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As some of you may know, I've continued development of my game in the Unreal 3 engine.
I don't particularly like the level editor (for making BSP geometry). I would much rather use JED. So I am! I wrote a converter that will convert a JKL into a format which can be loaded into UDK. It works beautifully.
I tried to upload an image, but the hub won't allow it today. You can view pictures and more info at http://www.donrobbart.com
Due to some free time without my computer, I sketched out a ton of concept art for my game. Here's one enemy. I'm posting them all at donrobbart.com as I finish coloring them.
This screenshot is not Jedi Knight.
Just thought I would show the progress of the game engine I have been working on!
I've been at this a couple of months, and I'm making steady progress. Here is a list of what has been implemented so far:
-JKL loading
-3do loading
-Sprite loading
-Texture loading (.PNG format)
-thing framework
-template framework
-Player framework
-Player movement physics
There is a lot of work put into the opengl rendering already:
-First and Third person Camera
-Proper transparency depth sorting for both translucent adjoins, and textured objects with alpha channel.
-Frustum culling
-Skyboxes
-Parallax skies
-Fog
-Model/ level/ sprite rendering
I've uploaded the current sonic mod, in case anyone wants to help with the cogging or level creation.
I've uploaded a video of my sidescrolling sonic mod test level. It looks simple, but there is a lot of scripting involved for the rolling, running into a roll, spindash, etc.
Editing a game is fun. Making a game is hard.
I've decided to emulate the core features of Jedi Knight, and move from there. Updates to come soon.
As you can see from the screenshot, hosting and joining games works great!
All you can do is run around atm, but if you want to test it out the beta is up.
I have a fully animated player model In the game.
Finally, I sat down and forced myself to get through the annoyance of learning a new engine. Well, im still learning, but I've got a workflow going! And now I'm starting to get excited about working on this!
Jedi Knight Enhanced 1.0 is available for download!
The mod finally weighs in at 181 models total, and more textures than I care to talk about. It replaces all the players, enemies, dark jedi, npc's, items, weapons, and projectiles. All the sprites have been updated, as well as the sabers, and sky textures. The multiplayer character selection has been extended to include previously unplayable characters, such as maw and 8t88.
Thanks to Everyone in the community that helped out, and those that made this possible in the first place!
This is it folks! The last beta before 1.0
Please check it out and post any bugs on the forum. Remember, after 1.0 I will be done with this, so speak up now!
Version 0.8 of the mod is available! This version has Level of Detail models for all of the normal multiplayer characters. This should vastly improve framerates!
A few minor things remain before version 1.0. The extended multiplayer characters still need LODs, and there are some weapon model tweaks to be made.
Let me know what you think of the changes, and the framerate, any bugs, etc. in the forum.
The single player version of this mod has been sitting on my harddrive for some time. I must have rewrote it about three times, and I finally got it to work properly in mutiplayer. Score!
This release contains all the models up to this point.
Mip maps have been added to many of the textures. Report back on how the framerate is!
I've spent the last few days moving into my new place. The internet should be hooked up in a couple of days.
Good news though: The patch now passes checksum, and has the texture size limit remover included. This will make installation of JKE a snap!
You can get it from the download section! This version includes:
-Almost every NPC and enemy replaced.
-Almost every sprite replaced!
-All new sky textures!
-Other Dynamic objects like rock debris, cut arms, etc.
-New blaster models by Emon.
Installation Instructions
Put Res0.gob under Jedi Knight/Resource
If JK.exe needs to be patched, extract the contents of jkpatches_6-7-06.zip into your Jedi Knight Directory, and run patchme_orig.bat.
Get the No Max Patch and follow the instructions to install it.
Remove the Key Fix, if you have it installed. My game crashes with it installed, probably untill the key limit is fixed. Results may vary.
Check out the pics of Yoda in the screenshots section! How is this possible? Have a look Here
If that program gets made, I promise a full size wookie model ;)
A new beta is available in the download section! This one features some LOD models, and more enemies. Also a new patcher has been released by Sige, lifting the material limits on the engine. (Making this mod feasable at last) However, the patch requires that all players have it installed, so keep that in mind.
Sort of! At least where models and textures are concerned. Grab the JK level mat fix from the download section. It seems the world material count in the level jkl just needs to be updated.
You can grab it from the download section and try it out.
As it turns out, the mod has hit the resource limit of Jedi Knight already, so you may experience model loading problems, or level crashing in custom levels. I am holding out for a patch that will solve the problem.
In the meantime, work continues. I've updated all the player models and weapons to use the saber pivot offset. I've also included the stormtrooper and the trando rail detonator enemies (I missed them)
I'm using a new method for getting the Dark Jedi AI in the levels, which allows me to use all the existing pathfinding cogs and scripted behaviors. Even the intro cutscenes work now!
The only hitch is, Certain cogs need changes to work properly in multiplayer... That, and the darkjedi ai is so specialized for single player it is useless for these purposes. Luckily I was able to incorporate the movement code from my original darkjedi cog when pathfinding isn't needed.
The conversion Of Jerec's battle is going smoothly!
Beta 20 is available to download. It has a new scoring system that shows enemy kills, for some co-op competition! Kills are detracted for killing civilians.
Multiplayer difficulty has been scrapped for the moment, as it is buggy.
Beta 19 is on the download page. This beta includes some bug fixes, and has the new Friendly Fire level switches, that the Host can operate.
If you find any bugs, be sure to post them on the forum!
I guess I have more free time than I thought :P
I can't stand to leave something unfinished. I'll just be working on two things now, so production isn't stopped so much as slowed down.
I need help! I really don't have the time to work on this anymore, but I would like to see it finished. The good news is, it's practically done. All thats left?
-Friendly fire toggle
-Multiplayer difficulty spawning
-Ai for the Darkjedi.
I only have two darkjedi left to model, (gork and pic) then JKCoop will be fully compatable with JKR.
There will be a post in the forum with details. Reply if you are interested!
I've uploaded a key fix for use with any custom models, including JKR's. It fixes some issues with extra meshes.
I've decided to release a beta version of the model replacement! The production is currently on hold until I actually have time to continue it. Until then, you all can play with what I've finished so far, so head over to the download section and grab it.
Here are a few more: The player models/enemies so far and some weapons.
Hi there! Life kind of got crazy there for a while, preventing me from working on this. I'm continuing work on the player models, the Rodian is the next one up. I'll make another update later with the rest of my models.
I'm working on a friendly fire item, which will allow the host to toggle it on and off. The rising water in level 4 has been fixed to work for all players. The standard elevator cog has been changed to have a longer delay before moving, to let more people to get on.
Working on getting a difficulty system in place. Apparently, five Jedi can just plow through the game without trying. I'm working on getting more enemies to spawn after you've killed the first "wave." Spawning double enemies all at once was too much for JK to handle.
All the non-Darkjedi levels have been converted, and the sync cogs have been aplied to every enemy. To do: Fix minor sync issues having to do with force pull, and code the rest of the darkjedi. And I have to figure out how to implement a friendly fire toggle for the host!
