kobaltblu / kotor.js Goto Github PK
View Code? Open in Web Editor NEWA remake of the Odyssey Game Engine that powered KotOR I & II written in JavaScript
License: GNU General Public License v3.0
A remake of the Odyssey Game Engine that powered KotOR I & II written in JavaScript
License: GNU General Public License v3.0
Great work man, am I right, that you trying to rebuild game engine and then remake kotor on it, but in web? Dont stop! This is very cool project
During the cutscene where Trask exits the party, he can get stuck on the level geometry.
Trigger this cutscene
He should walk over to the door hiding Darth Bandon without getting stuck on collision objects.
Describe the bug
After the load screen completes. The player perspective shows onscreen for a few frames before it cuts to black to begin the world fade-in.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
After the load screen completes, the first frames should be solid black. The FadeOverlayManager should then kick in and fade into the actual gameplay.
Describe the bug
After opening a door, the mouse cannot interact with objects beyond it until the raycast origin (camera screen plane) has passed beyond it.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
When a door is open, it should no longer block object picking and interaction.
Would it make more sense to contribute to Xoreos, and then just make it buildable with Emscripten? Emscripten can produce JavaScript and WebAssembly.
Describe the bug
If you begin the game by warping to end_m01aa instead of using the "New Game" menu, the party-switching breaks, causing Trask to become the party leader and the PC to be removed from the party entirely. The PC is left in the world, but cannot be interacted with.
To Reproduce
Steps to reproduce the behavior:
KotOR.GameState.LoadModule('end_m01aa')
Expected behavior
Trask should join the party without issue.
Hi :)
This project looks very cool! I'm the leader of another K1/TSL engine reimplementation project ("Northern Lights", an Aurora Engine reimplementation), and I've got a Discord group where we can all talk shop.
Here's an invitation link if you're interested: https://discord.gg/QgRbEE
The invitation expires in a day, so if you want to join after that feel free to respond to this issue :)
Thanks, and again, great work on what seems to be a very cool project :)
Describe the bug
When two creatures begin a combat action, they attempt to move to the distance required by the chosen combat action. The observed behavior in-game is that they stop short of the required distance. Because of this, they do not engage in combat, unless they are manually moved inside the required range.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The AI should be able to calculate the correct distance and move both of the creatures into the required combat range.
Describe the bug
The onscreen pause message is positioned in the center of the screen. The text is not updating to reflect the pause reason.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
When the pause message is onscreen is should appear in the top right of the viewport. The message should also change to reflect the reason that the game was paused.
Describe the bug
When a Tutorial popup window opens, the surrounding level geometry disappears.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The level geometry should still render while the Tutorial Window is open.
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