This member has provided no bio about themself...
Check out some WIP screens of my Tatooine do-over (previous layout unwieldy and terrible gameplay).
I've added about 60 new models to assist me, and converted a lot of previously Radiant geometry to model to optomize (in some cases cutting tris by 1/8th!)
The other advantage to having these models is it will be fun to play around with them in LUA entity spawning or as a Makermod pack.. which I do plan to release with these!
Also check out these coruscant skyscrapers to which the same idea applies: I.imgur.com
Their source is open and assets downloadable, you can beta it any time and give them feedback. At this point I think they know what needs doing though (the gameplay parts), the renderer seems pretty flawless and any bugs in it are probably so obscure that only they will notice (through development).
If, like me, you have issues running any of their tools however, you should test that for them! Which reminds me:
ODRadiant looks like this for me on latest build:
With no ability to draw brushes or move in camera view, however I can move around in the orthographic. Also the program isn't properly registering as one which needs high processing by graphics card, for dual-graphics card setup like NVIDIA + Intel. See Setoptimusprofile here: Drivenbynostalgia.com
Whoops, played again in a darker room and now I notice the text in the top right. :D Never mind.. ;p
I loaded the game up, but I have a few bugs -
I cannot click anything on the main menu
If I try devmap/map, I get this: I.imgur.com
Encountered this before?
Video card: Nvidia GT 525M
Just looked through the SVN, still downloading in order to be able to test the game.. but so far:
Code - CLEAN, very clean, at least as far as I can see. And so many comments. Well done, really, really well done.
Organisation - superb. Everything is logically laid out, including the code folders. Assets have excellent naming structure, and nothing is confusing.
Presence of hand-made tools... just astounding, and extremely professional.
Am watching this project with passion, with luck maybe I can even contribute some day (only negative part... this seems very hard to do? Are you open to that or no?)
The file is located in zz_JKG_Assets5.pk3, make sure that it is located in base/ (of your new JKG install folder). Hop on IRC some time if you need more help.
Here is a release build (it works again, yay!)
It will crash sometimes in the shop menu, trying to figure that one out.
In the near future, we hope! Available and playable are two different things unfortunately, and the current state of affairs with ammunition has GOT to change (I'm working on it!) before the game is, at least in my opinion, playable.
One big change to this factor will be when an ammo system is implemented, which will be the next big change and is highest priority. The explosive weapons and the more damaging rifles and carbines will have expensive ammunition and we will be discontinuing the current system of simply giving the player more ammo on respawn. Instead they will get 1 clip with their purchase and have to purchase more ammo for the gun by pressing R on the shopkeeper.
And that's a lot of bugs. :/ Trying our best but we're down on coders atm.
Well, technically this part is the same, no extra bones in elbow. But thanks I guess :D
Yep, gotta stop these late night things. I don't think through things logically at night. :D DT is right because bones in modeling are not actually to control bones -- there are no 'bones' in the model, only skin. And skin varies in how much it stretches over things. In the case of the thigh bone this is important as to twist the thigh bone I'd need to have that second bone in order to move the bottom vertices gradually more than the top ones, or else end up with a cluster of uglyness at the top.
As for the Radius bones (forearm), that was me thinking that weight painting worked a little differently than it does. In actual fact, I need that second bone to allow the wrist turn while still allowing the wrist to move up and down without making the forearm bend. :D
That would be baked in physics, but yeah.
The wrist ones I understand, and actually I didn't mean to remove those ones. Haha, late night stuff has got to stop..
It's the lower thigh and lower upper arm ones that made no sense. Those parts of the body just don't move like that, ever.
Had a bit of saber play-testing today with our IRC regulars. Went really well, and we also compiled a pretty in-depth bug list for things to be fixed for next release. If you feel you missed out, you should come by our IRC more often to get the inside scoop!
Made! Well, WIP anyway. When I split this into their individual doors, theres more damage and detailing to do and I need to smooth out certain areas that got cramped with lines.
They have all sorts of different door colours, I can make brown versions easily with a shader without having to duplicate the texture. But on top of that, yeah I will be making the other doors in much the same way.
The original game that gave birth to JKA and many others on the same engine - Quake 3. Those videos are from ioquake3, a project much like OpenJK which fixes things and requires only the Cd assets (no cd) to run.
Which improvements? The new renderer is not ours, it's from an ioquake3 sub-project by smiletheory. It is being adapted to work first in OJK (so yeah, base jka :) ) and then JKG.
So I think the answer is yes :)
Our code is open source, however you want to use it is ok but you should give credit and cannot change licenses.
For resolutions, as it is now on OpenJK platform, we have the same r_mode enhancements (automatic screensize detection and fitting + widescreen) and just as in base jka you can still define your own custom sizes if you wish.
Mostly it is high quality textures at this point. In some videos, you may see post processing. That is currently gone from the game in preparation for adding a better replacement for it.
To view this in 3d:
Good suggestion Doyle, I actually have used it in the past and can't believe I didn't think of that. :D
The stormtroopers are currently hapslashes, as for classes we don't have them but we do have AI classes, which are/will be new. AI is being reworked even from it's existing reworked presence so I'm not sure entirely on what that will involve.
Model btw, I didn't mention this time but it is by Psycho as well. His work was sitting unused and I finally got around to uv unwrapping and texturing it.
My first attempt at a turntable gif, it looks blurry, and despite knowing how I couldn't disable the non-linear rotation, due to some bug that I created in my .blend that I was not going to waste any more time back tracking to fix it. :D
I will try to improve the process next time. Enjoy the gun!
Map progress is the next thing I plan to put some info up for. There has been some indeed.
Thanks you ;)
I wanted to show everyone that we're still here - the behind the scenes stuff with the coding is still going strong but it's hard to show much visual demonstration of that. So I thought a weapon progress picture might at least wet the appetite. :)