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Everything posted by Futuza
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Ah that's why the file disappeared...was wondering. Guess it needs to be approved.
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Why not run the hashcheck once during startup? Since the user probably isn't going to be editing Treasure Class files while the game is running.
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You going to try and add simple physics to the plants where if you touch it, it moves (but not physically accurately cause prolly too expensive, more like just plays an animation)?
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Does it actually crash the game or do you just mean you will get an error that says something like "Warning, bad treasure class - disabling object, etc."? Cause crashing server is no good, should at least do some basic checks and not let stupid server owner do stupid things. Since these things are going to be setup via some sort of json cfg file right?
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Basically we're waiting to finish the next patch, and then once that's done we'll put up download links and have people input on this topic as to when to do the next skirmish match.
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Ya, I changed my description since basically nothing on the github issue list deals with the RPG elements at the moment. In other words it isn't the focus at the moment. That being said, a lot of RPG elements are done and or very close to being ready. For example dialogue quests basically works.
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The other problem Silverfang didn't go into great detail with is that while most of the RPG elements depend on the coders, the elements of the game such as the weapons you mentioned don't really need coders at all. So, it'd be dumb for the rest of the devs to sit around and twiddle their thumbs just cause the coders haven't finished something. So Silverfang can keep producing weapons, models, etc, while we work on the code. I think people fear that we're somehow spending our "man hours" on "frivolous" stuff like more guns, but that's really not the case, I for example have never done any models for the game, just code. As far as your question, "What are the odds of a online RPG coming from this mod?", I'm going to say 20% (that's being extremely generous) "I get that there are 4 phases but is it wishful thinking at this point to reach the last one?" Probably, but we're not doing this necessarily for the end result. "Wouldnt it have been easier to just reduce the scope?" Yes, in fact that's what we did a few years ago when we realized we were biting off too much at once. This is why we introduced the phase system: 1. Beta Versus release, get out what we had. Prove to peeps we actually had something and weren't just scamming everyone. 2. Versus - Improve gameplay and make an actually functioning game that'd be just as good or better than something like Call of Duty. This provides a solid foundation for game mechanics and other systems to be introduced later on. *Note, we are here. 3. RPG - Add rpg elements such as quests, dialogue trees, instances, party system, leveling system, item progression system, etc. 4. LMO - Make the game support larger amounts of players (64-120+) on multiple servers tied to a universal account system. Large maps, extensive quests, get sued by EA, win suit, obtain magic starwars license, make money off it, etc. *Note some parts of this were jokes. Each phase builds upon the previous phases and, in the event we fail to reach later phases, we can still finish earlier ones and still have a fun game to play.
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- Botroute Support
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These are pretty cool. I wonder how many of them are legal to use? Some of them seem to be custom made, rather then just game rips.
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The basic set of JKG maps is now available here. Enjoy!
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Version v1.03
2,341 downloads
This is the first map bundle released for Jedi Knight Galaxies, you will need JKG installed first in order to play. The bundle contains four maps: jkg_coruscant_lower - A Pande map, lower city district of the streets of coruscant. Designed for larger amounts of players. jkg_nightfall - A SzicoVII map, a small village during the onset of winter. Designed for an average amount of players. jkg_spaceport - A Pande map, a small portion of the streets of Mos Eisley. Designed for an average amount of players. jkg_taris - A MaceMadunusus map, The upper city street and buildings of modern day Taris. Designed for larger amounts of players. -
You have to change it in the code itself. Take a look at this tutorial: http://jkhub.org/tutorials/article/131-how-to-create-a-new-weapon-mp/ The steps for singleplayer are relatively similar, you just have to look at slightly different files eg: g_weapon.cpp
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Clarification difference between char[] and string? (Or just don't use std::string ?)
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That's textures not verts/tris. Textures are just flat images, we're talking about a 3d system of points that define a model.
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Wait what's the difference between this and the one on the Star Wars Episode IV OST?
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^^Basically, because it affects your fps, the quake3 engine isn't designed to handle high quality models and gets bogged down.
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Go put it up on the Unity or Unreal4 store or something, I'm sure they won't mind the extra tris.
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Not quite finished with the next build, should be done by Monday though I think, unless eez runs into a problem somewhere.
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This is nightmare fuel, but I think that's intentional no? If so, excellent work (I don't know how accurate it is to bib fortuna himself, but damn who cares he can be bub fortuna terrifying twilek suffering from brain tumors!)
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Development screenshots: cool things that are being worked on
Futuza replied to eezstreet's topic in Jedi Knight Galaxies
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This is probably going to be postponed a bit, kind of wondering if Martin Luther King day works for people I know it's a federal holiday in the US. We'll probably also try to do something Sunday at least with a twitch stream if the next version isn't quite ready by then.
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Kylo Ren SOUNDPACK & VOICE WORK confirmed
Futuza replied to Darth Sion's topic in Mod Requests & Suggestions
I think it's pretty close, the problem now is that your voice is now too distinguish-ably different from his.