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Everything posted by Futuza
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- 9 comments
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- alien
- npc support
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(and 1 more)
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Development screenshots: cool things that are being worked on
Futuza replied to eezstreet's topic in Jedi Knight Galaxies
Fun updates for overheating: Thanks to Silverfang for making the efx. (I did the code to get it to work). -
Beginner Q&A: Creating a Single Player Level
Futuza replied to The Commander's topic in Modding Assistance
Sounds like you want to do a mapping tutorial. This is a great starting one: https://jkhub.org/mapping/richdiesal/ -
Basics of Jedi Knight coding (Updated 12/16/16: Please Contribute!)
Futuza replied to Dusty's topic in Coding and Scripts
A useful overview of how the game's game structures works: http://caia.swin.edu.au/reports/110209A/CAIA-TR-110209A.pdf -
As a note regarding up coming changes in v1.3.23, ACP damage has been modified from the original post's description. ACP now functions as something that partially hits shields and partially penetrates. The default is for 50% of the damage to bypass the shield and the other 50% to impact on the shield. The actual ratio can be determine in the weapon file by specifying a value for "ACPRatio", which determines which portion of the ACP damage impacts on the shield/vs what bypasses it. eg: 0.4 == 40% direct dmg, 60% shield damage. As an example, using 0.4 ACPRatio, a weapon that does 30 ACP damage, would result in 12 damage being guaranteed to bypass the shield, and 18 damage impacting on the shield. If the player were also armored, the direct bypass damage would also be reduced like normal. ACP damage also applies a bleed debuff like slugthrowers do.
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JKHub has weird stuttering behavior on Firefox
Futuza replied to Futuza's topic in JKHub Feedback & Help
Blue theme when? -
JKHub's logo has weird stuttering behavior on Firefox (v99.0.1), doesn't happen on Chromium based browsers whenever the mouse is moved. See video:
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Lot of good entries, I unfortunately didn't get around to trying them all out before the vote closed, but congrats to Noodle and biggs!
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I love how we learn that Desaan's origins were one of Eric's RPG characters from a tabletop game.
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- 4 comments
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- city
- roleplaying
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Work in progress: New Republic Prison Ship from The Mandalorian
Futuza replied to OCD2's topic in WIPs, Teasers & Releases
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- 4 comments
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- contest entry
- star wars related
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Someone better make me a Bossk.
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Development screenshots: cool things that are being worked on
Futuza replied to eezstreet's topic in Jedi Knight Galaxies
Nice. -
Hey, just wanted to mention that if you need to record stuff you can use OBS for free and it won't add a text logo overlay and will probably result in higher quality recordings than bandicam will.
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Kinda wondering if an unofficial patch/mod for JKA would be a good idea, I feel like there's enough small little things like this to probably justify making one at some point that just throws it all together for newbies. A lot of projects like that end up dying though so I'm not sure its worth the effort.
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That's unfortunate, guess there'll always be dicks wherever there are vulnerabilities. I think the rancor bit is a bit funny at least, had some good times having everyone team up to kill rancors on pc, but yeah screwing with your game is unfortunate.
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Personally, I wouldn't recommend depriving yourself of the fun experience of beating the game the way it was designed to be, but if you insist you could do a couple of things to make Desaan a wimp. The most straight forward to what you're asking is to edit his npc file. You can find a tutorial about how to do this here (note might vary slighty as this is for JKA not Outcast, but its basically the same format): Note, that you probably want to make a seperate pk3 to store the modified Desaan .npc in, so as to not overwrite the original gamefiles permanently. The easiest way to make him a scrub is change his health value to 1hp, but have fun trying out all the new stuff. You could change his class, or lower his accuracy, aggression, etc. Keep in mind doing this will probably mess up your save file, so don't mod until you have a backup save.
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I'm not much a fan of the code bracket coloring, it's very hard to read. #define MOO COW //Consider the following: void SomeFunc(int x) { if("COW" == MOO) return; else SomeFunc(x); } The blue and purples have a pretty bad contrast. If the colors were lightened a bit it'd be a lot better, it looks like these were designed for light theme not dark. (My favorite dark theme color code is probably vscode's default if you need some inspiration).
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Feedback to prepare for JKHub Redesign Part II (or JKHub 2.1)
Futuza replied to Circa's topic in JKHub Feedback & Help
I know Discord integration was kinda popular on this poll, and now that JKHub 2.0 is basically here, I thought I'd mention that WidgetBot is a thing that exists. I use it for JKG's announcement feed, but it can do a lot more (such as an iframe with a the integrated Discord inside of it). Not necessarily sure such a thing is necessary/fits, but just wanted to let you know that that's an option that is free (though they do have a patreon that let's you get early access to the next version and do more customization etc). -
Just to be clear, I totally think it's fine to use clip brushes when you have some sort of object/thing that physically appears to block the way. For example, in the poorly drawn map below, you have some spikey rocks that are covered by a clip brush preventing the player from actually moving past them. But yeah Buoy's should work great with the fish, I was thinking something like this, but that works too. Heck even map edges like water that just plummets off the edge of a flat earth might also be interesting. Like this.
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What I would suggest when it comes to map borders, if it isn't too much work (granted that clips are way easier and less time consuming), is creating natural borders that fit within the map itself to prevent you from going further. There's a couple of things you could do with an island map. Consider some examples: a strong current in the water that pulls players who go too far out into a whirlpool which kills them, piranhas that kill people (an area full of fish that do more and more damage if you don't leave it), jagged rocks that are too steep to navigate, trees/buildings/kelp that block the path, etc. It's fine to use the clips, so long as you justify not being able to move past it with something physical/real. One of my map pet peeves is invisible walls.
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We're more than halfway through another year and with it a new set of features is coming to Jedi Knight Galaxies with version 1.3.23. You can try out the new release by going to the download page here. A subsequent beta patch will likely be made in a few weeks, but we hope to move our focus onto development of the next major milestone v1.4 (yep that's lightsabers!). You can find a list of full patch notes here. Here are some of the new features! New/Improved Systems: Falloff Damage. Guns now feature falloff damage, meaning that if you fire at something beyond the weapon's range rating, damage will be exponentially decreased over distance. Toggleable crouching has been added! You can now set a binding (Ctrl by default) to set and forget (c still uses the old method of hold to crouch). Overheating has been improved both mechanically and visually. Each gun that generates heat (most blasters), has a custom defined threshold (default: 75% heat) at which point you will begin to hear a warning noise and see steam coming off the gun. If the gun reaches 100% heat it will overheat disabling use of the weapon until it can cool down to the threshold level (more steam efx will also occur during this point). Additionally it takes longer to swap to a different weapon if the weapon has more than 50% heat built up on it. More debuff/buff types added. This includes some new ones with new movement mechanics: slow and haste. Sting blast weapons will add a stacking (up to 50%) slow debuff to targets hit by it. This also includes EMP debuffs which will short out certain equipment preventing their use for its duration (such as jetpacks). Other buffs can also affect movement in different ways, such as taking spice which poisons you but also increases your movement speed. Updated Lua API/system to reflect current game features introduced in recent years: can now use new features like shields, debuffs, etc. This is not going to affect current gameplay much, but lays a good groundwork for later Phase II systems for things such as quests. The Lua admin system has been improved and lots of bugs with it have been fixed. New commands and functionality has been added, use /admhelp cmd in game for more information. The emote system has been readded. You can type in /emotehelp to get a list of different emotes that are usable . Using 'u' will give you access to the action chat menu which emotes can be called from directly (along with other cmds). For example, try out /thumbsUp to gesture with a thumbs up. Most items now have item description with interesting factoids or lore information. Note: This feature is still in development and will be improved in subsequent versions, especially with UI changes down the road. Weapon descriptions now display what type of ammo they are compatible with. Dice rolling system. Want to gamble, play D&D, or yatzee inside of JKG? Now you can with the dice rolling lua minigame. Use the cmd /roll in the chat or console to try it. The client's server browser now shows which version of JKG each server is running (uses the 'gameversion' cvar). Deathmessage improvements. Centerprint death messages brought back, and the game will inform you if you got a headblow (or were killed by a headblow). Melee mode is now toggleable for each individual ACI slot, instead of globally. You can now set an ACI slot to melee and leave the other ACI slots unchanged (or have multiple slots assigned to melee). Pray and Spray. Automatic and burst weaponry can now be fired while rolling (but good luck hitting anything!) Item Tiers. While this feature will be mostly unused in this patch, items can now be assigned a tier to help player's determine their value/rarity. See this concept thread for more information about how tiers will work in the future. Knockdown Stuns. The standard-stun debuff now causes knockdown instead of freezing the player in place. The old style has been restylized as 'stasis-stun', and is much less commonly used. Healing Grenades (such as the bacta grenade) now have a different armed sound, to help you tell the difference between helpful grenades and dangerous ones. ACP Weapon Type implemented. The ACP damage type can partially bypass shields, with a % of their damage piercing through any active shield to do direct damage. The default ratio is 50% (half impacts on the shield and the other half does direct damage). Weapon swap time is no longer hard coded (swap time is how long it takes for you to switch between weapons in your ACI), and can now be specified manually by each weapon file. Additionally Grenades, melee, and pistols have 25% reduced swap times from other weapons. New Items: The IR-5 Intimidator Blaster Carbine. This cheap automatic blaster provides potent firepower for the fraction of the cost of higher quality carbines such as the E-11, however it is prone to overheating. We hope this weapon will provide a good blaster alternative to compete with the Lt-60 Carbine in the early stages of matches. A slightly more expensive version features a scope, with slightly better stats and heat management. Bacta Grenades have technically been in the game in the while, but have been missing their models. They are now all properly dressed up now! They also now heal more aggressively over time, and less instantaneously. Jetpacks: Merr-Sonn V-Burst Jetpacks have received their own model, and a JT-12 Jetpack (made famous by Jango Fett - model by Neomarz) has also been added. New clothing has been added including: Pilot Goggles, Capes, Gloves, a new rebel helmet (forest camo), and an Imperial Officer's hat. New Armor Set: Kessler Armor created by Noodle. Designed for Bounty Hunters or mercenaries. Provides decent protection for an affordable price. New Armor Set: Galinolo Huntsman (model by Neomarz and HellKobra, skin by Darth Phae) armor created by Noodle. Designed for Bounty Hunters or mercenaries. Slightly more expensive, but better protection than Kessler armor. Other misc armor items: Boba Fett's helmet, Bousshh's helmet, a Mabari Helmet (Zam Wessel's), and a traditional Weequay Cuirass. Westar Blaster Pistol. Jango Fett's famous blaster pistol. It provides a very good fire rate and reload time, but also runs a little hot. While a little more expensive, it remains useful against even blaster carbines or rifles. By Silverfang (model). A simple Spice variant has been added and can now be used to give yourself a speed boost at the risk of poisoning yourself. Map Changes: Most maps have had new vendors added to them (or the vendor locations adjusted). Most will feature different types of vendors in each base, such as medical vendors (which sell first aid equipment like bacta), supply vendors (which offer equipment like grenades of ammunition types), etc. Maps now have an ambient heat value (default is 100), hotter maps make it harder to cool down overheating weapons, and fire debuffs are more effective. Cooler maps allow weapons to cooldown faster, while making cold debuffs more effective, etc. JKG_Spaceport now has turrets. All maps except JKG_Taris (and those already with CTF Flags) have had CTF flags added in. Fixed JKG_Nightfall spawns (no more spawning in the enemy shop!) Fixed floating Tusken vendor in JKG_Jawa_Fortress Bug Fixes, Quality of Life Improvements, and Balance Changes: Across the board balance changes to all weapons, most weapons have been buffed in some way either by being made more accurate, damaging, better cooling rates, or less expensive. Weapon accuracy improved across the board. Especially for rifles or snipers or when using ADS (aim down sight). Several crashes fixed. Bacta now checks if client is at full health before allowing consumption. Bacta is now more reliant on a healing over time (buff) than instant heal. Carbonite debuff now also reduces damage received by 50%. Fixed tripmines chain explosions (along with other entities) Items now have weight (this doesn't affect anything yet). You can check this by using /debuginventory. Fixed jetpack x-axis orientation acceleration not applying. Jetpacks are now much easier to use. Consumables now have item descriptions. Fixed rolling from a fall or jump not removing fire debuffs Fixed dodge rolls and optimized code. Fixed some broken Lua animation handlers Player names now have drop shadow in the pazaak UI. Entities can now be marked with the 'busy' flag (such as when they are playing pazaak, or shopping). eg: If you challenge a player currently in another game, you'll receive a busy response. Removed "Press E to pick up weapon" messages on base weapons. Shader's for poison efx are no longer partially visible through/behind walls. Added a binding set for next/previous weapon in the control menu. Shields and Jetpacks can now be equipped to ACI with the number keys. It was possible for standard-stun to penetrate shields in certain circumstances, this is now fixed and shields should now always protect you from stunning as long as they have a charge. This bug would also cause the player to be frozen indefinitely. You can no longer change equipment while stunned/frozen by movement locking debuffs (such as standard-stun). Fixed exploits regarding using jetpacks or shields to gain an extra ACI slot. If you purchased/equipped a new shield, while you still had current shield charge and the new shield's max capacity, was less than your current shield charge, the shield would not be fully charged unless it was at exactly 100%. This no longer happens. Shields now protect from fire debuff, but will not remove the debuff if the shield recharges while the player is still on fire. Fixed: Bacta grenades do not let you switch weapons until after they detonate. Unfortunately this bug made it in and survived. Grenades are no longer in melee mode by default. (This occurred after changing to individual melee aci slot assignment from a global system). While cooking a grenade, you are no longer able to sprint. Thanks to Awec for reporting this, and George for the fix! Fixed crashes from invalid gametypes, you can no longer vote for invalid gametypes either. Fixed can't switch back to weapons with mousewheel after switching to melee Fixed exploit allowing multiple armors to be stacked on the same location. Assists and some other notices can now be seen while dead. (For example if you kill another player after dying, you can see the notification for it now). Fixed exploit with armor not removing extra hp after unequipped. When at maxhp, and swapping armor sets, if the the new set increases maxhp, your current hp is now set to the new maxhp. Fixed player's names being hidden by certain armor sets. Armor vendors are now possible. All item descriptions have been improved with more accurate and useful information. Fixed bug where a spectator viewing a player that is killed would have their chat message cut off (like what happens to the player who died mid message). Fixes for various exploits regarding /pay command. Fixed various lua exploits. Fixed various auto aci assignment exploits. Fixed disintegration efx's not showing up on players. Fixed cinbuild. New item types added New filtering options for inventories/shops added Fixed ammo overrides not working with certain ammo hierarchies. Fixed bad behavior when overheating in the middle of a burst round. Ammo overrides now also override 1st person efx (such as the muzzleflash). Jetpacks can no longer be activated while the player has an emp debuff active. And much more! JKG Contributors and Credits Both new assets, binaries, and most maps will need to be updated (we have updated both of the map packs). Follow the instructions on the download page to patch/install. As a note, aside from a follow up patch (v1.3.25) for major bugs or balance issues discovered during the beta test, this will be the last planned major release for version 1.3, then we will be transitioning our focus to v1.4 (some work has already been done for that). v1.4 will introduce the highly anticipated saber combat elements of JKG and we think all of us are looking forward to that. v1.4 will be a big step in bringing JKG closer to the end of Phase I, and closer to the completing the core combat gameplay, after that there will be only a few more core elements left (such as skills, skill trees, force powers, etc) before we are ready to start working on Phase II. Those interested may want to view our project roadmap located here. We want to again express our appreciation for everyone that helps contribute to and support our favorite modding project. May the force be with you!