Projects:
2010-06-19 09:34:45
32-bit Rendering - Test 2

Changing the entire method of patching JK for 32-bit, the new ddraw.dll (JKUP 2010-06-19) allows the player to select between 16-bit and 32-bit modes in the Setup > Display screen. Everything in 32-bit should display the same as 16-bit.

This patch has the same features as the last one and renders correctly what was not rendering correctly before.

The download includes a txt file filled with details about the patch. Check it out.

2010-06-07 16:36:52
32-bit Rendering

I have uploaded the latest version of the ddraw wrapper. This one adds 32-bit rendering and a 16-bit zbuffer so that newer video card drivers will dither. For those that wanted me to work on this, I expect to hear from you soon. :P

2009-08-09 17:47:08
A New JK Era Begins

Get the latest JKLauncher in the Downloads section.

Let the new JK era begin.

2009-04-28 09:09:48
Chat Rooms Re-enabled

As the number of people testing the private alpha grows, the faster I am able to find bugs and fix them. Also, alpha testers help me decide which features to add first. So if you want your favorite feature implemented next, get the latest private alpha version from the jkhub chat room.

Since the last news item, I have re-enabled the chat rooms. A user can send and receive messages in the 3 chat rooms, send and receive private messages, change nickname, resize the chat text (using the same shortcuts as Firefox text resizing), and use tab auto-completion of nicknames.

Join the fun!

2009-04-21 08:32:37
Are You Ready?

I have released a private* alpha of JKLauncher, which includes the following new features:

- Levels window: Manage the levels you have, view the (ongoing, updated) list of known levels, search for the ones you want, and download them all from this one window. For both JK and MotS.

- Mods window: Same as Levels window, only for mods. :)

- Patches window: Update your JK game engine (jk.exe) with the latest unofficial patch (and even revert to original if something goes wrong). (MotS Patches window not finished, yet.)

I plan to release private alpha versions every few days as I make changes until JKLauncher is ready for public release.

* To join the fun and help us test JKLauncher, request a private alpha in the jkhub chat room.

2008-08-07 07:47:02
Update

New stuff implemented and being tested:

* Mods window - Like the Levels window.
* Patches window
* Chat features - 3 chat rooms: Gaming, Editing, Chatting

(New stuff not available for download, yet.)

2008-07-30 12:38:05
Testing and Improving

I have added a few twists to MERC Oasis 2 map.

- PermaConc, so there isn't nonsense about "ng" and "leave packs".
- Unused bactas are left in packs.
- Several different kill announcements, including two for headshot kills.
- Two force hotkeys are used in no force games for voice taunts.

I plan to change some textures and remove the unneeded conc powerups. Also, I might add in spectator mode features.

2008-07-29 08:27:05
Update

I haven't been able to steadily work on this, but I have been making progress. I have the new Levels window finished (except for screenshots) and am working on the Patches window.

The Levels window allows viewing, selecting, downloading, and searching for levels. The "Available for Download" list currently shows ALL the JK level files from Massassi, and will later include all from JK Hub. if you want to see it in action, join the #jkhub chat room, and I will link you to the private alpha version.

The Patches window will be where you can check for an update to the unofficial patch, install the latest patch, and revert to unpatched JK.

2008-05-04 13:43:07
Not Quite Ready

There are still features, fixes, and interface changes that need to be finished. We'll see if I can get it ready by the end of May.

2008-05-04 13:41:16
Deadline Has Passed

Sorry about this, but the patch is not yet ready, and is dependent on the next release of JKLauncher (which is also past due).

2008-03-25 07:24:21
Upcoming Release is April 30

I am trying something different and giving myself a deadline for the next release.

See forum thread for more details.

2008-03-25 07:18:37
Upcoming Release is April 30

The release will correspond with the next release of the JK Unofficial Patch.

See forum thread for details.

2008-02-07 18:03:08
Work with IGZ a Little More Easily

New release includes a few features to make working with IGZ a little easier. Check the Downloads description for what has been changed since last release.

2008-01-31 15:59:38
ZED Updated

Find the latest ZED in Downloads section.

2008-01-21 17:44:53
JK Gaming Simplified

New release of JKLauncher available. Host and join JK and MotS games, with or without mods.

2008-01-15 15:40:50
Late Arrival

Hub CTF Pack awaits in the Downloads section.

2008-01-14 16:10:38
Simplify, Simplify, Simplify

For the last few months, I have made JKLauncher's game scanning much more stable and the interface much simpler.

There will no longer be a separate window for entering "game listers"; there will simply be Local, Internet, and Direct listers that can be toggled on and off. The Internet lister will be a central server that keeps track of games hosted via JKLauncher. Also, by hosting via JKLauncher, current game status (such as names of players) can be regularly updated on the central server for anyone to see.

2008-01-14 15:55:21
Prone Position

Lay down on stomach to shoot your guns in JK.

Starting with the prone stuff in SSR 4000 Pro, I have been tweaking eye offset, collision size, and speed. Whereas going prone in SSR was purely visible, this new cog (and some keys) will give gameplay a new twist on aiming and hiding. Best of all, it is a level cog, so a separate mod will not be needed.

2007-10-25 18:45:01
MotS Patch Corrected

Today, I discovered that the latest MotS Unofficial Patch (2007-02-08 version) was not correctly implemented. In particular, it did not increase the thing limit. I have since corrected it and uploaded it as version 2007-10-25. Sorry about that.

2007-10-11 12:18:33
Texture-Surface Maximum Size Found

While researching something else in the jk.exe, I came across what I have tested to be the texture-surface maximum size (not sure what else to call it). (The max size in the exe is the expected value of 256 x 256.)

Increasing this limit along with the no-max texture size patch allows, for example, a 1024 x 1024 texture to be placed on a 1024 x 1024 surface.

If you want to test this, you know where to find me.

:)

2007-09-08 21:01:01
MotS NoCD Patch

I have uploaded a separate patch just for disabling the need for MotS CD to play MotS. This is released so you don't have to rely on some possibly virus-infected patch somewhere else on the Web. Tested and used by the author for years.

2007-08-29 01:36:41
DVD Control System

While helping Goit tweak movie cutscenes, I wanted to debug them more easily. So, the first idea I thought of was being able to go to previous and next scene. That was (mostly) working in Trailer One.

Moving beyond debugging, I had the idea to make something more complex -- a DVD control system, like what is found on a movie DVD. A movie DVD has a set of menus, volume control, subtitles toggle, along with previous and next scene/chapter. As of this post, I have successfully tested most of the features.

Negative Gain (with DVD system) ...
Coming soon!

2007-08-11 12:30:12
The Quest Continues

I have been looking through the jkm.exe, noting for each verb not found in JK, how difficult it would be to implement in JK. Some are easy; some I have already implemented (like Cosine and Sine); and some look very complicated.

I also have a working "jump" PlayerAction message using the walkplayer's class cog (i.e. no action cog, yet), and works very well in helping my space station physics work correctly. I plan to implement as much of MotS' PlayerAction as I can for next release. I might even get the new Hotkey message working the way I want, too.

A few days ago, I worked on finding where the visual water effect (i.e. the wavy effect) is. I found out that by removing a check that player is in a water sector, makes the player see the wavy effect all of the time. I also found 3 simple values that control the extent of 3 different "directions" used in the wavy effect. I have not tested this in a cog verb, yet.

Last night, while poking around the jk.exe, I looked at AmputateJoint. It seems to be switching a requested value from zero to one.

So, to implement RestoreJoint, the opposite of AmputateJoint, I switched the requested value to zero. Testing the RestoreJoint as a verb verified it works. Yay, for easy stuff.

2007-07-27 13:58:31
PlayerAction for JK

Those who know what PlayerAction is in MotS should be excited to hear that I am implementing it in JK. For those who don't know what it is, then think, "easier to make drivable vehicles in JK".

2007-07-06 22:15:57
09-Jul-2007 Patch Released

Update your JK: team chat, new cog verbs, v1.01 patch from LEC, auto-logging of in-game messages, and a few other changes.

2007-06-26 01:42:26
25-Jun-2007 Patch Released

Check it out: team chat, new cog verbs, v1.01 patch from LEC, auto-logging of in-game messages, and a few other changes.

2007-04-08 10:02:39
Release 2007-04-08

This release fixes a couple of bugs, and is released just to let you know that it is still being worked on.

2007-02-08 18:23:48
MotS Unofficial Patch Released

Give your MotS an upgrade. Combines the original increased thing limit with no-maximum texture size and increased mat limit.

2007-01-26 10:33:51
Fixed a JK Polling Bug

When someone overseas tested the JK polling option, it failed. I quickly found the problem and fixed it. I have uploaded another release to test (again) the new JK polling option.

2007-01-25 13:01:03
Bug Fix Release

Check the Downloads page for the bug fix release that fixes the bug with Host Game and Join Game not opening JK and MotS.

Sorry about that.

2007-01-23 13:30:59
Reversion Patch Released

Revert your JK v1.01 to v1.0, so you can apply JK Unofficial Patches. Check the Downloads page.

2007-01-23 08:30:38
New Release

Added features include an option for using JK's polling method (which is slower but should work for everyone) and bare bones chat (IRC) functionality.

Please use and post feedback in JKLauncher's forum.

2006-12-04 18:19:35
New Patch Released

Find it in the Downloads section, and let me know what you think of it in the Forum.

2006-12-04 09:00:12
Next Release Will be Today

I did not have the patch ready by yesterday, so I will be releasing it today.

It will include all features from the last release, printing jkconcat and various MP messages to Jedi Console, the new -p param, and new cog verbs.

2006-11-29 13:11:41
The New JK-Extension

Continuing where CogExt left off, I have cleaned up the code and have begun work on filling-in the fields for level and thing data found in memory while game is running. This will help with creating new cog verbs. Also, I changed the /? command-line param into -p param, which will enable features that will require everyone playing to use the same exe. One such feature will be the new cog verbs. We don't want one player to be using new cog verbs and the other players only using the original ones.

I plan to have a new patch release sometime this weekend.

2006-11-21 07:28:38
Chat Stuff

I have been working on the chat portion of JKLauncher the last few weeks. (See the latest screenshots.) Chat features include multiple IRC server connections, a list of users in chat rooms, and a tab page for each private message and chat room.

2006-11-01 21:02:23
Mods Handled Now

A new JKLauncher has been uploaded. This one handles mods. A few other features were implemented, too.

2006-10-07 19:58:42
New Polling Method

I uploaded a new JKLauncher that is using yet another polling method. Maybe this time it will work for everyone. Let me know in the project forum.

2006-10-03 02:58:41
Plans for Next Release

Polling of game listers still doesn't work for those overseas from a game lister, so a new method will be implemented to fix this bug. Also, the Host Game button will open a window showing various options, such as which game lister web pages to send info to and which mods should be used.

2006-09-13 17:19:35
Polling Forward

I tried the polling of the state of a JK game (instead of asynchronously), and it doesn't seem to affect performance of JK or any other program on the system. (This is a good thing, for those who don't follow what I am talking about.)

Now, I am working on saving various settings between runs of JKLauncher. These settings will include the game listers (IP addresses and web page addresses) that have been entered.

If all goes well, I will upload an alpha release of JKLauncher this weekend.

2006-09-08 08:25:44
Hit a Large Bump

JKLauncher now allows entering of a web page address, where the web page handles JKLauncher's sending and receiving of a *list* of game server IP addresses.

The bump I ran into was having JKLauncher receive asynchronous messages about the state of the JK game, mainly for knowing when the JK game has finished. The code I tried has been failing in the receive message callback function, and I have not found a way to fix it (after about four days of looking). This means I might have to use polling, which will make the detection of game ending less accurate.

2006-09-01 06:45:41
Game Listers Window

The Game Listers window has working options for polling timeout, polling interval, and whether to start polling automatically at JKLauncher startup. The window also has working insertion and deletion of "direct" game listers, which are those computer IP addresses hosting JK games. Next, it will allow entering of a web page address, where the web page handles JKLauncher's sending and receiving of a *list* of game server IP addresses.

2006-08-31 05:43:45
Old Stuff Done, New Stuff Started

All of the features from the old JKLauncher are done, which means hosting and joining a game work. Almost done is the new Game Listers window that will allow entering and saving multiple JK server IP addresses and automatic polling at a specified interval. It will also allow entering and saving of web page addresses where game listings will be posted and polled by JKLauncher.

2006-08-27 17:16:19
Working Steadily

I have been re-making JKLauncher using C# and .NET Framework 2.0. So far, the look of the main window, its menus, and the windows for the menu items have been completed. Functionally, games can be listed in the main window, and each game can be selected for a view of the players and some player info.

Soon, this new JKLauncher will have the same functionality as the old one. Once the old one's features are implemented, new features will be added. More on that in days to come.

2006-08-21 18:11:44
To Be Continued...

I have convinced Hell Raiser to let me merge JK Patcher stuff in with JKLauncher and let the patching stuff be done in the Jedi Knight Unofficial Patch project.

Thus, this project will not be worked on directly, but instead CONTINUED in other projects. Please post in the other two projects, and not in this one.

2006-07-24 14:27:15
Discontinued

Just so people stop asking...Sith 2 is officially *not* being worked on. It has been discontinued mainly due to lack of good physics code. If anyone has implemented physics code that is as good as or better than JK and can handle JK's overlapping sectors, then we might revive this project.

2006-07-09 14:23:33
Some New Stuff

I uploaded two new files. One allows a custom crosshair in both internal and external views in-game, and the other allows team chat in-game.

2006-07-09 14:21:42
No Deadlines This Time

Well, even though I tried to get an initial release of JKW-Cog done by yesterday, I failed to do so. I will continue working on it because I feel I am making good progress when I do find the time to work on it.

2006-07-05 16:50:12
Let's Do It

Read the Description and then discuss in the Forum. Who wants to join the team? How do we make this work? How do we decide which project we work on?

2006-07-03 08:22:25
Change of Plans

I made another attempt at using the COG VM and was successful. Because I changed my plans near the end of the week, the first release is now planned for the end of *this* week.

2006-06-26 10:13:03
How about a new Parsec?

I have tried to edit the COG VM (which Jon`C made for Sith 2) to be a syntax checker to replace Parsec, but have had several problems doing so. To get things moving, I will instead convert Parsec's BASIC code into C++ and add features via the C++ code. I plan to have this done by the end of this week.

2006-03-17 16:00:03
New ConMan

Wanting to correct the problem with opening GOBs like SBX 3.1 for JK, I recompiled the ConMan source. I discovered that the source had extra features in it than the most recently released ConMan 0.9a. Also, I fixed the bug, so now ConMan should open SBX 3.1 and others like it. Find it on the download page. Please report bugs with ConMan in the JKW-Gob forum topic.

2006-03-16 19:39:51
JKW-3do Second Version

The latest version now correctly handles meshes that are not in the same order in all 3dos. Enjoy!

2006-03-15 21:54:39
Initial JKW-3do Tool Available

A command-line tool for combining 3do files as LODs into one 3do file is available for download. See the download description for details.

2006-03-15 10:23:58
ZED and Project Merges

A recompiled version of JED 0.951 (from its source code) has been in private beta for two months, and has been working well. So, now it is available for all to download in this project.

Because of the time needed to finish this very large project (JKWorkshop), small tools (such as JKW-ZED above) will be built along the way. This will provide editors a chance to use new tools as soon as they are useful as well as provide useful feedback before each tool is merged into the final JKWorkshop.

The 3DO LOD Tool project has been merged with this one, and the tool will now be called, JKW-3do.

2006-03-15 10:07:47
Project Merging

This project has been merged with JKWorkshop. Suggestions made in this project's forum have been pasted into JKW-ZED and JKW-3do forum topics.

2006-01-21 18:15:47
HLP 2005 (beta 1) Released

The pack has finally been gobbed and zipped; however, there are a few bugs that need to be fixed, and we might have even missed a few. Please help us make this pack better, and post any bugs you find in this project's forum. We will make the final gob and zip in a couple of weeks.

Thanks, and have fun.

2006-01-21 18:07:26
LOD Made Easy

BAH_Strike and I have started on the basic framework of the program. Combining his knowledge of graphics programming and my knowledge of Windows GUI programming, we plan to release a long-awaited tool for advanced 3do editing.

2005-12-31 09:37:15
From Mod to TC?

I intended this project to be a mod, meaning that it could be used with any level. Alas, many people have said that it would make more sense to have levels in which to play SpiderMan. Does that mean this project should be considered a TC? Let me know. ;)

2005-12-25 20:12:28
Finally Organizing

Many people have had ideas for a SpiderMan mod, but no one has made it far with one. I have been working on a grappling mod, and have worked on walk-on-walls physics. Now, I think we are ready to attempt a real mod for this idea.

2005-10-28 15:23:24
test 5

test article 5

2005-08-14 04:05:15
Ramblings

Following LKOH_SniperWolf's lead (and awaiting Giraffe's coding), I will be placing unfinished cogs and other JK-related files I create in this project.

2005-06-29 17:12:45
ToDo List Posted

I have posted a ToDo and Idea List in the project's forum. I will be updating it as I think of more ideas or finish items.

2005-06-11 16:55:41
Getting Started

I have the following prototyped:

- Calling JK via DirectPlay lobby interface, which bypasses many of the menus. The player and the Multiplayer screens are all that show.

- A separate program logs all text (which includes in-game chat messages) from the Jedi Console window to a file.

- Another program wraps JK's calls to DirectDraw, and can display graphics or text in-game.

(A big thanks to Sige for most of the code and knowledge to implement these features.)

2005-06-03 15:44:24

blah

2005-05-29 20:45:53
GOB Editing First

Some GOB Management features implemented. See Description page for details.

Help Wanted:
- Assistance in implementing each editing section of the tool.
- Source code for the various editing tools.
- Bug reports and feature ideas are welcome.

2005-05-29 20:45:25
GOB Editing First

Some GOB Management features implemented. See Description page for details.

Help Wanted: - Assistance in implementing each editing section of the tool. - Source code for the various editing tools. - Bug reports and feature ideas are welcome.

2005-05-29 20:44:30
GOB Editing First

Some GOB Management features implemented See Description page for details.

Help Wanted:
- Assistance in implementing each editing section of the tool.
- Source code for the various editing tools.
- Bug reports and feature ideas are welcome.

2005-05-29 20:40:04
Ancient Technology

* Created a very small level for testing changed physics.
* Written, tested, and verified cog that sets up the sector thrusts.
* Written, tested, and verified cog that allows player to jump properly on any surface.
* Working on the design of the space station architecture.
* Testing various effects of the new physics.

2005-05-29 11:10:15
Ancient Technology...

* Created a very small level for testing changed physics.
* Written, tested, and verified cog that sets up the sector thrusts.
* Written, tested, and verified cog that allows player to jump properly on any surface.
* Debugging "crash" bug in cog that properly attaches and aligns player to surfaces.
* Working on the design of the space station architecture.
* Working on the name of the space station, its story, and the name of the level.

2005-04-25 01:02:27
H4

A4

2005-04-25 00:27:48
H4

A4

2005-02-28 09:50:44
Test

This is simply a test of posting news about a project.