Hey I'm Silverfang, I like to play games quite a bit on the computer and my xbox, I listen to many kinds of music including (but not limited to) metal, dubstep, and djent (is that metal?). Feel free to add me on XFire, AIm, MSN, Steam, or XBL.
Currently multiplayer only
One correction, we switched over to an OpenJK code base, not OJP. I believe all the kinks that came with switching over to the open source JKA code are fixed, save for maybe one issue with how the files within the pk3s are loaded.
Anyway, first of all I'm happy to hear you're still excited for JKG after all this time!
As for working with Serenity that probably won't happen.
The design direction is totally different between EoC and JKG. In terms of the saber combat Serenity Saber Systems is from what I know originally based on OJP's saber system, the system in JKG (currently incomplete in functionality) is a completely new system and won't follow the same design as OJP, save for some basic sword combat features such as blocking.
Additionally, and one of the biggest qualms I, and I'm sure many content creators around the community have with Serenity, is that he takes content from other mods without the slightest attempt to get permission.
I have not personally looked at Evolution of Combat, but I have seen screenshots proving that the entirety of JKG_Assets2.pk3 was dumped into the files and that several other works from various creators were dumped into the mod without permission. You can find a post by eezstreet Jkhub.org that lays out various content that wasn't created for EoC and a list at the bottom that shows what beyond reasonable doubt was used without permission.
As much as I am for collaboration and having high quality content put together to create something better, stealing content is something I will not stand for.
That remains to be seen, it is currently primarily developed by two people, eezstreet on the code side of things and myself on the art side.
You can track our progress over at the jkhub forums.
Currently we are using JKHub forums as our base of operations, you can track the development at Jkhub.org
Nope, expect a news & content update soon.
As soon as we have everything ready! :)
This includes finishing the launcher and fixing all the bugs that came with the engine switch.
Recently Resuru and I went over every single weapon for a balance pass, in particular the accuracy. With eezstreet's new accuracy system we were able to fine tune how accurate each weapon was depending on whether you were running, walking, standing, crouching or a combination thereof etc.
We also now have the ability to make weapons get less accurate as you shoot them so even though the E-11 Carbine has an whopping 120 round clip you won't hit the broadside of a barn if you spray it. The same goes for the repeaters, however pistols and slower firing rifles will tend to remain more accurate than high fire rate weapons.
Also if I recall most explosive weapons were disabled some time ago during the first release, though it was only after a few months. Whether Launchers and Concussion Rifles stay disabled in the upcoming release we haven't decided on.
Maybe, it's hard to say as we still have to remake a lot of things that are no longer compatible with the new engine. Our coders are also constantly working on the new engine itself as well as the game. It's going well and the game is working but it's not ready for the public yet.
Gun Porn! :D
Are you still looking for more freelance modelers?
Sounds good to me, glad you guys saw my post, I was hoping I didn't post it to remain unnoticed.
Seems like discussions about the technical issues and support would make for a good commentary over the video, I assume that the game audio was removed with that which is a bummer.
Could you update the description with links to more resolutions and the original upload size? I'm guessing moddb resized it as it's at an odd resolution.
I'm guessing that the player character was running from the black fog? It never seemed to move or look very threatening, but if this is the case I imagine that it would be changed.
Trees lacking audio is an obvious alpha "bug", but there was no visual queue, This may not be the type of game "feel" you're looking for but it would be interesting to have a red glow that the in game character is sensing danger (Perhaps the glow could even seem to flow from the character itself) giving the player a visual queue in addition to the audio queue of a tree under stress, falling down and finally crashing into the ground.
In my opinion that would be a nice gameplay element that also makes sure that your player is looking where you want them to.
Just so everyone knows, our new forums are up, full website to follow along with an official announcement, you can find the new forums at Jkgalaxies.com
You shouldn't be trying to use more than one package, if you want to host and play with the same files use the homehost package.
Also, if the menus aren't displaying text you need to make sure you're in English settings (though it sounds like you may be describing a seperate issue).
It should still download at least one file per install attempt. Can you check which file it's stopping at? As long as it's not somehow stopping on the same file it should download fine (though I apologize as it will be a long process).
We do actually, but it's a bit unused at the moment, we primarily use IRC to communicate. The Teamspeak is relatively new though, so we may use it more in the future.
Thanks man! Glad to hear you like the mod :)
No changes, your map should still be compatible as long as you add team spawns and such just like on Nightfall.
We didn't do it because of members leaving, in addition to allowing the community to contribute we did it so that we could use the new Jedi Academy source code!
Thanks for your support :)
We plan to release a new update soon too :)
That was a really, really slow fall :p
Is that Elmo creeping in the background of that picture? :p
Anybody can join the PTR you know ;o
It's going pretty good, lately I've been working on the weapon files to make them play better animations for reloading and sprinting as well as some balance fixes with reload times and such. Stoiss has been working on the saber system eezstreet started on before he resigned and whenever UniqueOne gets back I assume he'll work on implementing his NPC AI.
Also, with the new JKA source code released we've been discussing using that as well.
If you can supply UV Maps and Textures, I can supply prop models :)
If you're interested I can PM you loads of examples of my work.
Hit View Original to see the animation (it shows off the wireframe of the model)
From what I've read, the game won't be F2P, no micro-transactions. However I do not know beyond that.
We know about it, I was the one who posted the article after all :D