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BruceJohnJenner

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Posts posted by BruceJohnJenner

  1. SDL is used on Linux and I think also Mac for window management. It isn't used on Windows (yet). There's other platform-specific code as well. SDL was never in the commercial release of the game.

     

    GHOUL2 (.glm) is a proprietary format created by Raven for SOF2 and later adapted for JK2/A. It was rather controversial for its time due to the level of graphic violence that was portrayed in SOF2 (but was toned down for JK2/A). The ghoul2 folder is the renderer and physics code for it. The game still uses MD3 models for a few things.

     

    ICARUS is the singleplayer scripting system (.IBI files)

     

    As for game/cgame/ui, Quake 3 runs up to three concurrent virtual machines. These were originally in QVM files, which were more LLVM-like in nature. JA (specifically) alters this so they are compiled as native binaries. In multiplayer, these compile into three different DLLs: cgamex86.dll, jampgamex86.dll and uix86.dll. The cgame module is essentially the client-side virtual machine, while game is the server-side. Each mod can have its own cgame/game DLLs so it can have its own behavior without having to modify the engine.

    In singleplayer, the UI module is absent (it's part of the engine), and the game and cgame modules are combined as simply jaspgamex86, since the client/server separation is not necessary in SP. OpenJK modifies the loading procedure for SP so that the jaspgamex86 can be used from a different folder.

     

    Are you more interested in MP or SP?

     

    Would it not make some sense to port everything to SDL, or are the Win32 and OSX parts just there to smooth over small areas where SDL doesnt fit quite perfectly due to differences in how operating systems handle things? Just a wild thought here, but would porting things to SFML be a possibility? I am a big fan of SFML personally.

     

    I would imagine that ICARUS and Ghoul2 dont really need much modification at this point, more just adjusting how the game uses them internally in game and cgame? Is ghoul2 basically just a filetype that normal mesh files like 3ds and obj can be ported to?

     

    Why exactly is LLVM used to run virtual machines? (ie what problem requires setting one up instead of just writing normal C code to do it?)

     

    Are all users in a multiplayer session required to use the same versions of dlls though? If a mp session was using different code for cgame, things would behave differently for everybody wouldnt they?

     

    Generally more interested in SP, but Im more interested in just tinkering with game mechanics to do interesting stuff. Even just modifying the speed that weapons fire moves at to be faster has a big effect on SP gameplay. But changes like that are obviously not part of the OpenJK branch, so I think Im going to just make that into a separate repository that isnt related to OpenJK.

     

    I would love to tinker with integrating bullet physics into the game though. I think somebody already experimented with that before, and it looked really cool with crates & objects bouncing around.

     

     

    I highly suggest you jump on the JACoders IRC if you haven't been visiting already, but yes agree a roadmap for the code would be beneficial.

     

    Ill make sure to stop by the IRC, maybe sometime on this weekend if I have time.

     

    What I was thinking of in place of a roadmap, would be to create a quick comment at the top of each file in OpenJK that describes what it does. Sooo, I think Ill refork OpenJK, and make pull requests to master with the commented files, and whoever is in charge of the main branch can review the comments to make sure theyre accurate, then add them to master.

     

    Does that sound like a decent idea?

  2. Sooo,

     

    This is a bit of a broad question. I now have a fork of OpenJK working on Ubuntu linux, so I can now tinker with the source at will. But, not unexpectedly, the source code for the project is massive, quite a bit for me to take in all at once. For comparison, my largest project would be this:

     

    https://github.com/BruceJohnJennerLawso/Ignition_Engine

     

    which is a minnow compared to OpenJK. I also see from browsing the code, that a lot of it is written in functional style as opposed to object oriented. This again isn't particularly surprising given that the game is over 10 years old, and speed was probably a fairly important factor in its design, but the code is proving rather difficult to make sense of. What I was hoping to do, is create a quick roadmap of where everything is in OpenJK, and a rough description of what it does.

     

    So far the only things I have been able to figure out is this:

     

    -win32 and macosx under the code folder (only looking at JKA code here) are obviously related to lower level stuff on the given operating system (creating a window, getting a handle to it, drawing stuff to that window, etc.). If that is the case, I dont follow why sdl is also there, since sdl would cover all of those tasks on its own wouldnt it? Or maybe SDL is only there to provide support for low level stuff on linux that wasnt available when the commercial version was released?

     

    -I think ghoul2 is somehow related to in game meshes, more specifically taking a static model that a modeller creates in an external program like blender, 3dsmax, what have you, and making it interface with the game physics and animations? Is it some sort of external library that handles things like this?

     

    -No clue what icarus is, If anyone could comment on that, it would be very helpful.

     

    -game and cgame are fairly obvious, some game constants were defined in the headers in game, which allowed for changing a few things like the speed of weapons fire, although much of that is a mystery to me at the moment.

     

    Beyond that, Im not sure what most of the source does. Is there a good starting point in the code to look at that would help me get a better understanding of how it all works?

     

     

    Futuza likes this
  3. Some questions:

     

    -Staff style or strong style?

    -Detailed or simple model?

     

     

    -Umm, strong style I think? Staff style is held horizontal at the waist isnt it?

    -Simple as it gets

     

    http://wrzucaj.net/images/2015/01/12/umbr.jpg

     

    Like this? (textures will take more time D: and i must make the inside too.

     

    That looks perfect, exactly what I was thinking of. :winkthumb:

     

    Whether to texture or not would be up to you really. I personally wouldnt mind if it just used different coloured materials for the detail, but textures are fine as well if you prefer to do it that way. I just cant imagine how to properly UV map a texture to that top surface though, but I imagine Blender must have better tools for UV mapping than the piece of crap that I used for my UV mapping in conjunction with Anim8or.

  4. And just make a melee more powerful , make some bar and some breakable objects that after pressing you get a weapon saber (for example You press at the chair and you have a chair saber , lamp a lamp saber and bottle a tulipan bottle weapon XD).

    It would be awesome!!!

     

     

    For You there is a MrWronko's tutorial

     

    https://www.youtube.com/watch?v=SRtn9KO0omY

     

    It will teach you how to make the model :) . The blender is quite nice program to use. Some time and trial and error and You have model ;) It is easy believe me.

     

    Hmm, blender, another mountain I need to climb someday...

     

    Is there any way of doing it from Anim8or? I have experience using that before.

  5. I find that activating lukes meditation stone causes my player to get stuck in the meditation stones mesh, unless I noclip to get out of it. I would assume that is not fixable if the player is already standing on top of the stone when activating it, but would it be possible to make it activatable from farther away so it doesnt happen?

     

    I really like the addition of the banners to the main hall too by the way.  :winkthumb:

     

    Out of curiosity, where did you get the interior of the yavin runner2, did you recreate it from scratch, or was it included with the sdk?

  6. @@Oobah I just played through your Massassi Temple map in depth and it is really good. It would be perfect for SP mission. Would you be interested in joining the team here and making some maps for SP missions?

    I had the same idea, rewrite a few of the .menu files to make the Massassi temple map into a hub for SP, but he wasnt into it when I asked him. He might be more interested with the offer coming from a large project though, so who knows...

    Circa likes this
  7. Just a thought I had recently,

     

    A really cool idea for a new mission would be to set it up so the player has no weapons (kinda like dosuun), but there are no weapons scattered throughout the level to pick up, only the melee enabled at the start using the iknowkungfu command. The player is stranded on some backwater planet with some awful person that wants to kill them, (because reasons) and has some sort of weapon (probably something in between a E-11 and the disruptor?).

     

    The core idea of the level would be that the player jumps from cover to cover in order to avoid their opponents fire, and has to dart in and out to kick/punch their opponent in order to defeat them. I would love to create the map, but I dont think I have enough experience to make it good enough just yet. Maybe sometime this summer, if that isnt too late?

  8. Look for UI_Alloc in ui_shared.cpp

     

    Thanks. Is there any reason why not to simply set it higher by default in the main branch of OpenJK? A mb is pretty small potatoes for most computers RAM-wise these days, so maybe it would be better just to set the amount fairly high so problems like this dont happen very often?

  9. Just a quick request for a project I am working on, probably very small

     

    I need a model of an umbrella for a movie project I am working on. I need the character in game to hold it similarly to a lightsaber (which will work well, since the character just needs to hold it above their head like you would normally do with an umbrella :P ). I was thinking that I might just import it over tavions sword in the game, since that will avoid having a glow from a saber and the accompanying sound effects in the game.

     

    The model doesnt need to be highly detailed or anything, just recognizable as an umbrella. Normally I would do it myself, but I dont know a thing about creating models for jka yet, and Im sure one of the developers on these forums could probably dash it off in 15 minutes or so.

  10. Because it just is the way it always was.  Its not using the heap memory.  This is a throwback to q3a which only used qvms and cannot allocate using malloc/calloc/alloca/new.  Rather not go and change all of this for the time being.

     

    Ah, so it just initializes a block of memory at startup and uses it like a sort of scratchpad? Thats peculiar, but whatever works... At least its still allocated on the stack then.

     

    Where can I adjust this in the code?

  11. Okay, heres the output in the console on linux:

    bruce@BruceJohnJenner-ThinkPad-X130e:~/development/open_jk_test$ ./openjk_sp.x86_64
    OpenJK: v1.0.1.1 linux-x86_64 Jan  7 2015
    Initialising zone memory .....
    ----- FS_Startup -----
    Current search path:
    /home/bruce/.local/share/openjk/base
    ./base/zzzz_darth_necriss.pk3 (80 files)
    ./base/zzzzzzzzzzzzzzSilver Saber.pk3 (21 files)
    ./base/xyz_dc-15A_pah.pk3 (27 files)
    ./base/UltimateWeapons.pk3 (633 files)
    ./base/sssid_blockade_runner_v1.pk3 (51 files)
    ./base/Pande_JKG_Spaceport.pk3 (122 files)
    ./base/NpcSP_v1.1.pk3 (16 files)
    ./base/Massassi Temple.pk3 (539 files)
    ./base/elegance_hud.pk3 (13 files)
    ./base/Chiss_species_pack_v2.0.pk3 (230 files)
    ./base/assets2.pk3 (62 files)
    ./base/assets1.pk3 (8320 files)
    ./base/assets0.pk3 (15346 files)
    ./base
    
    ----------------------
    25460 files in pk3 files
    execing default.cfg
    execing openjk_sp.cfg
    couldn't exec autoexec_sp.cfg
    Running Jedi Academy Mode
    ----- Client Initialization -----
    ----- Initializing Renderer ----
    Trying to load "rdsp-vanilla_x86_64.so" from "."...
    -------------------------------
    ----- Client Initialization Complete -----
    --- Common Initialization Complete ---
    SDL using driver "x11"
    Initializing OpenGL display
    Display aspect: 1.779
    ...setting mode -1: 800 600
    Using 24 color bits, 24 depth, 8 stencil display.
    Available modes: '1366x768 1360x768 640x480 800x600 1024x768'
    GL_RENDERER: Mesa DRI Intel(R) Sandybridge Mobile 
    Initializing OpenGL extensions
    ...GL_S3_s3tc available
    ...GL_EXT_texture_compression_s3tc available
    ...no tc preference specified
    .....using GL_EXT_texture_compression_s3tc
    ...using GL_EXT_texture_env_add
    ...GL_EXT_texture_filter_anisotropic available
    ...using GL_EXT_texture_filter_anisotropic
    ...using GL_EXT_texture_edge_clamp
    ...using GL_ARB_multitexture
    ...using GL_EXT_compiled_vertex_array
    ...GL_NV_register_combiners not found
    
    GL_VENDOR: Intel Open Source Technology Center
    GL_RENDERER: Mesa DRI Intel(R) Sandybridge Mobile 
    GL_VERSION: 3.0 Mesa 10.3.0
    GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_AMD_performance_monitor GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_timer_query GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_compressed_texture_pixel_storage GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_clear_buffer_object GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_invalidate_subdata GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_vertex_attrib_binding GL_KHR_debug GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_multi_bind GL_ARB_seamless_cubemap_per_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_INTEL_performance_query GL_ARB_conditional_render_inverted 
    GL_MAX_TEXTURE_SIZE: 8192
    GL_MAX_ACTIVE_TEXTURES_ARB: 8
    
    PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
    MODE: -1, 800 x 600 fullscreen hz:N/A
    GAMMA: hardware w/ 0 overbright bits
    rendering primitives: single glDrawElements
    texturemode: GL_LINEAR_MIPMAP_LINEAR
    picmip: 0
    texture bits: 0
    lightmap texture bits: 0
    multitexture: enabled
    compiled vertex arrays: enabled
    texenv add: enabled
    compressed textures: enabled
    compressed lightmaps: disabled
    texture compression method: GL_EXT_texture_compression_s3tc
    anisotropic filtering: enabled  (16 of 16)
    Dynamic Glow: disabled
    
    ------- sound initialization -------
    SDL_Init( SDL_INIT_AUDIO )... OK
    SDL audio driver is "pulseaudio".
    SDL_AudioSpec:
      Format:   AUDIO_S16LSB
      Freq:     44100
      Samples:  512
      Channels: 2
    Starting SDL audio callback...
    SDL audio initialized.
    UI menu load time = 1032 milli seconds
    Loading... jedi_02
    ------ Server Initialization ------
    OpenJK: v1.0.1.1 linux-x86_64 Jan  7 2015
    Server: mp/ffa_mtd
    Sys_GetGameAPI(./base/jagamex86_64.so) failed: "Failed loading ./base/jagamex86_64.so: ./base/jagamex86_64.so: cannot open shared object file: No such file or directory"
    Sys_GetGameAPI(/home/bruce/.local/share/openjk/base/jagamex86_64.so) failed: "Failed loading /home/bruce/.local/share/openjk/base/jagamex86_64.so: /home/bruce/.local/share/openjk/base/jagamex86_64.so: cannot open shared object file: No such file or directory"
    Sys_GetGameAPI(./OpenJK/jagamex86_64.so): succeeded ...
    ------- Game Initialization -------
    gamename: OpenJK
    gamedate: Jan  7 2015
    ERROR: info_player_intermission is not a spawn function @(286.562 198.376 150.5)
    ERROR: item_ysalimari is not a spawn function @(1632 2128 -4068)
    ERROR: item_ysalimari is not a spawn function @(2048 1280 -3808)
    ERROR: item_ysalimari is not a spawn function @(3488 1632 -4068)
    ERROR: item_ysalimari is not a spawn function @(1792 -864 -4068)
    ERROR: item_ysalimari is not a spawn function @(368 -736 -3752)
    -----------------------------------
    -----------------------------------
    Done.
    UI menu load time = 2075 milli seconds
    UI_Alloc: Failure. Out of memory!
    Segmentation fault (core dumped)
    bruce@BruceJohnJenner-ThinkPad-X130e:~/development/open_jk_test$ 
    
    

    Although there are a few mods installed, the behaviour was there when the game was completely vanilla (no extra pk3s besides Oobahs Massassi temple)

  12. Whats the actual error?  I don't have one that says ran out of ui memory.

     

    The one thing I notice when spawning NPCs is the console does say "unknown UI script ;"  But still spawns anyway. @@therfiles

     

    I cant remember the exact text of what it said. Ill try to run it again later today and post it.

     

    If you're debugging from the terminal, you can do something like this:

    gdb --args ./openjo_sp.i386 +set r_mode 5 +map ffa_bespin

    I wouldn't set the window to fullscreen - it makes it a pain to debug then :P

     

    So the command line arguments are already implemented in the current code? I thought I was going to have to write them myself sorry.  :rolleyes:

     

    I'll do some testing with it and let you know. Also, was it just singleplayer you tried or multiplayer or what? Mod not intended for multiplayer.

     

    Single-player, built vanilla off the most recent state of OpenJK on github. The actual repo is here:

     

    https://github.com/BruceJohnJennerLawso/OpenJK

     

    only a few commits behind the master

     

     

    built using cmake & make on Ubuntu linux, running single-player. I cant stand multiplayer to be honest. #foreveralone

     

    @@BruceJohnJenner

     

    So I did some testing and it worked fine for me.  (Well other then the fact that my models are broken as hell, but that's something else unrelated to the mod).

     

    <script pagespeed_no_defer="">//

    I couldnt even get that far, the game crashes for me upon loading any map, unless I delete the npcsp files.

     

    Its not a big issue, I just dont see any reason why npcsp should not work. Its not that in depth of a mod that it should have issues with different versions of the engine.

  13. Thanks for the advice, but I got it to work just by editing the main.menu file in the base packages. The one thing that confused me about the way the OpenJK project is set up with cmake is that just running make without any additional flags only seems to produce the base executable, whereas to create a working copy of the program, you need to run make install (and copy over Assets 0-2 pk3 files from a normal distribution obviously.

     

    I now have the program up and working, and the game goes directly from character selection to Oobahs Massassi temple, rather cool :D

     

    The only issue I see so far is that NpcSP refuses to run with my OpenJK forked build. Whenever I try to run the game with the npcsp config and pk3 file, the program crashes while loading the map, and the console says something to the effect of "ran out of ui memory". Can anyone confirm that the latest version of OpenJK does not work with npcsp?

    therfiles and Futuza like this
  14. So I finally got around to getting my fork of OpenJK set up and built. I copied over the base asset pk3s to the gamedata folder, and boom, I now have a fork of OpenJK running.

     

    Im thinking of tinkering with some different things, but Id like to make the entry point into the game a little bit more convenient. Basically Id rather have the exe start up and load a basic map right off the bat when I test my build, instead of going through the whole intro cinematic for the first yavin level & so on. I suspect that this is probably written as a .menu file in one of the base assets that gets executed when the game starts up, but Im not sure which one. Does anyone know which one it is and where it is located?

  15. Well, LucasArts operated in absolute schlock, and it died with its allies and employees remembering it that way. Reading this made me quite emotional. All I can hope for is that Disney emerges as our new hope, bringing with it many quality Star Wars productions in gaming, television, and film.

     

    Try to enjoy reading this story. ;/

     

    http://www.gameinformer.com/b/features/archive/2014/02/12/fall-of-the-empire-how-inner-turmoil-brought-down-a-legendary-studio.aspx

     

    Thanks for posting that link, a very interesting read.

     

    It really does help to explain how those bizarre things went on at Lucasarts all those years. It never failed to puzzle me how they could take a full decade to produce a sequel to Battlefront when the feedback from the fans was so overwhelmingly in favour. I mean for gods sakes, people released detailed analysis videos of every last second of 'leaked' footage when DICE announced it was making the new Battlefront. Or even how nearly 15 years after the engine for outcast and academy was created, its still pretty much the best of its type in existence (Star Wars specific anyways).

     

    Is it just me, or is it also not puzzling how Jedi Knight 3 was never made? Literally all that was needed to be done is to create another slightly improved version of the JKA engine, slap on any old single player campaign, ship it, profit.

    Lamented likes this
  16. Having actually seen Rebels, its eh, decent. Not amazing, but not as bad as expected really. Some of the humour is actually surprisingly kind of funny, which I like.

     

    One small thing about the animation: Is it just me, or does Zebs walk look slightly odd in certain scenes? It looks normal when he runs,  but the couple of scenes that show him walking at a normal pace, he sort of looks like he is about to fall forwards or something. Maybe its just me

  17. As for putting in a hub on the map that's not going to happen.  You would have just about anyone who wanted to running into whatever trigger they want and forcing a server map change when ever they wanted.  I wouldn't wanna give "trolls" and people who cause issues that kind of power to just force a map change at any time they wanted.  It would just annoy people.  Not to mention maps full of npc spawns and vehicle spawns as well as scripts on single player maps have a greater potential to crash a server at random.

    I wasnt thinking for a multiplayer server (and yes this would be a very bad idea for that lol). I was thinking that it could be a really cool idea for single player, so that players could wander around the academy before going to the hangar bay to go to their mission. Basically, can you create a console in the hangar that runs the command "exec hangar_console" when its activated? That way a user could start a custom single player mission from the hangar without needing to use the console. (Maybe the single player game could eventually be tinkered with so that it does this in between missions, then going to the console in the hangar starts the mission selection menu!)

     

    The custom command doesnt need to have any impact on multiplayer server use, the hangar_console.cfg file on the server can be left blank (or something harmless like helpusobi 0)

  18. In the ceremony hall in the final version I moved it up top into the command center and moved it out enough so it no longer clips through the wall viewing the door to the yavin_trial area.  Try the newest version out and let me know what you think of it, it's link is up on the jkhub now.

     

    Ah okay, I tried the new version.

     

    The view screen seems to be clipping out less, but I still dont understand what it is supposed to represent. All I see is a black void with one of the doors sliding in and out.

     

    Also there seems to be a minor bug with the dueling room, when you go upstairs above it to the room with the glass floor & the four buttons, the back two cause some sort of "keyword not recognize" message to get printed on screen when they are activated. Was this the bug found earlier? It didnt crash for me, but it didnt sound good either.

     

    Where are the buttons that control the music? I didnt see them in my walkthrough.

     

    On a bit of a far out note, could it maybe be possible for a map like this to act as a sort of in-game hub? It would be really cool if when a particular console is activated, it runs a console command like "exec mission_start", and the file mission_start.cfg contains the commands to start a single player map, ie "map sp_mission".

  19. It's not meant to lead anywhere.  That represents door locked, in jedi outcast yavin_temple it had the same thing over the door to the outside area till you hit the cutscene with luke then it turned green.  There will be no outside area or partial outside area.  Not worth the time or energy to map.  Basis of the map is interior of the temple itself.  I added the _skybox to cover the immersion factor of being able to see some kind of exterior outside but no it's not accessible, it's just there for looks.

     

    Ah okay. The skybox looks terrific in any case.

     

    The only other weird thing I noticed was the viewing room in the audience chamber. If you go into the audience chamber, go into the door to the left (the right one has the elevator up to the top) and turn on the viewing screen located there, the viewscreen goes really strange, similar to the effect you get if you try to noclip through a wall that leads to nowhere. (this was with the earlier version posted in this thread, so maybe it was fixed later on?)

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