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Linken

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Posts posted by Linken

  1. Q: When do you plan on releasing updates?

     

    A: The instant we know, we will tell you.

     

    Q: I'd like to see "this character" in the mod!

     

    A: We're open to suggestions, but please only suggest characters if you have a proper, high quality model to show us, else we will not take your request under consideration.

     

    Q: How do I unlock other missions?

     

    A: Missions that are greyed out don't exist yet and will need time to produce and release. Missions can be freely played as they're released, with no pre-requisities.

     

    Q: Will you have missions for other eras? Like Clone Wars, KOTOR, and Rebels?

     

    A: Yes, they will be labelled under a new category called "Bonus Missions"

     

    Q: I've having problems with KOTF 2.0, can you help?

     

    A: We are not affiliated with the 2.0 version of the mod in any way, shape, or form. Officially, we can not help you if you're having issues. Why are you playing it anyway?

     

    Q: Will the mod have an Add/Load system like 2.0 did?

     

    A: Nope! With the power of OpenJK, we don't have to require the player to select npcs outside of the game. We have a menu to handle all spawning from an organized list of NPCs. Of course, all npcs can be spawned from the console, all npc commands can be found here: https://docs.google.com/spreadsheets/d/1Eu74OMSGNxxZzZ-uXlIk74e6QF8QqsQxbu5Mh04Yffw/edit#gid=0

     

    Q: Will I get to choose the side of an NPC?

     

    A: Yes, this also includes any npcs we haven't officially featured.

     

    Q: Will you add anything from Jedi Outcast? Campaign? Maps?

     

    A: We understand that many love and cherish Jedi Outcast and would love to play the campaign through KotF. However, in efforts to avoid any potential legal repercussions, we will not include any assets from Jedi Outcast with the exception of sounds for certain characters. This includes the campaign and multiplayer maps.

     

    Q: Are there viruses in the launcher/updater/the mod?

     

    A: NO!

    Maksman, Kuhe, therfiles and 3 others like this
  2. The thing is that you can't tell him apart from the other Neo-Crusaders. If he would have something unique, a distinct feature

    that makes him stand out from the rest, than it could be worth.

     

    The only way you could get close to the character is using the golden Neo-Crusader, name yourself Bendak Starkiller in the multiplayer mode and just pretend that it is him.

    @@spaceshifter

     

    I could make him an npc, the problem is that there's nothing really unique about Bendak. So in my opinion, it'd be a bit of a waste. Sorry.

    Lancelot and TicNoel501 like this
  3. IMPORTANT ANNOUNCEMENT: PLEASE READ

     

    Today, I have received all files pertaining to the new models, all properly packaged up and ready for work. As of right now, NPC production is back in action! I estimate work should be done within the next 2 weeks, during that time, I will be doing the following:

     

    • Creating new npcs for new characters
    • Updating existing npcs to include new variations
    • Updating existing npcs so they wield a more appropriate weapon
    • Creating 2 new npc classes I have planned.
    • Small npc improvements for more realistic behavior.
    • Minor fixes + new weapon additions

    If you wish to see what npcs we have planned for updates, don't hesitate to visit the google doc where I'll be updating as I work.

     

    Link: https://docs.google.com/spreadsheets/d/1Eu74OMSGNxxZzZ-uXlIk74e6QF8QqsQxbu5Mh04Yffw/edit#gid=0

     

    The new models we have are great, but we are missing an important quality for a number of them, both new and pre-existing: sounds. I am officially putting out a call to anyone that may be interested in providing some new, high quality sounds for some of our models. If anyone is interested, please PM either myself or @@Fire Phoenix with some basic information, as well as a sample of some sound work you have done before.

     

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

    J19, DarkOrchids, Maksman and 2 others like this
  4. Pertaining to the NPCs are there plans of reincorporating the NPC SPAWN/ LOAD system from the old 2.0 KOTF which would allow us to drop into a random map, for example the geonosian arena, and spawn 6 darth vaders and 8 commander codys? It's that type of freedom and sanbox style that drew me to the original.

     

    Yes! We have a fully working and implemented map menu where you choose which map you want to play in (check Fire Phoenix's developer thread), and we do have plans for an NPC spawner map, we're still in pre-development phase with that. 6 Darth Vaders and 8 commander codys? That might be interesting to see, haha.  :D

     

    Also I know you can't pencil in any release dates or make any promises that you can't guarantee, but would you be able to give us your goal time frame for getting at least the beta version out?

     

     

    We're aiming to release the beta before Last Jedi releases, we'll give an official release date when we know it. We're not going to give hundreds of fake release dates, that's just mean.  ^_^

  5. PROGRESS REPORT 9/3/17

     

    I think you'll like this one!

     

     

    NEW WEAPONS

     

    As you can see down below, we've added in the DC-17 Hand Pistol! We're nearing the completion of the major weapons. We will be adding in some other weapons pretty soon that are single player exclusive, such as Captain Phasma's rifle, Poe's rifle, and a few others.

     

    Weapons Added

    • DC-17 Hand Pistol (Clone Trooper)

    Weapons currently added

    • WESTAR-34 Blaster Pistol (Jango Fett)
    • EE-3 Carbine Rifle (Boba Fett)
    • E-5 Blaster Rifle (Battledroid)
    • F-11D Blaster Rifle (First Order Stormtrooper)
    • DC-15S Blaster Carbine (Clone Trooper)
    • DH-17 Blaster Pistol (Rebels)
    • DC-15A Blaster Rifle (Clone Trooper)
    • DC-17M Interchangeable Weapon System (Republic Commando)
    • A280 Blaster Rifle (Rebels)
    • NN-14 Blaster Pistol (Rey)

     

    NEW MODELS

     

    Our new models are up and running. Fire Phoenix currently has some work to do concerning new icons, but that should be completed fairly soon. However, new characters I can confirm today that are being added are:

    • Cin Drallig
    • Tiplee
    • Tiplar
    • Halsey (Republic)
    • K'Kruhk
    • Pablo-Jill
    • Ima-Gun Di
    • Nahdar Vebb
    • Poggle the Lesser
    • Neimoidian Aide
    • Jyn Erso
    • Cassian Andor
    • Baze Malbus
    • Chirrut Îmwe
    • Baze Malbus
    • Bodhi Rook
    • Orson Krennic
    • Death Trooper
    • Seventh Sister
    • Fifth Brother
    • Eighth Brother
    • Agent Kallus
    • Lieutenant Lyste

    Once all models have been properly packaged and "iconed", I will have a full list of character model changes and variation additions.

     

    BIOGRAPHIES

     

    As with the previous characters, all new characters have been given biographies, here are a few for you all to read. Please note that the icon's you're about to see are outdated and will be changed very soon, I was sent the files early so I could write out character descriptions.

     

    Jyn Erso:

    openjk.x86_2017-09-01_17-26-28-223.jpg

     

     

    Seventh Sister:

    openjk.x86_2017-09-01_17-26-47-432.jpg

     

     

    Death Troopers:

    openjk.x86_2017-09-01_17-26-57-682.jpg

     

     

    WEAPON DESCRIPTIONS

     

    As with the characters, I've also taken the time to write out full descriptions of the new weapons. Here are a few for your viewing pleasure.

     

    DC-17M Interchangeable Weapon System

    Knights_of_the_Force_2.1_SP.x86_2017-09-

     

     

    A280 Blaster Rifle:

    Knights_of_the_Force_2.1_SP.x86_2017-09-

     

     

    EE-3 Blaster Carbine:

    Knights_of_the_Force_2.1_SP.x86_2017-09-

     

     

    MENUS

     

    After much hard work, team member The New Order was able to add the Unstable Red and Black Lightsabers to be compatable with the menu.

     

    Unstable Red:

    Screen_Shot_2017-09-03_at_8.55.40_PM.png

     

     

    TFU Black:

    Screen_Shot_2017-09-03_at_6.36.18_PM_1.p

     

     

    MULTIPLAYER

     

    New Order has succeeded in bringing in the F-11D Blaster Rifle into Multiplayer, and has also fully implemented the E-5 Blaster Rifle. The SFX blades are still a work in progress.

     

    F-11D

    Screen_Shot_2017-09-03_at_5.09.53_PM.png

     

     

    E-5

    Screen_Shot_2017-09-02_at_8.30.20_PM.png

     

     

     

    CONCLUSION

     

    NPC production should resume quite soon, with a few new menu tweaks here and there, we should be set for a beta release within the coming months!

     

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

  6. Here's the answer !

     

    No of course, I guessed it's free, just was talking about me buying a retail version instead of playing on steam ^^"

     

    Well, I was talking about the original JKA campaign following Jaden Korr and Kyle Katarn, though I guess your own missions would be pretty interesting :) So was I asking if the original campaign could support your mod's hilts, NPCs, menus...

     

    That's okay for weapons, as we're talking about it, will the solo version of the mod support new weapons you're working on? I heard this game is kinda hard for devs & modders to implement new weapons, so...will it be a thing?

     

    Okay for NPC spawner, like the character changer it's the feature that made me install KotF by default whenever I installed the game ^^

     

    You're welcome, thank you too for bringing players and this game new and cool stuff and content event about 15 years after its release :)

     

    Yes, the original JKA campaign will be in KOTF. If you look at Fire Phoenix's dev thread, look at his menu progress, and you'll see a spoiler labelled Campaign. It shows 2 options; Star Wars Saga, and Jedi Academy.

     

    Most of the weapons we're implementing will be featured in both MP and SP, we have some weapons that will not appear in multiplayer as they're mission exclusive.

    TheWhitePhoenix and TicNoel501 like this
  7. Hello there !

     

    Hi!

     

    I had some questions regarding single player mod of Knights of the Force 2.1 by Linken, which would make buy a retail version of the game...

     

    While I do post the progress reports, @@Fire Phoenix is the owner of the mod, not me. Also I hope you're not talking about buying this mod! It's free!

     

    Will the mod support full singleplayer campaign? I often read "multiplayer" and "singleplayer" parts on the topics, but I'm not sure if Singleplayer means Campaign, or Multiplayer with bots?

     

    We do have plans on creating missions for Single Player pertaining to the saga, but they will not be present in the beta, they'll be in the final release. If we do include any missions for the beta, they'll most likely be very basic. Multiplayer will stay multiplayer of course.

     

    Will the mod bring the menus the older versions did? Like play as a chosen character, give whatever weapon you wanted and give advantages like older version did, like stormtrooper had unlimited ammo for E-11 carbine and all? 

     

    We hope so, but I can't give any specific details at this time. We have no plans to give any weapon unlimited ammo outside of missions.

     

    Will the mod allow for NPC manipulation such as changing their sides, spawning and all? (singleplayer only of course)

     

    We have plans for an NPC spawner menu, if we're able to make them change sides, then we'll do it.

     

    Thank you for your support!

    TicNoel501 and TheWhitePhoenix like this
  8. PROGRESS REPORT: 8/27/17


     


    We can see the finish line, just out of reach.


     


    NEW WEAPONS ADDED


    • WESTAR-34 Blaster Pistol (Jango Fett)
    • EE-3 Carbine Rifle (Boba Fett)

    CURRENT WEAPONS ADDED


    • E-5 Blaster Rifle (Battledroid)
    • F-11D Blaster Rifle (First Order Stormtrooper)
    • DC-15S Blaster Carbine (Clone Trooper)
    • DH-17 Blaster Pistol
    • DC-15A Blaster Rifle (Clone Trooper)
    • DC-17M Interchangeable Weapon System (Republic Commando)
    • A280 Blaster Rifle (Rebels)
    • NN-14 Blaster Pistol (Rey)

    NEW MODELS


     


    After some major delays concerning model fixes, the team is pleased to report that most models have been appropriate fixed and added/replaced. We still have one or two to fix, but once that is done, we can start to focus on other things.


     


    BETA RELEASE DATE


     


    While we have no official release date right now, the team and I are pushing toward a beta release sometime before The Last Jedi hits theaters. With the models completed, this is a goal that can be achieved. More information on the beta will be provided as we approach release.


     


    MULTIPLAYER


     


    Team member @@The New Order has been very hard at work these last few weeks, and has begun the process of bringing the SFX lightsabers (unstable red, black, and rgb included) into multiplayer, as well as the new weapons. So far he was succeeded in bringing in SFX as well as the Battledroid rifle. Given that we're collaborating heavily on the new weapons, New Order hasn't been able to devote as much time to multiplayer, and thus progress has been slow in this department.


     


    NEW WEAPONS


     


    Jango and Boba's weapons have been added. For those of you that may not recall, I posted in discussion asking if anyone might have a solution to the dual wielding pistols, after some thought, we decided to go with the frankensteining route for Jango. Depending on if we figure out a more proper solution, we may have to repeat this process for future builds. Jango's pistol will feature perfect accuracy and a rapid fire, but will suffer from low damage. Boba's EE-3 will feature perfect accuracy as well, as well as a 3-shot burst fire for alt fire. As said before, our goal is to make each gun as unique as possible, allowing for balance, but also allowing for players to experience a new type of gameplay. Most guns we're adding in will be available in both Single Player and Multiplayer.


     


    NEW MENUS


     


    With the model replacements and additions nearing completion, @@Fire Phoenix has been hard at work designing icons and placing the models in their appropriate areas. Once all models have been finalized, I will begin the process of writing biographies for each new character, as well as improving ones that I've already begun on. Once Fire Phoenix has completed work on character menus, he will begin the process of creating an NPC spawner menu.


     


    TRAILERS + OTHER MEDIA


     


    I've recently procured a few extra funds (no I wasn't the guy who won the $700 million lottery, haha), and I should be able to purchase a subscription for Bandicam pretty soon, once that's done, we can start shooting scenes for the trailer. So far we've been storyboarding and throwing ideas around. Fire Phoenix has also expressed interest in creating trailers all his own, so we may have multiple trailers, but nothing has been confirmed yet.


     


    That being said, if anyone knows of some recording software BETTER than bandicam, please send me a Private Message as soon as possible.


     


    CONCLUSION


     


    Overall, a very productive month, with the major hurdle almost completed, progress should proceed much more quickly than before.


     


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


     


     


  9. It need code hacking. download openjk and search the cultistcommando and blaster pistol functions in the sp code :)

    the NPC cultistcommando is the key for double handed weapons.

     

    my tutorial about making weapon on SP can help to found weapons functions.

    remember to look NPC.cpp, NPC_spawn.cpp NPC_stats.cpp NPC_combat.cpp etc for cultist commando dual handled pistol. now i not remember exactly where is defined the NPC hardcoding.

     

    We have npcs taken care of, it's giving them to the player what we're trying to do.

  10. Hey everyone,

     

    We're currently attempting to implement guns that we all know certain characters had dual-wielded, specifically the Clone Pistol, and Jango's pistols. However, we've run into a bit of a snag. We want to give players the ability to dual-wield certain weapons at will, and make them functional. We know that this has been done before in multiplayer mods, and we're hoping we can do this for Single Player.

     

    Anyone have any ideas? At the moment, the only way we're able to do it is with console commands.

    TicNoel501 and Smoo like this
  11. PROGRESS REPORT: 8/6/17

     

    Quite a number of things have been done with the mod over this past month, and I'm really happy to finally be sharing them with you all.

     

    NEW WEAPONS ADDED

    • DC-15A Blaster Rifle (Clone Trooper)
    • DC-17M Interchangeable Weapon System (Republic Commando)
    • A280 Blaster Rifle (Rebels)
    • NN-14 Blaster Pistol (Rey)

    CURRENT WEAPONS ADDED

    • E-5 Blaster Rifle (Battledroid)
    • F-11D Blaster Rifle (First Order Stormtrooper)
    • DC-15S Blaster Carbine (Clone Trooper)
    • DH-17 Blaster Pistol

    As you can see, we've managed to add in some new weapons to the game, and of course these will be applied to npcs in the future prior to release. It's our hope to include as many weapons as humanly possible to the game to allow for a more immersive experience. But with these recent additions (and edits), we've also attempted to add a more unique style to each weapon so that way each new gun feels like its own creation rather than a copy and paste of the original weapons, taking inspiration from past Star Wars media, as well as new star wars canon.

     

    For example, as we all may know from Battlefront (2015), they took great care to make the weapons feel different from each other, be it with weapon accuracy, damage, or even range. We decided to follow in their footsteps, even drawing inspiration with some of these new weapons. For example, the DH-17 Pistol is an incredibly high-damage gun, with the highest damage in the game, to balance this, the DH-17 is extremely inaccurate and burns through ammo very quickly in comparison to the other weapons. Another example is with the DC-17M Interchangeable Weapon System, that we all may know from the old video game Republic Commando. The DC-17 features a much higher rate of fire with perfect accuracy, but suffers from a very low damage output. We hope that once you get your hands on these new guns, you'll be able to find one that suits your style of play, be it close quarter gun fighting, or long range, we hope to have a little something for everyone.

     

    UNSTABLE RED CHANGES

     

    Early on, I knew I wanted to add in Kylo Ren's iconic unstable red effect for his lightsaber, and I believed with the power of OpenJK, it would be possible. I was right, using the work of the talented modder @@dark_apprentice, we weree able to make his effect into its own unique lightsaber blade. While we are eternally grateful for his work, after some brief discussions, we knew that we would need to update the effect to be more compatible with SFX. While we are keeping the original effect for non-SFX users, we've succeeded in adding in a new effect to complement the SFX lightsabers, which you can watch in the video right here.

     

     

    While we still use dark_apprentice's shader, it is with the talent of @@Nerdman3000 that we have this new effect, and we are very grateful for his astounding work with this new effect.

     

    NPC CHANGES

    • Rebel Commandos now use the A280 Blaster Rifle, changed from E-11 Blaster Rifle
    • Revan uses the correct Lightsabers (we had a hilt update, so a lot of lightsabers were taken out of order

     

    NEW MODELS

     

    Progress on fixing the new models advertised several months ago has been slow, but we have been making progress. Once work is completed, @@Fire Phoenix will begin packaging the models together, complete with icons and expanded character selection menus.

     

    MAP FIXES

     

    Fire Phoenix has been very hard at work fixing a number of maps that have had issues in Single Player, be it crashes, infinite vehicle spawns, or death drops, at the moment, he has completed work on most maps, I'm sure he will update as necessary once his work is completed fully.

     

    CONCLUSION

     

    I'll try to post more frequently, I apologize for how long this progress report took. I'm currently taking NPC battle suggestions, as a reminder, please no more than five per person. I'll post the battles on Thursday, August 10th. Be creative!

     

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

  12. You're welcome! And I guess that I know why you didn't choose them because you didn't test yet the added / replaced NPCs. It is that, right ? Or I'm wrong.

     

    Your other suggestions? I did record Pre vs Maul, but the fight only lasted a few seconds, Maul won, not particularly interesting honestly. I didn't pick Obi-wan and Asajj vs. Maul and Savage because I don't have the model for that iteration of Maul yet, and I didn't do Rebels Ahsoka vs. Vader because I hadn't made her npc yet.

  13. Thanks for using my suggestion, it is very much appreciated.

     

    I actually recorded all 4 fights you suggested since I loved them so much, Krayt vs Mara Jade and Asajj vs. Grievous. But simply put, none of them were particularly interesting. Krayt beat Mara within a few seconds, and Grievous killed Asajj with the "spin the sabers around you" kata, just without the sabers going in midair, kind of funny!

     

    Thank you for suggesting.

  14. @@Linken that is because back then I had no idea of anything and just painted the "black" with real black color, which looks good sometimes, but overall in the game it has the issue you mentioned above. However I am not sure on 100% if by any chance this might be solved if you just color it darker gray or something in those lines? I never even tried to do so myself, so I can't say it works.

     

    Not a bad idea at all! Though wouldn't it technically be cheating?  ;)

  15. If you can't fix it, why not ask for help?

     

    I did. 

     

    Additionally, if anyone well-versed in SFX and shaders can assist, we would be extremely grateful for your help.

     

     

    Does the black saber in JK:E have the same problem? It sounds like a shader issue

     

    The effect we're using was made by @@dark_apprentice. Originally, we had the issue of the black core disappearing in the white glow, or even the white glow losing its shader after switch to SFX, so the glow effect would turn into its texture, as if a shader never existed for it.

  16. Of course, that's the difference between you guys and Tim. You FINISH what you start. (See what I did there? ;) ) And you make sure you have something presentable. And even though I would LOVE to have the Black Saber be available for NPCs to use, as well as Kylo Ren's unstable saber blade to be used by NPCs too, what can be done and what has been done already is absolutely phenomenal and as said, you can't please everyone, though I'm sure you appreciate the feedback which also helps motivate you guys. ^_^

     

    Kylo Ren has already been given the unstable red permanently, no need to worry! =)

     

    When it comes to giving the npcs their saber blades, we're going for canonical, I know it's very popular to TFU fans to give Starkiller the black lightsaber, but despite all of that, I have to give Starkiller either red or blue since that's what he has. The only NPC that could use the black lightsaber is Pre Vizsla, but the problem with that is that it's also pointed, very unlike any other lightsaber in canon/legends.

  17. Linken, if people vote to get rid of it, will you at least release it as a separate addon for those like me that still want it? Even though it's not perfect in the problems you showed (nothing ever is nor will ever be perfect), I still think it would be a great addon for others using SFX RGB sabers. Also since he created JKA Enhanced....@@redsaurus? Any input?

     

    Can't always please everyone unfortunately. The last thing I want to do is remove it, but I also understand it'll break immersion for some people. The only necessary blade for us to add in was Kylo Ren's unstable red, we added in RGB for player options, I wanted to add in the black lightsaber as a gift for the TFU fans. No NPC uses the black lightsaber and would only be available for players. If enough people comment, I am willing to compromise and simply remove the black lightsaber from Multiplayer, but leave it in Single Player (maybe as a secret easter egg?).

    TheWhitePhoenix and TicNoel501 like this
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