Jedi Knight Galaxies is an immersive, competitive and innovative multiplayer shooter, played out in the Star Wars universe. Currently a full conversion mod (soon to go standalone), the project was originally based on and modified from Raven Software’s Jedi Knight: Jedi Academy. Jedi Knight Galaxies is available completely free of charge. We aim to develop the project into a Large Multiplayer Online game, crossing traditional RPG (role playing game) elements with the fast paced excitement of an FPS (first person shooter). The game is supported by its community and developers, contribution is encouraged and newbies are welcome. The current development team comes from a variety of backgrounds, countries, and age, united by our desire to make a great game. Welcome to Jedi Knight Galaxies, where we break the limits!

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Jedi Knight Galaxies is going Open Source! Upcoming features in the Next Update! Lots of information on future plans and more features in the near future. To start off, apologies for not having a news update recently. As you may know, our team has shrunk down drastically, however with this has come a shift in focus that we all feel over in #JKGalaxies IRC Channel. We wish to thank all of our community for their continued support of our efforts...

Posted by silverfang22 on May 16th, 2013

Written by Darth Futuza, eezstreet, Pande and Silverfang

T
o start off, apologies for not having a news update recently. As you may know, our team has shrunk down drastically, however with this has come a shift in focus that we all feel over in #JKGalaxies IRC Channel. We wish to thank all of our community for their continued support of our efforts.

We've decided to go a bit more transparent with our bug tracking, development plans, and discussion. The below documents contain our thoughts on continuation and additions:

Post Phase 1 Discussion
 
Known Bugs and Planned Features

Jedi Knight Galaxies is going Open Source! eezstreet has set up a GitHub repo for our project which we will continue to update. The community is welcome to submit their own improvements to the source code via pull requests, and submit specific issues using the repository's issue tracker. For more information and to create your own fork of the repository, you can visit the URL:
 

Now, onto the news about our next update! Many of you know of our 'PTR' (public test release) that we have been updating with our community. We've come to realize in hindsight that this was a silly method of updating. It was designed to avoid messing up the stable release with bugs, but since all our player-base at the time was on IRC and subsequently recieved the PTR, they all moved to the PTR at once. The stable release therefore became unneeded, but in removing support for it we lost most incoming traffic to our mod.  Additionally the move to open source will mean we will just use our current development build to test stability for the next official patch.

So, we've been working towards getting back onto the stable release for the past few months, and we are nearly ready. The next release will include:

Updated Maps:
  • Mos Eisley (PTR-only until now) - night and day
  • Coruscant (expanded bases, retexturing)
  • Jawa Cave (all new! by Yzmo)
Spaceport is, for the moment, going to stay. However, as it is part of Mos Eisley now it will eventually be removed or included only as a 3rd party map. Currently, it's our only small map so we are keeping it for smaller matches.

New Features:
  • Firing modes, instead of alt-fire
    -  Visual indication of firing mode on the weapon- 
    -  Some weapons have more than 2 firing modes!
  • NPCs have names and occupations displayed above them
  • Many fixes to animations, too numerous to list, but includes reloading
  • Many balances done to guns
    -  Price adjustments to make early-game weapons more viable        
    -  Almost all reload times increased, pistols still have very fast reload times
    -  Advanced Suppressor Pistol nerfed, though nearly unused in-game, it was actually one of the best pistols available, wouldn't expect that from an upgraded version of the weakest pistol in the game now would you?
    -  Painkiller Pistol gets a decent buff. Trivia: its damage value was switched with the Adv. Suppressor pistol
  • Bounty System
    -  When a player gets several kills in a row he will be worth bonus credits when killed

While that covers everything that you will be able to play with in the next update, here are some features we've been working on since the PTR was created

WIP Features that won't be included (yet)
  • Saber system
    -  While this has had a lot of work put into it, it still needs a lot of tweaking and expansion
    -  We will most likely show this off in a future developer diary when we have worked out more kinks and can properly show it off.  Trust us it'll be worth the wait.
  • Holstered weapons
    -  A custom built holstering system made from the ground up with JKG's ACI system in mind
  •     All new AI pathfinding and combat mechanics
    -  Created by Uniqueone
    -  NPCs will use melee if you get too close
    -  Bounty Hunter NPCs are a force to be reckoned with using multiple weapons, jetpacks, and more deadly melee attacks
    -  Roaming Vendors designed with Phase 2 in mind
    -  NPCs saberists use the new saber system
  • Holstered weapons
    -  A custom built holstering system made from the ground up with JKG's ACI system in mind
  • All new AI pathfinding and combat mechanics
    -  Created by Uniqueone
    -  NPCs will use melee if you get too close
    -  Bounty Hunter NPCs are a force to be reckoned with using multiple weapons, jetpacks, and more deadly melee attacks
    -  Roaming Vendors designed with Phase 2 in mind
    -  NPCs saberists use the new saber system

Well folks, that concludes this update! Stay tuned, we'll be making more posts very soon.

Post comment Comments
ADTeam™
ADTeam™ May 16 2013, 2:31pm says:

Well... can't say I'm really surprised about it. It has been something kinda predictable, since many members left in the last few months, I'm glad you guys decided to make it Open Source and give the modders a chance to work on the project.

May the force be with you, and good luck with the project!

+3 votes     reply to comment
silverfang22
silverfang22 May 16 2013, 3:23pm replied:

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 :)

+2 votes     reply to comment
Darth_Futuza
Darth_Futuza May 16 2013, 4:15pm says:

For those unaware, Raven recently made the JKA (and JK2) source code available, which is what has mostly prompted this decision as it means we may be able to eventually go stand-alone.

The mod is definitely still going strong though, we just hope that the open-source model we are now implementing will enable us to break the limits more than ever before and help attract new interest from the modding community.

+1 vote     reply to comment
Szico_VII
Szico_VII May 17 2013, 3:07am says:

Do you want Moonbase as well? Easy enough to fix nightfall after all.

+4 votes     reply to comment
Darth_Futuza
Darth_Futuza May 17 2013, 4:12pm replied:

Most delicious that does sound. I'll let Pande know about the offer. Didn't realize it was done though...that map looks awesome by the way Szico!

+1 vote     reply to comment
Szico_VII
Szico_VII May 17 2013, 5:28pm replied:

Its not finished yet lol - I originally started this map with JKG in mind at the suggestion of eezstreet, its designed more for gunplay than sabers. So yeah. I already know how to convert for JKG *unless its changed* :D

+1 vote     reply to comment
silverfang22
silverfang22 May 18 2013, 12:20pm replied:

No changes, your map should still be compatible as long as you add team spawns and such just like on Nightfall.

+1 vote     reply to comment
Darth_Futuza
Darth_Futuza May 20 2013, 3:56pm replied:

Sounds good. I'm looking forward to playing on it.

+1 vote     reply to comment
yonyu
yonyu May 17 2013, 4:42am says:

thx very much ! appriciate ur work

+1 vote     reply to comment
Stoiss
Stoiss May 17 2013, 6:54am says:

that would be a nice map to have Szico_VII ;)

+1 vote     reply to comment
Doyle_138
Doyle_138 May 17 2013, 12:22pm says:

Going standalone with this would be so awesome.

+1 vote     reply to comment
Stoiss
Stoiss May 17 2013, 1:21pm says:

thats what we are planning in the end :)

+1 vote     reply to comment
SeThzor
SeThzor May 18 2013, 8:01pm says:

Sounds like a great idea to let dedicated JKG players add their ideas. I'm looking forward to seeing updates and playing with everyone :D

+1 vote     reply to comment
Darth_Futuza
Darth_Futuza May 20 2013, 4:00pm replied:

I see you've been hosting a server lately, thanks it definitely helps when there's one available! :)

+1 vote     reply to comment
SeThzor
SeThzor May 20 2013, 5:32pm replied:

Glad I can help by keeping my server up, only bad thing is that I can't host it at night D: When the Linux server thing comes out, or if it's made or not, my friend Exia and I will most likely host a permanent server that will be located in the USA.

+3 votes     reply to comment
Darth_Futuza
Darth_Futuza May 23 2013, 3:01pm replied:

Your welcome to try running a vm or emulator for windows on your linux machine and try running it that way. Linux build may take quite a while to make, unless someone interested in compiling JKG to work on Linux joins the team sometime soon.

+1 vote     reply to comment
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Platform
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JKG Team
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Official Page
Jkgalaxies.com
Release Date
Released Sep 15, 2012
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Related Mods
Jedi Knight Galaxies (Star Wars: Jedi Academy)
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Related Games
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JKG Team
JKG Team Developer & Publisher with 16 members