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View Code? Open in Web Editor NEWA Role Playing, Large Multiplayer Online, First Person Shooter game modification for Jedi Knight: Jedi Academy
A Role Playing, Large Multiplayer Online, First Person Shooter game modification for Jedi Knight: Jedi Academy
Self-explanatory.
Likely related to issue #31, the Bryar Sniper doesn't allow you to fire until you release both ADS and fire.
Gameplay glitch - players can sprint whilst they are reloading.
Using Melee and ADS together results in a plethora of bugs.
Self-explanatory.
A brief history of the AI system
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.
Prior to the move to the engine, this was working properly. Now, it will cause issues with even the slightest bump.
Repeaters are nigh-impossible to block. Something needs to be done about this.
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]
Cool feature that was never finished -- SWFs that can be rendered to textures using an swfMap keyword in a shader.
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.
Self explanatory, when being disintegrated by a thermal detonator or disruptor rifle, the body returns to the root pose.
"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"
Self-explanatory -- sometimes weapons with a grenade launcher will play their tiltback animations in first person very abruptly, instead of a smooth transition.
Feature appears to have stopped working, even after ported to the engine.
..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.
Haven't confirmed this for myself, but otherwise self-explanatory.
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.
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.
Self explanatory.
Self-explanatory.
Self-explanatory.
Self-explanatory.
Self-explanatory.
Stamina drains from melee cause rollovers/general bugs if spammed too much.
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.
Animation glitch, appears that sabers use the incorrect animation when turned off for some anims.
... with the awesomesauce that is the random SW name list. If new user on server's name = Padawan on connection, rename to from list.
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
Be it console text, window title or otherwise. Going to wait on engine for full usage.
Possibly need to remove inability to chat period while dead, discuss amongst team.
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