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Freaky Mutant Man

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Posts posted by Freaky Mutant Man

  1. Just found out about this. This is a gut punch; Jedi Academy was the first game that I recall pumping mod after mod into, until any given bot match was an utter frankenstein of a crossover brawl. Sites like JK3Files and PCGameMods enabled this, and I always loved using them. I even submitted a few files back when I went under the name Cuckoo Man, and made more that I've never submitted anywhere. I'd come back to JK3Files every so often, whether for more mods when I became inclined to play a bit more or just to revisit it. While I knew the site could go under easily, and was always surprised to see it still up, eventually it felt like it'd never actually happen. Now that it's gone, I feel like I've lost a part of my childhood. Though Gamefront still seems to host at least most of the old files, I have no idea how long they'll be up, and the lack of images or proper descriptions on certain files makes it hard to really judge something before using it. I'll never be able to look back on pics of the day or any of the other community content, and that just sucks (even if I know full well I never would've thought about doing such a thing had it survived). Rest in peace, you lovable cobbled together mess; I'll always remember your selection of terrible Reborn, Cultist and Jawa reskins and copyrighted duel music. Thanks for all the years of fun.

     

    If it hasn't already been implemented, that Orphaned Files suggestion sounds great; should it happen (or have happened), I might have some files to contribute, possibly a couple stragglers from PCGameMods (though I'm still kicking myself for somehow losing one or two files, such as a Squidward player model that managed to disappear at some point while the accompanying Spongebob model survived).

  2. I just tried it, loading the OpenJK mod folder to make sure, and while it launched, several npcs failed to spawn in the first cutscene, hanging on the very first shot. Skipping that went into the first level, but Rosh, again, failed to spawn. I'm not certain what caused this, but at some point I'll try launching in a cleaned up folder.

     

    In any case, OpenJK seems to have the base species limit of 32, so the base species were inaccessible in addition to some early in the load order.

  3. You guys know this handy little thing?: http://jediknight3.filefront.com/file/JA_Unlimited;87847 Lets you stuff as many models, npcs, sabers, vehicles, etc. without fear of repercussion (besides eventually stability)? This allowed me to stuff thing after thing after thing into my base folder at the cost of one teensy little thing; SP was completely unplayable. Previously, the reason there wasn't an equivalent was because of the lack of a SP SDK, but now that the whole damn source code's out there, it seems like it should be perfectly possible to do something like this. Of course, while I've taken programming classes, they were entry-level high school classes and I am thus absolutely nowhere near confident enough in my abilities to attempt this myself. This seems like a simple enough task, but I could be wrong on that. Anyone who wishes to attempt this will have my eternal gratitude and may request one treasure from my royal vault.

    Asgarath83 and Circa like this
  4. Hello everybody. I've been playing Jedi Academy off and on since at least 2005, likely since Christmas 2003 (my current installation dates back to 2006, but I believe I had it installed on an earlier computer that has since been lost to the ages). I haven't played online much, as pretty much every time I tried it'd be some clan server where there might be some occasional dueling and nothing else, and every other server was set to saber only, no force; as I like loading up on full Dark powers and forgoing sabers (with g_debugmelee set to 1, of course), that ruleset is basically the antithesis of how I like to play. I recently got a gaming laptop so I could finally play newer games well, and considering this is the first time I've had a gaming laptop, I decided it would be cool if I could have a JA LAN party with my gaming group. I copied my installation from my desktop and played from there for awhile before discovering OpenJK, which fixed no end of graphical stuff that never worked and enabled me to shove ever more maps into the game. I'm not sure if we'll end up playing JA at our LAN party in the end, but regardless my interest in the game has been renewed.

     

    So hello! I was unaware of this community until a month ago, but I'm glad I found it.

    Ping and Circa like this
  5. I wasn't asking if you guys were planning on supporting the maps; I was asking what I could do to fix my personal copy of the map, which is why I originally posted this in Tech Support. In that regard, it appears I have my answer. Ignoring the argument going on here, in what files would these comments be found? Are they in the shaders themselves, are they found in the .bsp, somewhere else? If I were to attempt to fix things, just how much tedium am I looking at? It's a great map that I've gone back to several times over the years in an attempt to find all the switches (never have), and the grey/black checkerboards are not easy on the eyes, to say the least.

    eezstreet likes this
  6. So I've recently switched to using OpenJK over the normal version, and overall things have worked much better than they have before; animated images are actually animated now, mods with RGB sabers are now properly transparent, and maps that never rendered correctly now work perfectly. However, Midgar v3 has all kinds of visual errors in OpenJK; missing textures, incorrect textures, missing skyboxes. Mechanically, it all seems fine, but much of the map is marred by grey/white checkerboxes. When played from jamp.exe, everything looks just fine; it's only in OpenJK that things go wrong. I know Atlantica, another map from Scizo, recently had an update that fixed similar OpenJK issues, and the source files for Midgar v3 are available; what might need to be done to fix the issues? Is there perhaps a solution that doesn't involve directly altering the map, or will I have to go digging around the source files?

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