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Everything posted by Futuza
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See y'all tomorrow!
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Yeah that isn't the exact error that will appear, was too lazy to find/make the exact one. It will be nearly identical though.
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- 4 comments
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EDIT: Out of date, this post is for v1.2.0 This version of JKG will work on WindowsXP (as well as newer systems), to install, first install the main JKGv1.2.0 as directed in the readme. After doing so download the xp patch, and extract the contents of the zip into the jkgalaxies folder, tell it to overwrite any files with the same name if prompted. Click on RunJKGalaxies.bat to play. (Note I have modified the original bat file slightly to make some things a little easier, feel free to edit it though if you don't like playing in fullscreen mode. The part about the exec the default.cfg is to help fix broken inventory bindings.) Note: If you get an error similar to this (MSVCR something.dll is missing). You need this installed.
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Lol that client picture download thing got waaaay stretched out.
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Known Issues (to be fixed in next revision or possibly sooner): Do not get ammo for grenades until respawningI is by default bound to inventory and will interrupt chat (you can rework around this by binding inventory to a different key not used to type in chat for now).Admin logins do not currently workOther issues Thanks for play testing for us! Let us know if you find any other major issues. We look forward to the scrimmage match with everyone!
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Version 1.3.23
1,295 downloads
Jedi Knight Galaxies is an open-world, large multiplayer online first person shooter roleplaying game (LMOFPSRPG). In Phase 1: Versus, the Player versus Player combat is being fleshed out and demonstrated for players to experience. (See more about phases here). This is v1.3.23 the most recent stable release. Information about the last beta release can be found here. New beta/test releases can be found on our website at: https://www.jkgalaxies.net/download.html. In Versus, your goal is to rack up credits and complete objectives (such as capturing the flag) while eliminate the opposing faction. But beware, become too notorious and you might rack up a bounty on your head... Each team has a vendor to purchase new items from in their spawn. This will be very similar to the final game's inventory and vendor system. This download contains the asset and binaries required to play. Binaries for Windows and Linux are available. The map packs are also recommended: Map Pack #1, Map Pack #2.- 4 comments
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So beyond the current generic shop shooter we have in the current iteration, I want to discuss some possible objective based changes we could make to make Versus a little more interesting in the long term future. So here's a few ideas. Feel free to add your own or give feedback. None of these ideas have been discussed much and it's certainly possible we won't implement any of them in favor of focusing on Coop instead... Please note that this is just a loose list of ideas and I'm just looking for feedback of the community and other devs. New Objectives (other then just shoot people) These would be new gametypes that you can play in addition to the current team ffa match. Some of these ideas may also simply be available in all gametypes. Neutral NPC Camps Larger maps will have sections in less used areas of the map, hopefully equal distance from either team base, in which neutral NPCs spawn. These NPCs may guard valuable stores of credits or hard to get weapons or other useful items. If you kill the enemy camp, these items will be your teams for the taking. Be warned though, enemy camps are tough and will put up a fight, you will likely need several teammates working together to defeat them. NPC Camps will not attack or engage you unless you attack first or get too close to them (they're very territorial). NPCs that might be used for example would be a Tusken Raider camp or band of mercenaries. It's also possible that instead of just killing them and getting some credits, you beat them into submission (when they die) and they then will join your team and help you complete your objectives for a small amount of time. You will need to split your team's effort between contesting the NPC Camps and completing the objective. If you or any other player is killed by an NPC Camp, an additional 10 seconds will be added to your next respawn timer (just once). Assault (Base Capture) Instead of just respawning from thin air, you will now respawn from a highly advanced cloning tube and so will your enemy. In order to defeat the enemy and secure your team's goals you will need to eliminate the enemy team entirely and their method of respawning. This will be difficult though because their spawning tubes are located in a heavily guarded base which is not only being defended fiercely, but also being upgraded. Each team will have power generators which run their bases turrets and possibly other security systems. These are located outside of base, but nearby. You will need to first destroy these to disable the enemy turrets. You can also then choose to either slice open the enemy security doors, or brute force your way through it by doing enough damage to the security doors to cut your way into the base. Once inside you will need to destroy the cloning tubes and then hunt down the remaining team before they can rebuild them and restore their defenses. Beware, the enemy may also choose to hire npc mercenaries to help protect their base or install additional turrets or barriers. In this mode, you will have to choose between spending your hard earned credits with better weapons or upgrading your bases defenses/repairing them. To simplify things, we could simply have turrets and other such defense items available for purchase from the shop vendors Conquest (Capture a Point) A circular point of interest is located somewhere near the middle of the map. Both teams are attempting to capture this point. Your team will need to stand on the point for at least 120 seconds and defend it to allow your reinforcements can be dropped off to finish securing the area. If a teammate takes damage while standing in the capture point or an enemy player enters the capture point, the capture timer will freeze. Each time you are killed your team's respawn timer will be increased. (Begin at 5 seconds, increase by 5 seconds each death). This means it will take longer and longer to get back to the capture point and secure it. Once a team capture's the point, respawning will be disabled and 25 heavy shock npc troopers will arrive at the point and alongside the team players will hunt the remaining enemy team players to death securing the area. (The team that failed to capture the point can still win by eliminating all the enemy players and the npcs, but this will be very difficult). Escort VIP/ Assassinate VIP One player from each team is randomly selected at the beginning of each match to be the VIP. In addition to having twice as much HP as a normal player and getting one free high powered shield item, they will have $1000 extra bonus credits to spend. Your goal is to safety escort the VIP to a checkpoint (usually located near the enemy base) first and hold the position for 10 seconds. If you manage to do so, your escort ship will arrive and take you away to safety, denying the other team victory and securing the win. If the VIP dies, after waiting for 60 seconds, the game will select a new random player on your team to become the VIP. While your team is trying to escort their VIP to safety, they will also need to prevent the enemy VIP from reaching their goal. Killing the enemy VIP will award everyone on your team an additional 500 credits. Armor and shields are especially important in this mode as you need to prevent your VIP from getting sniped. Gather Intel 30 Datapads have been scattered randomly throughout the map, each team needs to collect at least 20 before they can make an evaq request. To make the request, at least 20 of the datapads need to be brought to the pick up zone (located near each team's spawn). Reinforcements will arrive in a ship to evacuate your team one minute after gathering the datapads to the pick up zone. Once you are picked up, orbital bombardment will begin targeting the enemy team destroying them securing your teams victory. Datapads can normally just be walked on top of to be picked up, however if someone is carrying datapad(s), and they are killed you will need to loot their body to collect the datapads. If you are killed in this mode you will not respawn, unless a team member brings a medkit to your location and uses it on your body. If your entire team is killed, the other team will win. Armsrace Similar to assault. 9 weapons dealers have been scattered throughout the map. For a small fee, you can convince them to join your team's side and provide discounted weapons. If your team attacks a vendor, he will refuse to speak with your team for at least 1 minute. You can earn credits only by killing other players. To win you must destroy the enemy and their cloning tubes as in assault. Additionally also scattered throughout the map are Datapads and Supply Caches, these will spawn at intervals throughout the match. Bringing a supply cache back to your base (makes you walk at 1/2 speed and you cannot attack or use weapons while carrying one), will unlock new defense tech for your base as well as new vendor items. Bringing datapads back will unlock new vendor items from weapons dealers if you sell them or if you collect at least 15, will allow your team to call in an orbital strike (killing the other team and providing suppressive fire across the entire map for 30 seconds). If you die while carrying either of these items, either team can loot your corpse to collect the goods. Blackmarket Dealers Traveling vendors will appear for 2 minutes every 10 minutes of the match, near the center. They will not trade with you if you shoot them or damage them. They are carrying rare, but expensive items not available in either teams shop. After 2 minutes, they will leave.
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Sure sounds fine. X.y.z Where x = Major version, Eg coop is version 2, LMO is version 4 etc. Y = Milestone/revision Eg: Milestone 4 involves fixing/completing lightsabers Z = Minor version, increased every release/patch, but not every commit Each commit changes the git hash #, so we don't need increases for just individual commits.
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You could always run a VM, and it isn't till November 5th so we may have the mac build fixed by then. Maybe, maybe not.
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Tried to compile last night with vs2013 and it worked fine, so it should work yes. The struct you're talking about was changed recently as vs2013 doesn't support zero initialization for arrays/structs etc. It was kind of left over unnecessary code anyway. EDIT: You do need to rerun cmake with the latest build (just click on the batch file to create a vs project and it'll do the work for you), then clean and rebuild. Also AFAIK there seems to be a major bug with server connection between servers and clients at the moment. We're looking into it.
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I still think you should be able to cook thermals, eezstreet, they're too hard to use effectively. Everyone just runs away from them as soon as they hear/see it.
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@@ooxavenue Ensiform just did a bunch of code cleanup and a patch for Linux, shod work now with the latest code from github, but if you're having issues check on the Discord and we can probably help out.
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We could possibly stream it as well to the twitch, that'd be cool. I'll be working during this time, but I doubt it'll be very busy at work so I can probably at least have the client open (not sure I can actively play or not, but we'll see). Probably one of the better times for everyone though, unless you want to try and do it a little bit later in the day.
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@@eezstreet should be able to give you access, or you can just do a pull request via a fork and I can add them.
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Notice: This particular release has several bugs that have been patched in the past 2-3 days and we're still working on some so we'll probably update it before the scrimmage map with a fresh release. EDIT: If you're trying to test it out early and you want the latest builds, you'll probably need to compile it yourself off the github until we can do another release with the necessary patches. Also when it comes to installing, you can also follow these instructions: jkgalaxies.x86.exe +set fs_game "JKG" +set fs_cdpath "." +set fs_basepath "C:\Program Files (x86)\Steam\SteamApps\common\Jedi Academy\GameData" +set r_fullscreen 0
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I'll PM you about it Ramikad, let's keep the FAQ thread clean.
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Yup it works.
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Thanks, good to know. I don't have any xp machines to try it on right now, but I don't know why it wouldn't work. EDIT: Could be because we don't have the platform toolset set to use xp right now, but that's easily enough fixed. I'm going to try and run xp in a virtual machine and see what happens.
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@@eezstreet add this when you get a chance: Minimum System Requirements Operating system: Windows XP SP2 (Service Pack 3 Recommended)/Vista SP1/7/8/10 or OSX. Linux coming soon. CPU: Intel P4 1.8 Ghz or equivalent AMD processor (2.2 Ghz or up recommended) Memory: 512 MB, 1 GB or up recommended Graphics: 100% OpenGL 1.2 Compilant 3D video card with pixel shader support (OpenGL 2.0 compilant cards recommended) Hard Drive: 1 GB minimum recommended DirectX Version: DirectX 9.0c Compatible card Visual Studio 2013 c++ redistributable required for windows builds. An internet connection is required to play online.
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One of my little bros says he'll also play if it's on a weekend...might get one of my other siblings to join to and maybe one of my buddies if he doesn't have class when it happens.
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Development screenshots: cool things that are being worked on
Futuza replied to eezstreet's topic in Jedi Knight Galaxies
The past 24 hours progress Hooray for bug fixing. -
@darthfutuza When I'm not working, so weekday evenings after 10pm or during afternoon/day. Timezone: MST (Western US GMT-700).