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Everything posted by eezstreet
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I think those are Unicode characters and you wouldn't be able to bind them anyway since everything uses ASCII.
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He's made three or four requests. Chill out.
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Looking for a public game? Want to converse with developers? Join our public Discord server: https://discord.gg/YuG8Zks
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This is the last version prior to changes that I will be maintaining, from now on. Basic Features: Team Free-for-All gameplay with exciting gunfightsKills earn you credits, where you can spend them at the vendor to buy cool gear, such as lightsabers, more guns, and armor piecesOver 100 different weapons to dispatch your enemies, including the ultra-dangerous Class A Thermal Detonator and iconic weapons like the E-11 Blaster RifleHand-tuned first person animations for complete immersionHow to play (basics): You start off with a starting weapon (this is dictated by the server) and a small handful of credits. In your base, you will find a vendor NPC that you can interact with and buy some items. Also, you can sell back stuff that you don't want later. Weapons you purchase will be stored in your Active Combat Inventory (ACI). This is basically like a hotbar for your items, and you can scroll through weapons on the list. (it skips over usable items) You can also purchase armor (currently only cosmetic) and consumable items. Consumable items can be placed on the ACI for quick use via hotkey. Currently there are only two consumable items that I'm aware of: seeker drones (MUCH better than their base counterpart) and bacta canisters. You might have noticed this while ingame, but there are three additional features to the game: Sprinting, which is bound to the shift key by default, Iron Sights, which improves your accuracy and is bound to Mouse2 by default, and Weapon Firing Modes. Some weapons may have up to 3 or 4 firing modes, including grenade launchers, burst fire modes, and others. KILL PEOPLE. This gives you credits. Killing multiple people will place a bounty on your head. Players can claim a bounty by killing youKnown bugs: Lightsabers don't work (very well). They got broken when moving to OpenJK and I haven't fixed them yet.Force powers don't workThere's lots of places where scroll wheel functionality would be great, but there is noneCan't get back to the storefront from the inventory when going to sell things (UI is missing some buttons/someone kludged this up)Projectiles can clip into the face. I'm working on this.Can shoot through really thin brushes. See above.Credits can loop over after ~4billion I think
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There isn't a way to generate a crash log, to my knowledge. @@ensiform or @@Xycaleth might know more.
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Are you loading from a .bat file? Check in the task manager and make sure that a background process of jamp.exe isn't running. Also check and make sure the issue is isolated to MB2. Basically, "VM_Create on X Failed" means that the game could not load a .dll for whatever reason, like jampgamex86.dll, cgamex86.dll, etc. This could be due to: The DLL not being foundThe DLL currently being in use by another program (A rogue jamp.exe process in the background for instance)Not being able to access the DLL due to the OS (Not having administrator rights, for instance)The DLL not being valid (very rare and should never happen)This could be an issue with MB2 (seems probable, given how inexperienced their latest round of coders are) or possibly some weird mojo going on with your hard drive.
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Update (10/23/2024): This thread is out of date, to compile, you can either follow OpenJK's compilation guide or Flate's Ubuntu/Debian tutorial here. Prerequisites Currently JKGalaxies can be compiled on the following platforms: Win32 VS2014 and below Win32 VS2015 Win64 VS2015 It currently does NOT compile on the following platforms: Mac Linux Win64 VS2014 and below MinGW The following platforms will compile with some features omitted: Visual Studio 2015 In addition to one of the above platforms, you will need: CMake Git (for the `develop` branch) Compiling Guide You'll need to acquire the source code for JKGalaxies. This can be done on our Github page by either cloning the repository or downloading a zipped version of it. If you wish to contribute to the project, it is highly recommended that you create a fork of the project and clone your fork. When you have changes pushed to your fork, you can use a pull request. Currently, the directions for compilation are identical to the OpenJK Windows tutorial, located here: http://jkhub.org/tutorials/article/145-compiling-openjk-win32-must-read-for-new-coders/ Extra Steps for Visual Studio 2015 Visual Studio 2015 has a radically altered C runtime library (CRT) and as a result of this change, the game does not compile correctly because some of the libraries were compiled with older CRTs. To counter this, you'll need to disable the OpenSSL cryptography package (currently not used). Assuming you've loaded up the project in Visual Studio, right click on the MP Game Library in the Solution Explorer and select properties. Along the left hand side of the properties panel, do Configuration Properties > C/C++ > Preprocessor. On the line labelled Preprocessor Definitions, toggle the drop down and hit Edit. On a new line, add NO_CRYPTOGRAPHY. You'll also need to use a different version of SDL, the window, sound and input manager used by OpenJK and its derivatives. If you don't have the Properties panel open, right click on the MP Client project and hit Properties. If you still have the properties panel open, simply click on the MP Client project in the Solution Explorer. From here, do Configuration Properties > Linker > Input. On the line labelled Additional Dependencies, toggle the drop down and hit Edit. Find these lines: ..\..\codemp\libraries\SDL2\lib\x86\SDL2.lib ..\..\codemp\libraries\SDL2\lib\x86\SDL2main.lib and change it to this: ..\..\codemp\libraries\SDL2\lib\x86\vs2015\SDL2.lib ..\..\codemp\libraries\SDL2\lib\x86\vs2015\SDL2main.lib
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Visual Studio 2015 will have issues compiling older code due to it using a completely new CRT (C runtime library). This means that any .libs that you have used will have to be recompiled from scratch. I strongly advise against using it unless you're an advanced user/OpenJK and co. release new windows libraries for it. That is all.
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This thread has been moved to the new JKGalaxies subforum.
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This thread has been moved to the new Jedi Knight Galaxies hosted mod forum.
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Origins of Jedi Academy: ...somewhere in Los Angeles, California, in an Activision meeting room: Activision Exec: Ahahah! Excellent! JK2 was a top seller, and we have good review scores! Most excellent! Exec 2: Should we make another game? Exec 1: Of course! But we'll need Lucasarts to sign off on it. *phone ring at Lucas Ranch* Exec 1: Yes hello, Lucas? Can we make another JK game? Lucas: Yep sure mang. Exec 1: Excellent! So we're cool right? Lucas: Yeah - Exec 2: Thanks, bye! Lucas: but! Exec 1 & 2: *sigh* Lucas: It's gotta be like the prequels! Your game was dark and full of revenge and stuff. Exec 1: Okay okay. What do you want us to do? Lucas: It's gotta be about Jedis. And lightsabers. Kids fucking love lightsabers. Exec 2: The game already had lightsabers in it... Lucas: NO IT NEEDS MORE FUCKING LIGHTSABERS, YOU HEAR ME? MORE. Exec 1: How can it have more? Lucas: Did you not see Attack of the Clones? The Phantom Menace? Exec 2: Yeah, we saw them, but they were pretty awful- Exec 1: Awfully good, yes! *smacks Exec 2* Exec 2: We put in the double bladed lightsaber in JK2 though. Lucas: BUT IT WAS A CHEAT CODE! Exec 2: Okay, true. So you want double bladed lightsabers? We can work with that. Exec 1: Yeah. Shouldn't be too much of a problem. Lucas: AND TWO AT ONCE, JUST LIKE ATTACK OF THE CLONES. Exec 1: Okay sure, we can do that too. Can we get funded now? Lucas: Mmmmmm....hamburgers...I mean, YES. Make me a game. Exec 1: K, bye Lucas: Lol, bye. And no more puzzles! I fucking hate puzzles! *click* Madison WI, the next day: Exec: Okay boys! We're making another JK game! *collective cheers* Exec: But that last game took a little too much time. I mean, you started stuff in 2000 and it didn't come out until 2002? *murmurs* Exec: Alright, can we get it out in less than a year? Sounds good. Do us proud, guys.
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You're referring to the game, not the mod. Huge difference. Game = Star Wars Galaxies Mod = Jedi Knight Galaxies
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I said it was a great model for a beginner. This is your first model, yes? That would definitely put you in the category of a beginner, and objectively it's a pretty great model for a beginner. If someone with experience like Ashura, Chalk, minilogoguy, Gir, etc put out something like this, I would naturally be a bit confused. I'm not sure I understand the offense? :? I always critique people's models based on polyflow- I don't know a damned thing about working with the tools to sculpt or producing a good texture - those are a bit beyond me. But if I see a nasty set of triangles, then that's easy for me to recognize. I mentioned quads because they're easier to work with in a lot of ways since you have fewer edges and faces to work with. Some things are just easier to represent via quads anyway, like the upper lip. Part of the learning process is making mistakes and then learning from them. In this case you've made a rather common mistake: Getting it ingame before getting the mesh critiqued. Have a look at the resources that the others have provided, they'll give you some pointers.
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Your polyflow looks pretty jacked up, especially around the nose and upper lip / "stache" area. I think modelling in tris is a bad idea, you should probably stick to quads as they are easier to work with and you'll get nicer results. But for a beginner model, this is pretty great work.
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Yes. I just need to install VS2013/14 on my desktop and that'll be good to go.
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Can we get a wireframe, perhaps? I'm rather curious how the shoulder deformations will play out.
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No, those are the development files. I need the stuff to actually run the game. EDIT: Nevermind, Stoiss lent me a hand and I've got everything I've need to set up a small workstation.
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But no, srsly. I need those assets. The direct link on the website doesn't work and there's other broken stuff too on the Moddb page.
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Here you go: https://github.com/JKGDevs/JediKnightGalaxies/releases/tag/HEAD
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Sarlacc tentacles - How to make them move?
eezstreet replied to Langerd's topic in Modding Assistance
GLM/NPC will not work. They have a bounding box. -
Will do, later today.