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ForumsDiscussion Forum → What would YOU do if the source code for Jedi Knight was released?
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What would YOU do if the source code for Jedi Knight was released?
2004-10-05, 4:11 PM #1
Me? I'd sit around and wait for people to make mods, because I'm lazy.
"Jayne, this is something the Captain has to do for himself"

"N-No it's not!"

"Oh."
2004-10-05, 4:16 PM #2
Watch the world end while hell froze over and the flying pig brigade destroyed Europe.
D E A T H
2004-10-05, 4:17 PM #3
Quote:
Originally posted by Glyde Bane
Me? I'd sit around and wait for people to make mods, because I'm lazy.

That and I'd take a look at it. Wouldnt know how to do anything, but it would be cool to look at.
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2004-10-05, 4:17 PM #4
I'd get off.






My high horse that is.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2004-10-05, 4:24 PM #5
Kirby

attachment removed
D E A T H
2004-10-05, 4:25 PM #6
I guess it would depend on the license...
And when the moment is right, I'm gonna fly a kite.
2004-10-05, 4:27 PM #7
I would like to see a mod that enhanced everything, like zdoom did for doom.
"Jayne, this is something the Captain has to do for himself"

"N-No it's not!"

"Oh."
2004-10-05, 4:29 PM #8
i hear you bayne, i would settle for one like ss2 as well...
2004-10-05, 4:30 PM #9
I'd make it a bigger and better game.. And I'd call it something along the lines of "jedi outcast"
2004-10-05, 4:31 PM #10
I'd then use my godlike powers to cut down Temperamental's sig.
D E A T H
2004-10-05, 4:32 PM #11
Chances are I wouldn't understand a bit of it, so.....
nothing.

Or, rather, wait for Datamaster and JKSpecs to be updated as much as possible.


Dangit, LEC! Give it over, now!!!
May the mass times acceleration be with you.
2004-10-05, 5:31 PM #12
1. Support for 32 bit textures.
2. Remove all artificial limits (things, adjoins, surfaces, etc.).
3. Figure out how to fix "detail HOM."
4. Port the colored lighting code from MotS.
5. Make it so 3dos don't disappear if they're not all in one sector.
6. If I still had time/energy, probably rewrite the entire lighting engine.
7. Overlapping transparencies should work better.
2004-10-05, 5:49 PM #13
Mmm. See, that's the kinda thing I want to hear :D
"Jayne, this is something the Captain has to do for himself"

"N-No it's not!"

"Oh."
2004-10-05, 5:50 PM #14
Get laid...out in a multiplayer game using the new enhancements people make.
I can't think of anything to put here right now.
2004-10-05, 5:54 PM #15
- Dedicated servers
- Effective anti-cheat capabilities

Of course I wouldn't do these things myself. I have enough problems coding my school programs...
2004-10-05, 6:03 PM #16
If I actually took the time to learn the language.

Basically all that Brian said and:
support for alpha transparencies(sp?)
customizable/user made cog verbs
ingame model scaleing(sp?)
ingame vertex manipulation
2004-10-05, 6:05 PM #17
Brian; if the source were released, it would likely be the version of the source that Indy3d was built on, in which all of those things were fixed...
And when the moment is right, I'm gonna fly a kite.
2004-10-05, 6:11 PM #18
i would wet myself
free(jin);
tofu sucks
2004-10-05, 6:11 PM #19
JK would be t3h ub3r FP5 after all those updates.

Here's a couple fixes I'd like to see.
  • fix bad collision detections
  • Fix POV rendering.
  • Add some of the mots cog verbs
  • Make cog custom messages be able to support parameters:
    Code:
    call my_function(1,2,3);
    ...
    my_function:
    1st parameter = GetParam(0);
May the mass times acceleration be with you.
2004-10-05, 6:21 PM #20
Port the code into Java and make it 1337? Okay, maybe that's a stretch.
2004-10-05, 6:23 PM #21
-512*512 or even 1024*1024 textures
-volumetric fog
-deformable meshes
-remove the 3do limit
-get rid of HOM

plus what everyone else said
Stuff
2004-10-05, 6:24 PM #22
Look at the source, see source. Scrap everything but the COG parser and rewrite/use a more modern graphics engine.
Code to the left of him, code to the right of him, code in front of him compil'd and thundered. Programm'd at with shot and $SHELL. Boldly he typed and well. Into the jaws of C. Into the mouth of PERL. Debug'd the 0x258.
2004-10-06, 1:35 AM #23
I think the first thing I'd look at would be the netcode.
2004-10-06, 4:33 AM #24
-32bit textures
-mp3/ogg capability
-512/1024 textures
-client/server networking code as well as p2p
-demo recording/playback
-level specific bilinear filtering options(ie nearest pixel or linear defined in the jkl header)
-fix the supergrip bug
-mp capable ai, ie co-op
-dedicated server capability

I thought you had a list anyway GBK?
2004-10-06, 4:44 AM #25
Quote:
Originally posted by Brian
1. Support for 32 bit textures.
2. Remove all artificial limits (things, adjoins, surfaces, etc.).
3. Figure out how to fix "detail HOM."
4. Port the colored lighting code from MotS.
5. Make it so 3dos don't disappear if they're not all in one sector.
6. If I still had time/energy, probably rewrite the entire lighting engine.
7. Overlapping transparencies should work better.


8. Allow non-convex sectors that can be drawn by left-clicking on grid points to add a vertex.
9. Dynamic shadows
10. Alpha levels rather than having either 50% or 0% translucent
11. Skyboxes in the style of Unreal/Unreal warfare
12. Projectors
13. Better particle emmiters
The music industry is a cruel and shallow money trench where thieves and pimps run free, and good men die like dogs. There's also a negative side.
2004-10-06, 4:59 AM #26
Quote:
Originally posted by GHORG
I thought you had a list anyway GBK?

Oh, I do, but theres not much point in posting it...
And when the moment is right, I'm gonna fly a kite.
2004-10-06, 5:07 AM #27
Rejoice that threads like this would stop being created.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2004-10-06, 6:14 AM #28
I'm still waiting for The One to decompile his/her copy of JK and get the source code. Sigh.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2004-10-06, 6:29 AM #29
I'd download it and look at it while pretending that I can actually understand any of it.

Of course, maybe by then I'll be an uber-Coder of C++.
Ban Jin!
Nobody really needs work when you have awesome. - xhuxus
2004-10-06, 8:06 AM #30
Likely shrug my shoulders, mumble something about it being 6 years too late...and then go back to playing something made this millenium.
2004-10-06, 8:08 AM #31
Find a better way to hack. :P Nah I'd probably just nod in passing acknologment.
2004-10-06, 8:53 AM #32
Quote:
Originally posted by Jaiph
Likely shrug my shoulders, mumble something about it being 6 years too late...and then go back to playing something made this millenium.


Upgrading the engine would be fun though :)
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2004-10-06, 9:01 AM #33
I changed my mind.
I wouldn't care unless someone did something worthwhile with it. And by worthwhile, I mean something that I would actually take the time to reinstall the game for.
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2004-10-06, 9:17 AM #34
I honestly don't see the big fuss about JK ... it seems very poor in graphics etc :eek:

I'd probably add some sort of "fly around" feature
Sneaky sneaks. I'm actually a werewolf. Woof.
2004-10-06, 9:21 AM #35
i'd start a poll on this forum.
2004-10-06, 10:07 AM #36
  • Real skyboxes
  • No BS ***-backwards sector crap. Right-side-out modelling, thank you very much. (That would eliminate adjoin limits, too).
  • Colored dynamic lighting.
  • Much higher limit of dynamic lights.
  • Reflective surfaces
  • Higher limits on mesh data, and better, faster rendering.
  • Corona-like effects.
  • Dynamic shading/shadows.


Not that I actually could do any of that. :(
Catloaf, meet mouseloaf.
My music
2004-10-06, 10:10 AM #37
Quote:
Originally posted by DogSRoOL

[*]Corona-like effects. ([/B]
'


There is already something like that (theres a tutorial on it here someplace) . its a cheap effect, but it works.
2004-10-06, 10:18 AM #38
I know... I always use them.

I'm talking more like something that will work for a lightsaber or florescent light tube.
Catloaf, meet mouseloaf.
My music
2004-10-06, 12:43 PM #39
I, personally, would be pretty darn pleased with Jedi Knight on the Infernal Machine version of the engine. I forgot it used the Sith engine...

I like the way that game looks. I think it always looks sleeker when a game isn't trying to look completely realistic. Indy3d tread the cartoony/realistic borderline pretty well, I thought.

Anyhow, if that were the case, the only thing that'd need changing would be the movement system, and a first-person view...everything else could be ported, I suppose. Oh...right, and then there's the whole multiplayer part...
2004-10-08, 12:42 AM #40
I'd give it to Hellraiser.

-But he hates the engine as it is.
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