release! -
Nice try.
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Contest: Kitbashed/ Frankensteined
eezstreet replied to z3filus's topic in Mod Requests & Suggestions
How about one involving original models, so we can have frankenstein model-makers to move a bit out of their comfort zone? -
Not really. There's a lot I can do with what I have.
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Oh damn! Hey Sturg! I remember being in this clan a long time ago.
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I'm only working on it as a casual project to fill my time while I'm working on Rapture. I don't intend to do like I was before and doing 28 hour sprints.
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Try cleaning out your homepath, perhaps? C:\Users\bleh\Documents\My Games\OpenJK
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We've found a bunch of bugs while playing that need to be resolved before putting this version out. Some of them are major gamebreaking bugs.
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Does the train move?
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How many non US/UK players in JKA?
eezstreet replied to Xycaleth's topic in Jedi Knight General Discussions
I don't know how Asian language is handled, but I know that if you do /se_language "Japanese" in the console, very bizarre lesbehavior occurs in the font renderring routine. There's actually three or four .fontdat files which are missing from the assets. You can translate the game into more languages than French and German. Don't hold me to this, but setting /se_language "Russian" might allow for an extended Cyrillic character set. Course, the .fontdat file is missing, so you'll probably have missing characters. -
[red]These instructions are no longer correct. See the post below this one.[/red] JKG has some fairly complicated installation instructions, so listen carefully. You will first need to set up a folder structure outside of your JA installation. For the sake of this tutorial, I will name mine C:/JediKnightGalaxies. Make another folder named "JKG" inside of this (so C:/JediKnightGalaxies/JKG). Next, you will need the assets, which should be available in the news subforum (once they're available). You should always keep the assets as up-to-date as possible, but servers will not enforce asset version requirements (yet). Once you get the assets, place them into your JKG folder (C:/JediKnightGalaxies/JKG) You'll now need the binaries. Again, they can be found in the news subforum. Place these inside your folder structure (C:/JediKnightGalaxies). If you don't have the latest binaries, any servers you try to join WILL complain about it and you won't be able to join them. After this, you will need to rename the RENAME_ME.bat that comes with the binaries. Give it a nice name like Launch_JKG.bat. You'll need to edit it as well. Here's what it will look like: echo "You have not edited the batch file!!" # jkgalaxies.x86.exe +set fs_game "JKG" +set fs_homepath "." +set fs_cdpath "." +set fs_basepath "<THE PATH TO YOUR JA GAMEDATA HERE>" You need to paste the path to your JA "Gamedata" folder where it says so. If you're using Steam, this defaults to: C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy/Gamedata or for the CD version, C:/Program Files (x86)/Lucasarts/Star Wars Jedi Knight Jedi Academy/Gamedata Lastly, you need to remove the echo line and the # in the front of the .bat file. Here's an example of the .bat file for a Steam user after everything is said and done: jkgalaxies.x86.exe +set fs_game "JKG" +set fs_homepath "." +set fs_cdpath "." +set fs_basepath "C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy/Gamedata" Good! Now you can run the game through the .bat file, but you must run in administrator mode. JKG will not modify anything in your Jedi Academy installation folder. Everything (screenshots, etc) will be in your folder structure.
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The initial assets (read: PK3s) required to play the game will be coming out in a day or two. Stay tuned.
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No. That would require some recoding of the game, and as we found out with JKG, some tools (like WinRar) have tools to bypass encryption.
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The mesh could do with improvement, but no further poking of the bear is needed, so to speak. @@Cerez doesn't want any feedback of the mesh I guess, so let's keep on the subject of the textures?