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Linken

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Posts posted by Linken

  1. It's actually super easy. All you need is Notepad++ to edit the text files, nothing else.

    And once you've done, you can send it to the KotF 2.1 team. Not to me, as I only started the topic to ask who would like to translate.

     

    Interestingly, the Korean alphabet is found in the game files (at least as tga-files), but there is no font for that.

     

    @@eezstreet

    In the font folder, there are these additional languages:

     

    - Japanese (just tga; no font file)

    - Korean (just tga; no font file)

    - Chinese (just tga; no font file)

    - Tai (just tga; no font file)

    - Thai (just tga; no font file)

    - Russian (tga and font file)

    - Polish (tga and font file)

     

    My question: Is there any way to make them accessible (in other words, compatible with the game)? Because you can't select them in the game, there are only four languages.

     

    Likely some super-complicated coding stuff. I'm more concerned however for the Japanese, Chinese, and Korean languages. I don't know if those characters would be possible to bring into the game.

  2. Hi everyone!

     

    Yes, we're still alive, and still going strong! Since the last few progress reports, we've been expanding this fine community not only to our discord server, but also we've updated our page on Moddb, which you can find here: http://www.moddb.com/mods/knights-of-the-force-21/#6846751
     

    The next progress report will be released on February 5th at 10:30am EST. In the next report, I'll be detailing new DOTF progress, some gameplay footage of the mission, and....perhaps a little bit more? ;)

     

    Thank you for following the development of Knights of the Force 2.1, and may the Force be with you.

    dg1995, TicNoel501, Maksman and 3 others like this
  3. While we appreciate your enthusiasm, your pictures are exactly the dimension for a smartphone homescreen, not for the beginning splash screen,

     

    That being said, they do look quite nice.

     

    The first one you posted follows the same inspiration as the one we currently have; light and dark sides, with characters across different eras.

     

    The second one you posted doesn't have a clear inspiration, I at first thought light and dark sides, but Nihilus is in the center of the image, as well as the clone commando being on the supposed "dark side" of the picture. Essentially, it feels all over the place.

     

    You do have skill in photoshop however, that much is clear.

  4. PROGRESS REPORT: 12/31/17
     
    I hope everyone is having a wonderful new year! Milestones have been hit, and the end of the beta's development is nearing!
     
    NPC'S ADDED
     
    • Darth Voiid, the winner of the Early Access Trivia Contest
    • Darth Malgus (No Mask)
    • Jango Fett (No Helmet)
     
    NPC'S REMOVED
     
    • Imperial Protocol Droid (Already exists in base)
    • Imperial Astromech Droid (Already exists in base)
     
    NPC'S EDITED
     
    • Kreia now uses a single-bladed green lightsaber instead of a double bladed one
    • Jango Fett has his own class (CLASS_JANGO) which allows him to dual wield his trusty pistols against you, the player...oh, and everyone else too.
    • Boba Fett has been given his EE-3 Blaster Rifle as intended, which he will use in his usual NPC form, as well as in his single player campaign level.
    • All Mandalorians part of Clan Skirata are given the DC-15S Blaster Carbine.
     
    MULTIPLAYER
     
    At last, a major milestone has been hit! As of just a few hours ago, RGB sabers have at been PROPERLY implemented into multiplayer! While they were implemented before, coding errors caused all rgb sabers to look exactly the same to the player. This has at last been fixed thanks to multiple mebers of JKA's modding community, and of course The New Order, who worked hard on this thing for a very long time. With this completed, only a few things remain before we can release.
     
    DUEL OF THE FATES
     
    Progress on Duel of the Fates is going very well. I'm currently in the process of scripting the catwalk sequence from that duel. I want the levels to be a fairly cinematic experience, with (ironically) as few cutscenes as possible. I have implemented certain elements in the maps to prevent missions from breaking because an NPC is unkillable. For example, the death drops in both the large reactor room and the pit will instead teleport any NPCs to a more appropriate area so you can continue the fight. Players however, will still be killed.
     
    • Overall DOTF mission completion - 62.5%
    • Obi-wan's Point of View - 62.5%
    • Qui-gon's Point of View - 62.5%
    • Darth Maul's Point of View - 62.5%
     
    What Needs Completing
     
    * Finish Catwalk cutscene for Obi-wan Point of View
    * Finish final duel in Pit room
    * Qui-gon and Maul point of view cutscenes/player controlled events
     
    CONCLUSION
     
    With the year coming to a close (or already closed, depending on where you live), I and the rest of the team want to thank all of you for your support. The response to this mod has been incredible, with talented people allowing us to use their work to bring the best Star Wars experience possible as we work even harder for the eventual final release of the mod.
     
    Thank you for following the development of Knights of the Force 2.1, and may the Force be with you.

     

  5. Understood. Well, not problem. with a lot of pain, i downloaded today with help of my father. ^_^

    o hope The force unleashed expansion setup will works after i will place kotf into gamedata. without kotf setup is rejected. lol.

    Merry Christmas to alls Jkhub, KOTF and other mod staffs! :D

    Force unleashed expansion? What?

  6. And one last question, with how congested the map selection is, would I be able to add additional maps to play with the MOD or is the list already maxed out? (Also I do know of Ravenger, Starforge, and Revan Flagship duel maps that have bot paths if you'd like links to those)

     

    I suppose you could potentially have your own maps, but they will not be included in the SP map selection. We also wouldn't be responsible for any potential texture issues.

  7. No, no what I was asking was spawning enemies.I thought that was something you were working on. And actually quite a few of these maps do have bot paths (I actually already had several of them)

    Corusaunt day+night

    Jabba's Palace day+night

    the mustafar map that isn't in Movie Duels.

    Millennium Falcon

    Blue Ice

    One of the Nabboo Street maps for sure.

    still need to go through the rest. But I thought I could spawn NPC's to murder.

    We have worked on them, they are finished, we just need to release beta.

  8. PROGRESS REPORT: 12/9/17
     
    As promised, an important announcement, along with some progress these past few weeks.
     
    NPCS ADDED
    • Battle Droid (Republic Commando)
     
    NPCS REMOVED
    • Darth Malgus (No Mask)
     
    NPCS RENAMED
     
    A number of NPCs had their commands renamed, here is that list.
    • Yuthura_Ban_Ally has been renamed to Yuthura_Ban_Light
    • Visas_Marr_Jedi has been renamed to Visas_Marr_Light
    • Dustil_Onasi_Ally has been renamed to Dustil_Onasi_Light
     
    Of course all NPC commands can be viewed on the google doc found here: https://docs.google.com/spreadsheets/d/1Eu74OMSGNxxZzZ-uXlIk74e6QF8QqsQxbu5Mh04Yffw/edit?usp=sharing

    NPC SPAWNER
     
    Progress on the NPC Spawner menu has progressed very smoothly so far, Fire Phoenix has completed work on The Old Republic, The Sith Empire, Galactic Republic, and Separatist Alliance factions. He has since begun work on the Rebel Alliance. All random generic Jedi and Sith have been placed in their appropriate location, and will be set for random spawners by default.
     
    IGNITION FLARES
     
    New Order has been hard at work with the ignition flares, we're currently attempting to replace the flares we currently have with some a bit more realistic. Progress has been slow, but hopeful, and we estimate that this process will take about a week or two to finish.

    AN ANNOUNCEMENT
     
    As said in my last progress report, I will devote all efforts toward developing the game and not the ultimate trailer. However, I believe this announcement requires a video. Please enjoy.
     
     
     
    RELEASE DATE
     
    Officially I've changed the answer to the infamous "When will the beta release?" in the FAQ to "The instant we have a release date, we will let you know." With still too much to finish for the beta, it would require a miracle for us to release the mod in time for the release of The Last Jedi. No one on the team is happy by this revelation, in fact we're probably just as mad as you all are. But I promise that all of this is for a good reason, we want to release a beta that was relatively bug free, and with enough longevity to keep you all coming back for more. With bugs popping up around every corner, we need this time to focus. Additionally, with finals coming up for some of us, we need to step away from this game, and devote more time to our studies. Real life sucks doesn't it?
     
    CONCLUSION
     
    With Duel of the Fates officially coming to the beta, this will be the longest project to finish, and as such, will be the count down to the release date. Once Duel of the Fates is finished, we will have a release date.
     
    Additionally, if you want a chance to win early access to the mod's beta, please PM me either on JKHub or Discord by 12/10/17, if you PM me on JKHub, please provide me with your discord name and number, and join the discord server so I can find you.
     
    Thank you for following the development of Knights of the Force 2.1, and may the Force be with you.
  9. Alright! Removed all maps, should have thought of that myself with how many maps are in the mod. Everything works fine, love the new icons for force powers (and especially love the exessive dismemberment setting). One last question, how do I spawn enemies then for multiplayer?

     

    No bots are in multiplayer right now aside from the defaults.  :

  10. They aren't in the game data folder, the KOTF folder itself is in the game data. Yes the textures on the map turn into squares, skins disappear, and when I switch back to the menu its returned to vanilla jedi academy multiplayer. 

     

    Do you have any mods in your base folder? If so, those might be causing issues.

  11. We don't have any multiplayer bots with the new characters unfortunately. As for textures disappearing, you mean all maps are doing the checkered black and white square?

     

    Also don't put any pk3 files into your gamedata folder.

  12. PROGRESS REPORT: 11/24/17
     
    I hope everyone had a wonderful thanksgiving, and to the rest of you out there that may not celebrate this holiday, I hope you had a wonderful thursday, or Leif Erikson day. This progress report marks the passing of 2 important milestones, bringing us 2 gigantic steps closer to release. While this progress report will not contain a release date, I do hope that this progress report will keep you excited for our future beta release.
     
    CHARACTER SELECTION
     
    After a lot of hard work, Fire Phoenix has completed all menus required for character selection. It was a very arduous process for him, requiring him to learn a number of things about menu designing in Single Player. The difficulties were many, with his biggest having to learn how to create several menus for custom models. However, this trial has passed. Work on our NPC spawner menu has officially begun development.
     
    MULTIPLAYER
     
    Many months in the making, but it has at last finally paid off. Team member The New Order has brought the famous SFX Lightsabers into Multiplayer, making us the 4th mod to ever bring them in. Not only that, but he has also coded in the RGB sabers, along with Kylo Ren's unstable red, and the black lightsaber famous from The Force Unleashed video game. This was not an easy task for him, and all of us on the team are forever grateful for him hitting this milestone, as of this progress report, all that remains is for him to code in the ignition flares, and this will be completed.
     

    Screen_Shot_2017-11-23_at_10.11.35_PM.pn

     
    Screen_Shot_2017-11-23_at_9.47.49_PM.png
     
    Screen_Shot_2017-11-23_at_10.02.22_PM.pn
     
    Screen_Shot_2017-11-23_at_10.07.22_PM_1.
     
     

     
    DUEL OF THE FATES
     
    I'm sure you all may have seen my work for recreating Duel of the Fates recently, and progress on that has been going unfortunately quite slowly. I've begun work on recreating the segment of the duel where it moves from the hangar to the reactor room. This has proven more difficult than I was expecting, but I'll get it done....eventually!

     

    TRAILER
     
    As you all may have seen in our F.A.Q., we hope to release the beta before the release of The Last Jedi on December 15th. With so much to do and so little time to do it, I'm putting all efforts on producing a trailer on hold for the time being, keeping things strictly to battle royales and short development videos. This means that it's very likely the trailer will not be released until sometime after beta. I do apologize for this delay, and I hope you can find it within you to forgive me.
     
    CONCLUSION
     
    Many milestones hit, and a project I've been wanting to do put on hold. As we near our projected release date, all of us need to buckle down and get it done. We do appreciate your support throughout this journey, the finish line is only getting closer and closer with time. We only ask that you wait just a little bit longer. This will be worth the wait, trust me.
     
    Thank you for following the development of Knights of the Force 2.1, and may the Force be with you.
     
    Remember to join our discord server by following this link: https://discord.gg/eJDds24
    TicNoel501, Smoo, Kuhe and 2 others like this
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