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Found 21 results

  1. Hello everyone! Its been a while since we've hosted a community event so we wanted to do something. There've only been a few changes lately unfortunately due to the developers pretty limited schedules this season, but we thought it might be fun to test the new version and have some fun while we're at it. We're planning on doing a match this Sunday Morning(12:00AM UTC time), click here to view the count down. We're still working on some last minute changes, but we'll put the download links up here on this initial post as soon as they're ready windows binaries are available! Feel free to drop a comment if you're planning on coming, the more the merrier! Let us know if you have any map requests or game mode ideas as well. If you need to install JKG from scratch, just install v1.3.18 first and then patch using the binaries below. You will also want to grab the map pack if you don't already have it. Please note you need v1.3.18 installed before patching. Windows Binaries (updated: 3/30/2019) WinXP Binaries (updated: 3/30/2019 not working yet) (Linux not available yet)
  2. Use the same format as last time. Please state your availability and we will try to organize to get the most people online. ------------------------------------------------------ @eezstreet - Not available on Tuesdays, Thursdays, and Fridays. @@Dalo Lorn - European Time, weekends between 12:00 - 22 CET (gmt+1) @@swegmaster - American, weekends @Ramikad - GMT +1, any time before midnight or past midnight ------------------------------------------------------
  3. We did some internal testing. Here are some points worth mentioning: Credits should be set to 200 100 per kill. Bounties should be set at 225 50 per kill and require 3 kills to activate, not 2.Bounty credits get factored into assists.10-25 credits are given every minute. Late joiners get these extra credits./pay is a cheat command in non-RPG, non-COOP modes.Slugthrowers should have armor modifier set to 0.6 (down from 0.8).Damage which ignores shields, should not block the shield regen timer.Reduce cost of grenades even furtherShields with high capacity should cost more than ones which regenerate faster. But not too much more.Thermal detonators should cost 50/100/200 100/150/200 each. This is a fair price considering that they cannot be cooked. That means with a Class A thermal detonator, you must kill at least two three people with it to make a profit.Stun grenades should cost 25 credits, not 50.Small bactas should cost 10 credits, not 15. Reduce price of all bactas by 25-33%Armor in general should cost less, affect speed less, and have more Effective Hit Points.Slugthrower ammo costs a little too much.Baktoid rockets cost too little.Dresellian Projectile Rifle ammo costs too little.EE-3 and Bryar weaponry costs too much.Change the default starter weapon to Trandoshan Suppressor Pistol again.Rocket launchers, concussion rifles, and repeaters cost too little.T-21 has invalid ammo.Flares cost 15 -> 5Explosive slugthrower rounds should set damage to 30.Some rare items (carbonite rifle, flamethrower, cryoban grenades, class A thermal detonators, etc) are so rare that they almost never appear. Should bump their odds up or maybe expand the number of items in the shop at once.Laser Projector appears in the shop but it does not work properly.Picking up a weapon should give you a clip or two of that weapon's ammo. Or credits maybe. Picking up a weapon gives whatever ammo that person was using when they died. If the person picking up the weapon does not have a weapon which uses that ammo, they receive credits instead.E-11 Carbine should cost around 700-800, around the same as the LT-60s, but have less damage.Starting pistol should sell back for full amount, not 1 credit.Shaped charges (i forget the name) should cost around 50 25 credits, not 350 (!!)Trip mines should cost around 25-50 credits. (down from hundreds that they costed before)ELG-3A has an invalid damage type for its first firing mode.FWG-5 has an invalid firing mode.Reduce bleed duration to 5 seconds (down from 10).Increase sideways friction to reduce the ability to dodge shots as easily.Explosive Slugthrower rounds removed.Code key detonators should spawn with the same frequency as Class E thermals.Add console command to list weapons that don't spawn in a treasure class (so we aren't missing any weapons that should spawn)Most rare items are not picked frequently enough. Partially because bactas take up spots in all tiers of treasure class. We should add more items to the vendor.New ideas for consumables: First Aid Kit. Heals for 25 and stops fire, poison, and bleed damage. Cost, 50 25 credits.Small Shield Booster. Instantly regenerate 25 shield points (even above maximum). Cost, 15 10 credits.Large Shield Booster. Instantly regenerate 50 shield points (even above maximum). Cost, 30 15 credits.New ideas for shields: Particle shields. They can block slugthrowers but they only block 50% of incoming damage (unless they are fully charged. In which case, they function like a normal shield)New ideas for ammo types: Poison gas canisters, can be used on LS-180 and AA-35 alt fire modeIncendiary canisters, can be used on LS-180 and AA-35 alt fire mode.Plasma canisters, can be used on LS-180 and AA-35 alt fire mode. Does more damage than Frag and Incendiary canisters, and leaves a burning patch, but the burn doesn't last as long.Carbonite Tank, can be used on CR-25.Overheated Tank, can be used on CR-25. Adds +5 damage per second.Sticky Fuel Tank, can be used on CR-25. Extends flame duration by 10 seconds.BlasTech Ion packs, can be used on any BlasTech weapon (EE3, DC-15a, E-11, ...). Converts the weapon to use ion damage, which punches hard against shields.Overcharged blaster packs. Adds +5 damage to any blaster weapon.Armor Piercing slugthrower rounds. Changes damage type to "MOD_SLUGTHROWER_AP", which has a 1.0 modifier against armor instead of 0.6.Incendiary slugthrower rounds. Adds 10 second flame debuff.Poisoned quarrels. Adds 5 second poison debuff.Plinking slugthrower ammunition. Removes the bleed debuff and adds +1 bounce.Flechette slugthrower ammunition. Set bleed debuff duration to 10 seconds. (Golan Arms FC-1 and FC-2 spawns with this ammunition by default)Compact BlasTech Blaster Pack. Adds +20 rounds to magazine. Justification for the above: Slugthrowers are extremely strong. Once you get a kill, you can have an automatic weapon which not only negates shields but can completely block them from working due to bleed mechanics. But once you're using a slugthrower, their ammo costs so much that you are forced into a rut. There's just no good alternative for a low-mid tier weapon, since most array guns and blasters are in the 1000-2000 range.Credit count at 200 is nice, clean and even. Plus, most of the grenades still cost a bit too much considering their relative power. We should balance consumables around how many you'll use in a life. At least in Versus.Starting pistol cannot be duped for infinite credits anymore, so it should sell back at the full advertised price.With shields, capacity is king. If you have a 100 shield, you start with twice as much HP (so long as the enemy is not using slugthrowers). Even if it's a slow recharge rate, you die pretty quickly.Stun grenades aren't too useful, since they can't be cooked. They should have a price reduction.Everything else should hopefully be self-explanatory. To be clear, these are changes being suggested for 1.3.1, the patch to 1.3.0. Not for 1.3.0. We're going to release that as soon as we determine the cause of a server crash that's been going on.
  4. This thread will be used for discussing game balance, before/after the scrimmage. Futuza and I did some testing together, here are some issues that we came up with: Bactas only stack to 1 of each. They should stack to 10.Grenades and bactas are too expensive.Side-to-side max speed should increase, but the friction should increase so it's not as easy to dodge and cover is more important.DE-10 is too cheapNot enough special ammo types. The ones that exist are maybe too expensive.Jetpack movement is weird. The burst jetpacks tend to align on the axes, making bursting in diagonal directions feel weird.Crouch movement is weirdStun grenades are too strong, they should stun for 2-3 seconds and not 4Default bounty amount should be raised to 125 instead of 75Armor slows you down too much and doesn't protect enough for how much it slows you downPlayer should maybe start with all of their magazines reloaded instead of where they were when they died
  5. Current Test server IP@ 144.202.74.138 Server Location: DALLAS, USA Server version: 1.3.?? Status: Offline Server version 1.3.19b Status: Online!
  6. Looking for a public game? Want to converse with developers? Join our public Discord server: https://discord.gg/YuG8Zks
  7. I downloaded the launcher and pressed the install button, but while it is "obtaining list of packages" i get an error that reads as follows: "A problem occurred while contacting the update server: Host update.jkgalaxies.com not found" So what can i do, if there's any solution at all?
  8. Trying to get onto the only server I see available. I just got the mod running. Does anyone have experience with this and know how I can get it to run? I get an error when connecting that reads "Couldn't load "maps/2010_16.bsp" I couldnt take screenshot.
  9. I love the recent activity with this mod lately. But I'm wondering whether or not this model will be completed. The model is super high quality for this game and I'd love to see it completed.
  10. Hey, I've put up a server hosted in Europe, since there only is an american up at the moment. IP: 13.93.123.66:29071
  11. For when you need more of a rocket and less of a jetpack.
  12. Please reply to this topic if you are interested in playing on the scrimmage match. Also list what time/day is best for you and where you are located so we can arrange a date and server that will appeal to everyone. Example: _______________________ @eezstreet - Available all days, any time. Timezone: Eastern US. _______________________ Current people who are interested: @eezstreet - (Any time/Eastern US)* @@Seven - (Weekends or Weekdays between 4 and 11/US Eastern) @@Darth Futuza - (Weekday evenings after 10 PM or during afternoon/day/US Mountain) @ - (? / Australia)* @@Stoiss - (Weekends/Denmark)* @ - (Weekends/US Central) @@Noodle - (Any day/US Eastern) @@Noodle's siblings (Weekdays after 17:00 or Weekends/?) @@nyarl - (Any day/Eastern Europe) @@Darth Futuza's siblings - (Weekends/US Mountain) @@MagSul - (Evenings preferred, can do mornings and afternoons on weekends / GMT) @@SeTh - (Any time/US Eastern) @@1NaCsTeR - (Any time/US Eastern) @@Silverfang - (?/US Mountain) @@ooxavenue - (?/US West Coast)* * indicates a person who can host
  13. Currently there isn't much discussion of metagame, but I expect there to be some discussion after the scrimmage match. Based on the few matches that I've played, here's what I've gathered. The main strategy I've seen is to build into either a Diplomat blaster and redeem the 500 credits with kills, or to wait and build into slugthrower. Slugthrowers are pretty strong for the moment, and they can pretty reliably rack up kills. Most of the pistols (including the Diplomat) could use a price reduction to be competitive in the early game, because they are very easily outclassed by Slugthrowers. On the other hand, slugthrowers will be pretty dampened by armor, but I suspect that most people will be packing armor to try and build around it. I do think that grenades and trip mines need a price reduction, because they are simply too expensive. Grenades are supposed to be build-enhancing items, not build-defining ones. Trip mines don't reliably produce kills and have the negative effect of being disarmed for credits.
  14. I had a few nostalgic moments as I browsed through the old (2011) JKG dev files I still have on my PC. I thought this was a fun one - I'm sure nobody will mind me sharing it since the original story line is no longer being used.
  15. Is this mod dead? I've installed it but have seen none online yet.
  16. Now while I think it's extremely unrealistic that this mod moves beyond Phase 1, I suppose it wouldn't hurt to drop a few hints about the plot: The game takes place between Episodes 3 and 4, and before the events of Rogue One.Similar to games like Fallout: New Vegas, there is an emphasis on dialogue between factions. These include the Empire, Jedi, Resistance, and Black Sun. I think you will find that it is hard to say that any one of them are "the best" or "the most likeable" when you actually meet them.The Empire, after Order 66, has successfully wrested control of the Galaxy. Like the original inspiration of the Empire, they are somewhat fascist but some sympathizers argue that they keep the Galaxy in control.The Jedi mostly live in hiding. They are nothing but rumors and are believed to be extinct. To be one of them requires being in constant hiding.The Resistance (not to be confused with the Resistance in Ep7) seek to take down the Empire, no matter the cost. They have no unified message and are not in absolute rebellion yet. Different sects of the Empire Resistance believe in different things. Some seek total anarchy, some seek for planets to maintain their own control, while others just want things to go back to "the way things used to be."The Black Sun are a largely criminal order that just wants to make a profit. The Black Sun serves one entity: The Black Sun. They don't actively seek out conflict with the governing Empire, they just happen to encounter it.As a once-peaceful citizen of the Galaxy, you are dragged into a tangled web of conspiracy between these four factions when something happens in your passenger spacecraft.Some characters make a return in major roles (Kyle Katarn, Reelo Baruk, Greedo, Moff Tarkin, Jan Ors, Mon Mothma) and there are some cameos too (Chewbacca, Han Solo, Darth Vader)Canonicity JKG has its own level of canon. Not all of Legends is JKG canon, and not all of the Disney canon is JKG canon.JKG has multiple endings, and some of these endings can directly contradict events in other games and mediaEpisodes 1-7, KOTOR and Republic Commando are canon regardless of which ending you take.Rogue One may or may not be canon, depending on which ending you take.Dark Forces, DF2, JK2, etc may or may not be canon, depending on which ending you take. The Rogue One ending and the Dark Forces ending aren't the same one. Updates: April 7th: Information on Rogue One added
  17. We are hosting the first scrimmage match here soon. I want to know what time works best for everyone. Our event is open to the public and will be streamed. @@Silverfang @@Resuru @@Darth Futuza @@Onysfx @@Stoiss @
  18. Hey. As a low end user, I have to run the game in a low resolution (640x480). This is just fine for me, however, the text in the chatbox is far too small to be readable, as well as inventory descriptions are difficult to read. Would it be possible to add an option to increase the window or text size? Thanks.
  19. Had a play with friend and another guy and I noticed it is a lot more stable to when I first tried the mod out haha good job on the updates guys
  20. [red]These instructions are no longer correct. See the post below this one.[/red] JKG has some fairly complicated installation instructions, so listen carefully. You will first need to set up a folder structure outside of your JA installation. For the sake of this tutorial, I will name mine C:/JediKnightGalaxies. Make another folder named "JKG" inside of this (so C:/JediKnightGalaxies/JKG). Next, you will need the assets, which should be available in the news subforum (once they're available). You should always keep the assets as up-to-date as possible, but servers will not enforce asset version requirements (yet). Once you get the assets, place them into your JKG folder (C:/JediKnightGalaxies/JKG) You'll now need the binaries. Again, they can be found in the news subforum. Place these inside your folder structure (C:/JediKnightGalaxies). If you don't have the latest binaries, any servers you try to join WILL complain about it and you won't be able to join them. After this, you will need to rename the RENAME_ME.bat that comes with the binaries. Give it a nice name like Launch_JKG.bat. You'll need to edit it as well. Here's what it will look like: echo "You have not edited the batch file!!" # jkgalaxies.x86.exe +set fs_game "JKG" +set fs_homepath "." +set fs_cdpath "." +set fs_basepath "<THE PATH TO YOUR JA GAMEDATA HERE>" You need to paste the path to your JA "Gamedata" folder where it says so. If you're using Steam, this defaults to: C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy/Gamedata or for the CD version, C:/Program Files (x86)/Lucasarts/Star Wars Jedi Knight Jedi Academy/Gamedata Lastly, you need to remove the echo line and the # in the front of the .bat file. Here's an example of the .bat file for a Steam user after everything is said and done: jkgalaxies.x86.exe +set fs_game "JKG" +set fs_homepath "." +set fs_cdpath "." +set fs_basepath "C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy/Gamedata" Good! Now you can run the game through the .bat file, but you must run in administrator mode. JKG will not modify anything in your Jedi Academy installation folder. Everything (screenshots, etc) will be in your folder structure.
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