Jedi Knight Galaxies is a Multi-Player Modification for Jedi Academy designed for RPG gaming amongst a group of 100 - 200 players across several servers, each being a new planet. This is a full-scale modification with new & customised characters, maps, weapons, gameplay, force powers, menu systems, music, animations, effects... and much much more.
Here are some features to look for inside JKG, excluding the beautiful Cinematics system we have been showing off in some of our recent videos.
Posted by MaceCrusherMadunusus on Feb 7th, 2009 digg this super bookmark
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Here are some features to look for inside JKA, besides the beautiful cinematics system we have been showing off to everyone.
Now i'm sure the lugormod folks will know what i'm talking about.
When placing a solid object in lugormod that has a non-standard bounding box (standard is: X and Y symmetrical, and niether X Y or Z above 255) you get the well known phenomena called pseudolag.
This pseudolag basically is stuttering movement when you're near one of those models.
The reason this happens is quite simple: Due to the fact the bounding box is non-standard, the server cant properly transmit it, so the client will end up with a different bounding box than the server.
This results in prediction errors, where the client thinks its being blocked while its not the case, or when the client thinks the way is free while there is in fact a bounding box.
JKA Galaxies has this issue resolved, when models are set up with a bounding box that is non-standard, the actual bounding box will be transmitted to the client and stored there, and the entities using it will be flagged as having a custom bounding box, sending along their bounding box ID (which is kept synced between server and client, so if the server changes any entry, the clients are updated)
This way bounding boxes are identical server-side and client-side, completely eliminating all forms of pseudolag.
Since JKA Galaxies will feature custom made entities, this feature will definately be used to handle solidity of spawned entities, without side-effects
Finally pulled it off, support for pixel shaders in JA.
Of course, a big thanks to Xycaleth for helping me out with it bigtime ^_^
And as said before.. you guys wanted greyscale and sepia.. well here it is: greyscale and sepia tint!
Oh and here's another funny effect i managed to get while toying around ^_^
Heres some more: I've got 2 post processing effects working
First is an updated color mod (Color Modifier/Modification) that allows me to tweak the color balance by setting a scale and bias for RGB, it also allows me to do grayscale or sepia, either fully or partially (so fades from gray to color are possible), on top of that i can control brightness and contrast, which when tweaked with can give very interesting results. And i just added an inversion option to invert the screen, or fade from normal to inverted.
And i've also made a blur shader ^_^.
Here's some screenshots:
Mystical Rift & Golden Rift:
A nice hot day on Mos Kreetle:
Has anyone seen my glasses?:
Enjoy, hope you like seeing some more other than what we showed off in the Cinematic trailer!
There's a little something i feel i should tell you guys.
There have been some discussions going around in the dev section about protection of our work. This is because everything made for JKG, is made for JKG *ONLY*, and we don't want our stuff to be used elsewhere, such as on random servers, or in KOTF lookalike mods.
To aid in that, i've developed a anti-rip protection, which will prevent files from being ripped.
Currently this is used by the maps, but it will probably also be used for models and possibly even more files. The protection ensures that, when said files (maps/models) are loaded outside of JKG, it will fail. This'll render you unable to load bsps (and later on models) in JA or any other program/tool capable of reading bsps. With the sole exception, of course, being JKG itself.
This protection is put in place for mainly two reasons:
And considering 'asking nicely', copyright, licenses and all that doesn't prevent someone from doing this anyway, even if its illegal, I decided to use this measure to effectively prevent it from happening, since they'll be useless outside of JKG.
Now, do note that, like we did with Mos Kreetle, we may make public releases of some assets, which will - of course - not have this protection on them, so they can be used by anyone, anywhere. Although those assets, especially maps, will most likely be a little different from the official versions.
Client-side:
Server-side:
Enjoy.

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Sounds like it's coming along nicely, and grats on the pixel shader support, should make things look very nice.
opengl doesn't have 'pixel shaders'
With pixel-shaders, I'm referring to both vertex and fragment shaders.
Fragment-shaders are equivalent to pixel-shaders.
This is interesting. It's always fun to see how far modders can take old engines. Keep up the good work!
Sooo looking forwards to this ;)