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afi

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Everything posted by afi

  1. I don't understand the first part but we didn't drop linux support (there was simply no public demand for linux builds) and we will definitely have linux-support, also the code was open-source (but there was no public demand for it)
  2. https://jkhub.org/topic/9348-open-source-jedi-knight-in-a-modern-engine/ https://jkhub.org/topic/10734-jk-inspired-game-seeks-help-for-development/
  3. I decided to make a final frag movie in JKA. The frags are taken from ESL matches between 2008 and 2012. Have fun!
  4. We are still searching especially for a modelling an an animation-artist.
  5. You can hardly define an universal rule just by comparing JK to KOTOR, these are two completely different games. If you want to appeal to a larger audience with a singleplayer game you need more than just a good combat mechanic. Mechanics are in fact proportionally much less important in a singleplayer game than in a multiplayer game when you take into account how much more a singleplayer game needs to be good. So yes, a singleplayer game with JK's gameplay mechanics could work, but you would need much more than that to make it successful. Besides the fact that I don't think that you would cater to a larger audience by making it singleplayer. And btw, the target audience for our project are not exclusively JK players.
  6. I would be surprised (and I highly doubt it) if the majority of Jedi Academy players would prefer the singleplayer, especially since the singleplayer in JKA isn't really good anyway.
  7. I voted for EPIV because it already had some of the greatest pieces in the saga, like the force theme and because it defined the sound for all SW movies after. But there are great tunes in all star wars movies.
  8. The Open Saber Project (pending a name change—coming soon!) is looking for additional staff. We’re a project dedicated to reinventing the same kind of combat we all know and love from JKA in the Unreal Engine 4, in the form of a whole new game in a whole new world. While we’ve made a lot of progress so far, we’re still far from done (still in the pre-alpha stage), and need people for a variety of tasks, including but not limited to: - Programmers - Concept artists - Texture artists - Modelers - Animators - UI artists - Character artists This prototype is exclusively done using UE4’s blueprint (visual scripting) system. The blueprint system is utilized for two important reasons: 1) Prototypes require constant changes/additions/deletions – and iteration times using blueprints are considerably shorter 2) Non-developers can also contribute. Once this project nears the end of prototyping, all systems which significantly affect performance will be converted to C++. If you or someone you know might be interested in aiding the project, message Dzon either here on JKH (https://jkhub.org/user/3682-dzon/) or on Discord (Dzon#2089), which is what we use the most for team communication. For more information, visit our Discord server here https://discord.gg/rXuAeNm. A note on Star Wars content: We do not own the rights to anything Star Wars, and will not be able to use Star Wars-based content in the release version of the game. However, we do welcome (and support) any Star Wars content in the form of independent mods for the game post-release. Preview video: https://drive.google.com/file/d/1VJ_H_qy-Tz2cqeF6GwuAmk5AI-RpOT0L/view Screenshots: If you have any kind of questions, feel free to post them here and we will try to answer them.
  9. These "workarounds" only apply (if even) for personal use, not for redistribution. Technically every single mod on JKHub that uses third party sounds or music is illegal.
  10. Yea, you need a botroute. It's quite easy with a code edit to make the bots not jump at all though.
  11. The phase problems occur when the left and right channels get mixed, for example when using a mono speaker, because your left and right signals are slightly different. For this reason you shouldn't convert the stereo file to mono. Best way to fix that is to just use one channel. Voice should be recorded in mono anyway. Effects like reverb can be stereo. https://nofile.io/f/MKg55Q1Xd08/kylo.wav
  12. Yes, we can. (except that I dunno what the high ground meme is)
  13. Once you got fullbeat and halfbeat down, the rest (like inverted, backward or one-button) will be easy. I'd pick up some tutorial videos on youtube and then just practice it. Also you should get a mod which provides a speedometer.
  14. https://jkhub.org/topic/9348-open-source-jedi-knight-in-a-modern-engine/?do=findComment&comment=133837
  15. Using strings in menus. This is pretty much a translation of my old tutorial that I wrote for darth-arth.de. Strings can be useful if you want to translate your mod in several languages or if you have a lot of text. It's just way more clearly than writing the text right into the menu file. The syntax in the menu files is like that: text @[stringfile]_[name of the string] For example: text @MENUS_NEW This string is located in "MENUS.str" and the name of the string is "New". A string file needs to be in the folder strings/[language] For example strings/english . It needs to have the file extension .str and is for example looking like that: //example.str VERSION "1" CONFIG "W:\bin\stringed.cfg" FILENOTES "Text printed at console" REFERENCE MYLINK LANG_ENGLISH "This text is/n cool!" ENDMARKER At the beginning there needs to be the stuff with VERSION,CONFIG und FILENOTES. And in the end there is the ENDMARKER command. Reference is the "link" to your text. The actual text is written behind the command LANG_ENGLISH. Line breaks can be done with /n. This is an example of how it could look like in the menu: itemDef { name example text @example_MYLINK style WINDOW_STYLE_EMPTY rect 100 200 130 24 font 4 textscale 1.1 textalign ITEM_ALIGN_CENTER textstyle 3 textalignx 65 textaligny -1 forecolor 1 1 1 1 visible 1 decoration } In the game it would look like this: This text is cool! I hope you learned something new. Good luck with your menus
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