Langerd Posted February 8, 2014 Posted February 8, 2014 I have a bug... in jk2/jk3 modification D: The bartender cant give me a drink. The cinematcis stop and I cant skip it even if i press Use button to skip. Is there any command to skip it completly?
Langerd Posted February 8, 2014 Author Posted February 8, 2014 Jedi outcast in jk3. The bartender in narshadda cant give me a drink D: He say ,,of coruse!'' and ... nothing happened. He keep walking to the wall and kyle only look right.
eezstreet Posted February 8, 2014 Posted February 8, 2014 Are you referring to this mod?http://jkhub.org/files/file/1018-jk2uncut/
Langerd Posted February 8, 2014 Author Posted February 8, 2014 Yes. Iamdirty pirate i cant skip a moment with bartender... He keep walking to the wall
eezstreet Posted February 8, 2014 Posted February 8, 2014 That mod is not actively supported anymore, and yes, weird glitches like that can happen with it. I wouldn't say that it's completely playable.
Langerd Posted February 8, 2014 Author Posted February 8, 2014 But there is any vheat to skip a cineamtics?
Stoiss Posted February 8, 2014 Posted February 8, 2014 use openjk if you want to have a good time with JKO Omicron likes this
Serenity937 Posted February 8, 2014 Posted February 8, 2014 I have a bug... in jk2/jk3 modification D: The bartender cant give me a drink. The cinematcis stop and I cant skip it even if i press Use button to skip. Is there any command to skip it completly? This is an occurring problem caused by the way JKA code reads JKO scripts. JKA code reads scripts just a little differently than JKO . I also found this problem some time ago and fixed it in SJE . I f you want to play JKO fully without interruptions in the JKA engine then you need to use SJE . http://www.mediafire.com/download/u375ia2zp05plqb/Serenity+Jedi+Engine+V0.8.rar I don't know if openjk has also fixed this problem but i know i definitely have in SJE....
Stoiss Posted February 8, 2014 Posted February 8, 2014 i did not have any problem using OpenJk with JKO assets so it should be working both ways
Futuza Posted February 10, 2014 Posted February 10, 2014 Related: Fun point with cinematics in JKA; Spawn an npc such as Tavion on the first level (Yavin) where Rosh goes to push the button to let out the saber droid, then go back and play the game as normally. When the time to play the cinematic, Rosh will spawn and head towards the button, Tavion's ai should then promptly decide to kill him on the spot. Rosh will never push the button and the cinematic will hang forever. Attempt skipping it...crash. therfiles likes this
Omicron Posted February 10, 2014 Posted February 10, 2014 Being able to skip cinematics in jk2 and jka would be a nice addition to openjk.
Tempust85 Posted February 10, 2014 Posted February 10, 2014 I've always been able to skip cinematics by pressing CTRL. May take a few seconds but it works for me.
Futuza Posted February 11, 2014 Posted February 11, 2014 Being able to skip cinematics in jk2 and jka would be a nice addition to openjk.Yup I too have always been able to skip cinematics, though via pushing enter. Circa likes this
Circa Posted February 11, 2014 Posted February 11, 2014 It's whatever button you have set to +use I believe. Futuza, eezstreet and Omicron like this
therfiles Posted February 11, 2014 Posted February 11, 2014 Related: Fun point with cinematics in JKA; Spawn an npc such as Tavion on the first level (Yavin) where Rosh goes to push the button to let out the saber droid, then go back and play the game as normally. When the time to play the cinematic, Rosh will spawn and head towards the button, Tavion's ai should then promptly decide to kill him on the spot. Rosh will never push the button and the cinematic will hang forever. Attempt skipping it...crash. Yes, that's rather fun. It's because the script is going to continually wait for the action to be preformed. So when you kill the NPC, an infinite wait time effectively crashes the game. Unless there is a special skip-script specified, I believe skipping a cinematic just makes it go faster (not drawn ofc), but how do you make infinity go faster? The game cries and crashes. I'm guessing though in this case the conversion from JK2 to JK3 broke a cinematic and made the same thing happen. eezstreet likes this
eezstreet Posted February 11, 2014 Posted February 11, 2014 Whenever a cinematic gets skipped (by pressing the USE key), the game ramps up the timescale and mutes sound playback, effectively speeding up the game substantially with minimal issues. This is done in order to make sure things are in their proper position by the time the cinematic is done. When ICARUS gets executed, it sometimes relies on certain actions being completed, such as animations to finish and audio to be played. If the audio doesn't exist, animations don't fire, NPCs don't reach their goal, etc, this can cause the game to be effectively stuck waiting for these actions, leaving the cinematic unable to be completed. therfiles and Futuza like this
Barricade24 Posted February 11, 2014 Posted February 11, 2014 For me it is the "r" key but yeah, I would imagine you can skip cutscenes with whatever your "use" key is.
Futuza Posted February 12, 2014 Posted February 12, 2014 I wonder if this 'cinematic skip bug' is worth fixing in openjk... if(cinematic == skipped) { if(waittime >= 5 secs) error("This cinematic appears to have a problem and is taking an unusually long time to finish. Return to main menu?"); } //etc therfiles and Circa like this
therfiles Posted February 12, 2014 Posted February 12, 2014 Could be kinda neat. We'd need to find a good wait time for it though, as some lengthy cinematics can certainly take longer to skip.
eezstreet Posted February 12, 2014 Posted February 12, 2014 It's not. We can't just assign an arbitrary length to cinematics and expect them to be done by that timeframe. WONTFIX. People should just not have cinematics that hang the game like that. It's like putting lipstick on a pig.
Futuza Posted February 12, 2014 Posted February 12, 2014 It's not. We can't just assign an arbitrary length to cinematics and expect them to be done by that timeframe. WONTFIX. People should just not have cinematics that hang the game like that. It's like putting lipstick on a pig.Yeah, but as long as the skip value is at least longer than the longest cinematic from base games (Raven is a yardstick yo) you can blame people's stupid cinematic. Besides that's why it would give the user a choice to continue waiting for another time period or quit. This would be more of a band-aid catch in case some idiot does make a stupid cinematic it at least doesn't crash the game completely and just returns to the menu. But like I said, probably not really worth it since it doesn't really fix the problem, just makes that crash possibility less worse.
therfiles Posted February 12, 2014 Posted February 12, 2014 @@eezstreet: Out of curiosity, could the game use ICARUS to approximately calculate the total wait time (add all the wait times in the wait blocks) and set the "wait limit" to that time * the percent increase of timescale in relation to 1? For example: 24 second script * .1(timescale 10 times faster)
eezstreet Posted February 12, 2014 Posted February 12, 2014 Yeah, but as long as the skip value is at least longer than the longest cinematic from base games (Raven is a yardstick yo) you can blame people's stupid cinematic. Besides that's why it would give the user a choice to continue waiting for another time period or quit. This would be more of a band-aid catch in case some idiot does make a stupid cinematic it at least doesn't crash the game completely and just returns to the menu. But like I said, probably not really worth it since it doesn't really fix the problem, just makes that crash possibility less worse.What if there's mods out there that already exist and have longer cinematics than the base game? This just adds an annoying "Continue"? dialogue to the mix which could have all kinds of nasty repercussions and limiting people's creative visions. I can foresee it as one of the many reasons why people choose not to use OpenJK as a basis for their stuff. Why even implement a bandaid fix like this in the first place? If people make broken shit, there's no need to hold their hand and tell them that stuff is broken. Literally makes no sense at all.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now