The Gunrunners Project
Monday, January 16, 2017
Wednesday, April 06, 2016
Just uploaded two new files: the current development version of JkGR and an updated version of a level I uploaded before. Warning: stuff is intense!
I'm having troubles with updating the manual, so the one included is extremely outdated and incomplete. An updated version should be uploaded soon.
Enjoy, and if you happen to run into any issues, please let me know!
Saturday, April 02, 2016
Just uploaded a new video. This time I'm playing as an Inspector, fighting an Executioner then an Enforcer. I managed to beat them both fairly easily, but it took some practice for me to be able to accomplish this, especially against the Enforcer.
I'm also showing the Class selection screen. As you can see, most classes aren't finished yet and I'm just using placeholder models for their weapons and armor. Music by yours truly.
Thursday, March 17, 2016
Thanks to the JK2013 patch, I managed to make more floor surface types than the ones already included in JK (dirt, metal etc). By controlling footstep sounds via Cog, I checked for surface flags that are normally unused by the engine, making it so the it plays new sounds according to these flags. This way, footstep sounds are all handled via Cog rather than by the SND.
The tricky part however is keeping the timing in sync with the animations. I don't really need it to be perfectly synced however, just close enough so it is convincing.
Sunday, August 23, 2015
Just uploaded a new video showing a still unfinished McLaren F1 driving through the also unfinished city. You can also see the new camera style I'm trying to create so it feels more like a racing game.
There are clearly some issues there, such as the lack of car interior (which I'm still working on) and a few odd physics stuff.
As for the city, there's nothing except for some really blocky buildings in some really blocky streets with really repetitive texturing. Other than that, there are a bunch of colored cars parked and a nice evening sky.
Btw, does anyone knows how to convert car models made for other games into JK? If I keep this pace, it's gonna take months before I have a reasonable amount of different, good looking car models.
Sunday, August 16, 2015
I'm trying to create a (really) large city level for the JKGR campaign, but unfortunately, I have very little experience in proper level design. I have the map sketch, but I'm not going anywhere until I learn how to make proper curves. Does anyone know any good tutorial or technique for efficiently drawing good curves in open air areas in JED/ZED/NJED?
I've tried a couple Massassi tutorials on crafting curved pipes, but I'm not sure that's what I'm looking for...
So, can anyone give me a hand?
Sunday, August 09, 2015
So, I just uploaded two new videos to Youtube, the first of them shows JKGR gameplay - more specifically, me as an Enforcer dueling an Executioner AI on a test level.
The other one shows more progress on cars. New features include spinning wheels, functional brake lights and enhanced camera movement and car model. The camera angle, however, is just to give a better view of wheel movement.
Sunday, July 26, 2015
I just finished all skills for the Executioner.
Friday, July 24, 2015
Just uploaded a video showing the current driving mechanics in JKGR. It's still far from perfect, but looks and plays nicely anyway.
I also made sure to record some of the most proeminent issues, such as the car sliding sideways, turning while stopped and the steering wheel randomly failing to move.
Wednesday, July 01, 2015
Probably not what you were expecting, but anyway... I just released a small level where you can see the Enforcer class (and friendly NPCs) in action. There's a simple objective and quite a bunch of enemies to kill, although unless you're running JKGR, there's not really a lot to do (but maybe a lot to see).
Also included is a small level where you can test the enhanced path finding method that is used by allies to follow the player so they won't get stuck behind walls and stuff. It's not perfect, but it's pretty reliable (and insanely better than what JK has).
This level should be frequently updated as new classes are added and the AI is enhanced.
For the sake of your survival, you can use the Whiteflag cheat to avoid being attacked by enemies. "Activate" defeated allies to revive them.
Does not require JKGR or any other mods running.
Saturday, June 06, 2015
This project is probably far too pretentious to succeed. Not only it involves a mod that (even at its current state) has more features than I have ever seen in JK, I also plan to do a full SP campaign with 10+ episodes (along with an MP map pack for no one to play on). Considering a complete version of this mod will probably never see the light of day, I'll try to be more active around here to let you guys (anyone?) know where this is going.
Now, the mod itself is actually going pretty well. I've got all the basic code for stats, classes, skills and weapons ready, and pretty much everything is working as intended except for a few limitations on the engine that are quite difficult to overcome.
So far, there are 18 available weapons (not all are fully functional), excluding fists, grenades/mines and the transformed state and its classes. Out of these 18, 10 are heavier weaponry (rifles and the likes) and 8 are lighter weapons (pistols etc) that can be dual wield with no restrictions. Grenades and Proximity Mines can be used as inventory items. However, you can only carry three (2 light + 1 heavy) weapons at a time + 5 grenades and 5 mines.
Regarding classes however, there are only 2 implemented out of 12. Out of these two, only one (Enforcer) is 100% functional, while the other one (Executioner) still got some skills to go. I plan to include 2 new classes each release, so the very first "official" JkGR release might actually come out any day now. All the 10 skills for the Enforcer and for untransformed characters are complete (that is, until I decide to change everything again).
As for the level series, I've got the whole story ready, plus a bunch of ideas for how it will actually work. Since JK's default Save system most certainly won't be able to handle the new stuff in JkGR, the whole thing will start in sort of a "Warp Room" (think "Area 21" for JKMP or Lego Star Wars), where there will be several doors that will take you to a respective level. However, at startup, only the first of these is unlocked, and every time you complete a level, you'll receive a passcode which will allow you to unlock the next level. That way, if you keep the passcode you'll be able to continue your progress without having to resort to JK's messy Save system.
I've also started work on a few locations from the level series, just to use as a base or to save some time when I start the actual work on them. There are quite a few problems however: firstly, I suck at level designing. You can expect great Cogging, lots of fun features, somewhat good texturing, but blocky architecture all around. And secondly, I'm working on this alone, so I'll have to dub all the characters myself. This is gonna be a real. solid. pain. Would I be able to pull this off? Maybe.
Anyway, if you somehow managed to read this far, I assume you are pretty interested in this project so I suggest you read the manual I uploaded. It includes everything you should know regarding weapons, gameplay, classes, skills and even some lore/character background. Lots of fun.
Sunday, December 22, 2013
I always knew I would end up coming back someday. Most of the stuff for the music album I'm recording is done, so I'm taking a little break from the songwriting/recording process and decided to upload a new version of JKGR for you guys.
By the way, here's some of the music I've been recording: This is a song called "The Everlasting Scars of Relinquishment", a rather simplistic/minimalistic instrumental Outro to my album, "The Liberator: Rise and Fall of an Immeasurable Force":
(such long titles, huh?)
Saturday, October 05, 2013
It's been far too long since I worked on this the last time as I've been more focused on my music. Thus, I'm releasing what I had from JKGR, there are a lot of unfinished stuff, but I believe it's playable.
I don't know if I'll be coming back to JK one day. Probably yes, but I don't know how long it will take.
I'm also here to do a little promotion for my musical project: it is a solo Rock/Metal project (I play/record everything by myself) called "The Liberator". I write all the music and record everything at home with the help of a drum machine and other programs. I still don't have any finished material, but I'm currently recording the first Album/Demo, called "The Liberator: Rise and Fall of an Immeasurable Force". For those interested, here's my Facebook page:
Monday, July 15, 2013
I just uploaded what I have so far. There are two weapon types: pistols and light weapons (the final version will have pistols, explosives and light, medium and heavy weapons).
- You must activate the new Power Ups to get them, this includes Energy Cells (ammo for both pistol and light type weapons).
- To pickup a new weapon you must have no weapons selected (fists), and you must discard your current weapon to get another of the same type.
Everything else (classes and stuff) is the same as in the previous Demo, except for the "Flight" skill (first Light side power).
- To avoid falling down from explosion forces, you must roll when you land (crouch + WASD). Rolling will also decrease falling damage.
- If you have at least least 3 stars assigned to the Roll skill, pressing the Crouch key mid-air will make the character perform a air flip.
- Pressing the Jump key close to a wall will make the character jump off the wall.
- Pressing the Crouch key before jumping will make you jump higher.
There's a issue with the player's animations at startup/after leaving Unholy State, but using the Flight skill should solve it. Light weapons have no model yet, so their Power Ups look the same as pistols. There are also a few minor bugs and unfinished stuff here and there, but nothing too big, I guess.
Please give your comments, questions and suggestions at the forums.
Sunday, June 23, 2013
Unlike what it seemed, I never actually left JK/JKGR, just took a long break from editing to focus on other stuff, such as school and a musical project I recently started. Even though, I always came here to see what was new on the JK community, and I also kept on gathering new ideas for my "comeback" into JK editing.
Recently, scanning through old HDs, I found that I lost all my copies/backups of all my mods and projects, including my two major projects - JK: Gunrunners and JK MP RPG (even though I never got to show where they were going, they got indeed pretty big).
I now completely regret never having any online backups, and now my future in JK is rather unclear - I either move on and do justice to all the four years I spent on this Mod to start everything again from scratch, or I leave JK for good.
Thursday, July 05, 2012
I recently had the fantastic idea to cut the player model into three separate things, allowing it to have lots of different weapon, armor and appearance choices, including dual weapons and stuff.
Thus, I also had the idea to cut the six basic classes I had before into twelve, where you still have six basic classes but you can choose (via Skill selection screen) between two different skill sets and weapons for each class, where your skills alignment determines which weapon you will be using.
Basically as it follows...
* Warrior: Enforcer (Big sword) / Slayer (Dual swords)
* Rogue: Hunter (Dagger) / Assassin (Dual knives)
* Ranger: Sentinel (Bow) / Shooter (Dual guns)
* Mixed: Inspector (Rapier) / Caster (Scepter)
* Wizard: Sorcerer (Staff) / Warlock (Magic sword)
* Tanker: Knight (Sword + shield) / Defender (Poleaxe)
More info coming soon!
Sunday, June 03, 2012
The first Demo for Jk: Gunrunners is out!
Features the main character stats, 4 basic skills and one class (Enforcer) with 5 skills, along with the new HUD and hotkeys.
Please go to the forums to ask any questions, suggestions, ideas and comments.
Saturday, September 03, 2011
The main feature in this Mod is the Classes system. Classes can be chosen on the character creation menu (on MP, don't know how to do it on SP), where you originally pick the saber color.
There are 6 classes to choose from. Each class has a different weapon, gameplay style, skills and attributes (defense, MP regeneration, Stamina regeneration).
Unlike most of other JK mods with a Class system, in JkGR, the character class will not be a "passive" thing (it can be turned on/off), nor it will limit the weapons/powers you can use. The chosen class can be activated in-game, by a hotkey.
While your class isn't activated, you will have your basic weapon selection, choosing from 8 guns (pistols, rifles, rocket launchers) and two melee weapons (Fists and Saber. I have no idea what to do with the saber!).
To activate your Class, you'll need Unholy Points. There are three ways to get Unholy Points: by picking up a Unholy Shard (Battery power-up), by fighting (taking damage), or just waiting until it fills up by itself, although it fills a lot faster when fighting. Your Unholy Points bar will fill faster depending on your Unholy Senses (Force Sense) skill. On the interface, the Unholy Points bar replaces the Battery meter.
When your Unholy Points bar reaches the maximum (200), it will become brighter, which means you can activate your Class, becoming the ultimate Killing Machine.
While the Class is enabled, your Unholy Points will be consumed. If it reaches zero, your character will turn into the basic non-classed character again. To stop the Unholy Points bar from decreasing, you must not stop fighting.
Your Light/Dark alignment will determine if, when activated, your Class will be a Gunrunner (good guy, uses Dark powers) or a Holy Agent (bad guy, uses Holy powers). Your alignment determines your look (when the class is enabled) and your skills.
Friday, September 02, 2011
I would like to explain some of the features in this Mod. While at first, this mod will look like nothing more than another random weapons mod, it is, actually much more than that. Okay, not that much. Here are some special features in JK: GR, which will be explained later:
- New Weapons, including the Sniper Rifle, the Rocket Launcher, and the Pwn-Class Heavy Concussive Cannon
- A brand new Class System, where you can choose your favorite class to fight as
- New Power-Ups, including Extra Life, which allows you to rise again at the same spot and with the same items after being killed
- New Skins, including games/movies/anime characters
- New Powers, which will change depending on your class
Friday, January 14, 2011
This is a mod I've been working for some time, but only now I decided to take it to another level. I started this mod when I lost my video card, so I wasn't able to edit my current project at the time, TFW. For that reason, all textures in this mod are 8Bit, so it can be played perfectly with video cards that don't support 3D acceleration on JK.
While making this mod, I'm learning to do stuff I wasn't able to do before, and some of them were never actually seen on JK, giving it a even better feel and gameplay. If you are interested, or have any opinion, comment or ideas, please, let me know at the forums.