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Everything posted by Circa
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CamSP Range Reset "80" zooms in way too close.
Circa replied to Omega1's topic in Jedi Knight Tech Support
Are you sure your cg_fov is not also set to something lower than default too? range and FOV achieve similar things and might be what is causing it. -
- 18 comments
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- sith
- star wars related
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Can you lilnk to which JO in JA mod you're using? The one I know of on here doesn't have galak_mech in the pk3 at all. That might help in troubleshooting a bit and maybe get the author of the mod involved. I do think a lot of the galak_mech behavior like this is all done in code rather than just scripts, and that code may be missing in JKA causing these issues. The mech suit was a specialized encounter. Worst case scenario here is you'd need to restore some code from JK2 but I could be wrong.
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I saw he was cast but I believe the only rumor of him being Revan is simply because of the fan casting, not based on any insider info. If he really is cast as Revan, I assume it would be a flashback since this story takes place only a few decades before The Phantom Menace. His role has been described as a cameo, so this would make the most sense, and would be a smart way of teasing a movie or series about him separate from this show.
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- 4 comments
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- anniversary contest
- contest entry
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New JK-inspired themes It's already July! The 20th anniversary of Jedi Academy is upon us, and what better way to celebrate than with a new theme! Actually, there are 3 new themes to choose from: Academy, Academy (Stone), and Outcast. These are inspired by the cover arts of both games while keeping the function of the site the same. You can pick which one you like best or go back to the old theme, the theme picker is in the very bottom of the page. The Academy one has two separate options: default and stone. I took the stone texture from the original cover art and made it the background, but I honestly wasn't a fan of it but I figured there are people that may like it so I made it an option. I think the Outcast one may be my favorite. Anniversay Mod Contest Keeping the anniversary train going, I figured an anniversary mod contest was in order! Now, this contest's theme is quite broad to many here but hopefully that doesn't stop people from making some cool stuff. The theme is the Jedi Knight series. It doesn't have to be strictly Jedi Academy focused, but any game from the series (Dark Forces, DFII, Mysteries of the Sith, Jedi Outcast, or Academy). This can be related to the story, characters, weapons, vehicles, planets, etc. As long as it adheres to our file submission rules and relates to the JK series, you can submit. Rules: All submissions must be Jedi Knight series themed (Dark Forces, Dark Forces II, Mysteries of the Sith, Jedi Outcast, Jedi Academy) You can only enter your own creations. You may enter more than one mod. Already existing files cannot be submitted. The goal is to encourage new creations! This includes updates or fixes for existing mods. Any mod content is welcome, including skins, models, maps, weapons, menu mods, etc. Just make sure it abides by the rules. Mods can be for Jedi Academy and/or Jedi Outcast. We will assume mods are for JKA unless specified otherwise. The deadline for submitting content is September 9, 2023, after which a poll will be opened. The poll will be closed by the end of day September 16, 2023. How do I submit my mod? Our goal is to make it as simple as possible for everyone involved. The way you submit your file for this contest is to upload them as normal files in our file section, but using the category called Contest Entries. After the contest is over, we will move the mods to their respective categories. Click the button below, and submit your mod as you normally would. The category should be set to Contest Entries already. If you don't enter it there, your file won't be entered until you do. If you realize that you didn't do that, PM a staff member and we can change it for you. Good luck and happy festive season! Submit to Anniversary Mod Contest EDIT: VOTE FOR THE SUBMISSIONS HERE Anniversary Server Event Some people in the community are putting together a day-long event on a Jedi Academy server to get people on a server to play and hang out and celebrate the game the best way: by playing it. Multiple games and events may take place throughout the day depending on turnout. It will be open door policy, so come and go as you please. Thanks to Makha and friends for getting it organized and planned! Read the full post here. 20th Anniversary page We are tracking all of the content and events going on for the 20th anniversary over at jka.gg/20. Many of them are still developing, so keep in mind the page will change as new things happen. You'll notice some thing we've already shared, and some we haven't yet, like the JKHub server. 20th Anniversary of Jedi Academy That's all for now. I'm still working on getting another developer interview done, but I can't confirm that yet until it happens. If anyone has any ideas for more we can do for the anniversary, or has already done something we can put on the page, or wants to help with the server with events or admin, please let me know! View full article
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New JK-inspired themes It's already July! The 20th anniversary of Jedi Academy is upon us, and what better way to celebrate than with a new theme! Actually, there are 3 new themes to choose from: Academy, Academy (Stone), and Outcast. These are inspired by the cover arts of both games while keeping the function of the site the same. You can pick which one you like best or go back to the old theme, the theme picker is in the very bottom of the page. The Academy one has two separate options: default and stone. I took the stone texture from the original cover art and made it the background, but I honestly wasn't a fan of it but I figured there are people that may like it so I made it an option. I think the Outcast one may be my favorite. Anniversay Mod Contest Keeping the anniversary train going, I figured an anniversary mod contest was in order! Now, this contest's theme is quite broad to many here but hopefully that doesn't stop people from making some cool stuff. The theme is the Jedi Knight series. It doesn't have to be strictly Jedi Academy focused, but any game from the series (Dark Forces, DFII, Mysteries of the Sith, Jedi Outcast, or Academy). This can be related to the story, characters, weapons, vehicles, planets, etc. As long as it adheres to our file submission rules and relates to the JK series, you can submit. Rules: All submissions must be Jedi Knight series themed (Dark Forces, Dark Forces II, Mysteries of the Sith, Jedi Outcast, Jedi Academy) You can only enter your own creations. You may enter more than one mod. Already existing files cannot be submitted. The goal is to encourage new creations! This includes updates or fixes for existing mods. Any mod content is welcome, including skins, models, maps, weapons, menu mods, etc. Just make sure it abides by the rules. Mods can be for Jedi Academy and/or Jedi Outcast. We will assume mods are for JKA unless specified otherwise. The deadline for submitting content is September 9, 2023, after which a poll will be opened. The poll will be closed by the end of day September 16, 2023. How do I submit my mod? Our goal is to make it as simple as possible for everyone involved. The way you submit your file for this contest is to upload them as normal files in our file section, but using the category called Contest Entries. After the contest is over, we will move the mods to their respective categories. Click the button below, and submit your mod as you normally would. The category should be set to Contest Entries already. If you don't enter it there, your file won't be entered until you do. If you realize that you didn't do that, PM a staff member and we can change it for you. Good luck and happy festive season! Submit to Anniversary Mod Contest EDIT: VOTE FOR THE SUBMISSIONS HERE Anniversary Server Event Some people in the community are putting together a day-long event on a Jedi Academy server to get people on a server to play and hang out and celebrate the game the best way: by playing it. Multiple games and events may take place throughout the day depending on turnout. It will be open door policy, so come and go as you please. Thanks to Makha and friends for getting it organized and planned! Read the full post here. 20th Anniversary page We are tracking all of the content and events going on for the 20th anniversary over at jka.gg/20. Many of them are still developing, so keep in mind the page will change as new things happen. You'll notice some thing we've already shared, and some we haven't yet, like the JKHub server. 20th Anniversary of Jedi Academy That's all for now. I'm still working on getting another developer interview done, but I can't confirm that yet until it happens. If anyone has any ideas for more we can do for the anniversary, or has already done something we can put on the page, or wants to help with the server with events or admin, please let me know!
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Looks like you don't have icons for the torso or lower skin files. You need at least 1 of each of those. Your head icons also don't match the head skin files. Make sure you have at least head_a1.skin, torso_a1.skin, and lower_a1.skin, along with the icons that match them but with icon_ as a prefix. What the above comment says isn't necessary to simply make it show up in the menu, but using the JEDI_ prefix is best practice because the game is hardcoded to look for those first in various scenarios, and is the only way to get team colors working in MP in addition to the SP menu, but again, not necessary for the bare minimum. Same goes for the Hoth variants, though it'll be bugged when you get to that mission if you don't. Here's a tutorial for you to run through if you need it:
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All tutorials are officially moved to the new Tutorials page. This was a process I started 2 years ago and just procrastinated finishing but it is now done. The benefit to this change is they are done wiki-style where anyone can request changes be made, revisions are tracked, etc.
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NumberWan and Aldro Koon like this
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Technically yes @Aldro Koon but I set all the old ones to forward to the new ones so no links should break.
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Aldro Koon and Kessno like this
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Jedi Academy and Jedi Outcast rely on dedicated servers to populate the server list, meaning all servers available to play on are run by the community. There are plenty of servers out there to play on, even 20 years later. However, many people prefer to host their own server for reasons like starting a new clan, keeping their server private, and having complete control over their experience. To host your own server, you essentially have 2 options: rent a server from a server hosting company, or host one on your own computer at home (known as home hosting) Rent a server (recurring subscription) The easiest option is to rent one. Below is a list of the best options for Jedi Academy and Outcast as of 2023. They install mods for you, and some even have daily backups and other bonuses. We over here at JKHub highly recommend AsuTech, they provide backups, DDoS protection, a jka.io shortcut, daily restarts, a file manager, etc. Active server hosting companies AsuTech BlueFang Solutions MarkMods Host a server at home Head over to this tutorial on a detailed explanation on how to host a dedicated Jedi Academy server on your own PC. Controlling your server Whether you home host or rent one, all server configurations are handled by the server.cfg file in the base folder. One should be created automatically if you create an offline game which can be used as a starting point. Here's an example of a server.cfg for basejka/OpenJK with game mode set to FFA, time limit 60, frag limit 0, all Force powers disabled except for Jump 3, all weapons disabled except for lightsabers, super fast force regen, and a simple map rotation vstr that rotates maps after the time limit is up. This is just an example, if you are using a mod like JA+ or something similar, your server.cfg will look a bit different as they have more settings than this. Using RCON (remote control) To control your server ingame or even outside the game but in real time, you use rcon commands. A big list of those commands can be found in this tutorial. Adding bots to a server Sometimes bots can be a fun way to fill out a server instead of keeping it empty, or to even out teams. Learn how to add bots to a server at this tutorial.
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@Ruxith your images seem to have disappeared, looks like that image host doesn't exist anymore. I don't suppose you have the originals or can recreate them?
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Taking screenshots in Jedi Academy is fairly easy, but you'll need to access the command console to do so. To recap this tutorial, simply press the SHIFT and ~ keys on your keyboard while in the game, or if you're on OpenJK/EternalJK/JAEnhanced/MovieDuels/MBII, you can simply press the ~ key. In the console, to take a screenshot, simply type screenshot This will save a compressed JPEG file into your Jedi Academy/GameData/base/screenshots folder. If you are using OpenJK with default settings, your screenshot might end up in C:/Users/you/Documents/My Games/OpenJK/screenshots Binding the key Obviously you aren't going to want to take screenshots with your console in the way, so the best practice is to bind the command to a key on your keyboard. To recap this tutorial, in the console type bind end screenshot Now your END key on your keyboard will take a screenshot. To use a different key, just put something else in place of end in the command, like o or backspace In vanilla JKA and JK2, this command displays the success of the screenshot in the top left in the screenshot itself, which isn't ideal for 99% of use cases. In OpenJK and all mods based on it, this is fixed. To get around it in vanilla jamp or jasp, simply use the command screenshot silent and that will keep the message out of the display. Use that in the bind command as well like so: bind end screenshot silent What about higher quality images? You can do that too. By default you get a compressed JPEG, but with either of the below commands you can get uncompressed PNG or TGA screenshots. screenshot_png screenshot_tga Keep in mind PNG is for OpenJK and newer mods only. If you are on vanilla jamp or jasp, TGA should work fine. Naming the file You can simply type anything after the command (other than silent) to name the filename whatever you want. Creating a panorama Check out this tutorial to make some cool panorama shots
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@Key the images hosted on tinypic.com were deleted. Any chance you have them somewhere else you can restore them with? A shame to let this nice tutorial lose its effectiveness.
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Make sure the *r_hand and *l_hand tags exist and are in the correct positions.
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Recorded demos are not video files. They are text files that log every event that happens on the server. If you want to convert demos to a video, you either have to screen capture, or use something like jaMME.
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PM me with anything you have that we don't, and I'll gladly upload them!
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Hm, I think it was because it was a non-https link. I fixed that, try now. It works for me.
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It is linked in the tutorial.
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Botroutes are for bots only and only work in MP. NPCs are not the same as bots. So no, this won't work for NPCs. Your question is related to scripting and should be posted in a new thread in the modding assistance forum.
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@AradorasXeon looks like the screenshots were lost awhile back, not sure if you are able to restore those by chance?
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Author: Darth Arth REQUIREMENTS: Installed GTKRadiant/NetRadiant Basic familiarity with making a simple map ARRANGEMENTS Adding NPC's to you map There are two ways of adding NPCs to your map: 1. You can use the predefined NPC-entities from the context menu in radiant (right mousebutton in 2D view > NPC > NPC-name ) 2. You can use the NPC_spawner entity, which gives you the possibility to add your own NPCs to the map. (right mousebutton in 2D view > NPC > NPC_spawner ) If there is no NPC_spawner in your NPC entity list, you are using an old Radiant version or the wrong “sp_entities.def” file. You need GTK radiant version 2.1.12 or above. If you currently cannot or do not want to upgrade your Radiant (you really should though) or your sp_entities.def file, you can add the following definition to the file: /*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY SAFE DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it CINEMATIC - Will spawn with no default AI (BS_CINEMATIC) NOTSOLID - Starts not solid STARTINSOLID - Don't try to fix if spawn in solid SHY - Spawner is shy SAFE - Won't spawn if an entity is within 64 units NPC_type - name of NPC (in npcs.cfg) to spawn in targetname - name this NPC goes by for targetting target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?) target2 - Fired by stasis spawners when they try to spawn while their spawner model is broken target3 - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them) If targeted, will only spawn a NPC when triggered count - how many NPCs to spawn (only if targetted) default = 1 delay - how long to wait to spawn after used wait - if trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2) NPC_targetname - NPC's targetname AND script_targetname NPC_target - NPC's target to fire when killed NPC_target2 - NPC's target to fire when knocked out NPC_target4 - NPC's target to fire when killed by friendly fire NPC_type - type of NPC ("Borg" (default), "Xian", etc) health - starting health (default = 100) "noBasicSounds" - set to 1 to prevent loading and usage of basic sounds (pain, death, etc) "noCombatSounds" - set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.) "noExtraSounds" - set to 1 to prevent loading and usage of "extra" sounds (chasing the enemy - detecting them, flanking them... also jedi combat sounds) spawnscript - default script to run once spawned (none by default) usescript - default script to run when used (none by default) awakescript - default script to run once awoken (none by default) angerscript - default script to run once angered (none by default) painscript - default script to run when hit (none by default) fleescript - default script to run when hit and below 50% health (none by default) deathscript - default script to run when killed (none by default) These strings can be used to activate behaviors instead of scripts - these are checked first and so no scripts should be names with these names: default - 0: whatever idle - 1: Stand around, do abolutely nothing roam - 2: Roam around, collect stuff walk - 3: Crouch-Walk toward their goals run - 4: Run toward their goals standshoot - 5: Stay in one spot and shoot- duck when neccesary standguard - 6: Wait around for an enemy patrol - 7: Follow a path, looking for enemies huntkill - 8: Track down enemies and kill them evade - 9: Run from enemies evadeshoot - 10: Run from enemies, shoot them if they hit you runshoot - 11: Run to your goal and shoot enemy when possible defend - 12: Defend an entity or spot? snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code medic - 15: Go for lowest health buddy, hide and heal him. takecover - 16: Find nearest cover from enemies getammo - 17: Go get some ammo advancefight - 18: Go somewhere and fight along the way face - 19: turn until facing desired angles wait - 20: do nothing formation - 21: Maintain a formation crouch - 22: Crouch-walk toward their goals delay - after spawned or triggered, how many seconds to wait to spawn the NPC */ What NPC will be spawned is defined with the KEY “NPC_type” in the entity properties. You can use the predefined NPC names or use your own selfmade NPCs. NPC Examples Predefined NPC: KEY NPC_type VALUE reborn Your own NPC: KEY NPC_type VALUE jedi_yoda Adding the first attack wave When adding NPC attack waves to your map it is very important that the NPCs will not spawn when the map is loaded. You have to add a “targetname” KEY to the NPCs which prevents them form spawning automatically when the map starts. The targetname KEY means this entity must be “triggered” or “used” (by other entity or script) to be spawned/activated. Since we want waves consisting of more than one enemy we need to count the killed NPCs so we can trigger the next wave once all of them are dead. Counting can be done using a target_counter. For our testmap we need a simple room like the one created in the tutorial your first map. Now we add 3 NPC_spawner. These are our first attackers (first wave). Select all 3 NPCs and press [N] for the entity properties window. Add the following KEYS: KEY NPC_type VALUE reborn KEY targetname VALUE wave0 KEY NPC_target VALUE wave1count Description: NPC_type = name of the NPC to be spawned (predefined or your own custom NPC's name) targetname = name for the NPC's in this “attack wave”. You can use this name for activating/spawning the entities by script, trigger, counter, etc. NPC_target = defines which target will be triggered when the NPC is killed. For this tutorial we are using this for incrementing the wave counter (target_counter) For spawning the first wave of attackers we will use a “target_relay” which is connected to the info_player_start entity. We could just directly connect the info_player_start to the NPCs but this way we get to learn about the target_relay, which can be very useful. Press right mouse button in the 2D view and choose target > target_relay Select the entity, press [N] and add following KEYS: KEY targetname VALUE startwave0 KEY target VALUE wave0 Now we have to connect our play start with this target_relay. Press [ESC] key for sure that nothing is selected. Select the “info_player_start”, press [N] and add these KEYS: KEY target VALUE startwave0 This connects our player start entity to the target_relay, which will activate the first attackers wave. Now we must add the first counter (target_counter) which will count the beaten NPCs. Add the target_counter to the map, press [N] and add the folowing KEYS: KEY targetname VALUE wave1count KEY target VALUE wave1 KEY count VALUE 3 Description: targetname = name for the counter. You need this for triggering the counter when the NPC is killed. target = defines which target will be activated once the “count” value is reached. count = Once this value is reached, the counter will fire his dafined “target”. If the value is “3”, this means the counter must be triggered 3 times before firing his target. In our case the counter is triggered after each beaten NPC. once all 3 NPCs are dead, the counter will trigger its target, the next attackers wave. The next attack wave Now we can add our next attackers wave. Add 3 more NPC_spawner, select them, press [N] and add the following KEYS: KEY NPC_type VALUE rebornacrobat KEY targetname VALUE wave1 KEY NPC_target VALUE wave2count Now we need a new counter for our second attackers wave. Add a new target_counter, press [N] and add following KEYS: KEY targetname VALUE wave2count KEY target VALUE wave2 KEY count VALUE 3 The third attackers wave Well, we have to repeat the steps for each ave we want to add. Add 3 more NPC_spawner, select them, press [N] and add the following KEYS: KEY NPC_type VALUE rebornforceuser KEY targetname VALUE wave2 KEY NPC_target VALUE wave3count Now we need the third counter for our third attackers wave. Add a new “target_counter, press [N] and add following KEYS: KEY targetname VALUE wave3count KEY target VALUE wave3 KEY count VALUE 3 The last attackers wave Let us add the last 3 NPC's to the map. Add 3 more NPC_spawner, select them, press [N] and add the following KEYS: KEY NPC_type VALUE rebornboss KEY targetname VALUE wave3 We do not need any NPC_target KEY for the NPC'S nor a target_counter entity here, because there will be no more attack waves in this testmap. If you'd like to add more attackers waves, you just have to reapeat all the steps again and again. Be sure all the “target” > “targetname” relations are created correctly, or your next NPC wave will not work correctly! Finishing the testmap Well, we have our attackers waves created. It's up to you if you want to add more attacker waves to your testmap. This kind of NPC attacker waves is mostly used in a “Ladder” type of maps or in single player maps where the author has bigger fighting episodes created for the player. (Note that multiple spawning waves of enemies are usually bad leveldesign though.) Save the test map as “waves.map” in your base/maps folder, compile it and let's test it Have fun! DOWNLOAD THE TUTORIAL MAP ( .map - file included) JK2 version waves_jk2.zip JKJA version waves_jkja.zip The jk2 reborn NPCs don't work properly in Jedi Academy. You need this FIX file. Unpack the ZIP and put the pk3 file in your Jedi Academy GameData/base folder. jkja_reborns_fix.zip
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I used this tutorial for my Christmas map, although it was for MP, it should work for SP too I assume. Wonko is right, NPC_Target activates on death so no need for an additional script. http://map-forge.net/wiki/doku.php?id=tutorials:npcwaves_data:npcwaves Of course this isn't multiple waves in your case, but it shows you how to use the counter function so a script runs when all NPCs are dead that are linked to the counter, even if its just 2.
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Version 1.1
94 downloads
This is an entity mod of the singleplayer map T2_DPRED (the one with Rax keeping you a prisoner without your saber) The goal of this mod is to make it a more usable map in multiplayer, complete with new spawns, teleporters for getting around, NPC spawners, and more. This is part of a series that I hope to complete every SP map this way. If you are wondering why do this, the benefit to entity mods is you don't need the actual PK3 in your base folder to play on the map with these changes. That means it is just another map that you can add to your rotation without sacrificing new players or worrying that players won't have a map your server is running. Orange consoles around the map are NPC spawners. They will spawn a specific NPC, some are cultist, reborn, stormtrooper, hazard troopers, etc. Red glowing energy spots are teleporters. Since not all doors could be removed easily, this is the best way to get around the whole map, getting to special areas outside of the main courtyard. Some of those rooms are good for dueling or having privacy while the rest of the players are having an FFA in the courtyard. Also fun to play hide and seek! In the main courtyard where the ATST comes out of in the SP mission, there is now a medical area with bacta tanks that heal you to full health when you press USE on them. There are also a few droids there to make it a bit more lively. -===================- -!|!- CHANGELOG -!|!- -===================- 1.0 - Initial release 1.1 - Added more bacta tanks to main area - Added droid NPCs - Fixed a couple teleports - Fixed bmodel coordinates -================- -!|!- NOTE -!|!- -================- There is a benefit to having this PK3 in your client base folder. Since the map has a big Dantooine vibe, I included the Dantooine music from KOTOR. This only works if you have it in the base folder of your client, not just the server. Otherwise normal OT music is used. -======================- -!|!- KNOWN BUGS -!|!- -======================- Some teleport buttons (the red glowing force) may require you to face at a certain angle that isn't always natural. This is just a downside to using bmodels for triggers. Spawned NPCs sometimes are too stupid to notice you even if you're close. This isn't an issue with the map, just MP NPC AI code being bad. -========================- -!|!- INSTALLATION -!|!- -========================- This is a server-side mod, so put the PK3 in your server's base folder. If you want to use it locally, put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)