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After a short break, I am happy to come back to you with a handful of new informations, screenshots, and new things that will appear in the Showcase Version and Final 1.0 Build. Details in the article!

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I'm Right Here!

Hello everyone very, very warmly! After a week and a half break I am back fully charged, motivated and inspired all over again, that childlike fire in me that I think we all know when we discover something new in our lives has reawakened. Okay, enough of this senile wailing :D

As usual and with incredible joy I want to share a Technical Update and a huge number of new screenshots, which I think everyone is waiting for. Despite the new update format, the pictures will not remain sidelined. Here we go!

Tech Update:

- Recreated_GL and Recreated.exe from now on works independently, that is, we no longer need to merge Jedi Academy, everything works separately, and no longer requires additional startup files (exe, assets, main base, etc.) You can keep a copy of your game without "messing up" your game files, or risking a "bite" with other projects that you love to play.

A lot of people struggled with the installation during the open testing, now it has been simplified even more strongly, Extract wherever you want, use the boot file and play! Simple.


- Increased RAM memory resources from 8 to 16 for detailed Terrain

What it mean:. Detail Brush uses RAM, so the optimization is even more powerful, it's a pity that I can only now implement such things, which means that in Build 1.0 will not fully exploit this potential, nevertheless you will not be at a loss in any way when it comes to gameplay.

A simple calculation: 16 GB from now on takes half the resources for terrain (Detail).

16 / 8 - environment
8 / 4 - environment
4 / 2 - environment

In the future, I will try, since I can't guarantee it 100% to make the RAM resources also consume NPCs, instead of stealing memory from the CPU, which will ensure almost zero FPS drop during multiple characters on one set. This procedure is much more difficult and requires practically writing NPC code from scratch. It involves a huge risk, and at the moment, I don't want to destroy Build 1.0 and delay everything again.

Fixes - Key Ones (Based on Open Testing community reports):

- Revival system for allies, they no longer moving when knocked

- Objectives Menu Blank screen

- Fixed Droideka walking animation freeze/skatyness

- Dual pistol dodge shot animation/ transition error

- AAT collision glitch

- Weapon tree blank screen

- Improved Survival mission(Commando Gregor) - added ammo crates to refill inventory during to limited DC-17M rounds.

- Quick Save/Load blank screen

- Teth (Total Stealth) Mission - Fixed door open Checkpoint and instant detection by enemy.

- Droid reaction in hostage area, kill attempt will cause a detection

- Teth non-solid palace glitch, no longer fall out of the map area.


Gameplay (Including Showcase Build):

- Revival system for player.

- This is in response to the high difficulty level, which has already been reduced anyway, so as not to abuse this system, it works one time and a headshot will not trigger this protective system.

The new Video will accurately reflect my intentions.

I'll be honest - During the vacation I thought a lot, there is no golden mean for the difficulty level, I played other heavier titles during this break and gathered conclusions. The game is supposed to teach you patience, tactic and overall strategy, and if you don't use the new game mechanics, just run ahead, don't be surprised that you can't win. We live in broken times, where the fruits of the spirit are missing, everything is supposed to be quick and immediately rewarded, this is not the way to go, if you don't build patience in yourself, this game is not for you. However, to ease the level of gameplay, the revival system is designed to teach you different behaviors & mechanics.

Video:
*Animation transition still in progress

Map Update:
Designed for new Game Mode (Showcase Build Only)

Rugosa has been further enhanced in detail without sacrificing performance. The three-part map for the new mode - Challenge Mode has been built into one huge map, slowly turning into an Open World, and what you'll see below is a preview of future new mode for Build 2.0 and 3.0. But the real craziness will be the open worlds on Unreal Engine. (Based and Inspired by Ubisoft's Open-Worlds style with unlimited Surfaces) - A massive thank you for my good friend Lwkill for helping me solving the MAX_SURFACES issue.

Lw\s beautiful work here:
Jkhub.org

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Here is an Preview for new Showcase Build Game Mode:



*Map is still in progress, 90% of images are outdated.

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Update: CIS Outpost Textured from NetRadiant View:

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Updated and even more expanded Flora, corals, obstackles.

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And this is what the Challenge Mode Map looks like (It is not related to the original campaign)



Since I'm still forced to build everything in the Jedi Academy engine or so-called OpenJK, and Recreated GL still isn't and won't be able to guarantee that quality i dreamed to achieve, I'm forced to make a lot of sacrifices for large, Open Maps, like completly limited shading, Bloom that will cover the short-range rendering to keep the FPS, and the list of sacrifice-making goes on and on. Thats why the large maps, including Tukk Tales ones will be only in single -bsp meta compiling process. It is what it is. I'm Sorry, Commander.

End of the technical update, let's move on to the substantive content and announcements of new mechanics, with Season 7 article Ending Screnshot.


Challenge Mode - Genesis

The origin of this is that it was originally intended to be additional content to apologize for the delays in releasing both versions. This created a new idea for subsequent, future versions and as a result, this mode will be presented only for the Showcase version, unless you like this idea so much, it will also be added as a separate DLC pack for Build 1.0

What the Rugosa Challenge mode in the Showcase version will offer:


- Operation "Deja Vu"

The separatists are again trying to force the signing of a pact with King Katuunko, this time using force arguments, establishing posts and guard towers without permission. Apart from military goals, the Separatists want to take over the planet's natural deposits, crystal mines and minerals needed to produce weapons of mass destruction, even more dangerous than Malevolence.

[This is my vision of the planet, which is why I never adapt to the 1:1 pattern of TV shows. I was missing something, Rugosa is the perfect place for such a strategic point, in addition to unique flora, it will contain raw materials necessary for further conflict.]


- Full freedom & Lead
.

From now on, you are in command of each unit. - Character selection before starting the assault. Each planetary assault will be accompanied by a short briefing, where at the end you will decide which character class you will play. From Lieutenant Thire to Master Yoda himself, the open world of the map will offer new possibilities, places inaccessible to clones and available to Jedi. Also depending on the character's choice, the opponent's attack and defense tactics will change. If you're playing Yoda, expect more protection from Separatist outposts and guard towers, and a mass attack of missile droids and tanks towards you.

- No restrictions.

You start with a full squad, if anyone dies, it won't disrupt the mission.

- Changing the course of the Clone Wars.

(Does not disrupt original campaign)

Even though the restrictions are removed, each character loss has its own consequences, for example. If Yoda remains alive, you will have the opportunity to defeat Ventress, and change the fate of the Clone Wars, drastically increasing the scales in favor of the Republic. If Yoda dies, Ventress will immediately leave the planet and renewing the Toydarian Pact will be extremely difficult, because the loss of such an important figure as Master Yoda will drastically change the fate of the republic.

- Liberation of outposts + Toydarian sympathy points (Far Cry and Ghost Recon series inspired) -

The ability to scout and capture separatist outposts, taking over an outpost provides additional support, by taking over an outpost you will be able to provide:

- The landing of clone troopers

- Area orbital bombardment(Each 360 seconds)

- Disruption of transmissions in other outposts and the battlefield - Reduction of opposing support units by 25%

- Rearming & Outpost Protection

Each outpost has a specific support skill, look and ways to access & control - When the outpost is captured, the markings will change from separatists to republic, the separatists will launch an assault to destroy the outpost and take away your support points, the destruction of the outpost after it is captured is irreversible and you will lose your support points and required skill.

- Toydarian Sympathy Points

The more outposts you take over, the Toydarians will also provide a little support from time to time (Kind of calling support to the Kataris 26 rebellion from Ghost Recon)

- Sensitive data of the escape pod.

We will be forced to constantly move from place to place, stopping or completely destroying droid units that want to steal sensitive data from the escape pod in which we crashed. Taking over the data will result in a mission failure.

- No checkpoints during exploration.

- No weapons - except for the pistol

We will have to look for supply points on the map, obtaining RANDOM weapons. We can get RPS-6 launchers, or we can get a real crap that is useless against numerous enemies. We gain the advantage by taking over Armory outpost that can provide massive equipment all the time untill it's destroyed.

- Greatly reduced Combat Stress (fast healing in response to constant fire and damage)

We will be very exposed to enemy fire, use the map and all mechanics to survive.

- Assault droids as a basic unit.

We won't find ordinary battle droids anymore, the Separatists have strongly organized their forces, drawing conclusions from the previous clash.


- Complete cleansing of the planet, protection of resources and renegotiation of the treaty

All these goals must be met so that the separatists will never again dare to attack Rugosa and the Toydarians.

Challenge Mode Overall Conclusion

After beating the original arc, you will be able to experience this mode, my goal is to show how you can exploit one map to the maximum, creating virtually infinite scenarios. I wanted to give you a gift, release this Challenge Mode map as a separate package, unfortunately, the regular JKA engine won't support it. The ability to play on this map is only possible with Recreated_GL.

Final Steps

Soon the showcase version will undergo its final tests and I sincerely hope that it will not end with another date shift, with my return after the break, I am concentrating as much as possible on this mode, all other technical glitches have been corrected thanks to the reports of the testers who took part, warmly thank you to everyone.

Worst case scenario:

100% The Showcase version will be released as per the date. If something goes wrong, the Challenge Mode will be released as an add-on pack, but I will do my best to make this new pack available with the Showcase Version Release.

At the end of this article, a screenshot from Season 7 & New Gameplay Mechanic announcement.

Shattered arc & New hyperspace texture

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As I already mentioned, most of the maps are remakes from previous years, but it will absolutely not disturb the atmosphere of the Clone Wars, and when the time comes, I will announce a great collaboration for the 2.0 project. For now, it will remain a secret, but the Developer Zero team is starting to rise dynamically =)

New Mechanic: Cover Shot+

The Clone Wars Recreated Project will be moving more and more tactically, with new shooting options and faithful reproduction of unit proportions. (10 droids per one clone trooper)

To illustrate this clearly for you, I took the liberty of taking a real soldier as a reference photo. We will be able to lean out from behind cover, sideways, in a standing position, maximally reducing our body area and critical points such as the risk of being shot in the head or torso. This will provide new opportunities for cover, shooting and at the same time minimal exposure to fire. You will be updated on the progress of this mechanic. This mechanic will work just like Cover Shot. No triggers, scripts, certain areas of the map, just appropriate, simple keyboarding, at any time. This will provide an additional advantage in unequal fights.

covershot


Finally, within a few hours there will be changes to the website, an improved and clear road map, new vote polls, a review of comments, corrections of articles, and a new article. In real time, what stage everything is at.

That's all for this article.

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