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JKQuest: in-development update 0.3.9

So it is that time once again, a new and exciting still-in-development update to JKQuest addressing a number of the issues that have come up in the first full-game release last weekend.


Changelog

Here's the full list of changes/fixes that have gone into this version:

- Lady Luck's remote controlled gun turret is now usable (aim using the controller)

- Motion controlled Force Push/Pull - You can now force push and pull enemies without having to select it in the wheel. Push forward with your force hand or pull back to trigger the appropriate force power. Note that the most effective gesture for the pull is a "come here" action. Pushing is easy.

Note: The force push/pull is in the direction you are looking when using them this way.

- Disruptor scope now working - to trigger:  Hold weapon in two hands (use the hand on the gun model as a guide where to grab), lift your primary hand controller to your head as if looking through the scope, you can push forward on the thumbstick to zoom in, reset zoom with the B button (or Y if left-handed).  Aiming is done by moving your controllers (like a proper scope), not moving your head!

- Fix to menu hints now rendering correctly (@MuadDib)

- Removed roll from thrown saber angles

- Saber burn marks can be configured to be persistent for much longer (if you want to doodle:  cg_saberBurnMarkCoolDownTime)  (Thanks to @MuadDib)

- Proper handling of Saber Combat "Lock" scenario. Now when the sabers lock with an opponent you will see your own saber in the correct locked location, it is then a case of waving the controller around to fight to break the lock and win

- Lots of great menu changes (@MuadDib) including options for some of the newly added functionality

- Blocked saber will pause for a short time to indicate it was blocked - if it feels too long, then you can reduce vr_saber_block_debounce_time

- Implemented crouch toggle (enabled in menu)


What's next?

Some of the items that we'd like to be in the next build (time and complexity dependent of course):

- Controller Haptics (this might make things like selecting items on the wheels a bit easier as you will feel the feedback)

- A limited scope on the Blaster Rifle

- Save game crash bugs fixes (if we can figure out the cause)

- Load last quick save on death

- Other bugs identified


Installation

You can simply install this as you did the previous build, it might be wise to delete the openjo_sp.cfg file from the JKQuest/JK2/base folder, just to be sure.


Finally...

Once again, a huge thank-you to all our patrons. The Beef Tier patrons names is as it was at the point the release build was cut, hopefully it isn't missing too many this time round, and if it is your name will appear in the next build.

As before, the packaged mod authors are credited in the packaged_mods_credits.txt

Please keep the identified bugs coming, there are plenty more to fix still!


JKQuest: in-development update 0.3.9

Comments

I'll give that a try. Thanks!

AG4VR

With the right hand selector (which you use to select weapon) you can use the right thumbstick to switch to other choices. One of these is the inventory so select the item here to use

I finally gave this a shot and wow! I had so much fun! This game was a real gem in its time and has held up well. Looks amazing in VR! I couldn't figure out how to use picked-up items in the game like the light amp googles or bacta tanks.

AG4VR

Thanks for the report. I have added this to the Trello page. I believe in the next release there is support for physical crouch.

Thank you guys so much for making this - it's literally a dream come true, this was my childhood and is still my favourite game. Means so much to me. I'm having an issue with the crouch toggle. When I first started playing, the crouch button worked. Then I switched to left handed mode and reverse thumbsticks, smooth turning. Now the crouch button doesn't work and I can't progress. The only thing that got it to work again was deleting and reinstalling the game but the same thing happened again when I switched the settings.

Thanks! I understand, I don't expect any of your work to be easy haha Really, I just needed a fix so I could get past this trial! I'm one away from getting my lightsaber!!! So thanks for the tip, I'll try it out now :)

Sean Feeser

You can increase default movement speed in the menu. It is lowered from the standard default to make the game a bit more comfortable in VR, but the new speed is too slow for the trials. Still need to come up with a way for the player to override it and go to max when needed

I'm having an issue with the Yavin trials. Force Speed doesn't seem to make me any faster or time any slower, making some areas impossible to beat.

Sean Feeser

Hopefully sometime this week, but don't want to make any promises at this point. There's a few fixes still in-flight

Just curious when do you think the next major jkquest update will be?

ArturiousMaximus

Did you copy the files across from the full Steam game? Check out Vrans video for instructions: https://youtu.be/rS3uvUUrk88

For some reason my game will show the loading screen then immediatly quit back the quest home. Any idea why that could be? The demo worked fine but this won't

Diallo Thompson

Pretty soon we'll be releasing the Companion App for automatic downloading and installing of mods. Might be worth waiting until then unless you'd like to install manually. Alternatively might be worth heading over the the Discord where there are Patreon only channels including active discussion and instructions for modding etc: https://discord.gg/bAe2uaztQj

How can I access the tower wave mod?

Thanks

No need to holster the weapon, just click the right thumbstick whilst looking at the key reader/panel

Figured it how but how to I holster weapons so I can use the key card

Check out Vrans video: https://youtu.be/rS3uvUUrk88

So is that latest post the full latest game? Or the one before?

Ohh sorry got confused. So do I copy them from steam file to quest with sidequest?


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