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JKQuest: In-Development Update 0.4.1

Hello Patrons!

It has been a couple of weeks and high time another JKQuest in-development update was released. This thing are definitely shaping up nicely!


Change Log

We'll keep this quite short and cut straight to the chase, in this update you can find the following excellent fixes and improvements:


- E11 Blaster Rifle Scope - Use the same way as the Disruptor - no zoom, but fun and as the weaopn had a scope on the model, it felt reasonable to add

- Allow proper rendering of the view when controlling an NPC that isn't a droid (still need a bit more work)

- Real Life Crouch implementation (@MuadDib), complete with menu options

- Fix recursive glass breaking function call that caused crash (hope this is one that people have been seeing and is now fixed)

- Helper to enable auto-use of Bacta Canister (default is off, enable in menu if you want to use it)

- Use primary hand direction/location as trigger for buttons

- CONTROLLER HAPTICS!! , also initial support for some external haptics providers (bHaptics / ProTube)

- NPCs fire at different locations on the player rather than just chest

- Big improvements to the Disruptor scope

- Fix black sky over Yavin swamp

- Comfort Vignette (@MuadDib)

- Fix crouch for switched sticks

- Movement Speed toggle - Using X you can toggle between Full (100%), Comfortable (75%) and Walk (50%), small icon on screen to show you which is active, switching to full speed should allow you to complete the Yavin trial

- 3rd Person Saber toggle options (@MuadDib)

- Fix issue with muzzle flash only causing light effect in the left eye

- Gesture based button / item triggering (enabled in menu - physically interact with buttons by reaching forward to them at below chest height) (@MuadDib)

- Bowcaster bolt roll direction fix (@MuadDib)

- Restore shiny saber by default (default is to use Detailed Shaders)

- Some tweaking to the gesture based force Push and Pull


Before You Play

Please delete the openjo_sp.cfg file from the JKQuest/JK2/base folder before you run this new update, there are some cvar changes that you will want to take advantage of.


Special Thanks

* As always, huge thanks to our patrons, your continuing support is hugely appreciated

* MuadDib, guest developer whom we have worked with in the past (Quest3Quest) has not only made extremely helpful menu changes, but has contributed some additional great improvements that you'll see in the list above

* Mod Developers (please see the packaged mods file for credit)


Enjoy!

JKQuest: In-Development Update 0.4.1

Comments

so we'll have a companion app ? on mobile ?

We'll be reviewing mods when we put together the Companion App and add the best ones there.

What do you mean by mods that give a multiplayer type feel ? Any example mod name ? Thanks.

Once the main game is finished and all work has been done, we'll see what is possible. The problem is that even the bots maybe restricted by 3DOF client -> server architecture. However there are already many mods that give a multiplayer type feel that work fine. No promises but we'll come back to people with definitive answer further down the line

I've asked about this a couple times, I really hope it becomes possible to do the offline multiplayer modes with bots like in the normal game.

Sorry if this has been asked, I don't have Discord and haven't seen it mentioned - I understand that multiplayer is a no-go/unlikely, but what are the prospects for single player offline multiplayer modes with bots? Thanks for all you guys are doing!

Yeah, doing it that way would work much better than trying to control that character as an NPC

I was talking to CansecoDev and it seems that modding the ability to play as different characters won't be terribly difficult because we have the sound effects for example. It would just be reskinning the gloves/hands and adding the grunts etc in place of Kyle's

Control and use of another NPC entity is quite limited. There's still a lag to the horizontal head tracking (and I've not figured out a satisfactory solution yet) and it works ok for an NPC with a gun, but a saber is pretty much not going to work I'm afraid

This is exciting. - Allow proper rendering of the view when controlling an NPC that isn't a droid (still need a bit more work) I wonder if it will eventually allow us to use any character in VR?

TY this update looks / feels really good so far, lots of nice features.


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