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JKQuest Development Update (Small apples are sweet)

It felt like time to write a few words about how things are going development-wise on JKQuest. I expect by now most (if not all) of you have had a chance to play (and hopefully enjoy) the latest in-development build we dropped.  There hasn't been a huge amount of progress since then (though to be fair that was only Sunday), but a few of the more annoying little issues that have bothered us have been squashed. 

The first is the enemy lightsaber simply materialising behind you when the unborn throws it at you. This is now fixed and it will arc towards you in a spinning vortex of death as the Sith intended. I may have made the duel a little bit harder because of it, but seeing the, honestly, Jedi-level skill of some of our patrons, we think you'll be fine. 

Another issue, which people may or may not have noticed, are things like the electrical sparks would be different between the left and right eye. It wasn't a major issue but a bit uncomfortable to look at. Reseeding the Random Number Generator (RNG) with the same value for both left and right eye frames was the solution to that one, resulting in "random", but identical visuals.

One further thing, which is now getting to the point of ridiculous, is the intro videos for the game don't render anything.. and at the moment I simply can't understand why (it is an Open GLES issue, but the cause is unknown) and just to irritate me further, once you are in the game they render fine! Many hours of my life have so far been wasted trying to figure out what the problem is so that videos that everyone skips anyway can be seen! More (positive) news on this one hopefully in the future, one way or another. Either way, there are more important bugs/issues/improvements to look at.  

On other exciting news Bummser has started his comprehensive testing fn the Jedi Outcast community mods available. There are quite a few, ranging from model replacements to custom maps or even full single player missions. So far its all good news. Pretty much everything seems to be working flawlessly, including everyone's favourite wave combat mod "The Ladder" (as seen in the accompanying video). We'll be collating a list of the best ones and making those available with the JKQuest Companion App, so these can be installed and activated without having to do fiddly tasks connected to a PC.

As long as things progress as they are we hope a build that allows the full game to be played (it may still contain serious bugs/issues of course as well as not representing our final vision, this is still in-development) is only a couple of weeks away.

JKQuest Development Update (Small apples are sweet)

Comments

Its something we've thought about. A lot of different balls in the air at the moment so something for us to circle back to. The swipe left and right I think are probably to easily triggered. Push and Pull would seem to be the obvious choice for gestures based ones.

Do you think there would be any way to implement a passive force use using say the grip and trigger on the left controller with a swiping motion, so grip and trigger and swipe left for mind trick right for rage. Back for pull and forward for push. Just an idea

Pls add cheat menu... Example: God mode, unlimited force... abilty to change saber colors, get all weapons.

ArturiousMaximus

Not yet. The next version in a couple weeks it will be playable

Is there a way for me to copy the full version of the game and paste it in the quest folder. I wouldn't mind playing the full version in this state.

ArturiousMaximus

Yes, that's the plan

Will there be a mod or a fix that makes all the gun weapons full 3d?

Oh? Huh.. I would always die before I got the chance😂 one time it fell off the map

you have to force pull it back to you

Oh my god yessssss I’m super happy rn. The only problem I’ve had during recording gameplay is sometimes my lightsaber will fly out of my hand and just fall onto the ground and then I would have to reset; is it just me with this problem? (Previous update)

I know the intro vid issue is annoying, but it won't bother me at all as a player. I just care about gameplay. The only issues I'm having are difficulty throwing the saber properly(I could be doing it wrong) and selecting force powers. That seems to break randomly. It'll just keep the same force power I had previously when I selected a different one. I can't see the powers either if the force is being used because the force effect blocks the UI wheel. These could be fixed for all I know

One request: When the Ultimate Weapons mod is added (inevitably), can you add a version that disables the blood it adds? That's the only immersion-breaking thing added with that mod. I usually just manually delete the blood texture it adds.

Incredible! :)

Tony Bradshaw

Awesome progress!

Alexander J Nicholas


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