Images of Glory

Day 2: After
Darth_Stewie revamps some areas in Ugnaut Week Day 2.
Czerka Facility
Darth Alran's lovingly detailed MP level is being finished off by Darth_Stewie.
Green
I like it.

More images...

[Logo by Rieekan: http://www.gameshack.net/]

Goto The Admiral's Command Chamber

Announcements
3D Acceleration Fix for JK and MotS

Having trouble running JK or MotS with 3D Acceleration enabled? Then, try this fix. (The fix should work for BOTH ATI AND Nvidia cards, and if it works, then you won't need to use old drivers). Simply put the ddraw.dll (downloadable zip file) in the folder with your JK.EXE or JKM.EXE file and start JK or MotS normally.

DON'T FORGET TO ENABLE 3D ACCELERATION IN THE SETUP > DISPLAY MENU!

Diversion: early 90s retro nostalgia

I was going for an over-the-top cop action movie feel

https://www.youtube.com/watch?v=nanKuWRyD3E

Party exploration, inventory

Friendly AI follows you as you walk along the map. You can explore independently of them within the "scene." As the camera moves, you move.

I'm also 1/3 finished a full-screen adventure game/RPG-like inventory management system.

The number 10 and Jedi Knight

So, I recently got Windows 10. And now JK is giving me issues. When I click on JK or MOTS, nothing shows up. But Task Manager says it's running. Anyone know what's going on?

/T-800

McLaren F1, WIP

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 a...

Lazarus ... not quite

The last work I did on this was trying to make some cutscenes to explain what is happening in the story. After making 2 of them I decided they were clunky, and because you have to go through them each time you restart the level, they were redundant and awful. I thought about making some SMKs and got as far as making a few voice ones, and didn't like that either. I was sort of stuck and then many other things became more interesting, and the Forbidden Path was forgotten. I got an email asking ...

I need feedback

The news post below this one showcases what I have accomplished so far, swinging and blocking between the player and bot. I'm my own worst critic and after a month of hard work... I think it's clunky looking. What are other peoples thoughts on it? I have some thoughts but I'd love to hear from others.

Be bluntly honest, forget I'm Mr Cog himself, lol.

Major Milestone: Private Alpha

It's been a long road, but I finally have an alpha that can be played from beginning to end.

One of the puzzles is not included, and some other aspects and conversations have been shortened, but this is a great opportunity to get feedback on the concept and find more bugs.

This is an adventure game mod, so a lot of the fun is in solving the puzzles for the first time. I've decided not to release this alpha broadly. But I will have more to share in the way of screenshots and videos soon....

Sparring bot blocking

I've got the sparring bot to block attacks based on which one you're using.

The sabers are clipping and misbehaving so badly, I'm going with pure 3do sabers.

https://youtu.be/djNucJExKjc

Custom HUD help?

Does anybody around here know if there's anything important I should consider when creating a custom HUD? I've created the appropriate images and converted the first bitmap to a 16-bit BM. Unfortunately when I test it, it messes up all of the colors, turning the background transparency pink into red. Also, how does creating the numbers/text work and are there other files needed to control image alignment? Many thanks to whoever can help!

Help Needed... sort of.

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 ...

Sparring bot combat

It may not be much, I don't have the bot coded to perform blocks or anything, but it comes at you and stays with you. You should be getting a feeling for how Live by the Force is going to play out now. ;)

https://youtu.be/LRa01jbLc4w

All animations completed

All 6 attack, block and idle animations are now complete. I still have 6 swings being blocked to animate, but because of the way I animated the swings, all I have to do is stop the animation halfway. I'm so smert!

https://youtu.be/nnuBOcQf3v4

Two steps forward, three steps back

In my attempts to separate out the HUD code from the saber and camera cog, well, I broke it all. Nothing a little electronica on Pandora, caffeine and a full weekend at my disposal won't fix. ;)

TUTORIAL!

Apparently I made a tutorial on how to plaster custom text all over the screen using a library of sprites. See this forum post

Two makes five

One more keyframe to go, wuahahahahaha. You can start to see the core of the combat system taking shape.

https://youtu.be/N6Gxc0M7UkI

The Valley of the Shadow of Bugs

I hit a speedbump today when JK began behaving in bizarre ways. Animations would begin playing at random, MoveToFrame() would freeze, cog verbs would do nothing, etc.

I think I have hit a max limit of variables defined in a cog. Worst case scenario, I will hard code some stuff and/or use Heaps. Before I try that, I am going to try to break some of my mega cogs down into smaller ones that communicate via SendTrigger(). SendMessage() messages are not received by "later" cogs; e.g. cog 11 and...

New videos!

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.

Link: http://youtu.be/ZhIB0MNB2og

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.

Link: https://youtu.be/0cgeP3YeVLc

Live by the... GoT?

So I've just started watching Game of Thrones, and its setting progress back. :(

On the upside, now that I have the right to left swinging keyframes done, the remainder are only a matter of having them open in one pjedi, while making the opposite one in another pjedi. I've also made sure to animate them so that all I have to do for swing animations being blocked, is to shorten the number of frames in pjedi to the mid point where it'd be blocked. So those won't take but a few minutes to mak...

Another day, another keyframe

This one I'm actually quite impressed with. I thought swinging from bottom to top was going to look funky, but after taking a look at the 'move backwards Fire 1' keyframes from JK, I had the inspiration I needed to proceed with the task at hand.

https://youtu.be/cZ-jtUv5hpo

Two swings coded

Four more to go....

https://youtu.be/4S22smNxf4M

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