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Everything posted by eezstreet
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Errr...it says that there was an error with g_session.cpp. I can't really tell much more from that error log.
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I suppose so, yeah?
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Please read the original post.
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Nope. The objectives are the same as the ones in the other Cairn missions. As for any extra voice overs, here's the full list of spoken lines by Kyle that were cut from the game, not counting alternates for pain/death/falling/jump/etc:
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I couldn't actually find any design or any information on level flow. There are -some- design notes from Smartdraw files but they aren't talking about the flow. It seems like you've got Moondog's modified version of the map. I can tackle the NPC routing no problem because that's something that I have experience with. Here's how the routing of the level is supposed to work at the beginning, from what I remember. There's some unused (but very cool) prefabs in cairn_bay2 that you can use for the exit maze.
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Fun random fact: JKA actually does support Japanese. It just doesn't have the font files necessary to render it.
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I actually did do this for Gunslinger's Academy. Player models could have up to 99 of every type of sound and it had backwards compatibility with base models. I might implement it into JK2 Enhanced.
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Nope. This is a common misconception, but I totally understand where it's coming from. They're called BOTH_ animations because on the skeleton they modify both the bones above the waist from the root and below. They aren't meant to modify them on the code. Although I agree in this case, BOTH_STAND1 looks terrible.
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Screenshots of some of the base JKA maps in Warzone.
eezstreet replied to UniqueOne's topic in Star Wars: Warzone
Unfortunately not, the voting for the background contest has already started. -
black ops 1 vehicles (Map objects), offal and news
eezstreet replied to scp_chaos1's topic in WIPs, Teasers & Releases
We don't allow content that's only ports. Please review our porting policy. -
I actually saw them live for this tour, for the first show. Not sure if you want spoilers for the concert/the lineup, but I was actually pleasantly surprised with how much classic material they went with.
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This is an interesting request and I kinda agree with the sense behind it. However, the animations in the second uh...animation, seem a bit too stiff.
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Unfortunately you won't be able to read this because your account was banned, but I should reply anyway for anyone who is wondering. The mod isn't dead, it's still being semi-actively worked on myself and my companions assist me in juggling projects. Currently I tackle three large projects at once (Rapture, JK:Enhanced and this mod) so it's a bit slow going. I hope people can be patient.
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The voting for the JKHub Background Contest has begun! The topmost forum has all of the image threads.
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Screenshots of some of the base JKA maps in Warzone.
eezstreet replied to UniqueOne's topic in Star Wars: Warzone
Yep, I would think it would be okay to do so. -
Well if you add that code back, and change the third argument of WP_ForcePowerDrain, it will work correctly. The third argument should be however much force power you want to drain from the player (FP_HEAL here is ignored). Try this: // // is it time to reduce the players force power if (pm->ps->forcePowerDebounce[FP_LEVITATION] < pm->cmd.serverTime) {// FP_LEVITATION drains force mana only when player // has an upward velocity, so I used FP_HEAL instead WP_ForcePowerDrain(pm->gent, FP_HEAL, 1); // Change this 1 to some other number to increase/decrease how much force power gets drained. // removes force power at a rate of 0.1 secs * force jump level pm->ps->forcePowerDebounce[FP_LEVITATION] = pm->cmd.serverTime + (pm->ps->forcePowerLevel[FP_LEVITATION] * 100); }
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Well, truth be told, I'm not exactly sure how one is supposed to complete the level. I know that the pit on the upper level of the map is supposed to be the final area (because there's a target_level_change linked to a trigger on the top of the pad). In the huge room, there is supposed to be a crane puzzle here where you can move things around and get the lift raised. I'm not too sure about how that works. And with the scripts, I mean stuff like getting the NPCs spawned and having everything work.
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ForceFallBrakeRate seems to be some variable that controls (surprise) the braking rate of the force power. I think it's a float array, but I'm not sure. Anyway, what file is this in? Whatever it's in, try adding this: float ForceFallBrakeRate[] = { 0.9, 0.8, 0.7, 0.6, 0.5 } Those values aren't guaranteed and you might need to tweak them.P.S. this is precisely why I hate copy-paste tutorials like that one, that literally don't explain anything.
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This is starting to become more and more of a problem. Not sure why, maybe it's because right around summertime people get more free time to start doing this sort of thing. We currently have seven files in the queue (!), all of which were uploaded by different people, and all of which don't have permission from the original author to do so. So to make our job easier (communication between the staff in situations like these is a pain in the ass) and to make your files show up faster, here are some general guidelines on what you should and should not upload. Don't have permission from the original author to upload the file? You're welcome to upload other people's mods, but don't upload it unless you have been waiting for more than 30 days for a reply. Be ready to provide proof. If they specify in their readme not to re-mirror the file, do not upload it period. Unless somehow you obtain permission. On the other hand, if they say that re-mirroring it is okay, go for it. Now keep in mind, your file will be given the @@JKHub account as uploader, since it's still not your file.Obey copyright laws. Now granted, I realize that we have some mods which are on the site from before the porting policy was changed, and I'm willing to give those a pass because the rules have changed. But if your mod is just replacing content of the game with new copyrighted material, that's not allowed. A big example of this is music mods. It's not okay to take music from the Star Wars soundtrack and replace tracks from the game with them and call that your mod, in its entirety. Likewise, it's not okay to port music from other games (exceptions being JK2/JKA, Raven has said that it's ok to port between these two games) and call that a mod. Generally, if you feel like you can't say that a mod you're uploading is an artistic work of your own creation, then it's probably not okay to upload.Staff decision is final. If you feel like some mistake has been made and your file got unjustly removed, you are free to protest this. However, it may (or may not) be in vain. We made these rules so that we can continue to deliver downloads to people without being bogged down in legal problems. It is your duty as an uploader to follow the rules of this website and have some basic idea of copyright.
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You need to make sure you have permission for using these models before undertaking such a project. A hodgepodge assortment of random models without permission I wouldn't allow having the JKE name on them.
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Jedi Knight 2 Enhanced: List of TODO
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
1. ICARUS script, something like this usually works: affect("lando") { set(SET_TYPES, SET_UNDYING, true); } (not verbatim -- run that through BehavED first!) I will probably hardcode those NPCs to just have undying by default to begin with. 2. New audio logs..? I didn't add audio logs. Unless you mean actual dialogue that was cut from the game -- I have a line where Kyle says something like that but it's not included in the current release (I only included what was used) -
Jedi Knight 2 Enhanced: List of TODO
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
I can't exactly guarantee it, because I'm not the one programming the JKA portion of the game. Besides, where's the fun of the game if you can't kill Rosh? I'd just give them godmode through script. Or undying. Cleaner and guaranteed to live. .npc files actually do work in Jedi Outcast (little known fact). The npcs.cfg is just a fallback in case no .npc files are found. .sab is a lot of copy-paste work. Not too tricky, but time consuming. If I ever make lightsaber customization a feature, I'd certainly implement .sab support. Or maybe some custom format like JSON so that people's PK3s don't conflict. There's already a conflict because of Haps' Imperial lacking LODs for the pistol. If I did implement a lightsaber customization feature, I wouldn't want it to be like JKA's where you customize it at the start. It seems weird to customize an object which you aren't seeing for like half of the game. However there is dialogue for Kyle saying "I'm glad you talked me into creating a new lightsaber" or something. One cool thing I thought about doing was a Doom3-like Nightmare mode where you start with the lightsaber and some force powers but your health is constantly draining. -
Jedi Knight 2 Enhanced: List of TODO
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
Story-critical NPCs (Jan, Lando, Luke) should just be invulnerable in general. Also Tavion shouldn't die if you do too much damage to her, the game should cut to black before it shows her dying. That's a minor gripe I've had.