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afi

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Everything posted by afi

  1. Wasn't his castle on vjun?
  2. textstyle 3 should do the trick
  3. The singleplayer in JKA is pretty bad anyway
  4. 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)
  5. 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/
  6. (Made a slightly updated version)
  7. I decided to make a final frag movie in JKA. The frags are taken from ESL matches between 2008 and 2012. Have fun!
  8. We are still searching especially for a modelling an an animation-artist.
  9. 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.
  10. 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.
  11. afi

    Prison Escape

    This was pretty fun
  12. 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.
  13. 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.
  14. 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.
  15. Yea, you need a botroute. It's quite easy with a code edit to make the bots not jump at all though.
  16. 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
  17. Yes, we can. (except that I dunno what the high ground meme is)
  18. 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.
  19. https://jkhub.org/topic/9348-open-source-jedi-knight-in-a-modern-engine/?do=findComment&comment=133837
  20. You dont need any mods to play multiplayer
  21. 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
  22. Basic knowledge of coding menus Prior Knowledge Requirements: Creating/Modifying/Opening .Pk3s Tools: PakScape, a good text editor like EditPlus. Coding menus in Jedi Knight is not hard at all and can be compared to markup languages like HTML. Calling it "coding" is actually not completly correct but since everyone does so, I'm gonna do so as well. My goal with this tutorial is just to give you some small overview. I will go more into detail in future tutorials. Your first step is to open PakScape and to extract all the ui-files (located in assets1.pk3) to your hard drive. Now open the file main.menu with your text editor. As you can see a menu consists of several different parts. The assetGlobalDef affects all menu files and can only be found in the main.menu. The menuDef is the header of every menu and sets stuff like the resolution, the name of the menu, etc. The itemDefs are the actual elements of a menu. Text, images, buttons or videos are all itemDefs. To go more into detail: assetGlobalDef: For beginners there is actually not much that is important to alter (there is also a lot hardcoded). I will explain in a future tutorial how you can change the fonts though. menuDef: name - sets the name of the menu. Attention! The name of the menu file (e.g. main.menu) can differ from the actual name of the menu that is set in the menuDef. I will explain later why this is important. fullScreen - The main menu has to be fullscreen, other menus can open as a small window. rect - sets the position and the resolution of the menu. If fullScreen is set to 1, it should be always set to 0 0 640 480. visible - defines the visibility of the menu. Better set it to 1. focusColor - sets the color of the item that is in focus (= in contact with the mouse). desc... - the description-text that appears when you hover over the buttons (usually located at the bottom of the menu). descX, descY - the positioning of the desc-text. descScale - the size of the desc-text. descColor - the color of the desc-text. descAlignment - the alignment of the desc-text. Itemdef The Background (for example the Star Wars-logo on the top): name - sets the name of the item. Can be important if you want to open or focus items. group - can be useful if you want to centralize several items in one group. style - defines the style of the item. WINDOW_STYLE_EMPTY no background WINDOW_STYLE_FILLED filled with background color WINDOW_STYLE_GRADIENT gradient bar based on background color WINDOW_STYLE_SHADER gradient bar based on background color WINDOW_STYLE_TEAMCOLOR team color WINDOW_STYLE_CINEMATIC cinematic rect - the position and the resolution of the item. (Explanation in the end of the tutorial.) background - the path of the background-image. Can also be a path to a shader-file. forecolor - the fore color used in the item. Only useful if you use a color instead of an image as a background. visible - defines the visibility of the item. decoration - makes you not touching and picking the item with the mouse. The Button (for example the Loadgame-button) Pretty similar to the background-items. You can actually also use an image to be a button. But in JK:JA there are only text-buttons used. text - the path to the text-string (I will explain that in a future tutorial). descText - the path to the description text-string. font - the font used for the text (1-4). textscale - the size of the text. textaligny, textalignx - changes the position of the text. textalign - the alignment of the text. textstyle - there are different textstyles, like shadowed text. type - important command that can be used to implement listboxes, checkboxes, etc. ITEM_TYPE_TEXT simple text ITEM_TYPE_BUTTON button, basically text with a border ITEM_TYPE_RADIOBUTTON toggle button, may be grouped ITEM_TYPE_CHECKBOX check box ITEM_TYPE_EDITFIELD editable text, associated with a cvar ITEM_TYPE_COMBO drop down list ITEM_TYPE_LISTBOX scrollable list ITEM_TYPE_MODEL model ITEM_TYPE_OWNERDRAW owner draw, name specs what it is ITEM_TYPE_NUMERICFIELD editable text, associated with a cvar ITEM_TYPE_SLIDER mouse speed, volume, etc. ITEM_TYPE_YESNO yes no cvar setting ITEM_TYPE_MULTI multiple list setting, enumerated ITEM_TYPE_BIND multiple list setting, enumerated ITEM_TYPE_TEXTSCROLL scrolls text ITEM_TYPE_INTSLIDER mouse speed, volume, etc. The "on"-commands Only used in the menuDef: onOpen - stuff that happens when the menu gets opened onEsc - stuff that happens when the menu gets closed Used in the itemDefs: Action - gets executed when you click on the item. For example a new menu opens. mouseEnter - gets executed when you touch the item with the mouse. mouseExit - gets exectued when tou leave the item with the mouse. doubleclick - gets executed when you doubleclick the item. Rect The rect-command works like this: rect X Y W H X = horizontal position Y = vertical position W = width H = height Colors The colors work like this: color R G B T R = red G = green B = blue T = transparency All values can go from 0 to 1. Loading menu files. There are textfiles which are responsible for loading the actual menu files. For example the file that loads the singleplayer menus is called menus.txt. Please note that the engine loads the menus by their actual filename not their "menu-name" that is defined in the menuDef. This concludes my tutorial about basic menu coding.
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