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Author Topic: Jedi Outcast/Academy GPLv2 sourcecode releases  (Read 13938 times)
fromhell
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« on: April 04, 2013, 12:55:27 am »

http://sourceforge.net/projects/jedioutcast/
http://sourceforge.net/projects/jediacademy/

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andrewj
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« Reply #1 on: April 04, 2013, 05:40:22 am »

The engines are based on Quake 3 (team arena) engine.

The Jedi Academy engine has been converted to C++ (I dunno about Outcast).  Browsed around the code a while, and there's probably something interesting in there I guess.

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Udi
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« Reply #2 on: April 04, 2013, 05:54:20 am »

Yay! \o/ I really like the saber burn marks and the dismemberment. Is that something special or could be done with ioquake3 too?
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fromhell
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« Reply #3 on: April 04, 2013, 11:56:01 am »

There is no GhouL2 model pipeline from Blender 2.6x at the moment, so a media project isn't possible.


I do think OA could use its flares implementation as its faster

And maybe I can get JK2 working on PowerVR!!

EDIT: Turns out to my surprise there is a Ghoul2 exporter
https://github.com/mrwonko/Blender-2.6-Ghoul-2-addon

And for some strange reason the data's NPC scripts are included in the source code release.


JK2/JKA source as a new media project  would be difficult for the strong emphasis on making new animations from scratch, and then there's the TA menu system scripts you'd have to write from scratch to get the interface going.   It's definitely possible though (unlike RTCW/ET which sat on a 'use iqm' ad hominem for no progress)


More interesting parts of the code is that there's XBOX and GAMECUBE support stuff as defines in the JediOutcast code. I didn't think that would be part of the main source tree!

However unfortunately, there is non-Free proprietary bits of middleware code in the release, namely the MP3 playback and the IFORCE (force feedback) library.
« Last Edit: April 04, 2013, 05:13:44 pm by fromhell » Logged

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Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
revanic
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« Reply #4 on: April 04, 2013, 05:52:13 pm »

There's some interesting code like their dynamic lighting code and view model environment mapping (must of been what STV:EF used for a few of their weapons). The stencil shadow code is interesting as well.
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fromhell
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« Reply #5 on: April 04, 2013, 06:01:13 pm »

Oh! I forgot about the environment mapping calculations. Will implement that in OA.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #6 on: April 05, 2013, 01:50:45 am »

argh, didn't expect the exporting to be a pain in the ass!!!



After doing this, I realize what difficulty there will be for model support. The REQUIRED tags are:

*r_hand
*l_hand
*chestg
*head_top
« Last Edit: April 05, 2013, 02:27:23 am by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Gig
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« Reply #7 on: April 05, 2013, 02:56:19 am »

I suppose lightsabers and dismemberment could be great features (I liked Jedi Outcast game!  Smiley), but that would be stuff for a mod (they look like NOTTODO stuff for baseoa).
A such mod could decide to use their own models (also starting from OA ones if they wish, considering they are GPL'd), following the format used by the Jedi Knight games, with all the additional stuff required to support such features (extra animations -IIRC, Jedi Outcast has at least three different styles of lightsaber use, from faster to stronger, with different moves-, parts identification...).

Requiring such features for baseoa models would break compatibility with models designed for Q3, and I think that's nottodo.
E.G.: I suppose baseoa will never include a few Team Arena features due to model requirements that would break Q3 compatibility, right? (Note: Team Arena mod used its own models, not those from baseq3).
« Last Edit: April 05, 2013, 05:57:55 am by Gig » Logged

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Neon_Knight
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« Reply #8 on: April 05, 2013, 04:56:25 am »

Nobody said anything about changing the current OA gameplay, Gig. Just adding some tech features.
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« Reply #9 on: April 05, 2013, 07:31:26 am »

A couple of links about Jedi Knight 2: Jedi Outcast
http://www.youtube.com/watch?feature=player_embedded&v=DNq1txv0V2Q#! (Jedi Outcast Done Quick video)
http://compactiongames.about.com/od/demos/p/swjediknight2jo.htm (Jedi Outcast Demo - featuring a nice level not included in the main game).
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fromhell
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« Reply #10 on: April 05, 2013, 03:08:01 pm »

Turns out the source code I looked into was the xbox version!? NO WONDER I couldn't find any MSDEV project files!

OK i'm able to compile it now as-is straight from the jedioutcast tree


Havent messed with Academy yet because that's not installed, and I lost disc 2.
« Last Edit: April 05, 2013, 03:37:11 pm by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #11 on: April 05, 2013, 10:46:01 pm »

There appears to be no way to generate new fonts. "fontgen" is missing.



« Last Edit: April 06, 2013, 01:09:46 am by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #12 on: April 09, 2013, 11:13:58 pm »

That's odd. The sourceforge projects disappeared.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
andrewj
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« Reply #13 on: April 10, 2013, 12:24:33 am »

Yeah weird -- they still appear in search results at sourceforge.

Perhaps pulled temporarily to remove stuff that wasn't meant to be in there.
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Udi
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« Reply #14 on: April 10, 2013, 04:15:08 pm »

Perhaps pulled temporarily to remove stuff that wasn't meant to be in there.

Yes, they left in licenced Bink and FeelIt stuff.
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atphalix
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« Reply #15 on: April 13, 2013, 04:33:05 am »

Someone made a copy of the souce at Github, once something get online it's hard to pull it off  Wink
https://github.com/LeoTestard/JediKnight
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Udi
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« Reply #16 on: April 15, 2013, 03:23:30 pm »

There's already a working single player Linux port for Jedi Outcast.
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grey matter
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« Reply #17 on: April 16, 2013, 02:09:32 pm »

https://github.com/Razish/OpenJK as well (hi Ensiform Smiley ), which iirc superseedes https://github.com/Razish/jkaq3
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« Reply #18 on: April 18, 2013, 06:19:48 pm »

This is REALLY good news! Had tons of hours playing both games back in the days and surely hope to see many OSS spinoffs on the future…

Having time to play those is another matter but still great to see things happening.  Wink
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