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Linken

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  1. April showers bring May flowers. April development gives you....a progress report in May. Idk.

    FORCE POWERS

    This month, there has been significant progress made on our 6 new Force Powers. Below is an overall completion status:

    - Force Stasis: 100% working and functional, integrated in the Jedi Outcast campaign and ready for deployment

    - Force Destruction: 100% working and functional, integrated in the Jedi Outcast campaign and ready for deployment

    - Force Fear: 100% working and functional, datapad description needed to be written

    - Force Grasp: 100% working and functional, ready for deployment

    - Force Blast: 100% working and functional, needs proper effects and stat tweaking

    - Lightning Strike: In Progress

     

    FORCE POWER STATS

    Like all other force powers currently in the game, the new force powers can be leveled up to be much stronger as you grow in strength with the Force. Below are the current force power levels and their overall descriptions. Please keep in mind that these power levels are subject to change pending beta tester feedback and are not final:

    FORCE STASIS

    Level 1: Freeze your target in place for 5 seconds. Common Jedi and Sith have a 5% chance of being affected, while powerful Jedi and Sith are near-immune

    Level 2: Enemy is frozen in place for 10 seconds. Common Jedi and Sith have a 50% chance of being affected. Powerful Jedi and Sith have a 5% chance of being affected.

    Level 3: Enemy is frozen in place for 15 seconds. Common Jedi and Sith will be affected. Powerful Jedi and Sith have a 10% chance of being affected.

    Other Details: Stasis can be used on as many targets as you want, but can only cast it on a single enemy. You, as the player, will only have a 33% chance of being affected by the power at any given time.

    FORCE BLAST

    Level 1: 20hp of damage to an enemy and those within its blast radius

    Level 2: 40hp of damage to an enemy and those within its blast radius

    Level 3: 60hp of damage to an enemy and those within its blast radius

    Other Details: While functionally identical to Force Destruction, blast causes significantly less damage, but will move faster and cost less to cast. Damage may be scaled back further.

    FORCE GRASP

    Force Grasp directly mirrors the power levels of Force Grip, only that it will not cause damage and costs significantly less force to use.

    FORCE DESTRUCTION

    Level 1: 50 hp of damage on a direct hit, less to surrounding enemies

    Level 2: 100hp of damage on a direct hit, less to surrounding enemies

    Level 3: 150hp of damage on a direct hit, less to surrounding enemies

    Other Details: Enemies killed by this power have a 33% chance of being vaporized.

    FORCE FEAR

    Level 1: 50% chance to affect most enemies, all Jedi and Sith are immune.

    Level 2: Most enemies will be affected, common Force users have a 5% chance of being affected. Powerful force sensitives have a 1% chance of being affected.

    Level 3: Most enemies will be affected, common Force users have a 50% chance of being affected. Powerful force users have a 5% chance of being affected.

    Other Details: Force Fear will cause enemies to lash out against anyone, be it their allies, enemies, or even you.

     

    POSSIBLE QUESTIONS AND ANSWERS

    Q: Will these force powers be available in the campaigns
    A: As of right now, Force Stasis and Force Destruction will be unlocked naturally during Jedi Outcast's campaign. The powers are also programmed to appear in Jedi Academy, but a menu has not been made at this time.

    Q: What is the point of Force Grasp if I already have Force Grip?
    A: We're fully aware Grip will be the more popular Force Power. Grasp is intended to allow players to use a more "Jedi-like" version of the power either for more options in combat while playing as a Jedi or for roleplaying.

    Q: Force Destruction's damage is so high, won't NPC's with destruction be super OP now?
    A: Force Destruction's damage is incredibly high for the player's use (also justifying the extremely high force cost of 70), NPC's who use it, the damage will be scaled back significantly depending on your game's difficulty setting, ranging from 10hp to 30hp of damage.

    Q: Isn't Force Fear just level 3 mind trick?
    A: In a way, yes, but your victim will lash out against anyone, be it their allies, enemies, or even you. While it may provide you with an advantage in combat against multiple enemies, the victim may still target you given the power's overall unpredictable nature (to simulate actual insanity/fear). In a one-on-one fight, the power will be virtually useless.

    Q: How many enemies can I affect with Force Stasis?
    A: The power will affect one target at a time, but you can affect virtually as many enemies as you want.

    Q: What about Force Judgment?
    A: That's just Force Lightning but recolored #ChangeMyMind

    Q: Can NPCs use these powers against you?
    A: NPCs will be able to use most powers, NPC's however will not use Force Fear against you, but can use it on other NPCs.

    Q: How much of a threat is Force Stasis to me as a player?
    A: Force Stasis can very much be used against you, however you only have a 33% chance of being affected at any given time.

    Q: You said before that Force Fear would make the victim commit suicide, what changed?
    A: To prevent the power from being OP and to avoid controversy among those who work toward Suicide Prevention.

    MAY THE 4TH

    May 4th is rapidly approaching, and you may be looking for some exciting news or even a new update from us. The truth is that we do have something planned for May 4th, a small gift from me to all of you as a show of thanks.

    While this gift is currently in progress, it is highly unlikely that it will release on May 4th, and I will work to have it released as quickly as possible.

    ROADMAP

    After the last force power is added, work will be done on debuffing Force Absorb. Once that is done, work will be underway on a full Father vs. Son remaster with 8 extended endings as well as some new weapons, which I'm very much looking forward to bringing all of you.

    We also have some updates to some characters currently in the mod, Ben Solo will be fixed with his saber bug, and the others are currently being reviewed. The Bad Batch are being given full overhauls to look more realistic instead of their current TCW-style appearances.

    Thank you for following the development of Star Wars: Galactic Legacy, and may the Force be with you.

    Circa and Lancelot like this
  2. Hope you all had a great month, our next update is fully underway and it's looking very exciting.

    NEW FORCE POWERS

     

    Currently in production are 6 new force powers, with 2 of them fully implemented (except for icons). The overall goal was to make force powers that would be both fun and practical in a Jedi Academy setting. Though 6 is our initial number right now for this next update, we could be willing to add more based on player feedback.

    Force Stasis: Render your target immobile and virtually defenseless to any attack. Fully implemented, thanks to the JK: Enhanced mod.

    Force Blast: A concentrated blast of telekinetic energy.

    Force Grasp: Force Grip but without damage.

    Force Destruction: A violent blast of Dark side energy. Fully implemented, thanks to the JK: Enhanced mod

    Force Fear: Cause enemies to go berserk and attack allies and enemies alike, then commit suicide or harm themselves.

    Lightning Strike: A more range-based lightning attack, striking enemies from great distances with the dark side of the Force.

    I will be creating a video in the very near future showcasing the new powers and their functionalities.

    UPDATING FORCE POWERS

     

    In addition to creating new powers, work will be done to update the currently existing force powers. Some planned changes to be made will include, but aren't limited to:

    - Debuffing force absorb to prevent full immunity to force attacks at lower levels

    - Prevent npcs without force push to push you away if you're gripping them

    - Allow you to a chance to mind trick force sensitive npcs

     

    NEW WEAPONS

     

    In addition to new force powers, we also have plans to add new blasters to the mod. The list of new weapons has not been finalized at this time, so we will provide more information once production begins after the remaining force powers are implemented.

     

    FATHER VS. SON

     

    To top off this update, a remastered Father vs. Son mission will be implemented. We're still brainstorming the 9 extended endings and we will provide more information as production begins.

     

    Thank you all for following the development of Star Wars: Galactic Legacy, and may the Force be with you.

    Circa likes this
  3. HIGHLIGHTS

    -NEW SYSTEM: NEW GAME PLUS; Play through the Jedi Outcast and Jedi Academy campaigns with tougher enemy configurations that change every time you play!
    NEW CHEAT: NOFORCE; Feeling like a ysalamiri? Tired of being force pushed around? Simply input "noforce" in the console and never be affected by force powers again!

    SYSTEM UPDATES

    - Re-implemented inventory and added controls to the menu.
    - Bacta tanks now function properly as an inventory item to be used on demand, instead of an instantaneous medpack.
    - The picking up dropped lightsabers option will now save after exiting and reloading the game.

    MISSION IMPROVEMENTS

    JEDI OUTCAST - YAVIN: FINAL CONFRONTATION

    - Re-scored the fight against Desann with music from The Rise of Skywalker.
    - Re-scored the final meeting with Luke Skywalker with music from The Mandalorian.

    JEDI ACADEMY - Cult Investigation: Dosuun

    - Re-scored the mission with music from Knights of the Old Republic II: The Sith Lords.

    THE TRAYUS CORE

    - Fixed an issue where Meetra Surik wouldn't display properly as a player character.

    NEW MAPS

    - Episode VI: The Emperor's Throne Room (Movie Battles II version)
    - Rebels: World Between Worlds
    - Episode III: Star Destroyer Bridge

    NEW/UPDATED CHARACTERS

    THE OLD REPUBLIC

    - Bowdaar
    - Mical
    - Republic Soldier (Female)
    - Republic Trooper
    - Havoc Squad Trooper (renamed from Republic Trooper)
    - Kira Carsen
    - Jedi Knights (Accurate KOTOR appearance)

    THE SITH EMPIRE

    - Darth Bane (The Clone Wars)
    - Darth Bane (Model Update)
    - Darth Desolous
    - Darth Havok
    - Darth Phobos
    - Lana Beniko
    - Sith Warrior
    - Zakuul Knight

    GALACTIC REPUBLIC

    - Captain Fordo (Phase I)
    - Falon Grey
    - Koffi Arana
    - Coruscant Police Droid
    - Queen Amidala (Black Garb)
    - Temple Training Droid
    - Crosshair
    - Hunter
    - Tech
    - Wrecker
    - Bolla Ropal
    - Jocasta Nu (Model Update)
    - Yaddle
    - 91st REcon Corps (Model Update)
    - 332nd Company
    - Ahsoka Tano (Model Update)
    - Ahsoka Tano (Siege of Mandalore)
    - Anakin Skywalker (Jedi Knight) (Model Update)
    - Lord Vader (Model Update)
    - Jaro Tapal
    - Sharad Hett

    SEPARATIST ALLIANCE

    - Count Dooku (Dark Ritual)
    - Count Dooku (Jedi Master)
    - Battle Droid (Model Update + New Variants)

    REBELLION

    - Ezra Bridger (Model Update)
    - Ahsoka Tano (The Mandalorian)
    - Young Han Solo
    - Han Solo (Model Update)
    - Stormtrooper Han Solo (Model Update)
    - K-2SO
    - Luke Skywalker (The Mandalorian + Battlefront II)
    - X2
    - Shara
    - Jan Ors (Dark Forces II)
    - Mister Bones
    - Jaden Korr (Jedi Master)
    - Mara Jade (Smuggler)

    GALACTIC EMPIRE

    - Admiral Natasi Daala
    - Admiral Pellaeon
    - Imperial Knight
    - ISB Agent, Male + Female
    - KX Security Droid
    - Phase II Dark Trooper
    - Phase III Dark Trooper
    - Second Sister (Model Update + Helmetless variant)
    - Boc Aseca
    - Jerec
    - Maw
    - Sariss
    - Yun
    - Commander Karbin
    - Royal Guard (Model Update)
    - Scout Trooper (Model Update)
    - Storm Commando
    - Nova Trooper
    - General Weir
    - X1
    - Darth Sidious/Emperor Palpatine (Model update + Continuity fix)

    THE RESISTANCE

    - Rey Palpatine

    THE FIRST ORDER

    - Kylo Ren (No Cape)
    - Kylo Ren (Reforged Helmet)
    - Ben Solo
    - Sith Trooper (Model Update)
    - Emperor Palpatine (Sith Eternal)

    CRIMINALS

    - Gault Rennow
    - Guavian Death Gang Member
    - Krix Swiftshadow
    - Rodian Male (Back to default + new variant)
    - Rodian Defender
    - Trandoshan (Republic Commando)
    - Trandoshan Elite
    - Trandoshan Mercenary
    - Komari Vosa
    - Talon Karrde
    - Gran (Dark Forces II Appearance)
    - Ponda Baba (Model Update + faction switch)

    BOUNTY HUNTERS

    - Greedo (Model update)
    - IG-86
    - Todo 360
    - Boba Fett (Resurfaced)
    - Bossk (Model Update)
    - IG-11

    CIVILIANS

    - Clegg Holdfast
    - Dopak
    - Dressellian
    - Givin
    - Ilco Munica
    - Mighella
    - Nom Anor
    - Revanite Convert
    - Talz
    - Tusken Shaman
    - Cobb Vanth
    - Old Daka
    - Taron Malicos
    - Undead Stormtrooper
    - Ultragungan Battle Droid
    - Iago Battle Droid
    - Zorii Bliss
    - Yuuzhan Vong

    MANDALORIANS

    - Din Djarin (Model Update)
    - Tarro Blood
    - Koska Reeves
    - Bo Katan (Model Update)
    - Death Watch Battle Droids
    - Mirta Gev
    - Sintas Vel

    INFINITIES

    - Linken Anderson
    - Basil Bonehead
    - Awec
    - R0-GR
    - Battle Droid (Concept Art)
    - Poopmaster

    NPC CHANGES

    THE SITH EMPIRE

    - Darth Krayt will now wield a red and green lightsaber.

    GALACTIC REPUBLIC

    - Changed Ahsoka Tano's NPC class from CLASS_JEDI to CLASS_KYLE for her older variants.
    - Corrected an issue where Dual-wielding Anakin Skywalker had an incorrect offhand saber due to an incorrect lightsaber code.
    - Anakin Skywalker (TCW) has been renamed to Anakin Skywalker (General)
    - Ahsoka Tano (Rebels) has been renamed to Ahsoka Tano (Fulcrum)
    - Anakin Skywalker's NPCs depicting his TCW and Episode III appearances will now have Level 3 lightsaber throw.
    - Reduced bounding boxes for Yoda, Even Piell, and Yaddle, allowing them to better connect with their opponents.
    - Mace Windu now has level 1 force rage and level 2 force grip.

    GALACTIC EMPIRE

    - Some Stormtroopers will now rapidly fire their E-11s.
    - After some careful budgeting, Galak Fyyar was able to reclaim his mechanized battle armor and no longer has to send a cheap droid to fight for him.

    REBELLION

    - Corrected an issue with Mara Jade's lightsaber while as an emperor's hand where it wasn't appearing correctly.

    BOUNTY HUNTERS

    - IG-86 droids will rapidly fire their blasters

    LIGHTSABER UPDATES

    - The Sith Sword from the base game now appears as intended.
    - All lightsabers from the original game now appear as intended

    MENU/UI CHANGES

    CONTROLS + SETUP

    - Moved the quick key menu binds from SETUP->SWGL to CONTROLS->QUICK KEYS
    - Added new quality of life additions to the SETUP->SWGL Menu, including the ability to change crosshairs and display health bars above npcs.

    CHARACTER MENUS

    - Corrected an issue where the Eighth Brother's biography was not displaying as intended.
    - Fixed a small glitch with the character menus where the scrollbar would display multiple points.
    - Character menus will no longer display multiple pages for characters that don't exist.
    - Applied the actual armament for the Sith Trooper instead of applying the Praetorian Guard one.
    - Sith Inquisitors are no longer referred to as "Sith Investigators"

    MUSIC

    - Added music featured in Darth Maul's extended ending to the Music menu
    - A Jedi's Fury now plays as intended
    - Music featured in the main menu (such as Sugaan Essena) will now display in the menu.
    - Music featured in Jedi Academy's campaign will now display in the menu.

    NPC SPAWNER

    - Changed the text color in the NPC menu to remain consistent across the rest of the mod.
    - Fixed a bug with the NPC spawn menu with the spawn button appearing and overlapping on the character selection screen.

    LIGHTSABER

    - Changed the sound effect for lightsaber color selection.

    MISCELLANEOUS FIXES

    - Replaced some missing skin textures that were causing some character models to be missing their eyes or hands.
    - Changed Ahsoka Tano's Fulcrum appearance faction from Republic to Rebellion.
    - Refactored some models (previous and new) that weren't loading their textures correctly.

    KNOWN BUGS

    - Ben Solo, Taron Malicos, and Darth Desolous will not have their lightsaber blades.

    Circa likes this
  4. RULES FOR SUGGESTING MAPS

    1. Please do not ask for a map already in the mod.

    2. The map must have a strong link to Star Wars, either through appearance or canonicity. Please do not request maps that obviously take place in another universe.

    3. The map must not contain textures or models of anything of a NSFW-nature, this includes (but isn't limited to): Pornography, racism, or hate-speech.

    4. All map requests must come with a link to the map, with a clear way to contact the author for permission.

    5. Please do not ask the map makers on the team for new maps, they are busy.

     

    RULES FOR SUGGESTING MODELS

    1. Please do not ask for a model already in the mod.

    2. The model must resemble a realistic version of the character, no models appearing in the style of The Clone Wars, Rebels, Resistance, or LEGO, will be considered.

    3. All model requests must come with a link to the model, with a clear way to contact the author for permission.

    4. Characters requested cannot originate from a fan-made source and will not be considered. Non-canon characters (such as Lord Starkiller or Jedi Knight Leia) are fine.

    5. The model requested must be rigged properly for Jedi Academy or Jedi Outcast. While we are capable of porting, it's very unlikely we will take your suggestion into consideration as only 2 people in the team have the knowledge to port.

     

    RULES FOR OTHER SUGGESTIONS

    1. Anything suggested must have a very strong argument as to why it should be featured in the mod.

    2. If requesting a change to the NPCs or Code, please be prepared to backup your suggestion with convincing arguments. Saying "cuz itd be cool" is not a valid argument.

    3. If requesting a Lightsaber hilt, please post a link to the hilt with a clear way to contact the author for permission.

    4. If requesting a mission, please do not ask for missions from the books or comics as we do not have a team of voice actors. An exception can be made if you are able to provide the voices, provided they're of high quality.

    Lancelot likes this
  5. Q: When will the mod be updated?
    A: The instant we know, we will tell you.

    Q: I have a suggestion for the mod!
    A: Please utilize the SWGL Discussion section of this forum. If requesting a character or map, ensure to include a direct link to what you want us to look at, else we will not take your suggestion under consideration. Please look at the rules topic in that forum for additional details.

    Q: I'm having a problem with another mod, can you help?
    A: Our ability to help you with other Jedi Academy mods is dependant on the mod itself. We likely can assist with most mods, but major technical issues would be best to ask the original mod authors.

    Q: How do I unlock other missions? They're greyed out!
    A: Missions or episodes that are greyed out don't exist yet and will take time to produce and release. All missions when released will be available for you to play, with no pre-requisites.

    Q: What is the difference between Galactic Legacy and KotF 2.1?
    A: We're actively working on the mod.

    Q: How do I play Jedi Outcast with the mod?
    A: Download the official launcher, click on "Configure Jedi Outcast", and follow the directions.

    Q: Will you have missions from non-film material? Like KOTOR, Clone Wars, and Rebels?
    A: Yes, however we will not be developing Clone Wars and Rebels content (save for You Have Become A Rival). We have partnered with the Galactic Adventures mod who will be creating missions from the 2003 micro-series, 2008 TV show, and Rebels.

    Q: Can I customize NPCs?
    A: Yes, you can choose their health, alignment, appearance, and behaviors

    Q: Can I play this mod on android, iPhone, or console?
    A: As this mod utilizes the OpenJK engine, we are not compatible with any non-desktop/laptop device capable of running Jedi Academy. Jedi Academy was never officially released on mobile devices so all copies of that game are bootlegged.

    Q: Where is the source code?
    A: Right here: https://github.com/linken233/OpenJK-SWGL/tree/swgl-master

    Q: Is there a list of NPCs?
    A: Right here: https://docs.google.com/spreadsheets/d/1Eu74OMSGNxxZzZ-uXlIk74e6QF8QqsQxbu5Mh04Yffw/edit#gid=0

    Q: I hate the map music, can I change it?
    A: Yes, you can utilize our new menu or open the console (~ key)  can type "music" followed by the music path. Example: "music music/ep1_dotf/intro" (without quotes). All music tracks can be found here: https://docs.google.com/spreadsheets/d/1QpDs_IaYclNATaTy1BrWsN7jLqTpfgHXZ6XX4Tj4rt8/edit#gid=1563144459

    Lancelot likes this
  6. Hi all,

    So I'm wanting to create an external tool for writing to OpenJK's console in C#. I've observed and studied the source code from the original game, Boba Fett's Ultra Utility, and wrote software to try and get the console classname.

    Unfortunately, all efforts have so far resulted in me being able to change the Window Title of my OpenJK code from one thing to another, which is hilarious, but not what I want.

    I researched where the Ultra Utility linked to the console in the code, but upon further investigation, the classname appears to have been removed since the transition from the OG source code to OpenJK.

    My question is: Where can I find the classname for the OpenJK console so my program can link to that?

    Smoo likes this
  7. A question I'm sure on many minds right now; where is this updated Duel of the Fates?

    The answer is simple: It's taking longer than expected.

    I don't like that it's taken this long, it's a massive pain that it's been several months for one mission that's basically pre-made. However, with many changes going on in my life; a new job, a new home, and less time to work on the mod, it's difficult to find time to work on the mod.

    You all have waited long enough, so I will be attempting to make the wait worth it.

    Upon completion of Duel of the Fates' fixes for each POV, I will release the mission as an Open Beta, including the bonus cutscene in Palpatine's office for each respective POV.

    I pray this can begin to make up what has been a very unbearably long wait, and I do apologize and I am very grateful for your patience.

    Obi-Wan's POV is nearly completed, with the good and bad endings remaining. Upon completion, it will be released, followed eventually by Obi-Wan's extended endings, then Qui-Gon, and finally Darth Maul respectively.

    Odeyseis, Circa, MagSul and 2 others like this
  8. 5 hours ago, dizzlesdj said:

    Hi all,

    i have tried to install the mod myself which was my fault it went wrong so I've uninstalled the game and reinstalled. Not far off already, i have reinstalled the game, followed the guide as it said tried putting the folders in the game-data folder already extracted then i tried to extract the zipped folders into it after the other attempt also didn't work.

     

    both times when i start it up (admin access too) it doesn't come up with any text on the menus its just all blank and i can click on maybe to or three boxes with no text after helplessly waving the mouse around but its no use because i don't where i'm clicking ultimately bringing me to force closing.

    i was wondering if anyone knew what went wrong/ what i was doing wrong would appreciate the help i'm quite confused at this point but i don't feel like i went wrong with my final attempt and as far as i can tell it shouldn't be this hard, hence my confusion.

     

    thanks in advance.

    Can you post screenshots of your gamedata and kotf folders please so we can sort this out? 

  9. 48 minutes ago, Valamis said:

    I have the same problem. I have no other mods in base and gamedata. Game "stopped working" crashes. I installed every part and patch included from Moddb page. Few times I got shader error which gave ma a log file (I put part of it below):

      Reveal hidden contents

    ----- Client Initialization Complete -----
    --- Common Initialization Complete ---
    ^1PlayCinematic(): Failed to open "video/openinglogos.roq"
    SDL using driver "windows"
    Initializing display
    Display aspect: 1.778
    ...setting mode -2: 1920 1080
    Using 24 color bits, 24 depth, 8 stencil display.
    Available modes: '1280x720 1600x900 1920x1080 1280x768 1280x800 1680x1050 720x480 640x480 800x600 1024x768 1280x960 1600x1200 720x576 1280x1024'
    Initializing OpenGL extensions
    ...GL_EXT_texture_compression_s3tc available
    ...no tc preference specified
    .....using GL_EXT_texture_compression_s3tc
    ...using GL_EXT_texture_env_add
    ...GL_EXT_texture_filter_anisotropic available
    ...using GL_EXT_texture_filter_anisotropic
    ...using GL_EXT_texture_edge_clamp
    ...using GL_ARB_multitexture
    ...using GL_EXT_compiled_vertex_array
    ...GL_NV_register_combiners not found
    ----- CL_Shutdown -----
    -----------------------
    WARNING: no shader files found

    but generally now i dont get logs, my game just crashes when I try to play any mission/map.
     

    Can you please show me screenshots of your Gamedata, base, and kotf folders?

  10. After some discussion with the admins, we have elected to officially discontinue our support for the Mac operating system. We aren't happy with this decision, but current circumstances have forced our hand.

    Due to the absence of our team member that compiled the Mac build and provided tech support, we can't justify distributing a Mac build that is impossible to run, and that no one on the team can correct or provide assistance with.

    Until our team member returns to the server or another individual steps forward and can compile and provide assistance with the operating system, we will be discontinuing any further efforts to provide a Mac build for the mod.

    We extend our apologies to our Mac fans, and extend an invitation to join our team so you can return this mod back to your operating system.

    If you are interested in joining our team, please send us a direct message on our Discord server expressing your interest.

    Smoo likes this
  11. 2 hours ago, bwt2306 said:

    Hi all,

     

    I know the build is now out of date, however it is the latest one (to my knowledge) which works on Mac. I am currently running Mac OS High Sierra 10.13.6. I have followed the instructions in the KoTF 2.1 zip file and my base folder is empty, however when I go to launch the app it says that the application cannot be opened. I have tried the optional step and it just repeats that there is no application to run the file. I have also tried installing the SDL2 framework into a special Frameworks folder, again to no avail. 

    Does anyone have any advice or reason why it might not be working?

    Thanks in advance!

     

    EDIT: I have also installed Homebrew and SDL2 as instructed in the txt file in the zip.

    Unfortunately our team member that worked on the Mac build has been silent for several months now. Unless he comes back or someone else steps forward, no one on the team will be able to provide any support for Mac users.

    I'm very sorry for the inconvenience. 

     

    His name is @The New Order by the way.

  12. 3 hours ago, Anonyomus said:

    If you need help, I can help you, I have experience about VPS / OS / Linux Debian servers, So I can easily help you to configure the vps, for free.

    Well if you'd be interested in developing us a new updater, we'd be very interested to bring you on the team. Join our discord server and ping me. 

  13. PROGRESS REPORT: 1/24/20

    Even with the disaster surrounding the updater these few weeks, things for the mod have still been done!

    DUEL OF THE FATES

    The fixes for the Duel of the Fates mission are progressing very nicely. I'm utilizing everything I've learned from developing the other missions to improve the overall quality of this mission. So far for Obi-Wan's POV, everything up until the forcefield hallway scene has been reviewed and fixed. While not too many visible changes will be immediately noticeable, each script has been looked at and carefully edited. I didn't realize until actually playing through the mission again that the mission was less broken than I realized.

    Despite this, some changes will be noticeable, for example the introduction cutscene has been slightly extended to include the walk up to the door. Other changes may be slightly less noticeable, as no npcs will have their origins switched while in plain view in the middle of a scripted cutscene, allowing for a higher quality experience.

    The majority of changes to the actual mission will be primarily focused on the forcefield hallway to the ending of the mission. Originally, the hallway was a live cutscene, with almost a whole minute of waiting for Obi-Wan's POV. I have received a lot of criticism for this, and I will be taking steps to correct this. To begin, the forcefield hallway will be a properly scripted cutscene and will no longer be live. Additionally, a checkpoint will be triggered when the forcefield opens and you're able to confront Darth Maul, so just in case if you die, you won't be forced to endure the entire mission again with a lot more waiting.

    Concepts have been finalized and I will be working closely with Darth Voiid to have these endings as entertaining as possible.

    THE FETTS

    While we always had the option to give Jango and Boba Fett the performance of Termuera Morrison, we were always held back by the major inconsistency it would cause concerning Boba Fett's brief appearance in the Jedi Academy mod, as he was voiced by Tom Kane. We felt that having 2 very different voices would be incredibly odd and wouldn't have been of an acceptable quality for the mod.

    However, thanks to the hard work of one of our team members that desperately wanted this change done, Jango and Boba Fett will have a full soundset in the voice of Temuera Morrison. In addition to this, the team member was also able to find suitable replacement dialogue for Boba Fett in the Jedi Academy campaign, so Temuera Morrison will completely replace Tom Kane's performance as Boba Fett in the main game.

    LIGHTSABER LOCKING

    We were successful in creating a new console command for the mod to allow you to completely enable or disable lightsaber clashes/locks, allowing you to further play the mod the way you would like to play it.

    Additionally, this has also been implemented into the BehavED scripting tool, which will allow us to enable and disable saber locks during cutscenes where NPCs are fighting each other. This will also cause a greater quality for the mod as lightsaber locks can often ruin cutscenes and can cause some very silly issues.

    MORE MISSIONS

    2 new missions (excluding Duel of the Fates) are in active development, with 6 others currently in concept phases. We will reveal them when they are ready to be announced, please stay tuned.

    ORDER 66

    After our decision to remove our Order 66 challenge mode from the mod with our previous update, we were met with immediate backlash on our Discord server, with community feedback overwhelmingly wanting the mode back in the mod. We have recognized our mistake and will place it back in the mod at some point. We would like to create more Delta Squad challenges to accompany it however. We will have more details at some point in the future.

    MUSIC MENU

    We have approached the mod lead and head of UI creation, Fire Phoenix, and have approached him with a frequently suggested feature for the mod, a menu so you can select your own music. He has also expressed interest in this and we will be discussing this later on in further detail. A spreadsheet is currently in active development with a list of all music tracks currently in the mod which we will make available at some point in the near future. We have listened.

    NPC SKIN SELECTION AND NEW CHARACTERS

    We have a giant list of characters that you all have requested us to put in the mod. While we very much would like to add all of them in, we also understand that even though we were successful in greatly increasing the NPC limit in the source code, we still only had a finite amount of space to put npcs.

    On one late evening, I fiddled around with the code, and was able to create a very basic system to allow the npc spawn command to dictate the npc's appearance. If we are able to get this implemented properly, we will be able to remove hundreds of npcs from the mod and still offer the same number of npcs, and more.

    Similar solutions are currently being looked into for the NPC's alignment and weapons, to allow us a better quality for the NPC Free Choice System we implemented in the mod back in July 2018 and to allow you, the player, more control of the NPCs you populate the mod with.

    If we are successful with this endeavor, we will be able to populate the mod with even more characters, and even allow the opportunity for you to place your own characters in the mod.

    CONCLUSION

    We hope to make this year a great year for Knights of the Force, and we are thankful for all of your support. We may have lost the updater, but never our resolve, and we will continue to learn and grow for you.

    Thank you for following the development of Knights of the Force 2.2, and may the Force be with you.

    Maksman, Lancelot and Odeyseis like this
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