eezstreet Posted May 16, 2016 Posted May 16, 2016 Alpha 1 has been released. Let me know what your opinions are. Next version (Alpha 2) will include:Silverfang's Imperial Pistol (with working first person viewmodel for Mind Trick Level 4)T-21 Heavy Repeater and the ScouttrooperStouker Concussion RifleRebalanced Force GripYour feature request? Smoo, Maksman and TheWhitePhoenix like this
Tompa9 Posted May 16, 2016 Posted May 16, 2016 Saber blades like in JKA Enhanced eezstreet and TheWhitePhoenix like this
Guest Redemption Posted May 16, 2016 Posted May 16, 2016 Game crashes saying imp pistol has lod1 but hasn't lod0, can't get it up and running for this
Guest Redemption Posted May 16, 2016 Posted May 16, 2016 hahahaha! Very nice! Loaded up "pit" and now I can have DT's ep7 stormtrooper in the game without it crashing Well done, the game feels smoother. Did you add corpse removal time by any chance??? The dead bodies seem to stay a hell alot longer now! Anyway of having the cvar for this? I LOVE IT. Yeah, that imp_pistol lod issue popped up again and put me back to the main menu though Great work! Good going
eezstreet Posted May 16, 2016 Author Posted May 16, 2016 Saber blades like in JKA Enhanced They're already there, try the cvar for it (cg_sfxSabers). Unless you meant RGB blades?hahahaha! Very nice! Loaded up "pit" and now I can have DT's ep7 stormtrooper in the game without it crashing Well done, the game feels smoother. Did you add corpse removal time by any chance??? The dead bodies seem to stay a hell alot longer now! Anyway of having the cvar for this? I LOVE IT. Yeah, that imp_pistol lod issue popped up again and put me back to the main menu though Great work! Good going Thanks for the info, I wasn't aware of that issue. Poking @@Silverfang. Yes, dead bodies do stay longer. I forgot to add that to the feature list.
Silverfang Posted May 16, 2016 Posted May 16, 2016 That's... really odd actually, from what I can tell (from my laptop at work) the .glm should contain LoD0, 1 and 2. I always include the .md3s of everything so if you want to reexport the md3 to glm that should work without any extra work (other than renaming the .glm). I tested this on a reaaallly old version of JK2HD (post-OpenJK but Pre-JK2:E Project) so when I get the chance I'll download Alpha 1 and test it again and see what I can come up with. Edit: Wait a minute, my imperial pistol isn't even included in this release @
eezstreet Posted May 16, 2016 Author Posted May 16, 2016 hahahaha! Very nice! Loaded up "pit" and now I can have DT's ep7 stormtrooper in the game without it crashing Well done, the game feels smoother. Did you add corpse removal time by any chance??? The dead bodies seem to stay a hell alot longer now! Anyway of having the cvar for this? I LOVE IT. Yeah, that imp_pistol lod issue popped up again and put me back to the main menu though Great work! Good going Can you provide a screenshot of the error? We didn't apparently include the imperial pistol with the release, but that shouldn't be causing any issues.
Tompa9 Posted May 16, 2016 Posted May 16, 2016 They're already there, try the cvar for it (cg_sfxSabers). Unless you meant RGB blades? I set cg_sfxsabers 1, and sabers are now thick, but...they still do this "saber trail" which JKA Enhanced sabers dont do.And it could be cool to do widescreen option (my laptop is 1366x768) for both JK2 and JKA Smoo likes this
eezstreet Posted May 16, 2016 Author Posted May 16, 2016 I set cg_sfxsabers 1, and sabers are now thick, but...they still do this "saber trail" which JKA Enhanced sabers dont do.And it could be cool to do widescreen option (my laptop is 1366x768) for both JK2 and JKA Do this in the console for a widescreen display: r_mode -2 vid_restart Could you maybe provide a reference screenshot of JKA Enhanced's sabers? hleV likes this
Tompa9 Posted May 16, 2016 Posted May 16, 2016 Sabers are more clean, movie (MB2) like. Also saber trail isnt visible too much. Smoo likes this
Archangel35757 Posted May 16, 2016 Posted May 16, 2016 Saber blades like in JKA Enhanced I think the original game's saber blades best adhere to the original trilogy. Most blades people use now look like glowing broom handles, or pencil-sharp broom handles... I don't think plasma would behave like the latter.
Guest Redemption Posted May 16, 2016 Posted May 16, 2016 Can you provide a screenshot of the error? We didn't apparently include the imperial pistol with the release, but that shouldn't be causing any issues.Sorry for the delay, she had the telly, I just tried it with a clean base without you're mod and the first level loaded fine, then tried with the mod and crashed to main menu... Eh..... don't know how to upload the screeny fast, but here's what is says: R_LoadMD3: models/weapons2/imp_pistol/pistol_w.md3 has lod 1 but is missing lod 0("models/weapons2/imp_pistol/pistol_w.md3")!
Silverfang Posted May 17, 2016 Posted May 17, 2016 That's some more weirdness, there isn't a pistol_w.md3, only a pistol_w.glm, that may be some legacy thing in the code... Looking at the base imp pistol there IS only 2 LoDs, but still not sure why it would cause an issue. I wonder if using my imp pistol replacement would fix your issue.
eezstreet Posted May 17, 2016 Author Posted May 17, 2016 Don't worry, I know of the issue with SFX sabers. They will look much better in Alpha 2.
Guest Redemption Posted May 21, 2016 Posted May 21, 2016 How about holstered weapons? When you press that minus key or whatever you holster it I guess
hleV Posted May 22, 2016 Posted May 22, 2016 Do this in the console for a widescreen display: r_mode -2 vid_restart Could you maybe provide a reference screenshot of JKA Enhanced's sabers?r_mode -2 seems to make the cutscenes properly widescreen (widening sides instead of cutting top and bottom). Not sure if this is OpenJK or JKE thing, but... thank you!
dark soul Posted May 22, 2016 Posted May 22, 2016 ----- Client Initialization -----Could not open string package 'KEYNAMES' @@eezstreet Am I missing something? I am hosting Jedi Outcast and Jedi Academy servers for free up to 8 servers. Contact me if you are in need of a server for your community.
eezstreet Posted May 22, 2016 Author Posted May 22, 2016 ----- Client Initialization -----Could not open string package 'KEYNAMES' @@eezstreet Am I missing something? Use the game with JK2, not JA.
dark soul Posted May 22, 2016 Posted May 22, 2016 Use the game with JK2, not JA. I should have mentioned it, of course I'm using JK2 I am hosting Jedi Outcast and Jedi Academy servers for free up to 8 servers. Contact me if you are in need of a server for your community.
eezstreet Posted May 23, 2016 Author Posted May 23, 2016 I should have mentioned it, of course I'm using JK2Could I see a full console log? That error only occurs when JA assets are used with this mod. Or basically because it could not find the file "strip/keynames.sp" which is in every JK2 installation, but not in JA.
ensiform Posted May 23, 2016 Posted May 23, 2016 It also occurs if you aren't using fully up to date jk2. Ala 1.02
Guest Redemption Posted May 23, 2016 Posted May 23, 2016 Hello Eez, since you put "you're request here" I'm wanting force fall available at level three jump please. I was just looking through jacoders to find you're mods source but couldn't find it - the idea was that I could add that to you're code and wouldn't of had to ask of you again. Is this probable at all?
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