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jediknightgalaxies's Issues

Relocate AWP into a shared library

..instead of being in two files which contain a massive amount of shared code. Needless to say, I had to go in and fix a ton of -insert derogatory comment here- because it appears to be really badly copypasta from something else.

Clean up radio shizz

Once radios get implemented into vehicles properly, users will be able to listen to radios through that means, and a User Files folder will be added thusly to My Documents using fs_homepath:

My Documents/Terran Gaming/Jedi Knight Galaxies User Files/[User Tracks/screenshots/demos]

Fix SWF rendering

Cool feature that was never finished -- SWFs that can be rendered to textures using an swfMap keyword in a shader.

Charging issues with ADS

When charging a weapon, it's possible to hold ADS and have it not do the scoping effect. Easiest example is DXR-6 charging followed by going to ADS.

crash on tr_ghoul2.cpp

bug found when npc's are spawn or travel vendors try to shoot at you when they don't have any weapons to fire with but use aim anim on them as NPCs have no ghoul2 instance

//Stoiss

Replace 'Padawan' default name

... with the awesomesauce that is the random SW name list. If new user on server's name = Padawan on connection, rename to from list.

Saber "horse trot" effect

Animation glitch, appears that sabers use the incorrect animation when turned off for some anims.

Sprint height issues

Prior to the move to the engine, this was working properly. Now, it will cause issues with even the slightest bump.

Bryar Sniper bug

Likely related to issue #31, the Bryar Sniper doesn't allow you to fire until you release both ADS and fire.

SSE Math

Apply the SSE math calculations across the board to all instances of memcpy. Also improve SSE math in general. There's some SSE stuff being used in jkg_autowaypoint.c that isn't used anywhere else.
That file generally smells of a poor copypasta job though.

ADS animation improvements

"Lacking anims for transition from sights to hipfire and vice versa. Can probably get away with the smoothing stuff eezstreet did for sabers. See: saber code, animation blend time when SAF_BLOCKING"

Clean up HUD rendering

HUD is pretty nastily rendered at the moment and can stand an upgrade. It tends to go about in a lot of convoluted directions, some of which I don't understand completely.

Redo the entire AI system

A brief history of the AI system

  • Original system, implemented in Elite Forces
  • SOF version, with ghoul2
  • JK2 version, with updated nav, and much functionality removed
  • JKA version, with further altered nav
  • JKA version, with C++ stripped out
  • JKG version, with AWP/navmesh conflicts and overall just a crappy built-on-top-of handling of it, which is just messy, buggy, and ineffecient.
    I propose once branch CPlusPlus is done, we take the proper initiative and add some C++ classes to deal with AI properly, using AWP as a baseline for navigation, ditching g_nav.cpp and all that... It's really quite a mess as it is.

Cinematic PVS correction

JKG needs to be properly bound via import/export tables and glua needs to be relocated to the engine before Cinematic PVS correction can be ported to the engine.

Soften the default text colours?

The basic ^1 ^2 ^3 etc are pretty harsh colours. Some more earthy / soft versions of them would be better I think and would be another good step away from Q3 and JKA.

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