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Circa

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    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

    • All OpenJK features and fixes.
    • RGB Sabers • These can be set in the menus or by setting the sabercolor to a hex code in the console - for example "sabercolor 1 xff0000" will set the first lightsaber blade to be red. It is possible to set the sabercolors of NPCs by setting their sabercolor to a hex code in the .npc file. If you want to set one sabercolor for base and one for this mod, you can set the sabercolor of the NPC or lightsaber to the base value, and sabercolorRGB to the RGB value for this mod. Higher blade numbers are set with saberColorRGB2, saber2ColorRGB3, etc.
    • SFX Sabers • SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1. This is on by default, allows for more vibrant and high quality saber blades.
    • Ignition Flare • A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare to 1. A custom ignition flare can be specified for a lightsaber with "ignitionFlare <shader>" in the .sab file.
    • Ignition twirl animation disable • If that little twirl of the saber that you do in SP when activating it bothered you, you can now disable it to be more like MP with g_noIgniteTwirl 1.
    • Disable idle animations • Use the command g_UseIdleAnims 0 to disable them. Very helpful when taking screenshots.
    • Saber Holsters • Lightsabers are now holstered on the belt when not in use. A tag_holsterorigin can be added to a hilt for better placement. Adding "holsterPlace <none/hips/back/lhip>" in the .sab file specifies where a hilt will be holstered. Currently broken, default is right hip for now.
    • Headswapping • Several new heads are available for the human male and human female species. You can add your own heads - see the .headswap files in the sp_custom.pk3 for examples. NPCs can have heads set using the playerHeadModel and customHeadSkin commands in their .npc file.
    • RGB Character Colors • Adds an RGB slider option to all player species.
    • Better Entity Spawning • The /spawn command now supports entity keys, e.g. "spawn fx_runner fxFile the/file".
    • .eent files • Maps now load entities from mapentities/mapname.eent in addition to loading them from the .bsp file.
    • MP Movement • Not identical to MP but close. Allows for bunny hopping and less "slide" effect when moving. g_bunnyhopping 1. Also in the menu.
    • Extra Player Tints • (Unused) Playermodels are able to have multiple tints. If you enter “newPlayerTint 0 <R> <G> <B>”, any shader stages for the player with “rgbGen lightingDiffuseEntity 0” will be tinted to this color rather than the usual.
    • Ghoul2 view models First person view weapon models are now allowed to use .glm models using eezstreet's code.
    • Detachable E-Web The player can detach an E-Web from its mount by pressing the Use Force button whilst using it. While the E-Web is equipped, the player moves more slowly.
    • More usable weapons The tusken rifle and noghri stick are fully usable by the player. The DC-15A clone rifle (made by Pahricida), DC-15S clone blaster (Made by AshuraDX and Som3) and E-5 droid blaster (made by KhorneSyrup) have also been added. Only given via cheats right now.
      • give weapon_tusken_rifle
      • give weapon_noghri_stick
      • give weapon_e5
      • give weapon_dc15s
      • give weapon_dc15a
    • Saber throw is now a force power • This was to be compatible with the katarn saber style (listed below) - this was restored to alt attack to work with all styles like before.
    • 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.
    • First person lightsaber with TrueView • As seen in Open Jedi Project and all the other mods that used it, TrueView shows the player model in first person view. You can turn it on for guns with cg_trueguns and turn it on for sabers with cg_fpls or through the menu. Change FOV with cg_trueFOV. Recommend set to 120 if using first person lightsaber.
    • Radar • The radar system from Siege in MP now works in SP. Giving NPCs and misc_radar_icon entities the icon key will set a custom icon. A 2D minimap is also loaded from minimaps/mapname.mmap.
    • AI workshop • Created by eezstreet to give more control over NPC AI. See full thread here.
    • Switch pistols • Toggle between DL-44 and Bryar if added to inventory with pistol bind (+weapon_2)
    • Saber ignition speed • cg_ignitionSpeed scales saber ignition speed
    • Click-drag to rotate player model in customization screen • To help with seeing your character more easily instead of waiting on it to rotate around again.
    • MP-style saber hilt list • Lists lightsabers in the menu without the need for adding menu listings
    • r_mode -2 is now default • sets the game to the monitor's native resolution at launch. Change back to r_mode -1 to use windowed mode.
    • Widescreen HUD fix • Fixes the HUD to support widescreen resolutions without stretching the HUD elements, default to on. r_ratioFix.
    • Removed black bars in cutscenes • this helps with widescreen resolutions not cutting off half of the scene.
    • 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
    • Ingame character and saber menu  • Change your character skin and lightsaber from the pause menu at any time!
    • Ingame cheat menu  • A simple menu in the pause menu to give access to some common cheat codes like god mode, noTarget, setforceall, and increased dismemberment!
    • Ingame photo mode  • Use sliders to get the right angle and take a screenshot. Thanks to therfiles for camSP! Screenshots save to the JAEnhanced folder (Windows: C:/Users/user/Documents/My Games/JAEnhanced)

    Optional features (separate PK3's):

    • 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.’
    • Improved effects • also known as "UltimateWeapons", this is a must-have to create a more authentic Star Wars atmosphere

    Unfinished features, only use if testing:

    • Unstable and black saber blades • use with console command: sabercrystal 1 unstable or sabercrystal 1 black - the number is the saber number, so use 2 if you want to change your left hand blade.
    • Katarn saber style • A gun / saber stance. No animations yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console.
    • Z-6 rotary cannon • Added slot for this weapon, but it has no model yet. give weapon_z6

    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:

    • holsterPlace for .sab files currently does not work, which should allow the option for left hip, right hip, back, and none.
    • Some sabers in the saber pack do not line up well when holstered
    • The ingame saber menu won't let you switch from dual sabers to single saber. Workaround is to use /saber kyle (or any single saber) and then use the menu to choose one.
    • g_forceRegenTime doesn't go less than the default value
    • Player RGB tints can't be removed in the menu
    • Player RGB tints can’t be used in the in-game player menu
    • The option to bind photo mode to a button in the controls menu currently does nothing. Workaround is to use the console: /bind key uimenu camsp
    • Ultimate Weapons effects can be invisible if using all weapons back to back. It’s unlikely to happen in normal play sessions but is a bug (also in basejka).

    Potential future features:

    • More bundled improvement mods
    • Health regeneration
    • Default saber holstering to left hip to be canonically correct
    • For modders: add new weapons like sabers, fitting them to existing classes - like add a new model but it functions just like a blaster pistol with a unique sound and effect color, like sabers do. Instead of .sab files we could have .weap or files or something similar. As opposed to how it is now where you have to code in new weapons directly.
    • Adding to the above bullet point, SFX sabers translated into blaster effects with RGB and everything
    • Headswap, but for all parts, so you can use the pants of one model, the torso of another, and the head of another
    • Aim-based blaster deflection for added difficulty

    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

    • redsaurus for all coding and implementation.
    • AJL for the SFX Sabers stuff (including SFX_Sabers.pk3).
    • Circa for various icons, in-game menus, testing, release.
    • Raz0r for the MP-style movement code.
    • AshuraDX for the saber hilt, DL-44, and DC-15s models
    • DT85 for the improved jedi_hm.
    • HapSlash for the improved Stormtrooper model.
    • JKG team for the unstable saber blade graphics and shaders.
    • eezstreet for the Ghoul 2 weapon view model code.
    • razorace (and the Open Jedi Project) for the use of the TrueView code under the GPL.
    • OpenJK maintainers and contributors.
    • Pahricida for the Clone Rifle (and omeewan for the textures).
    • SoM3 for the clone blaster.
    • KhorneSyrup for the droid blaster.
    • Kahn Dahlaine for UltimateWeapons effects mod.
    • Dark Forces mod team, Salvador Barale, Luke Ashdown, for E-11 blaster, thermal detonator, bryar pistol models.
    • Toshi/DT85 for the ROTJ Luke model v2
    • therfiles for his amazing camSP tool for photo mode
    • macsourceports.com team for the macOS Universal 2 build
    • Daggo for general helpfulness

    Support

    Support for this mod will be limited. Please post questions in the subforum on JKHub.

    Smoo, Darkish, Droidy365 and 1 other like this
  2. 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.

  3. 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
  4. 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.

     

  5. 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.

    Futuza and Kessno like this
  6. spacer.png

    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.

     

    OCD2, Asulynn, Lancelot and 1 other like this
  7. 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
  8. 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.

    ZelZel, Botdra and Omega like this
  9. 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/

     

  10. 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/

     

  11. 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.

  12. 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.

    Spoiler

    I'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.

    Droidy365 and NumberWan like this
  13. 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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