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UniqueOne

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Everything posted by UniqueOne

    Shouldn't it be invisible, only actually loadable on maps nobody plays, and require a bugged version of force sight to find? :)
  1. https://www.youtube.com/watch?v=kjUXPjHzMVk Hmm. What's going on with youtube links with these forum upgrades?
  2. Atm im thinking that big map might end up being an island on Alderaan, if I can get some city assets.
  3. An updated weylax map that I have been working on... .. and a new unnamed map that I have been working on. (I'm pretty sure that this is the largest Q3 engine based map ever created to this point - but we can still go larger) The awesome mountain assets were created by mjt.
  4. Well, the alpha versions are downloadable for testing. It's not actually released. Release is planned for some time in 2138 at this point because I can't get much help...
  5. Star Wars: Warzone - New UI (work in progress). Just a few quick pics of the new user interface i'm working on.
  6. Star Wars: Warzone - Day/Night cycle, dynamic weather, procedural clouds, etc. Shows the updated day/night cycle, and the new procedural cloud, dynamic weather, and cloud shadows systems. Also gives a better look at the updated volumetric light system than the previous video did. https://www.youtube.com/watch?v=dS4uwjVNq3s
  7. Here's a document I wrote up a while back with a bit more info on planned warzone gameplay. ------------------------------------------------------------------------------------------------------------------------------------------------ Gameplay stage 1 basic plan: 1. Create basic worlds. Terrain based with a town or two.2. Most maps should also have a dueling area in a town, but the actual duel room is blocked from the main map, with 2 duelroom_spawnpont entitys (one) for each spawning duelist. Preferably this room should be visible to the people in town (in a cantina, etc, but behind glass) to watch duels while they wait. An npc in the viewing area would be where people queue up for the duel system.3. Somewhere off the map, we also want a tffa/ctf area, at least in this stage of development - later this may be not required any more with stage 2 becoming the real pvp of wz. Again, 1 tffa_spawnpoint for each team. Code will make extra spawnpoints around (or inside) that entity for multiple players to spawn. Possibly in stage 2, these may be re-purposed into guild training/testing areas. This needs to be it's own area of the map, no visibility to the main map for speed/culling/etc. Again, there will be an NPC in town to queue people for the ctf/tffa matches.4. A few maps might have some sort of arena. No rush on this one.5. We spawn a bunch of completely random quests/enemies based on some simple scripts per faction in the wilderness around the town for people to fight/farm/etc. This becomes the stage 1 economy, items. The basic idea of this stage is to get players gathered on a few wz servers, not spread over hundreds of empty ones. Build communities and friendships to keep people playing, because theres always people online. ------------------------------------------------------------------------------------------------------------------------------------------------ So, now we have a basic world system. now comes the next stage, main pvp/guild system (the longer term plan that ive only had in my head really): 1. The towns above become conquerable by guilds. * Guilds that own an area have a monopoly on the loot and resources in the area. (Long term, some areas may also open up skills to members of a guild, or ships, vehicles, or whatever). Possibility of other structures at some point to mine resources, etc. * Guilds will be able to set standings with other guilds, allowing or disallowing access, and allowing for a basic guild-alliance system. Undecided on if allied guilds will be allowed to help defence/attacks on areas. We probably don't have enough player slots to allow for it on a server. * Guilds will be able to invest into automated defences, but their main defence will always be their players.2. A guild that holds the town can block others from access to the area. However, another guild can declare war and try to claim the town from the original clan. The war would cost them money, and be on some timers. * A begin timer (probably like 24hours) - giving the owner a chance to prepare a defence. * A battle timer (probably like 1 hour) - this is how long the owning guild will need to stop their attacks, and how long the attacking guild has to take out the structure that claims area ownership and it's defences. A death of someone in this time will probably put the person into a non-combatant ghost-ish state for a period of time to be worked out. Let's say 5 minutes for now, to give the oposing team an advantage, able to focus on the 'territory claiming' structure (attack or repair).3. Pirate guilds/groups can hack access to a world temporarily to cause havok or just have fun with the locals.4. Some worlds (and hub worlds) will be unconquerable by players (and patrolled by local police force), for those that do not want to PVP. Now we have a game where the players are the content, and stage 1 is just the basic economy. And unlike JKA, players have a reason to log in and play each day, their loyalty to their friends and guilds. All the JKA guilds will now want to use WZ as now they have a reason to be a clan. ------------------------------------------------------------------------------------------------------------------------------------------------ Some possible really long term clan structure options ideas:* Defence Turrets (of course).* Shield Generator (protect town by forcing attacker to take out the energy sources before they can get into the town and attack the 'territory claim' structure.* Space Station - That's no moon! Floating in the sky, clan can call down orbital strikes say once every 15 minutes during an attack (while the station is visible overhead). Long long term, this could even be another play area.* Ship Yard (and Ships) - clan can call down support fire or npc reinforcements? Long long term, these could even be use to get to enemy planets to attack them.* Various area resource upgrade structures. Improves the world. Increase quality of loot or resources, or add extra quest givers or traders, etc.* Hunting Guild- Hire NPCs to farm the area for the clan for passive clan profit and resources.* Mechanic's Guild/Police Guild - Hire NPC-vehicles/NPCs for defence around the town, town outskirts, shield generator and energy generators?* Robot Assembly/Force Academy/Soldier Academy - Players can buy or select a Robot/Jedi/Soldier follower (like padawans/hk followers in current code). I'm open to more ideas... ------------------------------------------------------------------------------------------------------------------------------------------------
  8. Here it is in Star Wars: Warzone with a little volumetric fog and some warzone vegetaion added. We might make a warzone size dagobah later.
  9. Warzone installer and updater is now available for anyone that wishes to have a look at the alpha versions of the game. * Requires a 2GB video card at least and a fairly recent CPU. * If you have issues running the game on AMD graphics, use the AMD FIX.bat file once. * The installer/updater/launcher will update all files each time it is run to the newest. It will also fix the game files. * Always put the installer in it's own folder. DO NOT USE THE INSTALLER IN A FOLDER WITH ANY OTHER FILES OR FOLDERS INSIDE (other then the other files in this archive)! * If you want to make content for warzone, copy the gamedata folder to another place and work on that copy (there are bat files in GameData to run the game), when the updater updates on the downloaded copy, it will reset any files to defaults. DOWNLOAD LINK Updated on 2019/01/10 to make it a borderless window, add download speed, and other info when downloading, and minimize to system tray. Updated on 2018/12/27 to raise the max concurrent download connections from 2 to 4. Updated on 2018/12/21 to add some improvements. Updated on 2018/12/20 to fix issues with UAC and some other improvements. LAUNCHER INSTRUCTIONS AND TROUBLESHOOTING: 1. Extract the Warzone folder inside the archive to some place on your hard drive (using WinRAR or 7zip). 2. Go to that folder and run the WarzoneLauncher.exe file. 3. It should automatically download all the warzone files. 4. Once the files are downloaded, it might ask you to show it where your jedi academy 'gamedata' folder is, if it does, then select that folder in the dialog. If for some reason the game crashes at start, there are 3 possibilities. 1. Make sure inside Warzone\GameData\ you see a 'base' directory. If not, copy your 'base' directory from your Jedi Academy game folder. 2. Most things can be fixed by simply restarting the launcher. It will continue any updates and fix any broken files. 3. Make sure you have the latest launcher, above. It has been updated multiple times the last few days.
  10. Warzone badly needs modellers and mappers. We also could use help with just about everything else (coding, sound, radio ads, ui, textures, whatever), if anyone here thinks they can help out, pm me or stoiss. Be a part of the next generation Jedi Knight game.

  11. Warzone badly needs modellers and mappers. We also could use help with just about everything else (coding, sound, radio ads, ui, textures, whatever), if anyone here things they can help out, pm me or stoiss. Be a part of the next generation Jedi Knight game.

    1. Show previous comments  1 more
    2. UniqueOne

      UniqueOne

      Using MP code, but the game will be nearly completely playable as a single player game (with the exception of some major events).

    3. dark soul

      dark soul

      I can only help with code tho, currently maintaining clanmod

    4. UniqueOne

      UniqueOne

      We can always use more coders. Join our discord and send me or stoiss a PM. https://discord.gg/zQ4CB9S

  12. Warzone badly needs modellers and mappers. We also could use help with just about everything else (coding, sound, radio ads, ui, textures, whatever), if anyone here things they can help out, pm me or stoiss.

  13. Warzone badly needs modellers and mappers. If anyone can help, pm me or stoiss. We also could use help with just about everything else (coding, sound, radio ads, ui, textures, whatever), if anyone here things they can help out. Join us!

  14. This thread is way too quiet. Warzone badly needs modellers and mappers. We also could use help with just about everything else (coding, sound, radio ads, ui, textures, whatever), if anyone here things they can help out, pm me or stoiss. Join us!
  15. Warzone test map christmas makeover https://www.youtube.com/watch?v=1hVLX-nD_rs
  16. Here's a very short video of the new volumetric lighting. The difference between this and the old volumetric lighting is the light no longer needs to be on screen, you see the volumetrics and light shafts in any direction you are looking. Sorry about the crappy youtube encoding, but hopefully you can make out the effect. https://www.youtube.com/watch?v=883r3qRMJv4
  17. We get that a bit, tucked away here in our forum section Thanks
  18. ... and some more new pics ... More procedural snow updates (now with more config options and better looks in general): Remade the procedural night sky (now also has proper atmospheric scattering at night): New sunset/sunrise updates sun and it's volumtrics now changes color: Procedural moons (can add up to 8 procedural moons to any world, with their own texture, etc):
  19. Thanks man. Hey, poke eez etc, and come join us. I need people to help with the gameplay basic systems while I finish the engine stuff.
  20. ... and more ... Procedural snow system (just specify an altitude in the mapinfo for the map for snow to start blending into the original map - or set the altitude below the map to make the whole map snowy - players and entities also get snow added): Procedural moss (just enable in mapinfo to add moss to ground, rocks, and trees): Procedural lava (not currently used anywhere in warzone except on the ffa map for testing): Underwater looks updates:
  21. Here's some new screenshots. Volumetric fogs (enable in mapinfo and set what types you want, linear, volumetric whole map, or volumetric altitude based - can set density, wind, etc): General water looks improvements and a new breaking-waves/whitecaps effect: New procedural ground foliage system (automatically adds layers of surface plant life over the ground): New procedural hanging moss/vines system (simply enable it and tell it what texture to use on your map in mapinfo):
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