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Linken

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Everything posted by Linken

  1. After many months of hard work, unfortunately, the team and I have decided it would be best to cancel the mod. We are all gravely upset by this news, and nothing prepared us for this major hit. But after reading this, I hope you all can understand our position on the issue. When @@Fire Phoenix decided to reboot the mod, we really were excited to give this mod, given a horrible reputation by Tim many years ago, a fresh start. I joined this team as a prior fan of Tim's version, it has inspired me to pursue my dream of game development. The team has been amazing to work with, but unfortunately, life has gotten in the way and has cost us all loads of time. Forgetting the initial drama, the effort it took to reincarnate the most controversial mod in Jedi Academy, there is one other reason as to why this mod is cancelled, openJK. Not because OpenJK is a bad thing, not in the slightest, in fact the fact that we're using OpenJK as our engine has allowed us to do things with KOTF no other mod has done just yet (as far as I know). The problem is with me messing around with OpenJK. After I discovered the ability to give npcs a dual blaster loadout, I decided to attempt some other special things for the npcs, and unfortunately this caused me to unleash a fatal error in OpenJK's code that has all but shot any chance of finishing this mod, because it has literally made the game unplayable. I've recorded a video showing off this fatal bug, I've tried undoing my code changes, but the error has remained, as you can see, the main menu stuff works fine, but once I try to load a map.....you'll see. Alternate Link: https://drive.google.com/open?id=0B9B5F8Bp40dTS2dYbmxrb3RzUk0 Thank you for following the development of Knights of the Force 2.1, the Force will be with you, always.
  2. The only assets we use from 2.0 are the main menu picture, but even that has been modified to suit our new menu. Aside from that, we do not use 2.0's assets, even though some of them are inside the files. @OobidoobBenubi I have moved this topic to Support as this is a question, the suggestion forum is only meant for members of the community to...well....suggest something.
  3. Extension to the poll made in my dev thread for KOTF. Vote! https://jkhub.org/topic/9105-developer-thread-linken233/

  4. Poll up in my Dev thread for KOTF, Vote! Make your voice heard! https://jkhub.org/topic/9105-developer-thread-linken233/

  5. Unfortunately it's a false solution (for single player), increasing it to 0x40000, 0x80000, or leaving it at 0x20000 makes no difference. My findings: https://jkhub.org/topic/9105-developer-thread-linken233/?do=findComment&comment=130625
  6. @@MGummelt If one is trying to raise the NPC limit, what steps would they need to take? Pretty common to just attempt to raise the MAX_NPC_DATA_SIZE variable, but I feel there's more to it than that. Do you know of any other lines of code that need tweaking?
  7. We won't admit that KOTF is a bug-free mod, as it stands right now, there are likely some bugs that will need addressing that none of us have noticed yet. If you have a bug report to send us, please make another thread with the following information Describe the bug: (Use very specific language, if you can give us the steps to recreate it, it will help us tremendously) (OPTIONAL) A screenshot/video of the bug occurring If you have any questions about the mod, please make a separate thread with your question, and a member of the team/very knowledgeable member of the community will assist you as best we can. Bugs we are aware of Dismemberment doesn't work properly.Rey's pistol has no particle effects.Settings reset after exiting the game. FIX: OPEN THE KOTF_ENGINE.PK3 AND PLACE THE 3 DLL FILES INSIDE YOUR KOTF FOLDER. DELETE THE KOTF_ENGINE.PK3 FILE AFTER YOU HAVE DONE SO. YOUR SETTINGS WILL SAVE THEN.Bastila Shan's Jedi Knight model crashes the game.Changing model variants with a character will crash the game.
  8. If you have any interest in helping make this mod a reality, we'll be happy to have you join our team. In a separate topic, please copy and paste this template, and fill out the necessary information. Applying for: (Modelling, mapping, skinning, etc) Why are you interested in helping us? Prior Modding Experience: (Please post any download links to your mods, as well as screenshots to any of your past works you'd like to show off.) After your application has been processed, and approved by both Fire Phoenix and I, we will privately message you with a link to our discord server, and we will schedule an interview with you. We understand the JKA community lives all around the world, and we will do our best to accommodate you. Thank you for your interest in helping develop Knights of the Force 2.1! May the Force be with you.
  9. I'll leave it up to @@Fire Phoenix to decide, this is his mod after all, I'm just the npc guy, xD. Get better soon!
  10. It would be handy. But I was mainly planning on writing a third-party program that does the add/load stuff, player choice involved. But yes, we could reduce the npcs we have if we had that sort of AI, especially with the Old Republic and Sith Troopers, Only the normal clone troopers could really use thermals if needed, but there are a few. Also on an unrelated note, how does one give an NPC no weapons whatsoever? WP_None just gives the npc a blaster rifle, and WP_Melee just has their hands up all goofy-like.
  11. We tried your solution, and the openjk build we're using already has that, but there's still a limit, albeit a pretty high limit.
  12. Unless we could get unlimited npcs, I can't think of why we need the engine changed up, but @@Fire Phoenix could say more.
  13. Basically we want to re-create the single player menus that the old KOTF had, with the same functionality.
  14. We have a solution to bypass the npc limit openjk has. We have a high amount of npcs, characters alone we have over 300. I project individual npcs will probably be somewhere in the 400s.
  15. The "deserved shit reputation" was earned by some Turkish guy that couldn't be bothered to finish what he started. We are 2.1, the version that SHOULD have been made. We aren't affiliated with Tim in any way, shape, or form.
  16. Linken

    Spoder

    Downloaded, tried out, here's my experience in a nutshell: "I want to make a horror game in JKA!" *Spawns Spoder* "Psssh, not scary" *Noclips around the map, spawning many spoders* *Unnoclips somewhere, walks around a bit* *Spoder leaps at me, I scream like a lil bitch* 10/10, would become arachnophobic again
  17. Thank you very much Jace, I really appreciate all of your help.
  18. I have Visual, as for access to the code, I got what I got from the SDK (which apparently doesn't include sp code ). Is there anyway to get access through base itself?
  19. Alright, didn't want to do this, gotta ask the noob question. Where is it? How do I access it?
  20. Ok, one question, where's NPC_spawn.cpp at? I'm working outside of OpenJK EDIT: Found NPC_Spawn.c, that doesn't have any mention of jedi_random in it.
  21. I'm sure you all know, if we go into the console and type in npc spawn jedi_random, we'll get a Jedi npc that's "different" every single time. I tried following a similar formula. Calling an NPC file [name]_random, and calling the subsequent npcs [name]_[type] , but it didn't work. Is it possible to make a random npc file aside from jedi_random?
  22. It is, it's just a new way of having to model the hilts now, but...meh...so be it. Glad this is finally resolved. Thank you everyone for your ideas!
  23. Ok, I have a "partial" solution. Start small, get big. Create a cylinder the size of the smallest segment of your lightsaber hilt, once the cylinder is lengthened, extrude each piece to the correct size. No edges sticking out.
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