Jump to content

Futuza

Members
  • Posts

    1,895
  • Joined

  • Last visited

Everything posted by Futuza

  1. 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.
  2. I've never noticed this before, this looks super cool. Commenting so I remember to try it.
  3. Some people just don't appreciate comedy. Maybe it'll get some more love it if I update it so that Rosh has no original lines left, but I gotta finish the next version of JKG first.
  4. 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!
  5. Excellent start to this map, the layout looks great and I'm excited to see what the finished textures and lighting will look like when you're through. Also, guess you got started for the Summer contest early with that horizon blend map eh?
  6. Hooray JKHub 2.0 is finally here! I really love the new home page, so much better especially with the getting started section! Also looking forward to what people submit for the Summer contest, I really want to see someone make a good tropic beach map. A piece of Lehon would be really cool eh?
  7. Hi Stark, sorry it took so long for me to notice your posts (I don't check the forums very often). There are a few servers available, but usually the best way to try out the mod is to join the discord and set up a match with other people. The community isn't super active at the moment, so we don't have players 24/7 like some of the other larger mods, but there are still a lot of other people that want to play - you just need to arrange a time. I'd suggest joining the discord and joining the 481st group and trying to setup a match with some of those players (there are about 30+ of them that are down to play as often as possible). We'll have a larger announcement within the next two weeks which will probably also involve some official community scrimmages. If you want to setup a server, it works fairly similar to a baseJ KA server, but if you need help with anything feel free to ask. Don't forget the basic stuff like opening up ports, setting up your cfg file, etc.
  8. Hey @STARK NPCs are basically partially disabled in Phase 1, some of the old lua scripts, such as the jkg_arena_tatooine one no longer work because a lot of the lua functionality has changed a lot since that script was written. You can spawn NPCs directly via console, via `npc spawn npcname`, but most of the npc behavior has been disabled since they aren't complete yet (for example we haven't hooked up NPCs to the JKG Weapon system yet so they don't know how to use the new items). JKG_Arena_Tatooine is also an old map that has been replaced by newer ones. Anyway, some of these things we have actually been working on in preparation for Phase 2, but it'll be sometime before they're ready for release. Our focus is mainly on getting the next version (v1.3.23) out first, however I may have a bit of a teaser available soon in regard to dialogue and using NPCs in otherways other than as shopkeepers. Also if you want more up to date information or have further questions, you'll be better off asking on the Discord as I only infrequently check the forums.
  9. I really really want to put this in JKG and make it some sort of awful npc boss, but need to do so much more AI code It's really great though Chalk!
  10. Futuza

    Calodan

    You should make a night version!
  11. No none helmet version? This is the way.
    Wish more servers played with these maps, as there are some cool/fun ones.
  12. While this has been available in beta test for a while, we've released the second map pack here on JKHub. Enjoy!
  13. Version v1.03

    971 downloads

    This is the second map bundle released for Jedi Knight Galaxies, you will need JKG installed first in order to play. (The second can be found here.) The bundle currently contains three maps: jkg_jawa_fortress - A Yzmo map, a complex canyon fortress located on Tatooine. jkg_mos_eisley_arena - A MaceMadunusus map, a small dueling arena located within Mos Eisley. jkg_imperialbase - A Noodle map, a small Imperial installation currently under attack by rebel forces. Also includes jkg_imperialbasectf for capture the flag versions. Assets are available to use in your own projects, provided that you credit Jedi Knight Galaxies Team (or JKG Team) and the developer(s) who made the asset. You must also follow any rules with other project's we have included in JKG's map assets, for example the kotor model bundle included in taris horizons cannot be used, without following Inyri Forge's instructions. Details for these included 3rd party assets can be found in the readme of the associated pk3 (if any). If you use JKG assets, a link back to https://www.jkgalaxies.net is also appreciated. For more information about JKG, visit: https://www.jkgalaxies.net/about.html ===================== Install Instructions ===================== To install unzip the archive with the containing pk3's and copy and paste them into your JKG directory, (the same place your zz_jkg_asset files are). ===================== JKG Team & Contributors BlasTech, BobaFett, DarthFutuza, Deathspike, Didz, eezstreet, Jake, MaceCrusherMadunusus, Noodle, Pande, Raz0r, Resuru, Sareth, Silverfang, Stoiss, UniqueOne, Xycaleth, et al. ================================================================================== JEDI KNIGHT GALAXIES AND ITS CONTENTS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, DISNEY, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & (c) LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. JEDI KNIGHT GALAXIES 2020 ==================================================================================
  14. Seems like some of the renderer settings have changed, do you have a list of current settings? eg: r_magicdetail doesn't seem to exist. Nevermind I'm a dummy and forgot to enable the renderer.
  15. Lol you gave me a heart attack with that like.  Then I was like "oh righht jkhub staff".

  16. 1. So it depends on which starting weapon you use, the free one is slow on purpose because its supposed to be a sorta crappy. Other pistols are much quicker and have faster projectile speeds though, for example the Q2. Fights also tend to go a lot quicker the more people playing, so the initial pistol dueling phase tends to end a lot quicker when playing with larger groups of people. Many of the pistols actually have limited range just fyi. 2. Yeah I like that, I'm not sure if the engine will currently support icons with how we have the ui setup at the moment, but if not we could at least have text description. 3. Agreed the z-6 jetpack is overpowered, I'm working on getting some more counters to the jetpack. For example, making armor slow down speed/drain fuel faster, electrical weapons cancelling out jetpacks, etc. I don't think we'll go with the jump option though. Did you try the burst jetpacks? They work quite differently from the normal ones. 4. Unfortunately (See Silverfang's answer below) the default map is part of the original game so we can't change it up much, that said it'd be cool to see an expanded bespin map with more routes.
  17. Oh neat. Nice work, should be interesting.
  18. Just wanted to add that if you need more technical details for any of the menu stuff not covered in the basic tutorial, JKA's menus are basically identical to the one's listed in the Quake III documentation located here.
  19. Sat, Oct 3 UTC 6:30PM(18:30) we will be holding a Community Scrimmage Match for fun. Additional matches will likely be held throughout the day depending on how long the community wants to play for, so if you can't make that time others will likely be playing later that day. If this is your first time trying the mod, go here to download it. Countdown: https://countingdownto.com/?c=3243617
  20. Curious if collaboration/group entries are allowed?
    Haha this is great Ramikad, gives me ideas for infection style game modes. (eg: one player is the virus and spreads by killing other players 'converting' them to their team, last one remaining wins, etc)
×
×
  • Create New...