Version 2.03/1.40 of JkEdit contain some new features:
· Optimized rendering methods due to DirectX 6.1
· Performance improved pitch, yaw, and roll calculations
· The Hidden Sector Removal algorithm has been highly optimized
· Improved help for bmp and wav files
Version 2.03/1.40 of JkEdit contains several important bug fixes:
· The Create Landscape command did not work correct on sloped surfaces
· The Object Frames dialog did not worked correctly
· Sometimes sounds were missing when writing the jkl files
· Sometimes 3DO objects would not show up
This day I uploaded a new version of JkEdit 2.01 and JkEdit 1.38 at http://www.magicforce.com.
Version 2.01 and 1.38 of JkEdit contain some new features:
- Optimized rendering methods due to DirectX 6.1
- Performance improved pitch, yaw, and roll calculations
- The Hidden Sector Removal algorithm has been highly optimized
- Improved help for bmp and wav files
Version 2.01 and 1.38 of JkEdit contains several important bug fixes:
- The Create Landscape command did not work correct on sloped surfaces
- Sometimes sounds were missing when writing the jkl files
Versions 1.37 and 2.00 of JkEdit contain some new features:Thanks Ole for the email.
Versions 1.37 and 2.00 of JkEdit contain several important bug fixes:
- Both versions have been performance optimized
- The Errors dialog has been enhanced
- The File Manager dialog has been enhanced
- A crash could occur if you was closing the Levels dialog using the close box
- A crash could occur when undoing or redoing having a 3DO object selected
- The Create Door command could generate wrong pitch, yaw, and roll values for the 3DO object
- The Create Elevator command could generate wrong pitch, yaw, and roll values for the 3DO object
- Sometimes used cogs would not be included in the cog script section of the jkl file
- Sometimes mat and key files referenced by 3do’s would not be included in the jkl file
- When opening GOB/GOO files, all embedded files were not always imported
Spotted on Blues that the Xwing Alliance demo (27.8 mb) was released. Download it here.Thanks Spart.
"Here's another *scoop* on EP 1 Games coming out. First off, the dates have been pushed up a few days to coincide with the release of the movie. They are scheduled to ship on May 17th and should arrive May 18th or 19th. Now here's the fun part. The Episode One game now titled Star Wars Episode One:The Phantom Menace now lists a 3d accelerator as a requirement for the PC version.3D Shooter!? I have other sources that say it's not so, but what else could it be? Perhaps this is the sequel we've been waiting for (er, prequel?).
That's nothing too special, but Lucasarts has decided not to leave Sony Playstation owners in the cold. There WILL be a Sony Playstation port of Star Wars Episode One:The Phantom Menace. It's scheduled for release on the same date as the rest.
Now I've got my money on it being a 3d shooter...perhaps a redesign of the Jedi Knight/Mysteries of the Sith engine? We shall see!"
This fixes the cmp problems in level 2 and 3 for those people who do not have a 3d accelelator. They should re-download this episode.
Well, I just wanted to tune you all into the changes and additions we're working on here at Outpost. Yea, it's kind of a long list but I really wanted to give everyone an idea of what we're working on, and the little things that are passing through my head :)Whoa, that was a mouthful. If you read all of that, I'm very proud of you.
The new forums (which I'm authoring), which are almost done will soon be up. And they're looking to be quite cool. Expect to see them in about a week and a half, at which point we'll be offering message boards to any JK group interested in having one.
Some weekly / daily features will be popping up in the near future, such as an improved polling system, weekly discussion topic, daily screenshot and something like a JK spotlight where we will feature some project / group / person. These are short list of the possibilities, merely the ones that I can remember at the moment...
I'm working on some other funky CGI stuff as well (hmm.. guess that goes in its own category). Examples include a headline swap, where we will offer a section on the mainpage where our skitchen affiliates can post up their major headlines, a neat little thing that monitors our (still skitchen) affiliate sites and indicates time/date at which they where last updated, and there are more.
More hosted sites will definitely be created as well. I'm going to be setting up the File Database very soon, as well as sites for all the other little devilish schemes I've been thinking up. I have received numerous applications from people looking to have their site / project hosted by us, and we will soon be accepting applications once again. Well, that's not exactly true. We are accepting applications, in fact, we encourage interested parties to submit their detailed application right now so that we can review, negotiate and get things setup. However, the thing is that you won't be seeing these sites until we initiate our move to the new server (did I mention that?).
With our continuing growth, expansion and increased coolness (heheh :) it has become apparent that we need to find a gaming network to work with and provide more kick-(rear) JK stuff that you all know and love. That is why we have begun our search for some funky bunch of people to pick us up and to work with us, big bunch of idiots :)
Of course, all these cool things will likely require some re-organization and re-designing around here, but that'll all come in due time. We are dedicated to bringing you the best of SW gaming. Thanks for your support.
We are now running a logo contest! Enter and get a chance to have your logo rotated on the Jedi Nights main page (with ALT link to your email / URL). We will be choosing between 1 and 3 logos depending on the turnout, so you do have a good chance of having your logo chosen. Read more here.