Woo!
(Then again, now I really wonder if that CD track is supposed to start from that point on or from the very beginning of the level, since with my JK CD it used to start at the very beginning but these days it starts from that point or so! Kuh-razy!)
Cool story, bro.
I like the dynamic music.
Here we go again!
What's given you motivation this time?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Let's not divert from the topic at hand.
EDIT: Or are you asking Jon`C?
Last edited by Koobie; 07-10-2013 at 04:39 PM. Reason: FINITO LA EDITO
I don't think it's possible to be more aroused than I am right now.
And when the moment is right, I'm gonna fly a kite.
Hey Jon, what exactly is this? I never edited JK or knew anything about Sith 2 or whatever, so I'm not sure what I'm seeing/hearing.
yeah idk what i'm looking at either, is this a better structured/written version of the sith engine or what?
DO NOT WANT.
AFAIK it's essentially an improved version of Sith 2 and this time the major physics issue that halted development all those years ago can be fixed - or has been already.
Either way, it's looking very nice! (And on yet another off-topic note, I still find it funny how SotE is more of a sequel to DF engine-wise than JK)
I would like to hear more about what's going on! As much as I appreciate the sly nature of the OP.
Very nice!
Really intrigued about the music cues. Do they feature anywhere else?
Last edited by Goit; 07-18-2013 at 04:54 AM.
? :)
Holy smokes! This is really neat!
Welcome to the douchebag club. We'd give you some cookies, but some douche ate all of them. -Rob
Awesome!
This is Awesome.
Needs better textures.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
Added skies, emissive textures, hidden surface removal, model hierarchies, and the start of a real player controller.
Level 1 with improvements:
Level 5, by Zully's request:
Level 15, by CoolMatty's request:
Project lives here: https://github.com/jdmclark
We'll finally be able to play JKDF2 natively (without the use of VMs) in Linux.
...& maybe we'll have a more powerful console that doesn't severely limit us (e.g. "endlevel" vs. "map jkdm3/.gob")?
Anyways, I realize that the likelihood of this ever being completed is low, but I hope that you find the project rewarding enough & that the remaining community is appreciative enough to inspire you, to keep going.
Last edited by Mentat; 07-23-2013 at 06:13 AM.
? :)
This is so cool! Will the emissive textures cast light on surrounding geometry?
Welcome to the douchebag club. We'd give you some cookies, but some douche ate all of them. -Rob
Awesome. Awesome to the max.
Really good work! Glad to see I'm not the only one creating new JK stuff![]()
You didn't kill the gonk. I am saddened.
error; function{getsig} returns 'null'
Jon, just letting you know that myself and several others that have not yet posted on this thread are greatly interested in the work you're doing. I remember the old Sith2 threads showing progress updates and always eagerly waiting to see more content. Keep it up, Massassi may appear dead at times, but there are still many lost souls lurking in the shadows.![]()
Author of the JK levels:
Sand Trap & Sand Trap (Night)
Jon, care to share what your intentions or goals are with this? Was it isolated fiddling, or are you planning to do more?
"UHHhuhhh" -Gran Enemy, Jedi Knight (1997)
I also want to second Dark__Knight; this looks cool as h*ck and I am really psyched by these videos.
Yeah, I'm thinking Ree-Noo.
And when the moment is right, I'm gonna fly a kite.
this is looking great!
Welcome to the douchebag club. We'd give you some cookies, but some douche ate all of them. -Rob
How much easier do you think this is to develop, given the benefit of modern tools?
I wonder how many features got cut just because LEC was slow and awful at development.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Not much. The challenge always has been understanding the assets to a level nobody else has managed before. With modern tools and middleware, you could hammer out a greenfield Jedi Knight clone in a couple of weeks (not including content), but this isn't greenfield.
For example, keys encode mesh rotations as pitch-yaw-roll and with derivatives. iow, JK animations use Euler angles and mandate linear interpolation tweening. Spherical linear interpolation between keyframes does not work, I tried, and frankly I expect there to be at least one animation in JK that depends upon gimbal lock anyway. There is no modern animation package or technique which can be meaningfully applied to what JK is doing.
A lot. It was supposed to have drivable vehicles, at least. There were at least two levels cut late in development: level 5 (which was supposed to have a swoop gang), and level 13. Robert Huebner's GDmag post-mortem talked about how 04escapehouse's water tower puzzle was hacked together, and they were all impressed and surprised at how creative the level artists got with COG. I guess it was a different time, but it seems like the developers spent most of their time dicking around instead of working toward a real design.I wonder how many features got cut just because LEC was slow and awful at development.
I'm just thinking that it seems like you're developing at a rate that would be breakneck by comparison. Even just modern C++ is going to be more productive. But I suppose the modern GPU makes a hell of a difference... to be fair you aren't writing a software rasterizer that has to run on 1996 hardware.
You have brought an astounding nostalgic happiness to an otherwise bleak and pointless life. Thank you for this.
you can get more with a kind word and a 2x4 than you can with just a kind word
Note to self: cog/14_forcefield.cog is broken and will need to be patched.
Edit: JK is also missing a sound file, df_machine2.wav.04:53 <nullptr> a jk dev accidentally typed 0,0 instead of 0.0 in a cog.
04:53 <nullptr> so instead of stopsound(dummy0, 0.0) it became
stopsound(dummy0, 0,0)
04:54 <nullptr> which of course means it's stopping whatever sound has the
integer id 0 instead of dummy0
04:54 <nullptr> WELP
Last edited by Jon`C; 08-08-2013 at 06:18 AM.