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Everything posted by MattFiler
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Evolution of Combat IV - Main Topic
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
He's referring to the source code of the mod, since he's saying he doesn't want to be involved in the project anymore it means I'll still be able to create game updates as well as correct the copyright issues. I'm aware that I can modify the PK3 files, zEvolution_of_CombatIV_11.pk3 is my PK3 file in the build where I developed all the menus, etc. I use IZArc to open/edit them. I would remove the copyrighted content by simply going through the PK3s and deleting it all, but obviously that would leave errors in the game which is why I need the actual source code so I can remove the references from the code before deleting stuff. -
Evolution of Combat IV - Main Topic
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
Hey everyone, I know by posting here I'm probably going to be spammed with hate, but please just hear me out. I've been saving this post up for some time and I have been waiting to share this information on Friday in a news post on ModDB, but just checking this thread and seeing how many people have such strong feelings about the current mod situation I thought I'd post it now. Just to make it clear (although I'm sure you'll understand by the end of this post anyway) I am not the mod developer, I am simply the guy that promotes the mod. I created the teaser videos, managed the mod page, created the auto updater, all that kind of stuff. The only involvement I have had with the actual development of the mod is play-testing new updates with my friends, developing the launcher, making and managing the website and creating the menus. Serenity contacted me around August 2015 (after I released a somewhat fixed up version of EoCIII) to help promote EoCIV and manage the mod's ModDB page so that he would be able to spend time working on the mod instead of interacting with the community. I accepted, happy to be a part of a project I knew would be very popular. I worked on making the ModDB page look presentable, replying to people quickly to create a strong community relationship and designing a modern styled website and server back-end for the mod to allow for automatic updates, just to give the mod something to set it apart from the rest. I play-tested new versions of the mod that Serenity sent me over time with friends and sent him regular feedback to help discover bugs and issues. Soon after the launch of EoCIV there were accusations of stolen content here on JKHub and I took them very seriously. I didn't want to put my name to a project that stole content. I know how KOTF played out and I didn't want to get involved with something like that, this was never my intention. I spoke to Serenity many times about stolen content (Someone saying earlier in this thread that I knew there was stolen content all along - this isn't true. I was aware there were people claiming that there was copyrighted content and that's why I'd repeatedly ask Serenity about it.) and every time he would assure me that the mod was all his own work and that there was nothing stolen from other projects. I went along with what he said because I trusted him, I'd been working with him for months already and he seemed like a trustworthy guy (and I do still feel this way). Recently, the accusations of stolen content have been building up here on JKHub and Serenity's been putting off responding to me about it. Just over a month ago I got a message from Serenity saying he'd had enough and that he was retiring from modding. He sent me one final version of the mod (what I just released as patch 2) and he told me that this was the end. I replied to him asking for the source of the mod so that I could continue working on it and actually verify for myself if there is stolen content and go through it and remove it if necessary. He didn't respond until just recently (which is why I've kept from talking publicly about the mod for ages - I am in the dark here myself) when he finally agreed to send me the source of the mod so that I can continue working on it. As a result I released patch 2, started interacting with the community again and thought nothing of it. Just after releasing patch 2 the ModDB page was pulled and I started getting PMs from ModDB staff criticising the mod for stolen content and they pointed me to this thread. As Serenity hasn't sent me the source yet, I can't comment for sure on whether there is stolen content (although obviously by this point it's very clear there is) and so I agreed with the ModDB staff to take down the download for the mod. Big shout-out to them by the way for doing a superb job on keeping a check on the content they host. So where does this leave the mod currently? The download has been removed from ModDB (which I agree with) and the mod is currently not in active development. Once Serenity sends me the source of the mod I will go through it very thoroughly to remove any copyrighted content and fix it up to be a working, legal build. I don't want to cause trouble, I've been trying to do the complete opposite. To be honest, I don't think Serenity wanted to cause any issues either. It seems like he had someone working with him on EoCIII who sorted out the legal stuff for him - perhaps he needed someone like that on EoCIV too, I don't think he understood just how much he's obviously used without asking. I'm really sorry to anyone who has had content stolen for this mod, I hope you can see it was never my intention to get involved with this kind of thing and I really mean no harm by it. I develop little mods in my spare time and I know exactly how I'd feel if someone stole my work and didn't even credit it or seem to acknowledge it. I'll work on correcting the issues as soon as I can but I'm limited by how long it takes Serenity to send me the source so I can get started on fixing up the issues reported (thanks Eezstreet for such a detailed post earlier in this thread). He's still recovering from being flooded which is why it's taking him so long. Again, this isn't how I'd have liked any of this to turn out, and I hope I can correct it as soon as possible. Feel free to PM me if your content is being used in EoC so I can keep a record ready for when I get the source so I can remove it for you. -Matt -
Evolution of Combat IV - Main Topic
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
Hello! I'll go through and quickly respond to a few points. I've modified all the menus from the original release of EoCIV. Not sure exactly what you think is wrong in them. Are you talking about MP or SP? I worked my way through a lot of the authors of the character models and everyone I managed to contact was alright with us using their work as long as we referenced them, which we have already done. You can find the readme files for EoCIV character models in the 9th PK3 file (models folder). I've spoken to Serenity a lot about the issues raised on this thread and he has assured me that he has referenced the models he has used in that 9th PK3, created all other content himself, and only used files from something else on the character selection screen where he used the KOTF menu as a template. He has said he will not comment on this thread because of how everyone simply seems to be throwing hate at the mod without even having any real proof as of yet that there is stolen content being used here. That's also why I've held off commenting, but there seems to of been a lot of questions building up so I thought I'd reply. The source code for EoC can be found in the SerenityJediEngineSDK that Serenity released in 2014. He has said that the download covers the legal requirements for release of the source code for EoCIV. -
Hi, I'm confused about adding models to the menus. I'd like to add two models of different characters, but all I've been able to do so far is call/set the player's in-game character and show that. I'd like two different characters. I tried calling them from asset_model with no success, even changing the animation from model_g2anim always seems to create a walking animation. Any help would be appreciated!
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About sabersystems mod existing on the web.
MattFiler replied to Hels's topic in Jedi Knight General Discussions
We're holding a BETA from the 17th October if anyone is interested in trying. Spaces are limited and running out pretty quick so I'd recommend you register ASAP if interested. http://www.moddb.com/mods/evolution-of-combat-iv/news/eociv-beta-announcement It would be great to get some people from this topic on the BETA as you obviously have a good knowledge of different mods and saber systems. For everyone interested in the features of EoCIV, keep an eye on our ModDB page, we're posting regular previews of the new features over there. http://www.moddb.com/mods/evolution-of-combat-iv -
Evolution of Combat IV is a total conversion mod for Jedi Knight: Jedi Academy. Subscribe on YouTube Follow on Twitter Watch on ModDB Find out more on the website
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Evolution of Combat IV - Preview 3 - Class System
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
I'm not really that familiar with how often people post to JK Hub, if you want me to keep it down to just one post, that's fine Next time we do a preview I'll use it as a central thread for all EoCIV news. -
Evolution of Combat IV - Preview 3 - Class System
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
Thanks for the feedback, I'll pass those points onto Serenity. -
Evolution of Combat IV - Preview 3 - Class System
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
No, all shots are from EoCIV. If you're referring to the menus, Serenity is using the KOTF menus (among others) as placeholders until our menus are properly finished. -
Evolution of Combat IV - Preview 3 - Class System
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
True, slowing his running speed or limiting his stamina might be a bit more realistic though. -
Evolution of Combat IV - Preview 3 - Class System
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
Really good spot... I'll bring it up with Serenity to fix. -
Evolution of Combat IV - Preview 3 - Class System
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
We're comparing EoCIV to EoCIII. Previously you would choose a class and all it would do is change your character and then you choose your force powers and weapons as extra, now force powers and weapons are assigned to the classes. So you're half right, there are less combinations, but there are more actual classes. The aim of EoC all along has been to make the game more movie realistic, and this is a massive new part to do that. -
Evolution of Combat IV - Preview 2 - A.I.
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
Preview 3 is now out: http://jkhub.org/topic/6330-evolution-of-combat-iv-preview-3-class-system/ -
Welcome to the third preview of Evolution of Combat IV! In this update we wanted to give you some details about the redesigned class system in-game in multiplayer and in single player. The new class system is perhaps one of the biggest changes in EoCIV. It adds not only more class options than ever before, but a true reason for picking your class to play with. As well as changing your skin, classes now assign the correct weapons, force powers and animations for that character. This means it's quicker than ever before to get started in a game, you just pick your class and go! We've worked hard to make all the classes movie accurate, meaning the weapons and force powers assigned to you when you choose a class are representative of what those would be if the character was in the films. This makes EoCIV now totally realistic to the Star Wars universe. We've also resized models for characters meaning they are correct to the character, so you'll never have a 6ft Yoda running around in multiplayer again! The class system not only works in multiplayer, but in singleplayer too. You can now choose your class to play as during the story meaning you get access to different weapons and abilities to help you on your journey. It's a massive change to the game making it not only more personal to your individual play-style, but quicker to setup and more accurate to the franchise. Check out the video below to see some of the classes in action! There's a lot more to tell you, so don't forget to watch our ModDB page to get updates when we post, or alternatively subscribe on YouTube! We'll be posting regular updates like this in the lead up to EoCIV's launch in December.
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Evolution of Combat IV - Preview 2 - A.I.
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
That's what we're hoping! -
New preview! http://jkhub.org/topic/6247-evolution-of-combat-iv-preview-2-ai/
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Evolution of Combat IV - Preview 2 - A.I.
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
Yes. Model scaling is something we'll talk about in another preview. -
Evolution of Combat IV - Preview 2 - A.I.
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
Yeah, the bots all choose movie-realistic classes now, that one obviously selected a class with a jetpack. Looks pretty awesome! Thanks Yeah I create promotional videos and websites. My job for EoCIV is promotion (making the videos, keeping ModDB pages and that up to date, etc) and developing the in-game menus. I'm working with "Serenity" the original developer of EoC who's actually making the game content. -
Evolution of Combat IV - Preview 2 - A.I.
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
As stated above and in the trailer, this video is showing footage of a mod that is still in development so yes there are some problems. The video was recorded at 60fps but some shots were slowed down to 30fps. I edit using FCPX which (I believe) smooths the frames to push the 30fps back up to 60fps on some shots if that's what's being used in the project. The last two shots were recorded last year, so the quality is decreased but the rest should be fine. Again, the mod is a work in progress so things like anti-aliasing are still being worked on, if you look back at the last preview that was shot in 4:3, so you can see the work that's been going on this week has been graphic related. We're hoping to show more gameplay as we near the release, I'm keeping stuff back at the moment for the exact reason that it is still in development and I don't want to show you a lot of stuff that isn't working to a good enough level yet. Thanks for your feedback! -
Evolution of Combat IV - Preview 2 - A.I.
MattFiler replied to MattFiler's topic in WIPs, Teasers & Releases
There were no human players in this trailer, only in the last two shots where you see the human player commanding the NPCs. All the other players are A.I. controlled. As stated at the start of the video, the mod is still in development so there are still a few things that are being worked on. In multiplayer, A.I. players now have new animations, film accurate classes, logic processing (like not running off the edge of the map, etc), new saber styles and updated reactions making them a lot harder to fight. In single player, the NPC characters now have a new function which allows the human player to control them. While controlling the NPCs, the human player can position them how they please and prepare for fights better than before. NPCs now also act more like real players by actually using some game mechanics like reloading, etc. Hope this answered your question If you follow the videos up to release you'll start to see little things like that you spotted being fixed. -
Welcome to the second preview of Evolution of Combat IV! This week we wanted to give you some details about the new A.I. systems in-game in multiplayer and in single player. The A.I. system has been overhauled in EoCIV, adding not only new features but improving things like common sense and saber combat. New animations have been added to bots along with different saber styles and classes meaning that all bots you see will now be accurate to the films in terms of the weapons they use. Along with having common sense, bots are now able to put up a good fight making the combat longer, harder and more movie-like. The NPCs in single player now have a command system, allowing you to take control of their actions to create well planned attacks. Along with the command system, NPCs are now also movie accurate, with updated classes and saber styles. Watch the video to see some of this in action! There's a lot more to tell you, so don't forget to watch our ModDB page to get updates when we post, or alternatively subscribe on YouTube! We'll be posting regular updates like this in the lead up to EoCIV's launch in December.
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A lot. We're announcing information hopefully weekly up to the launch in December so stay tuned!
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Yeah, the AI is completely overhauled, I'll be doing a post about them next week so stay tuned!
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Ok, I didn't realise this site had so much of a following still else I'd of posted it sooner. I'll be sure to keep you updated here as well!
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Trust me, it's amazing! We'll be announcing more info hopefully once a week up to launch so follow the ModDB page or subscribe on YouTube to get updates!