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.
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
Because that costs money and the community is small, I'm not sure we could get a greenlight.
Plus the mod is still very raw, buggy and not very polished ;)
ignore the update, if the download stops just abort the installation and start installing again, ignore the warning about the previous install and just repeat as necessary. It will always start where it left off.
You should also come on the irc channel and ask about getting a game organized as we currently do not have a 24/7 server up. You can also look at the tutorials section on how to host your own server if you so desire.
And very fun, just need to organize some events (and get this darn patch that's been sitting incomplete on my computer for months released) sometime soon to get some more people to play it :)
You can't create your own game through the client, refer to the "hosting a phase 1 server" on the tutorials section if you want to play on your own server.
Timeout is usually fixed by letting it finish loading then opening the console when it times out (don't disconnect) and typing reconnect. If you have a really really slow computer though then try connecting when the server has a less load-intensive map (I tend to get good load times on the tatooine maps, coruscant tends to take the longest to load, however).
Stealing mottos? ;p
What's shutting down? The server or the client?
If it's the client is there an error? You might try turning JKG_Postprocess to 0
Only thing that bothers me is the laser bolts themselves, and (less so) the muzzle flares on the blasters.
Looking great though :)
The way you censored that makes it look like you're saying something quite distasteful xD
A lot of our weapons have ammo counters right on the gun, so that ammo counter isn't always necessary, but I can see your point!
We also have an idea for a feature which may also make the ammo counter in the corner even less necessary.
Thanks for the feedback :)
I have a quick question, now that I realize that this will be multiplayer, how do you plan to make players act as a civil army did?
In Battlegrounds 2, a revolutionary war mod for Half-life 2, some players will do line battles, but a lot of the time if there's any cover, players will use it which really wasn't the tactics used in the revolutionary war (at least, not the tactics of the British).
The only thing that comes to my mind is that if a player starts to do things that don't fit the character (say, moving out of formation in a line battle) would cause something like in some games when you move out of the map area and it gives you a little countdown to return to the battlefield.
What do you mean by "zombie option"? Because if you mean a gametype we've already been planning on having one for a long time.
As I told SPY-maps 2 posts above you, we'll have bloom map-controlled so the mapper can determine what looks best for the specific map.
Slingshots and pencil crossbows? xD
I'm doing an ambient occlusion render, shouldn't be hard to render out some for you.
64 players, it's considered an LMO, not an MMO.
the evil one should be black, and the good one red, just to distinguish em a bit more
items like swords and sugar really need to be optimized, each pixel results in 6 faces or 12 tris being rendered, so a 16x16 item with all pixels filled in would be 3072 tris... which is way more than it should be. I once modeled some minecraft items like the sword pickaxe and shovel and built them in less than 200 tris, meaning if Notch used md3 models instead of building them in voxels he could optimize minecraft and reduce the amount rendering when holding an item substantially, which would also help out SMP when there's lots of people in one area. Not to mention each player model also renders two-sided. Skeletons need this two-sided for their body to make the ribcages, but not anything other pieces. Notch, or another Mojang employee seeing this (or Kizzy if he can pass this on), please look into this.
the pistol grip could be a little more round to make it look more comfortable to hold :P
What's wrong with the light? Are you talking about the cliffs not being smooth? That will come in time. :)
Beds explode if you attempt to sleep? What is this madneSSsssss!?
Not sure why some people didn't like this trailer (not in the comment section, at least not yet), I thought it was funny and mildly entertaining :D
it's quite rare in general in the Star Wars EU
This looks like an Unreal Tournament ripoff
Lex he's not picking his nose, I thought that too when I first saw this. I took a closer look, he's just itching under his nose (and to the side a bit) :p