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Linken

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  1. Hey everyone! Sorry for a lack of progress report so far! I promise this next will be a good one! The next progress report will be out August 6th! Stay tuned!
  2. 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.
  3. 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.
  4. Not a bad idea at all! Though wouldn't it technically be cheating?
  5. I did. 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.
  6. Whatever the character has used in canon is what they're using. So mave windu has purple, ahsoka has her yellow-green, kylo has unstable red, etc.
  7. 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.
  8. 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?).
  9. Community Feedback poll, vote and make your voice heard! This is an important one! https://jkhub.org/topic/9510-community-feedback-poll-tfu-black-lightsaber/?do=findComment&comment=136252

  10. As you may have seen in past progress reports, we also added in the black lightsaber from The Force Unleashed into the game. However, we've recently discovered a bit of a bug. After some consideration, I've decided to poll the community on this matter. Essentially, in both SFX and non-SFX mode, the black lightsaber acts very strangely over all non-solid areas, water, and lava. In non-SFX mode, the blade becomes more transparent, and is almost impossible to see. In SFX mode, the saber's core shader stops working, and you can see the white background of the texture. Allow me to show you. Non-SFX: SFX: We are trying everything we can in an attempt to fix this, maybe this is an engine issue, I don't know. Unfortunately, we're running out of options, and there are way more important things for us to work on. I'm leaving up a poll for you all to vote. Make sure you vote and make your voice heard! The poll will be up for a while until it's time to make a decision. Additionally, if anyone well-versed in SFX and shaders can assist, we would be extremely grateful for your help. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you.
  11. IMPORTANT ANNOUNCEMENT: PLEASE READ After some careful consideration, I've restarted my dev thread into a new topic, which will only ever be home to Progress Reports and Important Announcements from now on, other discussions should now be moved over to KotF Discussion. If you all have any questions or comments, don't hesitate to PM me. In the meantime, I believe that it's past time that we have another "Battle Royale"! PM me no more than 5 NPC fights you would like to see, and I'll have them posted on here next Monday, July 17th. Be as creative as you'd like. Anyone that suggests more than 5 fights will not be considered.
  12. PROGRESS REPORT 6/1/17 Happy 1st day (or 2nd day for some of you) of June everyone! The team and I have been hard at work. @@Fire Phoenix and @@J19 have been working on packing the new models, we even have some brand new models that I did not list on my earlier list of new models, so stay tuned for a more complete list once the task is finished. With school wrapping up for the remainder of the team, we'll be able to devote more time on the mod and hopefully have the beta released to you guys sometime this summer. @@The New Order has also been hard at work, taking some much needed initiative on the project, and has coded in the RGB saber feature from JK: Enhanced. However, with this new feature, it has also caused a major issue with the mod, and has made the default saber blades, plus the new blades we are adding in (Unstable Red, TFU Black, Ahsoka Tano's yellow-green), incompatible with it. If we are unable to fix this issue, I will be putting up a new poll for some community feedback to see which version you guys would prefer, but for now, please stand by. Here some screenshots showing off the RGB blades at work, again I'd like to thank the JK: Enhanced team for making this possible. I would like to apologize for not posting a progress report earlier in the week, I wanted to wait until the lightsabers were completed done before posting, but clearly that was not meant to be the case for me. Hopefully the next progress report will be something more exciting. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. --------------------------------------------------------------------------- PROGRESS REPORT 6/3/17 With a lot of hard work from both myself and @@The New Order, I am pleased to announce that all efforts with the SFX sabers have proved fruitful. As of right now, the mod comes equipped with full RGB support, as well as two new lightsaber blades: Kylo Ren's unstable red, and the TFU Black Lightsaber. I would like to thank the JK:Enhanced team for their hard work in making the SFX sabers a reality, as well as a very user friendly menu to tie it all up with. Additionally, JKHub member @@Darth Martyr was responsible for the creation of the unstable red blade, and @@dark_apprentice was responsible for the creation of the original effect for the TFU Black Lightsaber. Links to both effects; TFU Black: https://jkhub.org/files/file/2284-sw-7-blade-tfu-blade-ver2-by-dark-apprentice/ , Unstable Red: https://jkhub.org/fi...rens-lightsaber Here's how they look in game, including RGB, with SFX turned on Unstable Red: TFU Black: RGB: Additionally, with a switch over in source code, I was able to make more improvements to CLASS_CLONETROOPER, and as it is right now, I do believe that it has reached a level of quality where I can put it aside and focus on other things for the time being. Which brings me to another community feedback poll. Depending on your opinion, the SFX sabers give off a very impressive glow, but it could be argued that the glow is a little too impressive. The topic is split a number of ways among the team, so we all agreed that the best course of action with this is to leave this up to you, the fans. The poll will consist of 3 options: 40% glow, 60% glow, 100% (default) glow. It would be impossible for me to explain, so the best thing for me to do is to give you guys screenshots of the potential glow levels. 40% 60% The poll will run all month long, hopefully you all will take advantage of this to vote and make your voice heard! Thank you all for following the development of Knights of the Force 2.1, and may the Force be with you. --------------------------------------------------------------------- PROGRESS REPORT: 7/1/17 As promised, here is the progress report! Yay! Also, this progress report will have two important announcements! Progress keeps on going in an effort to make this mod as big as it can be. Development has currently begun on two exclusive maps to KotF, thanks to the great talent of team member MasterJin. At the present time, he's been hard at work on his two maps. The first you may recognize from The Phantom Menace, the gazebo where Qui-Gon Jinn's funeral was held at the end of the film: His other map is the Tantive IV, as we all know from A New Hope @@The New Order and I have also been hard at work, and we've begun taking steps to add in some brand new weapons to allow for greater variety. Thanks to the hard work of the Jedi Knight: Enhanced team, the maximum number of weapons possible in the game has been upgraded from 32, to 64. With a much higher number of weapons possible for us to include, we are taking advantage of this as much as possible, and putting as many as we can in to allow for greater variety and immersion. At the moment, we have put in: E-5 (Battle Droid Blaster)F-11D (First Order Stormtrooper)DC-15S (Clone Trooper)DH-17 (Rebel/Battlefront)At the moment, they all act like the E-11, though at the moment our goal right now is to code all of our planned weapons into the game, and then worry about specifics traits and attributes. Each weapon will of course be given with the /give all command, and has a brief description in the datapad section of the game. Of course none of these weapons would've been possible without the help of the respective authors, so all major credit should of course go to them. Of course all necessary npcs will be updated to use these new weapons. Some other weapons we hope to include are: EE-3 Blaster CarbineDC-15A Blaster RifleJango Fett's PistolsDC-17 Blaster PistolDC-17 Blaster Rifle (Republic Commando! Yay!)Rey's PistolAnything resembling KOTOR/SWTOROf course this list is subject to change, a full list of all implemented weapons will of course be available when the time comes. NPC's improved Rebel Honor Guard (Corrected Electrostaff Code)Rebel Soldier (Given DH-17 Blaster Pistol)Finn (Lightsaber color, and F-11D)First Order Stormtrooper (Given F-11D Blaster Rifle)B1 Battle Droid (Given E-5 Blaster Rifle)BX Commando Droid (Given E-5 Blaster Rifle)Magnaguard (Corrected Electrostaff CodeNow, with all of that being said. It's important announcement time! IMPORTANT ANNOUNCEMENT 1 As we all know, it's summer time (in the Northern Hemisphere anyway! Haha), and during this time of year, people like to take advantage of the season and go out on vacation. During the week of July 2nd to July 8th, I will be travelling to visit family. While I will have my laptop with me, I will unfortunately be unable to do any major work on the mod, aside from some basic directing. I will resume work when I return on Sunday, July 9th. IMPORTANT ANNOUNCEMENT 2 While this isn't the Ultimate Trailer, I think you all have waited long enough! This will also be available on the first page of my dev thread, and is fully public. Alternate Link: https://drive.google.com/open?id=0B9B5F8Bp40dTa3lvTUZvV040SW8 Thank you all for following the development of Knights of the Force 2.1, and may the Force be with you.
  13. Hello everyone, sorry for the late one today, traffic was terrible. Today I would like to present to you all a new type of NPC featured in KotF: Generic Jedi NPCs. Now what are Generic Jedi NPCs? Well, I'm glad you asked, you much-better-looking-than-me person. Generic Jedi NPCs are NPCs that are designed to simulate the Jedi Knights of their respective eras. As of today, I have created two variants of Generic Jedi: KOTOR Jedi, and Prequel Jedi, with more to come. Each version will have 48 versions each, allowing for greater variety of gameplay as you create/fight your battles in KotF. Generic Jedi I'm especially proud of, perhaps a little bit more than creating the main characters. Using the power of OpenJK's code, I was able to create a random NPC spawner for each version, thus allowing for greater variety of gameplay, similar to the base game's jedi_random npc spawner, inputting the commands "Npc spawn kotor_jedi" or "Npc spawn prequel_jedi" will allow you to spawn a different Jedi each time! Using the features in the UJP Models for KOTOR Jedi, each Jedi spawned with come in with a different colored tunic and Lightsaber. Unfortunately, this ability only applies to the UJP models, and does not work for the female variants, as we’re using female jedi customization (Perhaps a team member can fix this?). While the Prequel Jedi (which use Spanki’s Jedi Customization and Female Jedi Customization) have set models and colors, they have a special feature which I’m especially proud of. As we all know, Jedi shown in the prequel trilogy only ever use a Blue or Green Lightsaber (excluding Mace Windu and Jedi Temple Guards), originally, I had only planned on following a certain pattern with the blade colors (blue, blue, green, green, and so on), but I felt this was too predictable, and would cause players to lose immersion. So after some tweaking in the OpenJK code, I have created a brand new NPC saber color called “prequel_random”, which will guarantee that any and all Prequel Jedi npcs will spawn with either a blue or green lightsaber, even if you decide to spawn in the same npc twice, while the npc model and saber would be the same, the blade can either be blue or green. I made a short video for you all showing off the features of the generic Jedi. You'll notice in the beginning me using the prequel_jedi command, the game randomly selects 1 of the 48 prequel jedi npcs to spawn in. After I cut them all down, using the awesome power of god mode, you'll then see me use the command to spawn a specific prequel Jedi I want, each prequel jedi can be spawned specifically by typing in "Npc spawn prequel_jedi#", where the # is replaced with a number between 1 and 48. After that, I spawn in the same prequel Jedi npc twice, and as you can see, it's the same npc, but with a different saber color (talk about friendly fire though?). Then I move onto KOTOR Jedi, at first they all start with yellow, but of course this is totally randomized, I may tweak the code later and make it so only KOTOR Jedi can spawn in with either Blue, Green, or Yellow, depending on community feedback. Finally, the same KOTOR Jedi npc is spawned three times, and the tunic and saber color are all different. But of course, you can view the video here. Hopefully you all enjoyed this little teaser of the generic Jedi npcs, I have many more planned, and I can't wait to show them off to you. Of course all major credit is due to the authors that created these models, otherwise these NPCs would never have been possible in the first place. Additionally I'd like to thank the developers of OpenJK, and @JaceSolarisVIII for teaching me how to make random npc spawners in the first place! Unfortunately I was unable to use today to create more NPCs for the Rebellion, hopefully I can get some more done and update you all on my progress. -------------------------------------------------------------------- Figured today I'll post some more screenshots. Currently at school on a break, will hopefully work on NPCs later tonight. DISCLAIMER: Models are subject to change, we have a team working on finding replacements for some models, also I haven't done proper scaling for most npcs, only really just started while working on the C.I.S. I will be fixing that before beta release. Revan Reborn vs Satele Shan The crew of the Ebon Hawk (KOTOR 1), I don't have Canderous made yet. Tried to give Carth dual pistols, but he only gets them if spawned as an enemy. Yes, T3 fires his blaster....sometimes. The crew of the Ebon Hawk (KOTOR 2), I forgot to add in Kreia, don't worry, she's made! Additionally, I don't have Canderous/Mandalore, or Mira made yet. We don't have a model of Mical/Disciple. Each Force Sensitive has a Jedi variant. Darth Malak's Sith Empire! Forgot to add in the Sith Troopers though. You'll notice two sith in the background wearing black, that's Uthar Wynn and Darth Bandon. The Sith Triumvirate: Darth Sion, Darth Traya, and Darth Nihilus The Resurgent Sith Empire: Imperial Trooper, Sith Warrior, Darth Malgus, Sith Investigator (with 8 versions!), and Sith Eradicator. Good ol' Delta Squad, I considered giving them all a DC-15 rifle, but in the end I decided to give them a weapon that best suited their personality. Scorch likes blowing things up, so he gets a rocket launcher. Fixer I gave a shotgun, Sev gets a sniper rifle, for the obvious reason. And Boss himself gets the DC-15. Members of the 501st Legion, Air Recon (with working Jetpack!), 501st ARC Trooper, and 501st Assassin. 501st Sharpshooter, 501st Heavy trooper, and 501st Grenadier/Demolitions Clone Commando Gregor Ahsoka Tano, Quinlan Vos, Barriss Offee (with Dark side variants), Yarael Poof (we don't have his saber in the mod yet, we will be adding it eventually), Even Piell (again, will add his real saber in eventually) Plo Koon (with both movie and Clone Wars variants), Kit Fisto, Ki-Adi-Mundi, Aayla Secura, Eeth Koth, Agen Kolar Jedi Temple Guard, Depa Billaba, and Coleman Trebor. We don't have Depa Billaba's actual lightsaber, I gave her Kanan's saber, they look very similar. Yoda, Mace Windu, Obi-Wan Kenobi (With variants across all 3 prequels), Anakin (With episode 2, 3, and vader variants, a whopping 11 npcs!), Qui-Gon Jinn, and Shaak Ti If I don't post a progress report today, hopefully this is enough to sate your appetites! ----------------------------------------------- Progress Report: 3/22/17 NPCs Made Kyle Katarn (Dark Forces, Dark Forces 2, Dark Forces 2 (Light Side), Mysteries of the Sith)Mara Jade (Jedi Knight, Emperor's Hand)Mon Calamari Generals (Ackbar, Gee, Terpfen, Rieek, Vigo Morn)Garm Bel IblisKanan Jarrus (Needs model replacing + blind variants)Hera SyndullaCurrent number of NPC variants made (Does not include base variants): 639 As always, you can view the npcs I have made thus far on: https://docs.google.com/spreadsheets/d/1Eu74OMSGNxxZzZ-uXlIk74e6QF8QqsQxbu5Mh04Yffw/edit#gid=0 ----------------------------------------------- Progress Report: 3/25/17 NPCs Made Galen Marek/Starkiller (Includes TFU, TFU II, and Sith Stalker variants, even the aberrant clones)Juno Eclipse (Rebel and Empire versions)Grand InquisitorImperial AssassinImperial Agent of EvilImperial TechnicianImperial Gunner (with gunner technician variant)Imperial SniperImperial Shock TrooperCurrent number of NPC variants made (Does not include base variants): 634 As always you can see what NPCs have been made/are being made here: https://docs.google.com/spreadsheets/d/1Eu74OMSGNxxZzZ-uXlIk74e6QF8QqsQxbu5Mh04Yffw/edit?usp=sharing IMPORTANT ANNOUNCEMENT: PLEASE READ So far the poll is giving me the data I need to decide what do going forward with the Imperial Officer npcs, but as a man of my word, I won't tally the votes until all other Empire npcs are completed. As it stands right now, it appears that you all favor a random NPC spawner for Imperial Officers. I am updating the poll to ask how many variants each per officer you would like. In the interest of gender equality, I will be only allowing votes for even numbers of Imperial Officer npcs. Start voting! And if you haven't voted previously and want your input on KOTF to be considered, please vote and make your voice heard. Thank you all for following the development of Knights of the Force 2.1, and may the Force be with you. ------------------------------------------------------------------ Progress Report: 3/28/17 NPCs Made Imperial Officer NPCs (6 variants, 3 male and 3 female, for each type, Imperial, Impofficer, and Impcommander, with a random NPC spawner, replaces original Imperial officer npcs)Rey (Default, Scavenger gear, Resistance, Lightsaber, needs Quarterstaff)Finn (Default, Lightsaber, FN-2187)Poe Dameron (Jacket, Pilot gear w or w/o helmet)Han SoloGeneral Leia OrganaLuke Skywalker (Unrobed, Robed, and Hooded)Kylo Ren (Unmasked and Masked)Captain PhasmaFirst Order Stormtrooper (Normal and Officer variants)Current number of NPC variants made (Does not include base variants): 679 As always you can see what NPCs have been made/are being made here: https://docs.google....dit?usp=sharing With this update, the Galactic Empire, Resistance, and The First Order are completed, and thus ends the production of NPCs for all major factions. Tomorrow, I hope to put a good dent in the Bounty Hunter npcs. I also plan to hopefully create a special class for Jango Fett, enabling him to use two pistols like a cultist commando, but also have the use of a jetpack, flamethrower, all that good stuff. Of course these special features I hope to implement in the future after all of the npcs are completed, I have many hopes for these npcs, such as giving them weapons unique to their era/faction, but we'll have to see how things go from then on. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. Progress Report: 3/30/17 NPCs Made Jabba the HuttBib FortunaOotyrRodian Male (two versions only)Rodian FemaleHK-50HK-51 (An ally)RAB-24Hondo OhnakaSwoop Gang Member (6 variants, will not make a random npc spawner)GamorreanGran (Mainly changed the model to the RGB type, so they'll be unique each time)Mother Talzin (Has a variant with and without a sword, non-sword npc is bugged like Palpatine, but I know how to fix it)BithBoss NassJar Jar BinksGunganBothans (2 normal civilians, and 1 rebel affiliated, many Bothans died, to bring us these npcs)Current number of NPC variants made (Does not include base variants): 729 As always you can see what NPCs have been made/are being made here: https://docs.google....dit?usp=sharing With this update, the Pirate npcs have been completed, and work has already begun on Civilians. I have discovered a way to make npcs remain neutral unless they, or their friends, are attacked, and I've applied this method to a number of npcs, including, but not limited to, the two rodians, gamorreans. Any other npcs that just don't do anything except stand there have this code as well, and with the discovery of this I'll be implementing this on a few npcs I've already made, mainly Senators, and a few other persons of interest. The day draws closer with every progress report, and once npcs are done, I'll start work on the launcher. Also I made Jar Jar invincible.... jk, almost scared you there, didn't I? Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. --------------------------------------------------------------------- Progress Report: 3/31/17 NPCs Made Chiss (Blue, red, and default versions, does NOT override the chiss bartender)DevaronianEwok (3 "default" variations, Wicket W. Warrick, and Chief Chirpa)GarindanGeonosian (No, they don't fly)Current number of NPC variants made (Does not include base variants): 740 As always you can see what NPCs have been made/are being made here: https://docs.google....dit?usp=sharing I do apologize for the small amount of npcs I got done today, but I promise I did something cool! A minor problem with the mod has been fixed, all allied npcs now have the ability to dual-wield blaster pistols, meaning Captain Rex and Carth Onasi now hold two pistols as was intended. I looked around a bit more, and I think it may be possible to have Cad Bane and Jango dual wield, it'll just take a bit of effort. Additionally, I took some time to fix some pre-existing npcs, after I discovered the neutral and weaponless npc method, which took a little too much time. Hopefully I may be able to modify the code a bit to make it possible for WP_None to work as intended, and not have the npc spawn in with a blaster rifle (never understood that). I hope to have the remaining civilian npcs finished by the end of the weekend, but of course, real life is unpredictable, and things can happen to stall my work, but I promise to get the npcs done as soon as possible, and get us closer to the beta release. Working on the npcs so far has been a lot of fun for me, the whole scale of everything we've been able to accomplish, with the power of OpenJK, is nothing short of incredible. Sometimes I find myself goofing around while playing this, just spawning a number of npcs and watching them duke it out in fierce battles. The second Kyle Katarn actor, Jason Court, from Dark Forces II, once said this in an interview: "I played it and easily forgot I had anything to do with creating it, and got totally lost in the gameplay" Full interview here: http://starwarsinterviews1.blogspot.com/2010/03/jason-court-interview-kyle-katarn-star.html I have those feelings too, even as a developer for this mod, and I hope that you all feel the same thing too when playing the single player mode for the first time. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. -------------------------------------------------------------------------- Progress Report: 4/1/17 NPCs Made Ithorian (6 variants)Jawa (Replaced Jawas with updated Jawa model, Jawa_armed is now equipped with a demp2 and no longer crashes)MustafarianDuros (6 variants)Rakata (The One, Black Rakata, Rakata Elders)Dug (2 variants + Sebulba)Selkath (6 variants, 3 civilians and 3 crazed)SullustanTusken Raider (Replaced base models with updated models, otherwise unchanged)Twi'lek Male (3 variants)Twi'lek Female (5 variants + Twin suns assassins Teer'aa and Seer'aa)TarfullWookiee (Default, albino, 6 warriors)WattoCivilian Battle Droid (5 variants)NPCs improved Jango FettCurrent number of NPC variants made (Does not include base variants): 796 As always you can see what NPCs have been made/are being made here: https://docs.google....dit?usp=sharing With this update, all civilian npcs are for the most part completed (some tweaking is needed). Additionally, I am pleased to announce (no this isn't another April Fools prank, I swear) the successful creation of a new NPC class, CLASS_MANDALORIAN. As this may sound exciting, in reality it isn't really; while class will allow accurate representations of Jango Fett and the Mandalorian NPCs, in reality, it's moreorless the Boba Fett class, only than you can kill it this time without scripts. Jango also gets to keep his dual pistols while fighting, as well as a good old flamethrower and jetpack, making him and his "son" a force to be reckoned with. At the moment, CLASS_MANDALORIAN cancels out the Blaster Rifle of the class, I am hoping to figure out a way so that only Jango gets the dual pistols whereas all other individuals get blaster rifles, I'm sure there's a way, I'll probably spend a good long while trying to figure it out. My only real complaint about Jango now is that he doesn't as aggressively fire his dual pistols, but perhaps that's also a side effect with Boba, since Boba isn't particularly aggressive either, but this can of course just be nitpicking, Jango will take effort, just like Boba to defeat. I plan to reuse the Mandalorian class on Cad Bane, and all Mandalorians with a Jetpack, hopefully they will turn out fine, if not, I'll simply make CLASS_MANDALORIAN a CLASS_JANGOFETT instead, and recycle CLASS_MANDALORIAN, but hopefully I won't have to do that. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. P.S. Dat April Fools Prank tho --------------------------------------------------------------------------------------------- Progress Report: 4/5/17 NPCs Made Mandalore (The Preserver, Fett, and Sith)Canderous OrdoPre Vizsla (Helmet and no helmet, darksaber either way! )Shae Vizla (Helmet, ally, no helmet)Deviant Mandalorian (Default, blue, and red)Male Mandalorian (Death Watch, two RGB variants)Female Mandalorian (Death Watch, two RGB variantsMandalorian Neo-Crusader (Blue, Red, Gold, and Silver, with allied variants)A'den Skirata Current number of NPC variants made (Does not include base variants): 823 As always you can see what NPCs have been made/are being made here: https://docs.google....dit?usp=sharing I'm pleased to announce that the Mandalorian npcs have begun development. However, there is a problem. Hardcoded in JKA's source code, the Class_BobaFett is only ever hardcoded as an enemy npc. Even if a Class_BobaFett npc is made and set to the player team, the npc will still attack the player, and any allied npc nearly will also attack the player, but not Boba. If anyone may know what line of code causes Boba to behave this way toward the player, please please please tell me so this can be fixed with the Class_Mandalorian, who behaves exactly identical to Boba, they can just be killed at will. Additionally, areas for jetpacks and (more noticeably) flamethrowers haven't been mapped onto the Mandalorian models with jetpacks. We do have a team member that should be able to fix this issue, but until then, the Mandos have a pretty nasty case of "Flamethrower crotch". There are few votes in the polls, please vote if you haven't! Tell your friends, your family, your brother, sister, mother, father, cat, dog, anyone! Vote, and make your feedback heard! Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. ------------------------------------------------------------------------------------------ Progress Report: 4/6/17 NPCs Made Atin SkirataCorrDarman SkirataFi SkirataGotab/Bardan SkirataIjaat SkirataIni SkirataJaing SkirataKal SkirataKom'rk SkirataMereel SkirataMunin SkirataNiner SkirataOrdo SkirataPrudii SkirataRuusaan SkirataTor SkirataVenku SkirataWalon VauSWTOR Jedi (48 variants) Current number of NPC variants made (Does not include base variants): 890 As always you can see what NPCs have been made/are being made here: https://docs.google....dit?usp=sharing I'm pleased to announce that the Mandalorian npcs have completed development, and only the generic SWTOR Sith, Legacy Jedi, and Legacy Sith remain to be created. After tallying up the results, here are what you can expect. KOTOR Jedi will have all jedi random colors SWTOR Jedi will have all jedi random colors, and some will even hold dual or staff lightsabers. SWTOR Sith will be set to only use Red, Purple, and Orange lightsabers Legacy Jedi and Sith will be made unique.Additionally, the CLASS_MANDALORIAN class, with the help of @@MGummelt has been fixed and now works (almost) properly. Unfortunately there is a bug that will force any flying Mandalorian to use their Jetpack and never come back down, so use them wisely when you get a chance, not sure if it's possible to fix, just don't jump up on any high ledges if you're playing with Clan Skirata! =P . In any event, I would like to thank you all for your patience and feedback for this mod, it's been valuable as we near our beta release, I promise! This is worth the wait! Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. ------------------------------------------------------------------------------------------------------- Progress Report: 4/7/17 NPCs Made SWTOR Sith (48 variants)NPCs Changed Sith Warrior (Less health, random sith saber color)Sith Investigator (Less health, downgraded force powers, upgraded other force powers, random sith saber color)Sith Eradicator (Less health, downgraded force powers, upgraded force powers) Current number of NPC variants made (Does not include base variants): 938 As always you can see what NPCs have been made/are being made here: https://docs.google....dit?usp=sharing I'm pleased to announce that the creation of a new NPC saber color has been added, called swtor_sith_random. With this saber color, all SWTOR Sith, including Sith Warriors and Investigators will have either a red, orange, or purple lightsaber color, Eradicators will remain completely red, as shown in the trailers. There's not much else to this update, aside from the fact that it's official that we will be breaking 1,000 npcs! Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. ---------------------------------------------------------------------------------------------- Progress Report 4/10/17 NPCs made Legacy-era Jedi (48 variants) Current number of NPC variants made (Does not include base variants): 986 As always you can see what NPCs have been made/are being made here: https://docs.google....dit?usp=sharing With the legacy-era Jedi completed, all that remains are the One Sith of Darth Krayt's Empire. But right now I must call upon the community for assistance. Anyone that knows anything about .weather files, how does one go about making one from entity modding maps that have weather zones? Tomorrow I'll hopefully have the One sith completed, then I'll move onto scaling and general improvements. Thank you for following the development of Knights of the Force 2.1, may the Force be with you. ------------------------------------------------------------------------ Progress Report 4/11/17 While work has begun on the Legacy-era Sith, I felt it necessary to take a step back from them for a little bit, try to figure out the best way to implement them. In the meantime, I felt that today would be a good day to show off some of the npcs. On advice from @ I decided to create a few mock battles, and see what the results would be. Battle #1: Kit Fisto + 4 Clone Troopers vs. General Grievous (Four Arms) Battle #2: Asajj Ventress + Savage Opress vs. Count Dooku Battle #3: Maul + Savage Opress vs. Darth Sidious While each npc is stuck to their Jedi Academy AI, I tried my best to give npcs the powers that they would likely have, around the time they had them, for example: Episode 2 Anakin does not have Force Choke, while Episode 3 Anakin does, Episode 3 Anakin will never have Force Lightning (Never understood why he was depicted with it). Additionally, Dooku and Vader will only walk while moving normally (they'll still leap). Bunch of other things with these npcs, and of course once the beta is released and you all have the chance to play with the npcs yourself, I am willing to bet that many of the npcs will face criticism and people will ask for buffs and nerfs. But, we'll cross that bridge when we get to it. Thank you for following the development of Knights of the Force 2.1, may the Force be with you. P.S.: There aren't ally and enemy variants of each NPC, I used niko's scripts, found here: https://jkhub.org/files/file/3206-singleplayer-runscripts/ Thank you @@Nikomaru14 ! --------------------------------------------------------------------------------- Progress Report 4/12/17 NPCs Made Legacy-era Sith (48 variations)With this announcement, all npcs have been created. However, take this with a grain of salt, as we have a number of model additions planned which will likely require even more npcs. Until that time comes however, I'll be spending time improving the npcs, giving thme accurate model scales and such. I may have an announcement coming in the near future concerning the npcs. I have a few ideas planned, but I won't attempt to implement them just yet. Additionally I have to break the promise of me providing a cutscene for KOTF for you all to enjoy. To make up for it, I decided to record and post a video on YouTube of the first ever cutscene I ever made. I had wanted to create a total conversion mod based on an old adventure I had back on SWTOR, but never finished it (because I suck). Despite this, I hope you all enjoy this cutscene. Maybe once KOTF is released fully and if enough people are interested, I may attempt to create this total conversion as DLC for KOTF. Yes, I did all of the voices. -------------------------------------------------------------------------- Progress Report 4/13/17 NPCs Improved All TOR Npcs (Scaling, name changes)All TSE Npcs (Scaling, name changes)All Republic Npcs (Scaling, name changes, class changes, team changes Current number of NPC variants made (Does not include base variants): 1034 As always you can see what NPCs have been made/are being made here: https://docs.google....dit?usp=sharing General improvements have been made to the NPCs, mostly model scalings and names for those curious later to go peeking inside the files. However, after starting up the game, I noticed that the game would crash while trying to load in a map. Upon further investigation, I have discovered our final NPC limit: 985 (does not include vehicles). Fortunately, this will prove to be an easy fix. To remedy this issue, I have decided to reduce the number of variations of all Generic Jedi and Sith npcs from 48 down to 30, thus removing a total of 108 npcs. The reduction should allow us to still give you, the player, the same immersive experience I'm hoping you all get, and a greatly reduced chance of crashing. At the moment, I do not have any of the new menus in my assets, I am praying that once I receive the new additions @@Fire Phoenix is working on, it will not affect the game and will still allow you all to have the most immersive star wars experience possible. Once the models have been replaced, I will likely have some polls up for community feedback, so keep an eye out on this topic for later details. Thank you for following the development of Knights of the Force 2.1, may the Force be with you. --------------------------------------------------------------------------------------------------------- IMPORTANT ANNOUNCEMENT: PLEASE READ In a little bit, I'll be putting up some more polls, kept up for a much longer period of time than last time. With the npcs completed, I'm seeking out new ways to improve them to hopefully reach that level of quality appropriate for KOTF. With this poll, I want to get the community's feedback on possible NPC classes exclusive to KOTF, and see if you, the community, the fans, would like to see some new classes, what they would do, as well as which npcs will likely run off this class. 1. CLASS_CLONETROOPER: This class would create a soldier class that would (in theory) move around the NPC's enemy and attempt to take them out. The class would also permit a low, random chance for the NPC to dodge blaster fire, but will not allow the NPC to use acrobatics like cartwheels and somersaults. Finally, the npcs, if given the proper rank, can dual-wield pistols. Weapons cannot be pulled. NPCs affected by this class: All Clones (excluding snipers), Revan and Meetra Surik's companions, Mandalorian Neo-Crusaders. 2. CLASS_KOTOR: This class would create a soldier class that would allow the NPC to move around the NPC's enemy and attempt to take them out. Unlike CLASS_CLONETROOPER, CLASS_KOTOR will have no chance of dodging blaster fire, but would instead have the ability to switch between a blaster and a vibroblade/lightsaber, depending on distance from its enemy. Weapons can be pulled. NPCs affected by this class: KOTOR Soldiers, Sith Troopers, SWTOR Republic Soldiers, SWTOR Imperial Troopers. These suggestions aren't final, and are subject to change. I also welcome any suggestions for any special npc classes you have in mind. ------------------------------------------------------------------------------------------ PROGRESS REPORT 4/18/17 I'm currently working on the CLONETROOPER class, and I'm pleased to announce that our missing lightsabers have been added by the great @@Fire Phoenix and have been sent to me to work on. Some lightsabers have been replaced, and some of the saber codes have been replaced and moved around as a result, so I'll be spending a good chunk of Wednesday, April 19th to correct the npcs and make sure they all have their respective lightsabers. Once the Clone Trooper class has been implemented and tested thoroughly, I will apply it to all npcs, and I will post exactly which npcs have been changed because of this. Additionally, I would like to announce that pre-production for our own "Ultimate Trailer" has begun. I have nothing to share with you all right now, but stay tuned for further updates! Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. --------------------------------------------------------- PROGRESS REPORT 5/2/17 I am pleased to announce that class_clonetrooper is finally completed......sort of! I can't stop them from spam firing without them losing their effectiveness against Jedi during Order 66. But they no longer alt fire! As we may or may not remember from Revenge of the Sith, Clones were highly effective against Jedi.....why did they switch them out for Stormtroopers exactly? Anyway! I'll probably record a video tomorrow showcasing the class. I may or may not allow them to switch to Thermal Detonators if the player is a far enough distance away, or maybe allow the clones to switch to melee if their weapon is taken away. But for now, I'm content with how they are right now, and I've spent far too much time on them. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. -------------------------------------------------------- PROGRESS REPORT 5/4/17 Happy Star Wars Day fellow KOTF followers! Today if you log into any KOTF server, we'll give you 10% your next order of chicken nuggets! No that's not a typo, we'll literally take 90% of your chicken nuggets, and leave you with 10%. Call it a "donation" if you would. In all seriousness though, I didn't really do anything today in regards to the mod, decided to take a break after that horrible experience with making class_clonetrooper. However, production has at last begun on the trailer! While I really really want to show you all what I've put together so far, I feel by doing that it would take away from the experience of watching the full trailer once it comes out. Also it has a fake release date on it so far, don't want to get your hopes up for nothing! Tomorrow I'll start work on replacing npc classes as necessary, please keep in mind that this change will only be put upon Clones that either use their trusty DC-15 Rifle, or any other type of blaster rifle, this class will also allow for dual wielding, something I'm very excited to see in action once I start changing things around. Please keep in mind that class_clonetrooper will never be applied to snipers, grenadiers, and heavy weapons (rocket launcher) users to allow for more balanced gameplay. Now let me quickly go over what class_kotor does in case any of you forgot. Class_KOTOR will perform almost the same tasks as class_clonetrooper (moving around the player and maybe dodging blaster fire/lightsabers), but will also be given the ability to switch between three weapons; Vibroblade, Blaster Rifle, and Thermal Detonators. If we all remember the behavior of enemies in KOTOR and KOTOR II, if you elect to use a melee weapon on a Sith Trooper, they would switch to a vibroblade for a more "even" playing field. I want to bring that experience to KOTF as best as I can, so how it should work is like this: If the player is within or near melee range of the enemy npc, they will switch to a vibroblade. Should the player or npc create enough distance, the npc will then switch to an ordinary blaster, finally, if the player and npc are a significant distance away, then the npc will switch to a thermal detonator. Doing this will reduce the number of npcs we have for the mod, but not by much. I may consider allowing class_clonetrooper npcs to use thermal detonators at a distance, but this will have to be tested greatly. Thank you for following the development of Knights of the Force 2.1, and may the Fourth be with you. ---------------------------------------------------------------------------------- PROGRESS REPORT 5/6/17 At long last we have acquired all replacement models we're potentially going to add into the mod. The team and I will be spending a few days going through them and making sure they're suitable for the mod. Today we went through our replacement models, and some models you can expect to see replaced are: Han SoloKanan JarrusHera SyndullaObi-Wan Kenobi (Phantom Menace)Galen MarekGeneral GrievousAnd several more!Of course we have some brand new models that we're adding to the mod, thanks to the talents of many creators out there, myself and the team can't thank you all enough for your support. Some additions we'll potentially have are: Director KrennicNahdar VebbSora BulqAgent KallusAnd again, many more!I'll be taking a break from npc improvements until all models that we're replacing are finalized and tweaked to suit the mod's needs. Hopefully Sunday or Monday, Tuesday at the latest I'll get started on Class_KOTOR. Additionally, I would like to announce that we have taken on two more members of our team. Nerdman3000, who will be assisting us with 2d art including but not limited to textures and splash art, and DiegoJK, who will be assisting this mod in a currently unknown-to-me role. Of course if you would like to assist in the mod, please apply in the development section, or shoot myself, Fire Phoenix, or jesus1920 a message expressing an interest. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. ------------------------------------------------------------------------------------- IMPORTANT ANNOUNCEMENT, PLEASE READ Hey guys! Don't worry! The mod isn't going anywhere, this isn't a case of bad news happening! With my major work with the mod at a standstill right now, and with new models on the horizon coming into KOTF, there isn't very much for me to do in terms of development until the models are in the game. Yes, I still need to make CLASS_KOTOR, but it's nothing to do with that, and can be worked on off and on over time until the major updates are in the mod. So in conclusion, until the models are put in the mod, I have very little to work on, so I'll be working on the mod off and on, I'm not leaving the mod, I'll still be doing little things, but nothing worthy of a progress report. Hopefully the next progress report I can give you all a full list of models we're replacing and adding, but until then, stay tuned! Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. --------------------------------------------------------------------------------------- IMPORTANT ANNOUNCEMENT: PLEASE READ Hi everyone, with development of the mod still on hold, I still want people to feel as part of this fine community. In an earlier page of this thread, I showed off battles having some npcs square off in epic NPC battles. Now I want another excuse to show off the npcs, so I would like to show off a few new NPC battles. That's where you come in! If you have an idea of an NPC battle you'd like to see, send me a Private Message here on the hub telling me what match-ups you'd like to see. It can be anything you want, be it Vader vs. Qui-Gon, or Palpatine vs 20 clone troopers. Let your imagination run wild! Please keep in mind that I'll only accept ideas over private messages since I don't want this thread to clutter up more than it already is, and you're limited to only 5 ideas, else I'll only read the first five fights you have written down. I will record the best 3 fights, and post them on here by Monday, May 15th, 2017. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. --------------------------------------------------------------------------------------- The results are in! Let the debates end once and for all! --------------------------------------------------------------------------------------- PROGRESS REPORT: 5/16/17 NPCs Improved KOTOR Jedi (NPC variations reduced from 48 to 30)Legacy Jedi (NPC variations reduced from 48 to 30)Legacy Sith (NPC variations reduced from 48 to 30)Prequel Jedi (NPC variations reduced from 48 to 30)SWTOR Jedi (NPC variations reduced from 48 to 30)SWTOR Sith (NPC variations reduced from 48 to 30)Current number of NPC variants made (Does not include base variants): 926 As always you can see what NPCs have been made/are being made here: https://docs.google....dit?usp=sharing As promised I reduced the amount of variations for all generic Jedi and Sith npcs from 48 to 30 to prevent crashing. With the count standing at 926, it'll allow us to create npcs out of the new models we're planning on using, given us a range of exactly 59 extra npcs for us to make in case of an emergency. Should this number prove too little, I may consider reducing the generic Jedi and Sith npcs, possibly even outright removing Legacy-era Jedi and Sith entirely. But hopefully it doesn't come to that. Thank you all for following the development of Knights of the Force 2.1, and may the Force be with you. --------------------------------------------------------------------------- PROGRESS REPORT 5/20/17 At last, we've hit a massive milestone and we have added some new models. Here is the full list for your convenience; Replaced Models Anakin Skywalker (Episode 3)Barriss OffeeAirborne CloneKit FistoGalen Marek/Starkiller (Numerous outfits)Grand Moff TarkinGeneral GrievousHan Solo (All Episodes + variants)Hera SyndullaKanan JarrusLuke Skywalker (A New Hope)Luminara UnduliMace WinduObi-Wan Kenobi (Episodes 1 and 2)Qui-Gon JinnSabine WrenGrand Admiral Thrawn Additional Model Variants Agen Kolar w/ robeChewbacca w/ C-3P0 on backDarth Maul (Season 5, Shirtless)Eeth Koth w/ robeKanan Jarrus (Season 3)Rahm Kota (TFU 2)Lando Calrissian (Cloud City, General, Jabba Thug)Yoda (Episode 1, 2, and 3)Sheev Palpatine (Episode 1, 2, Invisible Hand)Quinlan VosSaesee Tiin (Robed) Brand New Models Agent KallusAhsoka Tano (Rebels)Baze MalbusBodhi RookCassian AndorChirrut ImweDeath TrooperDirector Orson KrennicEighth BrotherFifth BrotherIma Gun DiJyo ErsoLieutenant LysteNahdar VebbPablo-JillSeventh SisterSora BulqTiplee/TiplarMaster HalseyK'kruhkAll of us on the team are extremely grateful to the talented individuals that created these models, and of course each model here will be given an NPC variant. The google doc, found here: https://docs.google.com/spreadsheets/d/1Eu74OMSGNxxZzZ-uXlIk74e6QF8QqsQxbu5Mh04Yffw/edit#gid=0 will be updated shortly to reflect this. Thank you all for following the development of Knights of the Force 2.1, and may the Force be with you. ----------------------------------------------------------------------------------------------- PROGRESS REPORT 5/23/2017 Today, I'm excited to announce that with the talent of new team member @@The New Order, we have coded the famous SFX sabers into the game way ahead of schedule! Have a look! Additionally, we've also upgraded our version of OpenJK to something more recent so hopefully players of all operating systems can enjoy this mod when we finally release. Also I want to thank the original authors for their hard work in putting together these blades. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. ------------------------------------------------------------------------------ PROGRESS REPORT 5/25/17 @@Domino5555 Yep! Today another major milestone has been hit. I would've posted this yesterday, but I needed permission from the author of this effect. After blood, sweat, tears, and even more tears, I was able to code in Kylo Ren's unstable red lightsaber blade as its own thing into KOTF. The effect originally only ever worked by overriding the base red lightsaber, but with the power of OpenJK, I've now made it stand on its own. Have a look! The color will be available to you, the players, as you seen fit, and the command will be "unstable_red" when we release. Additionally, as it stands right now, Kylo Ren will be the only npc that uses this blade effect. Finally, the effect is also compatible with the SFX sabers and will change if the command "cg_SFXSabers 1" is fired off.
  14. Every character in the Multiplayer menu will feature a biography or description of some type, if I had a choice, I would've written a whole essay about them. Enjoy! Han Solo: Nien Nunb: Count Dooku: All current characters have a biography/description of some kind, can't wait for you all to read them! Yes, they are all done, this is past work.
  15. Hello all, and welcome to my KOTF development thread. My part of the team mainly involves scripting and coding for the mod. I'm responsible for all NPCs as well as certain other code changes. You can keep track of the progress of the NPCs in this Google Doc: https://docs.google.com/spreadsheets/d/1Eu74OMSGNxxZzZ-uXlIk74e6QF8QqsQxbu5Mh04Yffw/edit#gid=0 PLEASE KEEP IN MIND THIS TOPIC HOLDS ARCHIVED PROGRESS REPORTS FOR YOU TO VIEW AT YOUR LEISURE. NEW PROGRESS REPORTS WILL BE SEPERATE REPLIES. KOTF Teaser Trailer: Alternate Link: https://drive.google.com/open?id=0B9B5F8Bp40dTa3lvTUZvV040SW8
  16. I am locking this topic due to this new sub-forum. Please feel free to create your own topics! I will also be locking my Dev thread shortly.
  17. Welcome to the new Discussion sub-forum! Here are a few rules to keep in mind: 1. Post anything related to KotF 2.1, be it questions, videos, etc. 2. If you wish to take part in a chat, please keep it civil, we're all friends here after all! 3. No racism, pornography, political discussions/satire, personal attacks are permitted here. Please keep in mind this list is not complete and relies heavily on your own common sense. In other words, if it can offend, don't post it. 4. No posting any suggestions, bug reports, or troubleshooting issues, please refer to the appropriate forum for those things, or feel free to PM a member of the team. 5. TimFX's version of Knights of the Force 2.0 has been trashed over and over again, and even continues to this day. Discussions of that mod are permitted, but please don't attack anyone that still finds enjoyment with the old mod. Additionally, we are not affiliated with TimFX or Knights of the Force 2.0 part 1 in any way, shape or form, so any issues with that can not be sorted by a member of the team. Have fun!
  18. We should have a discussion sub-forum soon hopefully.
  19. Source code link updated again.
  20. I'm linken, and I approve of this topic.
  21. I have a hard time believing that Wind Waker is smaller than Ocarina of Time and Twilight Princess, it takes fore-fucking-ever to get from Point A to Point B in Wind Waker. Ocarina of Time is pretty small though. Twilight Princess? Sure it's big, but I really have a hard time believing that Wind Waker's smaller than both games.
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