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Everything posted by Linken
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This was the most poetic question I've ever seen. Kind of made it difficult for me to discern what you were asking. But still a nice thing to read regardless. We're working on an overhaul for multiplayer, we want to make it possible to play on different mp mods, we're making our own right now.
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Extract all of the files to your gamedata folder, including the Kotf-launcher folder.
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Working on it
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The following is the cutscene that will be shown at the end of Qui-Gon's POV in Duel of the Fates. This is only 1 part to an expanded story. https://www.youtube.com/watch?v=BIBG2HaVc0g
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Now officially a part of the mod!
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Patch Notes - 11/01/2019 HIGHLIGHTS - NEW CAMPAIGN: JEDI OUTCAST; Journey through Kyle Katarn's epic quest as he discovers a sinister threat to the New Republic and learns to embrace his destiny as a Jedi Knight. (Jedi Outcast sold separately) - NEW BONUS MISSION: JEDI OUTCAST DEMO; Released prior to Jedi Outcast's debut, Kyle Katarn and Jan Ors must work together to neutralize an Imperial Installation on the planet Alzoc III. Jedi Outcast must be installed through our brand new launcher. Click on "Configure Jedi Outcast" and you can install Jedi Outcast into KotF. In efforts to discourage piracy, Jedi Outcast's campaign is strictly a Launcher exclusive.
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We're using the assets from the JOA mod with some modifications.
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You're probably right, we just want to take precautions.
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I don't understand what you said. Were you saying that we're asking you to buy Jedi Outcast again even if you already own it? If so, absolutely not. If you already own it, then you're good to go once we release.
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Our most popular suggestions are animations, jedi Outcast, manual blocking, new force powers, and some others. We were hesitant to do jedi Outcast due to copyright, but I think ultimately as long as we fight against piracy and require a purchase of jedi Outcast, should be ok.
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After much deliberation, a very popular suggestion will finally make its way into the mod. You asked, and at last we have listened. Jedi Outcast is coming to KotF. With many conditions attached: 1. Allowing Jedi Outcast to be playable in KotF does not mean we are distributing the assets of the game. 2. You will be required to own a copy of the game in order for it to work. 3. The option to bring Jedi Outcast into KotF will only be made available to players who use the official Launcher. The launcher will be used to copy the necessary assets from Jedi Outcast to Jedi Academy, then inform the game of Outcast's assets. If you copy Outcast's assets to your base folder on your own, Jedi Outcast will not appear as a viable option in the Campaign selection menu. This feature was included to discourage piracy. 4. If we come to learn that piracy is becoming an issue, Jedi Outcast will be removed from KotF immediately with no chance of it returning. Jedi Outcast's compatibility will be released as soon as possible.
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I feel Skyrim probably came close with the "10,000 unique" characters
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They will at some point, but they're not my department. ?
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- 2 comments
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- NPC Support
- JKHub Exclusive
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(and 3 more)
Tagged with:
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Unfortunately there's nothing we can do unless if we were able to program a brand new skeleton for Grievous. Something that is out of the skillet for everyone on the team.
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After much deliberation, I have decided to take a more proper approach to game development and will fix what is currently broken rather than create new things which could introduce more bugs. The seeds for manual blocking have been planted, but aren't ready to sprout yet. The guarantee is that our system can be toggled on and off at any point in time. My current roadmap for the foreseeable future is as follows, with each piece being released through the updater upon completion. MY ROADMAP 1. Duel of the Fates Bug fixes + Extended endings 2. Father vs. Son bug fixes + Extended endings 3. Revan vs. Malak bug fixes + new stage 4. The Trayus Core bug fixes + additions 5. New mission: End of the Clone War 6. Manual blocking 7. Multiplayer Bots 8. Mystery Addition (TBA) 1st Part of 1st Cutscene for End of the Clone War: https://www.youtube.com/watch?v=06rOFZV0eq0
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We will have new things! Definitely. Check my roadmap in my development thread and you'll see.
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Even LEGO Star Wars: TCS? I feel like The Skywalker Saga LEGO game might beat us.
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Thank you to everyone who participated. This will help us tremendously as we move forward in the mod's production. https://www.moddb.com/mods/knights-of-the-force-21/news/mission-community-feedback-responses
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1. Wrong, we'll take suggestions, but only if they're good. 2. Correct, unfortunately this is a stance we have to take since we don't have a modeler on our team.
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How would you feel if you learned you lost your son to the dark side? But seriously, I completely forgot about this issue. Will look into it.
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The update can be downloaded through the launcher at your convenience. I hope you enjoy! The manual download will be available at a later time. Patch Notes - 09/16/2019 MISSION IMPROVEMENTS YOU HAVE BECOME A RIVAL - During the 1st cutscene, Palpatine will no longer jerk his head suddenly and will now take his time. - Added a missing sound for the final unfortunate victims of Sidious's Force Choke. - Changed the overall mechanics of stage 1 and 2. You will no longer be required to drain the health of both Maul and Savage in order to progress. You will only be required to take down the health of one of the brothers in order to progress. - In light of the change to stages 1 and 2, Maul's health in both stages has been increased from 1000 to 1500. - In light of the change to stages 1 and 2, and due to the less challenging nature of the two brothers, Savage Opress's health has been increased from 1000 to 2500. - Corrected an issue where Savage's corpse would suddenly come back to life. If he's hit, he dies, for real. - Savage will now show an effect of the Nightsister magic leaving his body. - Created a whole new ending cutscene to overall improve the experience of the ending of the mission. The mission complete message has been removed.
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A massive breakthrough has been discovered in the mod! Waypoints and "smarter" npcs are at last possible. By adding in certain entities in the maps, it is now possible for allies and enemies to pursue you or other enemies. You should no longer need to worry about npcs moving too far away from each other and freezing in place, afraid of moving. Edits have also been made to the code for us to be able to create waypoints at an extremely rapid pace across all maps in Single Player. Full production is at last possible, but will be delayed as we address other things. In efforts to test this, waypoints and point_combats have been added to the Star Forge, Snoke's Throne Room, and the Naboo Chamber maps in the mod. In addition to this, the bonus mission Revan vs. Malak has been updated to reflect these changes. You should immediately notice a difference as to how the NPCs behave. Small arena maps will be updated in the very near future to reflect these changes, and allow you to hopefully enjoy your interactions with the npcs. Please let us know your feedback as to how this works. You can download this Open Beta through the launcher at your convenience. tl;dr: Revan vs. Malak and the Star Forge maps have waypoint and point_combat entities, and should therefore make all npcs spawned in the map much smarter in terms of following and pursuing enemies (or you). (edited)
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V7.7 of the launcher has been released! You may download via the Updater or the download link up above. - You will now be required to run the Launcher as an administrator. Failure to do so will result in an error message. - Added code to remove files unnecessary for the mod at a later date. - Fixed an issue with the code where the Updater would crash upon completing the download and was checking args for the shut down command.