-
Posts
883 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Posts posted by Linken
-
-
A decent month for the mod! Let's get started!
DUEL OF THE FATES
Still currently waiting on the next environment for Luke's Dark Side ending, so in the meantime I took some time to start work on a new silly re-imagining for Duel of the Fates, this time working on Qui-Gon Jinn's POV.
When Duel of the Fates was first released, many people immediately found it hilarious that (SPOILER ALERT) Darth Maul's arm was chopped off and immediately started making jokes pertaining to the significantly more hilarious fight between King Arthur and The Black Knight in Monty Python and The Holy Grail.
Despite being a fan of the film myself, I didn't make the connection until after the fact, and I decided we're long overdue for a new silly easter egg, so the fight will be made into an option for Qui-Gon's POV, with the talented Sonam Burke once again voicing Darth Maul as The Black Knight. The original King Arthur performance by Graham Chapman will be used for Qui-Gon (unless someone steps forward with a good Qui-Gon impression ^_^)
I'll be outing myself a bit, Sonam Burke actually recorded the dialogue back in 2022 and I never started work on it because....honestly I have no excuse. But it's happening, and it'll be available in the next update whenever you want, all you'll have to do is find the french gonk droid when it comes time!
NEW CHARACTERS
Spent some time adding some new characters, and some long overdue additions too! All Old Republic characters were ported by Darth Valeria.
- Jaric Kaedan
- Kira Carsen (Onslaught)
- Sergeant Kreel (Gamemaster) by ShenLong Kazama
- Syo Bakarn
NEW LIGHTSABERS
Anyone following Plasma may be aware that he recently updated his iconic lightsaber pack with brand new additions! He was very gracious to allow us to add his new creations in the mod! Here's what you can expect!
- Bastila Shan (Single)
- Burryaga Agaburry
- Cal Kestis (All Jedi Survivor variants with and without crossguard vents)
- Cohmac Vitus
- Darth Sidious (Clone)
- Darth Talon (Updated Model)
- Exar Kun (Updated Model)
- Harli Cogra
- Ima-Gun Di
- Imro Cantaros
- Indara
- Jaro Tapal (Renamed from Cal Kestis, Jedi: Fallen Order variations)
- Jecki Lon
- Kelnacca
- Kit Fisto (Updated Texture)
- Leia Organa (Pike)
- Nomi Sunrider
- Reath Silas
- Sol
- The Ronin
- The Stranger (With Split Varieties)
- Torbin
- Vernestra Rwoh
- Verosha Aniseya
- Yord Fandar
QUESTIONS & ANSWERS
Q: What is Leia Organa (Pike) and will she be assigned it?
A: It's the "lightsaber" (is that what it is?) she uses in the video game Masters of Teras Kasi. She will not have it assigned for any character by default.Q: Will Cal use all variations of his Jedi: Survivor lightsaber (Including the crossguard)?
A: Yes, his AI has already been updated to cycle through all variations of his Jedi: Survivor lightsaber, and any versions of Cal Kestis can use them fully. However, Cal will only use his crossguard if assigned it by default or assigned one of his primary lightsabers with visible crossguard vents.CONCLUSION
There have been a few other things worked on this month pertaining to the updated Dynamic Weapon System (primarily bug fixes). Hoping to have more news next month, but definitely not promising anything!
Thank you all for following the development of Star Wars: Galactic Legacy, and may the Force be with you!
-
Type "r_allowExtensions 1" in the console then "vid_restart", I had a similar problem before while developing Galactic Legacy. The fog in t3_rift would drop the framerate astronomically, dynamic glow as you also said too.
-
A lot of amazing things done this month! Let's get started!
LUKE'S DARK SIDE ENDING
Over the past month since bringing out the 1st mission in the ending to the team, a few bugs have been reported but we should be able to move on to the next mission. As of the time of writing this, I am presently awaiting the next environment to be created, so I am aiming to focus on other things in the meantime.
DYNAMIC WEAPON SYSTEM
The Dynamic Weapon System has been coded by the super-duper talented Arbiter, and appears to be working wonderfully! With this, we'll be able to add more weapons that function identically to others in the mod.
Arbiter has gone ahead and added the first 3!
- Z-6 Rotary Cannon
- Flamethrower
- Plasma Grenade (inspired by KOTOR)NEW MENUS
In addition to this, Arbiter also made some new menus for the mod that have been asked for a for a long time! We're bringing in a Cheat Menu, a Force Power customization menu, and Weapon Selection menu!
NEW CHARACTERS
We got a few new characters!
- Gnost-Dural (Old Republic) ported by DarthValeria
- Latts Razzi (Bounty Hunters), ported by Jeff
- Moralo Eval (Separatist Alliance), by ZanderNaoMAP WAYPOINTS
Aimde was very busy this month working on new waypoints for one particular map that he hopes you all will enjoy. The map "Episode V: Battle of Hoth" is waypointed!
64-BIT CLIENT
The biggest complaint about the mod since we released over 7 years ago (where has the time gone???) was that the mod couldn't handle long play sessions, was very laggy in certain instances, etc.
We've figured out how to create a 64-bit client of the mod which will be available in the next update. With this, the mod is already seeing multiple performance improvements, and even able to handle very long playing sessions (such as the full Jedi Outcast campaign). Currently we can't speak if this is also bringing forth performance improvements, however I did do a few large-scale Jedi and Sith battles (32 vs 32 at most) and was still running at a decent (though not the most ideal) framerate. I can say is that it is working, and we feel confident enough to bring this to the public.
So with the next update, we will be officially discontinuing the 32-bit client. Now if you're unsure if your computer is a 32-bit or 64-bit, I'll quickly list a few things that if you say "No" to, you still have a 32-bit device.
- Your computer is newer than Windows XP.
- Your computer has at least 4GB of RAM
- Your computer is able to run any video game released over the past 10 years (more recent, the better)
REND2
The Rend2 renderer coded by SomaZ has also been successfully implemented into the mod by Arbiter as well!
(Left, Original Game. Right, Rend2)
CONCLUSION
While I'm waiting for the next environment for Luke's dark side ending, I will be focusing on a few other things which I'll hopefully feel confident talking about soon. This month did bring a number of enhancements which the team is very proud of and we're very excited to try out new things for this mod.
Thank you all for following the development of Star Wars: Galactic Legacy, and may the Force be with you.
GamerRedNeck, Maksman, scp_chaos1 and 5 others like this -
Been a good month! Let's get started!
LUKE'S DARK SIDE ENDING
As promised, the main focus to finish the 1st level of Luke's dark side ending has paid off. On March 26th, the level has been passed off to the developers for testing. So far, feedback has been positive, no significant bugs have been found as of writing this, but I'll be working to address any that come up from the testers.
NEW CHARACTERS
What?! We're already doing new characters? Yep. Though at the moment it's just two.
- Dash Rendar (Updated Model) by Pandora and SpeedyWalkerX
- Shoretrooper/Tanktrooper by ScerendoOTHER QUALITY OF LIFE IMPROVEMENTS
Some time was also taken to address a few lingering bugs in the Jedi Outcast campaign, some cosmetic, and others for functionality. Listed below are these changes:
- Restored a missing animation for Desann on Artus Topside where his hands were meant to be on his hips when Jan is captured.
- Restored a previously missing line from Kyle during Yavin Trial where he remarks about the absence of stairs.
- Addressed a faulty spawner for Galak Fyyar where you're able to eavesdrop on him scolding a Reborn.
- Corrected the Mine Crab AI so they'll charge and bite you without stopping (will also address other npcs with this AI, such as the Buzz Droid).Currently I'm looking into solutions regarding Galak Fyyar's mech suit so his animations play as expected when confronting Kyle in the Doom Shields level.
MAP WAYPOINTS
With the release of our previous update, Aimde has been hard at work with adding waypoints to other maps! This month I have received waypointed maps for:
- Episode I: Jedi Trial Arena
- Episode I: Naboo Streets
- Episode I: Mos Espa OutskirtsRequested by him, he has provided a poll for you all to vote on the next map or maps to add waypoints to! Please consider casting your vote!
TRIVIA CONTEST
Our Trivia Contest is returning this year and will be held on May 3rd at 1PM EST on our Discord Server! As it's been a long time since hosting one, we'll be including a prize that I hope most of you might find attractive!
PRIZES
- Full access to the development channels and early access to all new content and the opportunity to participate in discussions.
- The opportunity to feature your own personal character in Galactic Legacy (if you have one).
- A free Video Game of your choice for yourself or a friend. (PC only. Standard Editions only. DLCs not included.).
TOPICS
- Phantom Menace
- Attack of the Clones
- Revenge of the Sith
- Solo
- Rogue One
- A New Hope
- Empire Strikes Back
- Return of the Jedi
- The Force Awakens
- The Last Jedi
- The Rise of Skywalker
- The Clone Wars (2008 series)
- Rebels
- The Mandalorian/Book of Boba Fett
- Video Games (which consists of all mainstream Star Wars video games, does not include GL itself).
If you are unsure if you're qualified to join in the contest, feel free to take part in this practice quiz to test your initial knowledge! As of writing this, the current average is 12/15 questions answered correctly!
https://docs.google.com/forms/d/e/1FAIpQLScKUED4cqxp3OVbhf0PRhAsFc2ZsQjBvvA7pql7Tmge8FdUbw/viewform
If you would like to join, please send me a DM on our Discord server letting me know you're interested, as well as 3 topics from the above list you'd like to be excluded from.
CONCLUSION
This has been a good month for the mod and we're very excited to continue with its development. Other projects are currently in the works for this that I hope I'll be able to talk more about in the near future. Of course, as unpredictable as our abilities to work on this mod can be, it's tough to say when we'll know more.
Thank you all for following the development of Star Wars: Galactic Legacy, and may the Force be with you.
Smoo likes this -
Since this is being written very shortly after the release of our update, there's not much to talk about, so this will be quick.
DYNAMIC WEAPON SYSTEM
Our coders Artiber and Awec have been hard at work on a new Dynamic Weapon System. The previous one that was promised proved to be too buggy and unreliable so it was excluded from this past update. Progress has been looking good, so we're hoping to show off more at some point in the future.
FATHER VS. SON REMAKE
Starting in March, development will resume on the long-awaited Father vs. Son remake. I played the first level of Luke's dark side ending again and wrote down a few notes for some improvements I want to make to it. This will be my personal focus for this update and I'll be looking to keep any code changes to a minimum for this update if possible.
CONCLUSION
Like most progress reports after an update, there isn't much to talk about. I will likely perform a full mod merger by the end of the week. I don't foresee any new hotfixes being needed, but will of course keep you posted (especially more frequently on our discord server).
Thank you for following the development of Star Wars: Galactic Legacy, and may the Force be with you all.
SpeedyJDFox95 and Circa like this -
Hotfix Patch Notes - 02/23/2025
MISSION FIXES
DUEL OF THE FATES (DARTH MAUL)
- Restored missing Neimoidian guards at the beginning of Mustafar.
CODE CHANGES
- Fixed an issue where RGB Sabers weren't applying correctly to NPCs when assigned.
- Fixed an issue where RGB Skin Customization wasn't applying if any value was 0.
- Applied Darth Vader's breathing to the new Darth Vader models.
- Coded new logic to work Darth Vader's and Lord Starkiller's breathing sounds if Held By Hatred is applied as an attribute.
- Added a new wheezing Darth Vader breathing sound and adjusted health thresholds to account for it.NEW CHARACTERS
- Luke Skywalker (Sith Apprentice) (Model Update) - Rebellion
- Lowbacca - Galactic Alliance
- Risha Drayen - Old Republic
- BT-1 - Independent Criminals
- Merrin - Nightsisters
- Kul Teska - Separatist Alliance
- Phase I Darktrooper - Galactic EmpireMAP WAYPOINTS
The following maps have had waypoints added and are reflected appropriately in the menu.
- Episode III: Jedi Temple Entryway
- Episode III: Kashyyyk
- Episode III: MygeetoAI IMPROVEMENTS
Applied Force User AI to the following characters
- Merrin
- Nightsister Ghost
- Sim Aloo
- Janus GreejatusOTHER FIXES
- Removed a line of code added to the saber assignment script command which turned lightsabers off when the change was made.
- 21st Clone Trooper/Galactic Marine will now spawn as intended.
- Gave Han Solo (Stormtrooper) back his head.
- Fixed a rare problem where the RGB Saber sliders would appear when opening the lightsaber menu after closing it with them active.Patch Notes - 02/17/25
HIGHLIGHTS
NEW SYSTEM: ATTRIBUTES; Highlighting special factors of a character's species or personality, the new Attribute system will bring more realism to each character in Galactic Legacy.
NEW SYSTEM: INQUISITOR LIGHTSABERS; Inquisitor Lightsabers make their first functional debut to Jedi Academy, bringing their unique spinning functionality to all Inquisitor characters.
NEW NPC TYPE: DROIDEKA; Droidekas function as they always should have in Galactic Legacy now.MISSION IMPROVEMENTS
JEDI OUTCAST CAMPAIGN
- Loading a save game should no longer cause Kyle to lose all weapons and Force Powers.
- Kyle no longer has Force Destruction on ns_starpad.
- Fixed an issue where Kyle could start a level with all saber styles earlier than intended.
- The TIE Fighters in Doomgiver Detention can now be destroyed by the turret.
- The Turrets used in Nar Shaddaa Starpad and Doomgiver Detention will now play effects as intended.KOTOR II: THE TRAYUS CORE
- Reduced Darth Traya's health in Stage 1 from 2000 to 1000.
- Changed the Lightsaber model for the floating sabers from Juhani to Darth_Revan (for KOTOR accuracy)
- Removed the Lightsaber's force immunity.OPERATION: KNIGHTFALL (LORD VADER)
- Deactivated the invisible wall in the Library after the introduction is played.
- Delayed Anakin's jumping slash in the Room of a Thousand Fountains duel, hopefully making the action more consistent.
- Pre-activated the beacon making finding it significantly easier.CODE CHANGES
- Modified the "NPC Anim" command to take a timer argument. Use "-1" for an infinite amount of time.
- Modified the "NPC Enemy", "NPC remove", "NPC anim", "NPC team", "NPC weapon", and "NPC saber" commands to accept "all" as a valid targetname to affect all NPCs.
- New Command: "NPC model", you are now able to change an NPC's playermodel. Syntax: "npc model [npc targetname] [model] [skin (OPTIONAL)]"
- New Command: "NPC skin", you are now able to change an NPC's skin. Syntax: "npc skin [npc targetname] [skin name]"
- Removed the default values for the NPC Spawnscript, Fleescript, and Deathscripts in the menu, which was causing some confusion among players when NPCs were behaving in a way not expected.
- A thrown saber will now reflect the model what the user had at time of throwing.
- NPCs assigned no weapon will now spawn without a weapon as intended.NEW ATTRIBUTES
- Held By Hatred: Upon defeat, will immediately heal to full health and sacrifice a large amount of their maximum health. If maximum health is below 100, the character is vulnerable to death. Inspired by Darth Sion in Knights of the Old Republic II.
- Hero: Can't be mind tricked, disarmed, takes reduced damage from all sources, and deals increased damage with blasters.
- Aquatic: Is able to breathe underwater and cannot drown.
- Inquisitor: Able to use the Inquisitor Lightsabers spinning function.
- Casual Walk: Uses Kyle Katarn's walking animation from Jedi Outcast while their saber is activated.
- No Twirl: Does not saber twirl.
- Commando: Cannot be mind tricked, disarmed, and alternates between alternate and primary fires, and upon being force choked, throws a grenade, freeing themselves.
- Brawler: Uses Kyle's melee attacks from the Dark Side ending of Jedi Academy.
- Droid: Takes increased damage from electrical attacks. Immune to Force Grip 1, and explodes when being choked. Can't be mind tricked, drowned, or suffocated.
- Sadistic: Heals whenever inflicting damage on an enemy.
- Berserker: Lightsaber/melee weapon attacks are faster when at certain health thresholds.NEW FACTION
- High Republic
NEW CHARACTERS
OLD REPUBLIC
- Atris (Darth Traya) (New Variant)
- Bao-Dur (New Variant)
- HK-47 (New Skin)
- Kavar
- Lonna Vash
- Nomen Karr
- Revan (General)
- Visas Marr (Maskless)DARTH REVAN'S SITH EMPIRE
- Darth Malak (New Skin)
- Darth Revan (New Skin)
- Kreia (Updated Model + New Customization Options)RECONSTITUTED SITH EMPIRE
- 2V-R8
- Darth Acharon
- Darth Baras (Model Update)
- Darth Decimus
- Darth Hadra
- Darth Malgus (Renegade) (New Variant)
- Darth Mortis
- Darth Nyriss
- Darth Ravage
- Darth Vowrawn
- Jaesa Willsaam
- Sith Empire Trooper (Updated Model)
- Sith Eradicator (Updated Model)
- Sith War Droid (Updated Model + Animations)
- Vitiate (Illusion) (New Variant)ANCIENT SITH EMPIRE
- Ajunta Pall
- Kissai
- Ludo Kressh (New Variant)
- Marka Ragnos (Updated Model)
- Marka Ragos (Spirit) (New Variant)RULE OF TWO
- Darth Bane (Updated Model)
- Darth Cognus
- Darth Tenebrous (Updated Model)GALACTIC REPUBLIC
- Anakin Skywalker (Commander) (New Variant)
- Anakin Skywalker (Nelvaan) (New Variant)
- Kelleran Beq (Updated Model)
- Kit Fisto (Mon Calamari)
- Pong Krell
- SisterHIGH REPUBLIC
- Geode
- Jecki Lon
- Yord FandarSEPARATIST ALLIANCE
- Asajj Ventress (Yavin) (New Variant)
- BX-series Commando Droid (Updated Model)
- Droideka (New NPC Class)
- Geonosian Elite
- Qymaen Jai Sheelal (New Variant to General Grievous)REBELLION
- Garazeb Orrelios (Updated Model)
- Grizz Frix
- Han Solo (Updated Model)
- Jan Dodonna
- Jyn Erso (Imperial Disguise)
- Keyan Farlander
- Lak Sivrak
- Lando Calrissian (Smuggler)
- Leia Organa (Mimban)
- Luke Skywalker (Bespin, Farmboy) (Updated Models)
- Luke Skywalker (Grand Master) (New Variant)
- Luke Skywalker (Mimban) (New Variant)
- Luke Skywalker (Sith Apprentice) (Updated Model)
- Raymus Antilles
- Sabine Wren (Updated Model)
- Saw Gerrera
- Starkiller (Experimental Jedi Robes)
- Starkiller (Dreaming Robes)
- Toryn Farr
- Twi'lek RebelNEW REPUBLIC
- Dorsk 81
- New Republic OfficerGALACTIC ALLIANCE
- T'ra Saa
GALACTIC EMPIRE
- Carnor Jax
- Captain Pellaeon (New Skin)
- Elite Squad
- Emperor Palpatine (Senate)
- General Mohc (New Variant)
- Janus Greejatus
- Kir Kanos
- Narkina V Officer
- Royce Hemlock
- Stormtrooper (Updated Model + Variants)IMPERIAL REMNANT
- Brakiss
DARTH KRAYT'S EMPIRE
- Darth Krayt (New Variant)
- Darth Maladi (Updated Model)
- Darth Maleval
- Darth WyyrlokSITH ETERNAL
- Sovereign Protector
BOUNTY HUNTERS
- 4-LOM (Updated Model)
- Aurra Sing (Updated Model)
- Aurra Sing (Jedi Hunter) (New Variant)
- IG-88 (New Variant)
- Zuckuss (Updated Model)HUTT CARTEL
- Dr. Cornelius Evazan
CRIMSON DAWN
- Maul (Model Update)
INDEPENDENT CRIMINALS
- Bera Kazan
- Bom Vimdin
- Davik Kang
- 0-0-0CIVILIANS
- 50R-T
- Asogian
- Babu Frik
- Camie Marstrap
- Dantooine Militiaman
- Droopy McCool
- Duros (New Variant)
- Karkarodon
- Kino Loy
- Leesub Sirln
- Narkina V Prisoner (Model Update)
- New Republic Human Male & Female
- Ohwun De Maal
- Quarren
- Tusken King
- Tusken Raider (Old Republic)
- Twi'lek Male (New Variant)CREATURES
- Felucian Rancor
- Felucian Bull Rancor
- Swamp WampaMANDALORIANS
- Mandalore the Indomitable
- Mandalorian Warrior (Old Republic)ETERNAL ALLIANCE
- Nico Okkar (Updated Model)
- Vette (New Variant)NIGHTSISTERS
- Nightbrother
JEDI ORDER
- Cal Kestis (Scrapper) (Updated Model)
- Jedi Knight (Hermit & Journeyman)SITH ORDER
- Sith Lord (Armored)
- Sith StatueUNALIGNED FORCE USERS
- Baylan Skoll
- Shin HatiINFINITIES
- Darth Jar Jar
- Darth Valeria (New Variant)
- MaxNEW WEAPONS
E-5s Sniper Rifle
The BAW E-5s sniper rifle was a four-shot rifle produced by Baktoid Armor Workshop and used by the Battle droid assassins of the Trade Federation and the Separatist Droid Army.
Player Damage: 15 (25 while scoped)
Bolt Velocity: 4000 (fastest in the game) (NPCs are not slowed at all)
NPC Damage: 6 (Easy Difficulty), 12 (Medium Difficulty), 18 (Hard Difficulty)
Player Firing Rate: 1 shot per second
NPC Firing Rate: 1 shot per 2.5 seconds (Easy Difficulty), 1 shot per 2 seconds (Medium Difficulty), 1 shot per 1.5 seconds (Hard Difficulty)
Ammo per shot: 3
Special Features: Blaster bolts cannot be deflected/reflected on any difficulty other than Easy.NEW LIGHTSABERS/MELEE WEAPONS
- Baylan Skoll
- Gaderffi Stick (Various)
- Jaesa Willsaam
- Kissai Sword
- Kol Skywalker
- Leia Organa Solo
- Nightbrother Mace
- Nightsister Blade
- Royal Guard Force Pike (Updated Model)
- Royal Guard Staff (Updated Model)
- Shin Hati
- Sith Statue
- All Inquisitor Lightsabers now have the capability to spin.NPC FREE CHOICE SYSTEM
- Added the ability to change the model, customize force abilities, RGB, and more to the system.
- Removed a large number of NPCs (list below) that were no longer required.
- Spawning an NPC with the weapon WP_NONE will now reflect as intended.AI IMPROVEMENTS
- Galak Mech will now play the appropriate animation when his antenna is destroyed.
NPC & PLAYERMODEL UPDATES
- Gave Sim Aloo basic force abilities due to his training as a Dark Side Adept.
- Renamed surfaces on the Selkath model to allow it to hold and use melee weapons or lightsabers.
- Renamed surfaces on Finn (Resistance Hero) to allow him to hold and use melee weapons or lightsabers.
- Corrected scaling for T3-M4, T3-H8, and G0-T0.
- Assigned the correct weapon to the Super Battle Droid.
- Gave Vandar Tokare two shoto lightsabers to accurately represent his fighting style.HUD UPDATES
- Labelled Desann style with Purple instead of red.
- Labelled Tavion style with Cyan instead of blue.WAYPOINTS
The following maps have had waypoints added so NPCs should behave as expected while playing on them.
- Alzoc III Enclave
- Battlefront Yavin
- Carida Academy
- Cavrilhu
- Episode II: Kamino
- Episode II: Kamino Armory
- Episode III: Invisible Hand (v2)
- Episode IV: Tantive IV
- Episode V: Echo Base
- Episode VII: Jakku
- Episode VIII: Snoke's Throne Room
- KOTOR: Sith Destroyer Bridge
- KOTOR II: Freedon Nadd's Tomb
- KOTOR II: The Ravager
- KOTOR II: Trayus Academy
- Rogue One: Scarif
- RC: Geonosis Canyon
- RC: RAS Prosector Bridge
- RC: RAS Prosecutor Detention BlockFORCE POWER UPDATES
FORCE STASIS
- Corrected an issue where the stasis looping sound would not stop on the player after the power's effect wore off.
FORCE DESTRUCTION
- Force Destruction will no longer cause non-animal vehicles to disintegrate when destroying them.
MAP FIXES
UTAPAU
- Enabled two disabled emplaced guns on the map so they could be used in Single Player.
RAXUS PRIME
- Fixed a faulty spawn point that would cause players to immediately fall to their death.
CODE FIXES
- Removed a duplicate "allow saber locking" cvar which was only being used for cutscenes.
- Cutscene NPCs can no longer enter a saber lock.
- Changing into a Knightfall boss character while playing Operation: Knightfall will no longer buff the player with their bonuses.
- Fixed a very rare issue where CLASS_JANGO npcs would only target the player.
- Changed Boba Fett's player lock-on logic to only occur if the map being played on is t3_bounty.
- Added an extra frame to the loading time to allow for all needed entities to fully load on faster devices.
- Removed an unneeded saber lock restriction command.MISCELLANEOUS FIXES
- NPCs with a pre-set skin in their NPC files will no longer spawn with their model's default skin if no skin was selected if spawned from the console.
- Renamed Wedge Antilles's shader file name, which was causing shader problems for the t2_wedge level, causing multiple texture problems.
- NPCs should now spawn with an RGB blade if assigned one through the menu.
- Fixed an issue where Kyle Katarn's and Agent Kallus's default NPC weapons were not their respective melee weapons.
- Disabled customization on Falon Grey as they weren't needed.
- Removed unneeded team blue and red skins on the Temple Security Force
- Adjusted Kirana Ti's spear to behave more appropriately.
- Sergeant Kreel and the 21st Nova Corps trooper will spawn as intended
- The Chistori Jedi Knight is now scaled to the correct height.
- Corrected multiple typos for Adalric Cessius Brandl's first name, refactoring all files as needed.
- Renamed Zayne Carrick's lightsaber to "Zayne Carrick (Padawan)"
- Corrected a minor syntax error for Revan's lightsaber which was causing warning messages to appear in the console.
- Added Anakin Skywalker's "incorrect" to his soundset if he's failed to be Force Pushed.
- Restored ARC Troopers Blitz, Colt, and Havoc to the Galactic Republic faction as they were missing.BIOGRAPHY UPDATES
- Updated Asajj Ventress's biography to reflect her appearance in Season 3 of The Bad Batch.
REMOVED NPCS
The following NPCs were removed from the mod due to the upgrades to the NPC Free Choice System. This can potentially cause save game incompatibilities, we apologize for the inconvenience.
NOTE: This is NOT removing the character's appearance from the mod! This is taking advantage of the NPC Free Choice System's functionality to assign any model to any NPC intended to have identical stats, freeing up space for more characters and NPCs in the future.
BOUNTY HUNTERS
- boba_fett_panna
- boba_fett_daimyo
- boba_fett_resurfaced
- Montross_HelmSEPARATIST ALLIANCE
- asajj_ventress_disciple
- asajj_ventress_staff
- asajj_ventress_nightsister
- asajj_ventress_bh
- count_dooku_ritual
- Neimoidian_Security
- Ep3_Nute_Gunray
- battle_droid_firefighter
- battle_droid_flamethrower
- battle_droid_marine
- battle_droid_mk3
- battle_droid_rc
- battle_droid_rocketINDEPENDENT CRIMINALS
- trandoshan_kotorCRIMSON DAWN
- Shadow_Collective2
- pyke2
- pyke_bhZANN CONSORTIUM
- mkii_droideka
BLACK SUN
- Guri_Dress
CIVILIANS
- ithorian_kotor
- jawa2
- S_mustafarian
- N_mustafarian (renamed to Mustafarian)
- tusken2GALACTIC EMPIRE
- IMP_OFF_ISB
- IMP_OFF_OL_PNC
- IMP_OFF_BL_PNC
- IMP_OFF_ISB_PNC
- IMP_OFF_OL_TCH
- IMP_OFF_BL_TCH
- IMP_OFF_ISB_TCH
- IMP_OFF_OL_F (renamed to impofficer_f)
- IMP_OFF_BL_F
- IMP_OFF_ISB_F
- Galen_Marek_Heavy
- Galen_Marek_Light
- Galen_Marek_TrainingIMPERIAL REMNANT
- alora_dual2
- alora_dual3
- impworker4
- mark3_darkINFINITIES
- Galen_Marek_Ceremonial
- Galen_Marek_HCG
- Galen_Marek_Utility
- Galen_Marek_General
- Galen_Marek_Assassin
- Sith_Stalker
- Cybernetic_Reconstruction
- Lord_Starkiller_Tatooine
- Starkiller_Hunter
- Battle_Droid_ConceptJEDI & SITH
- KOTOR_Jedi7-30
MANDALORIANS
- Bo-Katan_Mando
- Ruusaan_Skirata_NoHelm
- The_Mandalorian_NoBeskarDARTH KRAYT'S EMPIRE
- Darth_Talon (replaced by Darth_Talon_GOH)
- Twilek_SithETERNAL ALLIANCE
- Lana_Beniko_Advisor
CREATURES
- Rakghoul_TOR
- Undead_Stormtrooper_BlasterETERNAL EMPIRE
- Zakuul_Knight_Dual
REBELLION
- Ahsoka_Tano_Mandalorian
- Ezra_Bridger_Helmet
- Galen_Marek_BH
- Galen_Marek_Corellian
- Galen_Marek_Industrial
- Galen_Marek_Jungle
- Galen_Marek_Medical
- Galen_Marek_Temple
- Starkiller_TIE
- Starkiller_Jedi
- Han_Solo_Hoth
- Kanan_Jarrus_Mask
- Rahm_Kota_Drunk
- Rahm_Kota_TFU2
- Leia_OM
- Leia_Honoghr
- Leia_Lothal
- Leia_Black_Sun
- Leia_Jedi_Training
- Ep6_Leia_Slave
- Ep4_Luke_Yavin
- Ep5_Luke_Pilot
- Ep5_Luke_Dagobah
- BOBF_Luke
- Luke_CS
- Luke_Heir
- Luke_Heir_Pilot
- Luke_Rebel
- Luke_Mimban
- r2d2_jabba
- Mothma_TFU
- Sabine_Wren_DarksaberNEW REPUBLIC
- Jaina_Solo_Jedi
- Jaina_Solo_Pilot
- Jaina_Solo_Rogue
- Jaina_Solo_Top
- Kyle_DF2_LS
- Kyle_DF2_Cutscene (replacing Kyle_DF2)
- Kyle_DF2_LS_Cutscene
- Kyle_Robes
- Kyle_Stealth
- Mara_Jade_Winter
- Mara_Jade_Smuggler
- Mara_Jade_Poncho
- Mara_Jade_VongGALACTIC ALLIANCE
- Ben_Skywalker_Tunic
- Corran_Horn_PilotRESISTANCE
- Finn_EP9
- Rey_SkywalkerOLD REPUBLIC
- vrook_lamar_kotor
- Republic_Trooper2
- Havoc_Trooper2
- Satele_Shan_Exile
- Republic_PilotRULE OF TWO
- Darth_Bane_Lord
- Darth_Bane_Spirit
- Darth_Maul_Shirtless
- Darth_Sion_TFUBROTHERHOOD OF THE SITH
- Exar_Kun_Lord
ANCIENT SITH
- Naga_Sadow_Alt
RESURGENT SITH EMPIRE
- Sith_Inquisitor_SingleDARTH REVAN'S SITH EMPIRE
- Sith_Commander
- Sith_Trooper_Swordsman
- Sith_Trooper_Heavy
- Sith_Trooper_Grenadier
GALACTIC REPUBLIC
- Gran_Jedi2
- Ahsoka_Tano_Padawan
- TCW_Anakin
- TCW_Anakin_Midwar
- Barriss_Offee_Dark
- Barriss_Offee_Disguise
- Depa_Billaba_TPM
- Even_Piell_TCW
- Darth_Sidious_Dual
- Darth_Sidious_Apprentice
- Plo_Koon_JPB
- Plo_Koon_TCW
- Quinlan_Vos_TCW
- Siri_Tachi_Suit
- Yoda_Hood
- NSF_Guard2
- NSF_PalaceGuard
- NSF_PalaceGuard2
- Nahdar_Vebb_Robed
- TCW_Obiwan
- TCW_Obiwan_Midwar
- Obiwan_DW
- Obiwan_Hermit
- Obiwan_Jabiim
- Ep2_Padme_Pilot
- TCW_Padme_Snow
- Ep3_Padme_Senator
- Ep3_Padme_Nightgown
- Ep3_Padme_Nightgownblue
- Ep3_Padme_Mustafar
- Ep1_Padme_Queen_BlackSmoo likes this -
The player entity is always the 0 element in the g_entities array. Usually the game is pretty good about making a unique "player" entity. So if that's your goal, you can change the if statement to simply
if (ent == player) { // Your stuff goes here }
Smoo likes this -
22 hours ago, ssj4windu said:
If it's packed inside a .pk3 how should I write the path? Or maybe I should unpack it and place it in the base folder?
Usually the path starts with the scripts folder, so leaving it out, write the filepath to it.
For example, if it's just in your scripts folder, all you have to do is write the script name, which in this example we'll call "light"
If it's inside another folder, let's assume it's called "example", then you'd include the folder name followed by a slash.
So if you just have the script inside your "scripts" folder, then the command will be written like "runscript player light"
If it's inside the example folder, then it'll be written like "runscript player example/light"
-
59 minutes ago, ssj4windu said:
@Linken I forgot to mention that I have a .pk3 file with .ibi files for turning the feature on and off. I just don't know how to use them. Does the tutorial also cover that?
The .pk3 file has a scripts folder containing player_morelight_off.IBI, player_morelight_off.txt, player_morelight_on.IBI, player_morelight_on.txt. The .txt files hold the set command as done in the .cfg file and the .IBI is filled with some gibberish I can't decipher. I guess I will go read your tutorial to find out.
Thank you very much for responding so quickly
When you're in game, in the console type "runscript player [path to your script]" which should make it work.
-
I think the mistake is that you're trying to call it from a cfg file. Commands called in the Q3_Interface class need to be called through an IBI script, which you can create with BehavED.
I'm not noticing any issues in your code.
To help you get started with setting up BehavED, I wrote a tutorial that get you in the right direction.
-
I was able to find a solution.
In cg_players.cpp, there are 2 macros declared: LOOK_DEFAULT_SPEED and LOOK_TALKING_SPEED. LOOK_DEFAULT_SPEED is called twice in the same function, CG_CheckLookTarget. LOOK_TALKING_SPEED is called 6 times, 3 times a piece in CG_G2PlayerAngles and CG_PlayerAngles.
In each instance of the variables being referenced, add on the calculation: " * (cg.frametime / (1000.0 / TARGET_FPS))"
TARGET_FPS is another macro which I declared in cg_media.h with a value of 60 (in case I need to call it for some other reason that I currently can't think of), but declaring it in cg_players.cpp works as well.
-
31 minutes ago, mrwonko said:
Sounds like something that needs to be fixed in the game's source code. Or you can limit your FPS.
Yeah I'm looking for possible solutions in the code as I'm typing this.
-
I think a lot of us have noticed with higher FPS going on with our respective games that when a character is called to turn their head (mainly in cutscenes), they're turning it at such a speed that, in my opinion, would cause severe neck pain or possibly even their neck snapping..
My question is, does anyone have an idea on how to slow it down?
-
Releasing this report early due to upcoming Christmas plans.
NEW CHARACTERS
I received a few new characters to add to the mod, thanks to multiple suggestions. For now, these are likely the final characters to be added to the update:
- Visas Marr (Maskless) (New Variant)
- 50R-T, by Capital Games and ported by Jeff
- Swamp Wampa
- Carnor Jax, by Dog95
- Kir Kanos, by Dog95
- Narkina V Imperial Officer
- Narkina V Prisoner (Updated Model)
- Kino Loy
- Pong Krell, by AG7777 and Grimbord
- Asogian
Also as of the time of writing this report, I'm pleased to announce that the only faction pk3s left to complete are the "Other" and "Jedi_Sith" ones, which I estimate shouldn't take too long to finish. Once this is done, there is some code work left to be done, but after that, we should be OK to release.
NEW LIGHTSABERS
In addition to these new characters, work has also been done to add new Lightsabers/Melee weapons to the mod. Here's what's coming!
- Lig Sword
- Gaderfii Stick (Various) by Kitsu-NeshKaa
- Force Pike (Model Update) by Kitsu-NeshKaa
- Sovereign Protector Double Vibroblade, by Kitsu-NeshKaa
- Leia Organa SoloCONCLUSION
This wasn't the most productive month for the mod due to a variety of personal reasons, but things have appeared to be more straightened out. I want to thank all of you for bearing with us this year as its truly been a time of change not just for myself, but for many on the team. On my side, these few months alone have seen to me reuniting with old friends and re-integrating myself with communities. Admittedly, this did put a dampener on my work for the mod, but I felt it was necessary in order to move forward in a positive manner.
I can't pretend to say that moving into 2025 will magically cause everything to fix itself. What I can say though is that I'm treating 2025 as a new beginning for myself. What this means for the mod I can't say, but getting the chance to develop this has been a privilege, and not one I take lightly.
I hope the few days we have left of 2024 go well for each of you. I wish you all a happy remainder of your holiday season, a happy New Year, and as always, thank you all for following the development of Star Wars: Galactic Legacy, and may the Force be with you all.
-
Run the code in Debug mode and apply a breakpoint to the script command to see if it's being called properly. If you run the command and the breakpoint isn't being hit, that means there's another problem.
-
18 hours ago, jonhafx said:
i changed the model of luke to dark apprentice lukes pack. thanks for helping me on doing this
Glad to hear!
jonhafx likes this -
.
34 minutes ago, RebornKyle said:Yes, but for that it would be set as ( /*@SET_TYPES*/ "SET_NO_RAGDOLL", 0);
Since my solution for that involves directly changing the cvar for broadsword, as you suggested.Check the script command in debug mode, there might be something missing
-
52 minutes ago, RebornKyle said:
Yes sorry I should have clarified, this is for the NPC change. I accomplished the global change, but it wasn't satisfactory for me.
And my script is called when the NPC is spawned, along with the other behaviors its spawned with, which are all base game and work fine as they did before this addition. Here's the script call.
set ( /*@SET_TYPES*/ "SET_NO_RAGDOLL", /*@BOOL_TYPES*/ "true" );Does the global change work through the script?
-
The way you wrote it is not the global change, it's the NPC change. Global change would only impact the cvar.
Looking at your code I don't see any issues. What does your script look like for calling this?
-
1 hour ago, Sithani said:
Ground/wall collisions kind of work now. Still very very rough, but it's a milestone for me
Wonderous work!
DarthValeria and Droidy365 like this -
2 hours ago, jonhafx said:
any ideia on a app that opens .skin and pk3 files? thx for responding btw
any ideia on a app that opens .skin and pk3 files? thx for responding btw
Pk3 files are zip files, so use whatever program for that you'd like (winzip, winrar, etc). For .skin, .menu, or similar files, notepad works, though I'd probably recommend Notepad++ for the additional features.
-
First video my first thought immediately went to:
But seriously, it's amazing work you're doing,
DarthValeria, Droidy365, GamerRedNeck and 2 others like this -
11 hours ago, RebornKyle said:
In this case either would be fine, it would be during a duel and going back to what it was after the duel
Alright, I'll leave it up to you on how to implement or how to call it. So I'll write some simple tutorials. I'm going light on the details since I know you have a coding background, but let me know if you need screenshots.
1. In Q3_Interface.h, declare your new script command.
2. In Q3_Interface.cpp, add your command to the Enum2String and the Set method in the appropriate spot (would recommend making it a Boolean)
3. IF Making Global: have it change the value of the "g_broadsword" cvar to 0 (turned off) or 1 (turned on) depending if set to true or false. You can stop here.
4. IF Making NPC Specific, declare a new NPC scriptFlag (in b_public.h). In this example I'll just call it SCF_NO_RAGDOLL, make sure its Hexadecimal value is correct. An unmodified OpenJK source code should probably be 0x100000000.
5. To apply to an NPC, create a new function somewhere called by your script command and write something like this:
static void Q3_SetRagdoll(int entID, qboolean ragDoll) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { Quake3Game()->DebugPrint( IGameInterface::WL_WARNING, "Q3_SetRagdoll: invalid entID %d\n", entID); return; } if(ragDoll) ent->NPC->scriptFlags |= SCF_NO_RAGDOLL; else ent->NPC->scriptFlags &= ~SCF_NO_RAGDOLL; }
6. Lastly go to the function G_RagDoll (in g_main.cpp) and add a check near the beginning of the function to verify if the NPC has this scriptFlag applied, and if they do, return qfalse.
DISCLAIMER: I wrote this code on the fly and didn't personally test.
-
Are you looking for it to be global or only impact specific npcs?
Progress Report: June 2025
in Galactic Legacy
Posted
So before this progress report, I want to say it was a relatively slow month due to a ton of stress with the uncertainty of my employment at my current job. As of writing this, all is well, so the stress is gone.
NEW CHARACTERS
So for starters, we added some new characters!
QUESTIONS & ANSWERS
Q: Who is Rey Solana?
A: Rey Solana is an unused concept for Rey during the initial brainstorming of Episode IX while still under the direction of director Colin Trevorrow, assuming she remained unrelated to any Star Wars character.
Q: What is Grand Admiral Thrawn (Legends)?
A: In keeping with the appearance of Chiss from the former Legends continuity, his eyes are solid red.
DUEL OF THE FATES
New bit of content was completed for the mod, but more of a brief "alternate" scenario (similar to Wilbur Wonka showing up on April 1st). With the initial release of Duel of the Fates in KotF 2.1's debut, a lot of people made jokes about (SPOILER ALERT!!!!) Darth Maul's arm getting cut off, comparing it to Monty Python. The jokes have been heard, and they're being brought to life.
So in the next update, you can hear Darth Maul protest about his limbs getting cut off if you find the secret french gonk droid!
Basil Bonehead and I also recorded a new developer commentary about Duel of the Fates, which we think is a significant improvement over the original. We hope you'll check it out!
https://www.youtube.com/watch?v=U7fXTLJDgX0
FORCE POWER CUSTOMIZATION
You asked for this, and it's finally coming. Coming in the next update, you will have the ability to freely customize the force powers of any character you select in the mod, and any NPC. Please enjoy a brief demo of the new feature in action.
https://youtu.be/z0zrARvEfuA
CONCLUSION
As stated before, this was a slow month due to some uncertainty with my job, but with things straightened out and the stress gone, I'm pleased to say that continued development should continue without much of a fuss.
I'll be looking into completing force power customization in Character Selection and the NPC spawner in the near future, and hopefully we'll have an update (albeit a pretty small but important update) soon. Of course take this with a grain of salt and don't take it as a guaranteed promise. With a hobby like this, unpredictable things can happen at any given time.
Thank you all for following the development of Star Wars: Galactic Legacy, and may the Force be with you.