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Circa

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File Comments posted by Circa

    OpenJK for Jedi Academy

       21,431    9
    On 7/18/2023 at 5:11 AM, Foxbite said:

    I've installed 2023-07-17 version of OpenJK, but when I launch SP mode and chose new game, an error message shows up after fininshing creating character says SV_SetUserinfo Bad index 970.

    What does that mean and how can I solve this?

    Make sure you aren't mixing different versions of OpenJK or other mods together, this usually means your DLL files aren't the right ones for the EXE.

    Dash Rendar Resurgence

       2,141    13
    2 hours ago, OniellFord said:

    I did that. Reinstalled it multiple times and followed the instructions. Nothing happens when I activate the batch file when I put it in the "Jedi Academy" folder. When I put it in the GameData folder, I get this (image file). There's got to be something I'm missing, right?

    dsresurgence mod error.jpg

    Hm. I'm not sure what's going on. I just tried the mod using the steam version installed on the same drive letter with the included batch file and it launched just fine.

    Maybe try it with OpenJK and change the .bat file in Notepad to say "openjk_sp" instead of "jasp"

    Dash Rendar Resurgence

       2,141    13
    4 hours ago, OniellFord said:

    I'm sorry. I know this is an old thread, but I need help. I downloaded this and followed the instructions. But I keep getting the "Application Load Error 5:0000065434" error message whenever I try launching the game. I then downloaded the "Patch 1.01 File" for the game. Followed those instructions and the patch doesn't recognize JK:JA being on my PC, despite having it installed via Steam. Am I missing something? Or is this not compatible with the Steam release? Can anybody help me please?

     

    Thanks,

    - Oniell.

    A quick Google search reveals that error is a Steam error, due to the game not installed in the right folder. No folder should have been moved or changed when you install mods like this, so you may need to reinstall your game.

    Also, the 1.01 patch is unnecessary for the Steam version, as it is already patched to 1.01 when you download the game.

    FFA3 Yavin Edition

       167    10
    4 hours ago, rootCompute said:

    Hey, my mistake! You were right, it is just the Yavin Training Area with this bug. I just checked, the other rooms do function normally. We had been playing hide and seek on the map and we had someone hiding in that area, might be the best hiding spot in the game! 😂

    Ha! Amazing. I do plan on fixing it at some point, I just need to get back to it. Also have a few other entity mods in the works as well.

    M3m0 and rootCompute like this

    FFA3 Yavin Edition

       167    10
    16 hours ago, rootCompute said:

    This is so amazing! Thank you for making this. I just wanted to mention, though, I was on my clan server with a few other people and we couldn't see each other in the custom rooms behind the doors (works just fine in the main area). Do you know if there's any fix for this from my end? Appreciate your hard work on this project

    I'm only aware of one room doing this (the Yavin duel room), are you certain all of the new areas are doing it?

    M3m0 likes this

    Jedi Academy: Enhanced

       61,806    147
    15 hours ago, Tyvian said:

    The new update seems to have caused more model issues. As for example, Spanki's Jedi mod causes some alien enemies to stop spawning, and will yield a Unknown NPC error, along with decreasing performance.

    And there is nothing conflicting as every mod I have works perfectly fine with it installed. Spanki's Jedi Mod also worked fine in Version 1.1

    If you are still using all of the PK3's, you can simply stay on 1.1. Nothing changed in the code, it merely is a PK3 reorganization so people can use the client standalone. If you aren't using it standalone and it is causing problems, better to just stick to 1.1. Not sure what would be causing that to happen though, since that is all that changed.

    Jedi Academy: Enhanced

       61,806    147

    After a lot of requests from the community since v1.1 came out last year, I went through and did my best to make more things optional, so if you want a more vanilla experience with some of the core improvements JAEnhanced has like widescreen, RGB SFX sabers, bug fixes, etc., you can now do that. All optional PK3's have been moved to an "Optional" folder which you can pick and choose which ones you want or don't want. By default they are all in that folder so they are disabled.

    List of optional features:

    • New force powers • Force Insanity, Destruction, Repulse and Stasis have been added. Force Repulse is gained automatically during the SP campaign. Bind the keys in the Controls menu. NPCs can use Destruction and Stasis. For faster force regeneration, g_forceRegenTime has been brought over from MP.
    • Improved jedi_hm • DT's very nice improved Human Male jedi is included with Jedi Robe options with RGB tinting features.
    • Build Your Own Lightsaber • Now lightsabers can be customized like the player species. Example customizable hilts are included thanks to AshuraDX and Plasma.’
    • New lightsaber hilts from around the Star Wars universe, even the Expanded Universe and new canon, all thanks to Plasma’s lightsaber pack.
    • Improved effects • also known as "UltimateWeapons", this is a must-have to create a more authentic Star Wars atmosphere
    • Included HapSlash’s improved stormtrooper model • because the default one is atrocious.
    • Included Toshi’s Luke model • because of same reason as above
    • Included AshuraDX’s high quality DL-44 model • because it is beautiful

    A small change was also made to the Minimal dismemberment setting to be g_dismemberment 0 rather than 2.

    Keep in mind you MUST have zZZ_jaenhanced.pk3, that one is not optional.

    1.2 is a small update but hopefully this makes some players happy that didn't want too much of the bloat that we added as part of this project but like the core features. 🙂 Please let me know if you run into any issues after this update. I tested some key things but not everything.

    scp_chaos1 likes this

    Jedi Academy: Enhanced

       61,806    147
    45 minutes ago, CoryTrash said:

    That sucks. I wonder why the multiplayer works though?

    Presumably because it's using the multiplayer you already had on there, the game splits SP and MP between two launchers, so if you open MP you're opening the Android version that you already had.

    Jedi Academy: Enhanced

       61,806    147
    9 hours ago, CoryTrash said:

    I have jk3 touch on my android phone and I can't get Jedi academy enhanced to run. The multiplayer will launch but the single player will not. I just want to change the lightsaber ignition twirl. Can someone please help?

    It is not compatible with android. Windows and Linux only.

  1. On 3/11/2023 at 2:19 AM, Professor Mor said:

    Will echo the above comment, when having this equipped the lightsaber does not have a blade.

     

    On 3/15/2022 at 8:07 AM, cegi85 said:

    Lightsaber don't have a blade.

     

    Here's a fixed PK3 for the no saber blade issue. I also added the Sith and Kit Fisto options to the SP menu. If @Ruxith wants me to upload this to the file page let me know, otherwise I'll keep in the comments for now.

    https://icedrive.net/s/Aj8xCSGNAXCFxFaTi1zF8YDZkkQ3

    Professor Mor and GamerRedNeck like this

    Jedi Academy: Enhanced

       61,806    147
    9 hours ago, Purbsi said:

    This is great, but it overrides a lot of the things I really like in my heavily modded copy. I'm aiming for a "what if" universe in my game, where Ben didn't kill Luke's new attempt at am Order and some things that have been changed in the Disney canon are the same in the EU, or are otherwise changed again in this melded timeline I'm making. I can't use your mod because I need more precise control over some of the stuff that's in it, but I really do love your work. I really, really wish I could use it. 
    That said, is there a chance we could get a standalone version of the GE parts builder? It would actually be perfect for the aesthetic I'm going for. 

    Remove the zZz from the PK3 names and add B's instead so they are loaded first rather than last and anything alphabetically after will override them.

    Or you can simply edit the pk3 files directly to remove things you don't want.

    Jedi Academy: Enhanced

       61,806    147
    6 hours ago, Dillon said:

    Same issue.

    You need to put the jaenhanced folder in the GameData folder like the instructions say. Most likely you put the whole folder in your Jedi Academy folder instead. jaenhanced folder and the files go in GameData.

    The result should be something like

    C:\Steam\steamapps\common\Jedi Academy\Gamedata\JAEnhanced\
    C:\Steam\steamapps\common\Jedi Academy\Gamedata\jaenhanced.x86.exe

    AT-AT

       174    4
    6 hours ago, CansecoDev said:

    I tried to rescale this model a couple of years ago (since I felt it was too small), then learned that to properly do that I'd need to reanimate it entirely to look good, now that I'm slowly learning to use Blender and the tools allow it, it would be an interesting project to learn that part of modding JK I never dared to touch, so I need to ask for the future; Is it the whole thing under CCBY-like license or just the original mesh and animations by Duncan?

    If I decide to improve the textures after making the whole thing bigger I might use some parts of your work on this textures @Circa, would that be right?

    My comments about what I tried are around on the Discord hehe, if you try to just make it bigger without actually reanimating it, it looks like it's falling appart:

    Yeah go for it!

    Jedi Academy: Enhanced

       61,806    147
    2 minutes ago, Mr. Mouse said:

    I totally understand if this is something you won't be doing until a "final" release, but is there any way you could compile a list of system recommendations for running this mod? I always seem to have optimization troubles and I can't identify why.

    The only thing that might be taxing on your system is the Ultimate Weapons effects PK3. The codebase itself should run as normally as jasp.exe would. Try taking that PK3 out and see if that helps.

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