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Circa

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Everything posted by Circa

  1. We have most JKA mods here on JKHub already, and any others that weren't brought here are archived at this site: http://mrwonko.de/jk3files/ Unless you know you have stuff that is super hard to find, I'd assume it's already in these two places. Or moddb.
  2. Ah makes sense. My bad. Don't listen to me.
  3. Oh true. That's the one you want. I think numBlades 0 is also needed in addition to the above, but I could be wrong.
  4. The Witness is 75% off on Steam right now. $10 for US people. http://store.steampowered.com/app/210970/The_Witness/
  5. Add numBlades 0 to the sab file.
  6. You can edit the hitbox of an NPC and vehicle as in, the size of it, in the NPC and VEH files. But you can't change how the hitbox works without code changes. There is a command to show the boxes ingame but I totally forget what it is and can't find it anywhere.
  7. Again, not true at all. I have tons of map PK3s in my base named something different than my server does, and they work perfectly fine.
  8. Don't be lazy. Finding new mods is the funnest part about JK2 and JKA, in my opinion. Go look through our files section and find stuff that you think would be cool to try out. PK3s are easy to install and uninstall, so its about as easy as it can get. If you limit yourself to what others use, then you're missing out on the fun part of JKA.
  9. Wouldn't that mean it loads in normal order? If it overrides, then its loading those after the ones before it. Or does it load in reverse and it just skips things that are already loaded?
  10. One z should suffice. If it doesn't, then that means there's something interfering in-between the assets and your file. It's not like the game checks for how many Z's you have.
  11. The game loads PK3 files in alphabetical order, which means the asset0-3.pk3 files are loaded first, and anything that comes after that alphabetically are loaded after, and overwrite anything that is the same in the previous files. So if you have a mod that changes the skin of Tavion in a pk3 called aSkinOfTavion.pk3, it wouldn't overwrite anything because the assets are being loaded after it, thus overwriting the pk3. So, many people put the letter Z in their file name so it is loaded either last or as far down the list as possible, ensuring there are no conflicts with other mods that may change something theirs does. In my opinion, its a bad habit to get into. You should only put Z's in your file name if you know its going to cause issues with other common PK3s. Otherwise you should just name it something normal, and let the user put Z's on it if they need to. I like to keep my base folder as organized as possible, and I make sure only the pk3s with Z's are the ones that need it. Otherwise it just makes it harder to find things.
  12. I only point that out because maps labeled as "Duel" are intended for the Duel MP mode. You could just change the category to singleplayer.
  13. I currently don't have a Linux install right now so I can't check, but it should be fairly similar to the Steam release. What does the GOG install look like on your computer? As in file structure.
  14. @@GPChannel if you used textures from another map, be sure to credit them.
  15. *stuffs all I can grab in pockets and runs into the darkness*
  16. Nice! Looks good.
  17. Having an NPC spawn in by default kinda defeats the purpose of a Duel map. Did you mean for this to be an SP map instead?
  18. .warnbox { background: #e3f6e5 url( images/icons/exclamation.png ) no-repeat 9px 10px; border: 1px solid #b4e3b9; color: #475949; } Post split into new topic and moved to OpenJK Discussion. @@Dark_Reaper I can't answer your question but I moved it to the right area where you may get some help.
  19. Yeah it would be whatever the file is named. Glad you got it.
  20. No idea. Perhaps the all-knowing @@ensiform could tell you.
  21. But did you add it to a new shader file? And did you refresh shaders in radiant? Did you add your new shader file to the shaderlist.txt?
  22. What does your skies.shader look like? If you're making a custom skybox, you should be adding it to a new shader file, not editing an existing one from the assets.
  23. Right. Just making sure you know that's your main base folder for OpenJK. It reads your vanilla base folder too but anything in the openjk base folder overwrites the vanilla base folder.
  24. Your OpenJK folder has to have a base folder, because that's where your openjk.cfg and openjk_sp.cfg are located. It should be in your User/Documents/My Games/ folder, not the folder in your GameData folder. You can put pk3s in there. It's generally best to put the bulk of your pk3s in there, so that your vanilla JKA can still launch if you ever need to use it.
  25. I actually remember figuring it out my first playthrough, after seeing all the detonators around the map. But I had been trying to use the alt fire on them and accidentally use primary fire instead. I noticed they followed it, so I proceeded to chuck them left and right as I collected the parts I needed.
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