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Posts posted by Circa
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Hm. All the ones I thought might be it do not have that specific song. I'll post them here in case you were mistaken on that part:
https://jkhub.org/files/file/138-the-academy/
https://jkhub.org/files/file/981-terminative-3-home/
https://jkhub.org/files/file/2107-massassi-temple/
https://jkhub.org/files/file/534-the-temple-of-solstice/
https://jkhub.org/files/file/2072-yavin-4-temple/
https://jkhub.org/files/file/2495-academy-of-skill/
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You should be able to follow that tutorial on how to find one. They recommend using the Ultra Utility for it but I usually just look at the list of entities already on the map, since you have the entire list when decompiling the map's entities. The tutorial uses *8 which is from a func_door, so I usually see if the map has any func_door's and use the model brush name from that.
What map are you editing? I might be able to find you one if you are still stuck.
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Why can't you use trigger_multiple? You can simply create a new one for this purpose.
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Assuming you're the same person that asked on Discord, you must have missed my message linking to this tutorial:
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What was the setting? Like did it look like a Yavin temple with stone and plants and stuff or like a Sith temple with statues, or anything like that?
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Can you describe the map a little more? Was it an outdoor map or just indoor? There are so many temple and academy maps out there it'll be a little hard to narrow it down.
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Quote
Typhon and the Jedi ruins.
Do you mean Tython?
I think the Morak location would be cool to have in JKA, personally. I love Tython too but that set was pretty barebones. Might be cool as a duel map with how small it was.
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2 hours ago, Parsival said:
But is it doable just by editing .cfg file or is it more complicated?
It's on by default. There's a new cvar called r_ratioFix that is default to 1.
Hoping for a release this weekend. I can post here when it's out.
Smoo likes this -
Running a private server from your PC usually requires you to forward ports so that players can connect to your network via that port. You'd also need to look up your public IP address and have them connect via that address manually, as I believe any self hosted server is going to be listed on the Raven Software master server which is currently down and not functioning. You could simply edit your server.cfg (found in your base after making a server) and add "sv_master1 master.jkhub.org" to show up on the JKHub master server that OpenJK/EternalJK use.
Check out this tutorial on home hosting a server, that might help you out further.
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I'm writing this up here because Google search results for this are pretty bad and finding info on this is not easy. I'm hoping this topic will end up in search results and make it a little easier for people to find.
No servers?
The Amazon Games version of Republic Commando went free this week for Prime Day and had a lot of people asking why multiplayer didn't show any servers in the server browser. Here's a quick fix to get servers to show up. Although there are only a handful out there, it's better than nothing.
You'll need the community patch that adds a new master server to replace GameSpy's server. This can be downloaded below. Shoutout to swrc-modding.net for providing this.
Download SWRC Server Browser Fix
Open the zip file and copy the file to the C:\Amazon Games\Star Wars Republic Commando\System folder. Replace the existing one.
If you're on Steam, this would be in C:\Program Files (x86)\Steam\steamapps\common\Star Wars Republic Commando\GameData\System.
Launch the game and it should now show a few servers in the multiplayer server list.
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Jedi Outcast, Jedi Academy, and Republic Commando are free on Amazon Games for Prime Day today if anyone is interested. That means you need the Amazon Games launcher to install and play it. Not a big deal in my opinion but I know a lot of people get pissy about that for whatever reason. If you use OpenJK/EternalJK/MBII or any other client mod, this won't matter.
If you are new around here and wonder why you don't see any servers in the server list on Jedi Academy, read here.
Prime Day on Amazon Prime Gaming
Mass Effect Legendary Edition as well, and that one is redeemable on Origin.
BIG EDIT: These games do not contain multiplayer and JK2 crashes on launch. If you end up downloading these and want to play them, here is a tutorial on how to get them up and working, both SP and MP. Nice one, Amazon.
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13 minutes ago, Tompa9 said:
But he posted image of Power Battles Plo Koon...
They said: "are these all still in progress then?" so I think they were referring to all of them, including Plo Koon.
So the real question is, are you planning to release your other models that aren't in the file section yet?
BlindDaThief and DarthValeria like this -
10 minutes ago, Tompa9 said:
Just open your eyes and open my file section
https://jkhub.org/profile/2929-tompa9/content/?type=downloads_file&change_section=1I think they're referring to the ones you have posted but aren't in the files section like the Obi-Wan models.
DarthValeria and BlindDaThief like this -
4 hours ago, Bubbles said:
And if you waited a longer longer you would of saved urself $$$$
I got similar to you except I went for a ryzen 5900x and 64gb DDR - 3600 memory.
DDR5 is nice just too expensive.
Maybe a bit but I ended up getting my 3070 Ti used for about the same as they are going for new right now. The previous owner only used it for 3 months.
Smoo likes this -
On 7/4/2022 at 4:46 PM, Botdra said:
This won't happen, unfortunately. JKHub cannot host these without legal risk, and they have no reason or desire to put themselves at risk. This is why Omega's mods need to be hosted off-site.
I agree with you about the disorganization, but that's either on Omega to put together a nicer format for his downloads, or give someone else permission to organize them onto a more structured website than just a Dropbox link. I don't blame him if he's not interested in adding a lot more to his workload.Like I said, as long as he put some original effort into his work other than just porting a model, and he explains everything he didn't create himself, we will accept it.
Our submission rules can be found here.
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23 hours ago, BoogerPoo2002 said:
Change your character's lightsaber and appearance in the middle of the singleplayer story
https://jkhub.org/files/file/562-ingame-character-and-saber-menu/
23 hours ago, BoogerPoo2002 said:Select which mission to play for the singleplayer story (unless it's already there)
I don't think any mod has mission select that I know of, but you could just use cheat codes if you wanted. A full list of all cheat codes is here:
https://jkhub.org/tutorials/console-commands-cvars/all-console-commands-cheats-r15/
23 hours ago, BoogerPoo2002 said:Increase the render distance in the game to as much as you want
Not possible, as far as I know. I believe it's engine-bound.
23 hours ago, BoogerPoo2002 said:A really good RGB lightsaber color mod
This one is tricky because it requires you to use a code based mod. Jedi Academy Enhanced has that function.
23 hours ago, BoogerPoo2002 said:A mod that allows you to make your character a furry character (don't judge me)
https://jkhub.org/files/file/70-leo-dominus/
https://jkhub.org/files/file/636-cathar-male/
https://jkhub.org/files/file/3006-shaï-the-cathar-jedi/
https://jkhub.org/files/file/897-jedi-dog/
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Give this tutorial a read. Might help you understand how they work a little better.
The gist of it is you need to point the “playermodel” line to the right folder in the /models/players/ folder. So if you want the rebel2 NPC to be Kyle you would change whatever the line that says “playermodel rebel” to say “playermodel kyle”, because Kyle’s folder name is kyle. Open Jeff’s trooper PK3 and find the folder name under /models/players/
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I also have Video Enhance AI and thought about trying my hand at doing this. I've used for various other projects.
2 hours ago, Lancelot said:But here's a question for those who have much better understanding with the engine: Is it possible to modify the game so that instead of ROQ files, it supports better files, like mp4 or avi?
I've asked this before and usually get the same answer: no. I forget exactly why, but I'm sure it has to do with encode/decode stuff. I feel like @mrwonko or @ent were people that I had asked in the past on Discord. Maybe they can give an answer as to why.
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On 6/26/2022 at 7:18 PM, Omega said:
Decided to kitbash Mara Jade and tried to make her face look like the live action version played by Shannon McRandle
https://mega.nz/file/3JkzhL5C#aI1igPC_ktPajsCtVzqjgx05zmuhiNRO4ayJWyEuJ7U
This looks awesome. If you put enough original effort into it you could probably submit it to the Files section, as long as you credit where the parts are from.
Omega likes this -
Absolutely loved it. It wasn't perfect. It had its flaws. But same can be said basically every piece of Star Wars ever made. Overall it was incredible. Great to see Ewan back in the saddle with Kenobi's character. Loved seeing Hayden back.
I do think the pacing was odd, and by the end I really think it should have stayed a 2.5 hour movie like originally planned. I love that we got more but some parts just felt a little like filler content to get it up to 6 episodes.
I loved Ewan's performance every step of the way. Its really no debate that he was the best actor in the prequels but I feel like he just went above and beyond in this series, especially the last fight scene with how emotional it was. Mad props to Ewan for that. Even Hayden's was extremely good, especially that last scene, but also his Vader performance was spot on. The walk and head movements are harder to accomplish than some people might think, but he nailed it all.
SpoilerI'm not a big fan of the Inquisitors in Star Wars in general, and this series didn't change that, however I did like Reva's character. I just didn't think it was overly necessary to the plot. It was interesting that she was a youngling from order 66 and she only became an inquisitor to get closer to Vader and take him out, but the scene where she actually tries is exactly how anyone would have expected that to go. I'm a little bummed he didn't just kill her though. Which brings me to my main gripe: stab wounds and wounds in general are nearly meaningless in Star Wars these days. The Grand Inquisitor survived (which I can buy since it was part of a ruse) but then Reva survives Vader's stab AGAIN and the next scene we see her in is basically 100% fine. Those things really bother me because the constant "fake out death" got old after Maul came back, and with the like 3 occasions it happened in TROS, it really needs to stop. We need to have some kind of sense of closure and risk in Star Wars again in that sense.
Anyway, I'm not really sure where a season 2 would go from there, but there are rumors they are going to try. I think a more logical step would be to do a Vader series spinoff of him doing missions for Palpy. Would be epic. We could see some things mentioned in this show like a certain Jedi character that was name dropped and the whole Jedi Path organization.
I have a new podcast that we covered a lot of Kenobi stuff on as it went along if anyone is interested in that.
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This is something that's been requested a few times before but it never seemed like there were enough mappers around that would be interested in it. I'm still willing to make it an official contest, I just worry about very limited participation.
I already have the next contest planned but maybe this could be the following one.
ZeroRaven likes this -
JA++ down?
in JA++
What isn't working exactly? The one in the pinned comment should be okay. Do you get errors or a crashlog or anything? More details will help.
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Perhaps @redsaurus remembers if there were any specific commands for first person saber commands for JAE. Not sure if there were any or if it just uses the default ones.
Jedi Academy: Enhanced v1.1 released
in JA:E Development
Posted
Well it's been forever, but we finally have an update for y'all. Work on 1.1 started over a year ago. The focus was bug fixes and a handful of new features on the code side by @redsaurus and adding some bundled mods on my end, as well as testing. Life gets busy, but we finally made it to v1.1.
You can look at the changelog below, but essentially I think this mod is finally in a place where I can recommend it to new players wanting the best experience or old players and modders to take advantage of some of the new feature set.
Do keep in mind this is still a huge work in progress, and there are bugs, glitches, and unfinished features. Remember to give feedback knowing that fact and knowing that your bug or request may not get fixed or implemented any time soon.
Non-exhaustive changelog for v1.1 (many may have slipped our minds or bug fixes fixed much earlier that weren't mentioned)
Changes in v1.1 (old saves not compatible with this version!) - Added eezstreet's AI workshop - Added g_UseIdleAnims to disable/enable idle animations - Removed black bars from cutscenes so scenes aren't half obstructed on widescreen resolutions - Added g_noIgniteTwirl to disable the twirl animation on ignition (like MP) - Added cg_ignitionspeed ton control how fast or slow the saber blade ignites - added a COMPLETE button to the saber builder UI to close it - r_mode -2 is now default at launch to be fullscreen at native resolution (set to -1 to go back to windowed mode) - Added cheat menu in the in-game pause menu - Added in-game character and saber edit menu in the in-game pause menu - Added in-game photo mode menu. The binding currently doesn't work from the CONTROLS menu, it needs to be added manually in the console: bind [key] uimenu camsp - Toggle between pistols when you have the Bryar and DL-44 with the weapon2 button - Replaced the old E-5 blaster with KhorneSyrup's new version - Removed Force Blinding bind in the menu since it is not ready for use - replaced DL-44 with AshuraDX's HD DL-44 - Added Kahn's UltimateWeapons mod as an optional PK3 with some revisions (removed saber effects, replaced some explosions with the smaller efx) - Added Plasma's saber pack as an optional PK3 with removal of a lot of duplicates to make the list easier to navigate - Added *holsterorigin tags to vanilla sabers and many of Plasma's sabers to work better with holstering - Added HapSlash's stormtrooper model to replace the vanilla model - Added Toshi's Luke to replace the vanilla model - Added r_ratioFix for full native widescreen support for the HUD and menus - Added new splash screen and menu logo
I also spent some time getting a nice trailer video made so people are more drawn to the mod and are aware all it has to offer.
The grand vision of this mod was supposed to be a "remaster & expansion" of sorts, which included modern textures, models, sounds, effects, and new missions and characters. That vision is on hold for now until more people can help out with implementing it. We want it to be more than just including a PK3 of an existing mod, we want to make sure the experience is as streamlined as possible.
For more improvement mods like HD textures, fonts, models, etc. please see JKHub's big list of recommended mods.
It's based on OpenJK (so the code is released under the GPL and available at [https://github.com/JKEnhanced/OpenJK/]) and a slightly modified version (for SP) of AJL's SFX Saber code. It also uses Open Jedi Project code for TrueView.
MAC VERSION COMING SOON
Main coding done by @redsaurus
Features and Commands
Optional features (separate PK3's):
Unfinished features, only use if testing:
Installing
If you've installed an earlier version (from when this was just called SP Customization Mod or 1.0), it'd probably best to uninstall the old version.
If you're using a Mac, you should put "Jedi Academy: Enhanced" alongside your regular Jedi Academy base folder - depending on your version the base folder might be hidden inside the original game's application bundle or in /Library/Application Support/Steam/steamapps/common/Jedi Academy/
If you're on Windows, install the Visual C++ 2015 redistributable, then put all files in your GameData folder. For Steam this is in C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy. For GOG.com this is in C:/GOG Games/Jedi Academy. For Amazon this is in C:/Amazon Games/Library/Jedi Academy.
If you’re using Linux, install SDL2 via Terminal [sudo apt-get install libsdl2-2.0], then install Jedi Academy via Steam Proton, right click the game, browse local files. Put the files in GameData.
You can launch the mod with or ja_enhanced.x86.exe on Windows, JAEnhanced.app on Mac, and ja_enhanced.i386 or ja_enhanced.x86_64 on Linux.
User files will be saved to /Users/user/Library/Application Support/JAEnhanced on macOS or to /Users/user/Documents/My Games/JAEnhanced on Windows.
Known bugs:
Potential future features:
License
The code and menu files are GPL. The relevant GPL license is included in the "readmes” folder. For completeness the Open Jedi Project readme is included although permission has been granted to use the TrueView code under the GPL.
Credits
Support
Support for this mod will be limited. Please post questions in the subforum on JKHub.