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I was looking for a Max Rebo model however I couldn't find one in the archives. I did find this mod which makes a Max Rebo npc however you need to download the model separately from pcgamemods. Which no longer exists. http://mrwonko.de/jk3files/Jedi%20Academy/Mods/Mini-Mods/68826/ Does anyone have a Max Rebo model?
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It seems like half of the time I make a patch it doesn't cap properly and I have to do it again. It seems like I'm not getting something with them since whenever I watch a tutorial on making arches/curved areas the patch works every time. Is there a general rule to keep in mind when making patches?
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One thing that has usually held me back from investing a lot of time in a big mapping project is how Gtkradiant doesn't show you how your lights look, you have to compile and run the engine to see. I'm sort of used to other editors (Like Unreal Tournament's UnrealEd and Jedi Knight's ZED) which let you see how lights look. Does anyone have any advice on how to make your lighting look reasonably good without compiling multiple times and tweaking it?
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Smoo liked a post in a topic: Dark Forces 2/Jedi Knight forum
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Dark Forces 2/Jedi Knight forum
Beyond Heretic replied to Beyond Heretic's topic in JKHub Feedback & Help
There is actually another JKhub. It has the address jkhub.net. It's been around for an eternity and it has a much less usable UI and has largely retreated from use. (It's user account system doesn't work and it doesn't even have PMs). It's been what people have used to organize big Jedi Knight projects for the last 15 years The general consensus I've seen from the community is most wish there was a Jkhub.org esque site. A more modern website that is active and everyone goes to (since the community is kind of aimless and split at the moment). There are still mods in active development today for Jedi Knight. And there's still a lot of users who are experts in the game's scripting language and using it's editor. I see Massassi as eventually going down at some point. It has changed webmasters many times and it comes across like it's only being kept up because of the history of the website and as an archive. Their forum no longer even talks about Jedi Knight anymore. It's files have been archived so there's little danger to seeing it go. It's more so that I foresee a greater community being fostered on a new website for the game. Similar to how players of JO/JA have this website and now everyone goes here. -
Onysfx liked a post in a topic: Dark Forces 2/Jedi Knight forum
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I'm wondering if the hub would ever consider allowing discussion about Jedi knight or Mysteries of the Sith modding and/or files in the future? The reason why I'm asking is it's very likely the other jkhub (the one with .net) and/or Massassi (god forbid) may completely vanish in the future. And both games still have a relatively active albeit sparse community.
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Echo liked a post in a topic: New jko speed run time
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Echo liked a post in a topic: Map mistakes in the vanilla game
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Discursion on assassins droids.
Beyond Heretic replied to Mizore's topic in Jedi Knight General Discussions
I think the EMP shield is just there so that you are forced to use the lesser used guns like the DEMP. It is the same thing Jedi Outcast did with the fight against Galak. -
Smoo liked a post in a topic: Ideas for a modern Jedi Knight game
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You could always just decompile one of the vanilla game bsps and take Raven's geometry. Most Star Trek Elite Force custom maps were mostly based on premade geometry from Raven's sample uncompiled map files. This is at least the quick and dirty method. Having a dedicated prefab map would be nice (and is almost necessary in some other game engines like Max Payne).
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I think the vehicles in Jedi Academy would need to have their controls almost redone to make an X-Wing section bearable. Now a section where you have to fight some AT-STs while Jan in the Raven's claw gives firing support that might be lots of fun.
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A suggestion to replace Force Repulse
Beyond Heretic replied to Spirit's topic in Jedi Academy: Enhanced
There's a similar power iirc in Star Wars Dark Forces 2 Jedi Knight called "Force Blinding". It prevents a player from using several force powers and blinds the player's vision for a few seconds. It can be countered with another force power called Force Sight. It only has a few uses in the game though since the only force users you fight are bosses. It's more useful in multiplayer. -
what do you post after that? Do you have a separate cg_gun for each axis? IE cg_gun x cg_gun y cg_gun z or is it just run like that? EDIT: nevermind I got it to work. I wrote a guide about it on Steam just now. http://steamcommunity.com/sharedfiles/filedetails/?id=833837287
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I guess the only real solution is to wait until OpenJK fully releases then?
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Has anyone ever managed to fix the buggy brightness settings in Outcast/Academy? I remember them being around ever since I first played the game The basic gist being that the brightness is always either too dark or absurdly bright. And if you alt tab or the game crashes it remains stuck like that until you run the game a second time. Right now on Windows 8.1 and 10 the Brightness seems to cap out at an arbitrary point and never goes over it. Stuff like that. I'm assuming OpenJK fixed it but I was wondering if someone fixed it for the vanilla game. I'd assume maybe using a different opengl.dll would fix it.
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Can you seriously fix the vertical FOV in Outcast/Academy? I've been running both games in 4:3 because I really hate having most of the weapon models cut off and having to increase the horizontal FOV to compensate.
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Chrome Robot Police from THX-1138
Beyond Heretic replied to KyleKatarn1995's topic in Mod Requests & Suggestions
You could probably frankenstein something together from a model that has a similar helmet and an imperial officer