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Everything posted by eezstreet
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JK2 Full List of Implemented Features
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
Doesn't exist in JK2. -
Use bool instead.
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Maybe make a thread in the JK:Enhanced forums with what you've got, and we can include it in the project.
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Do you only do skyboxes, or other textures as well? I may have a use for you in my JK:Enhanced project.
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This is really cool. Are you going to remake any other textures?
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@@yeyo JK - wow, that is a beautiful sky box. Or is this picture photoshopped?
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*rubs hands together* Who's with me? The code for renderers would be stored in /renderer/<rd-renderer> at the top level.
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Can't download any files from JKHub
eezstreet replied to TMCchristian's topic in JKHub Feedback & Help
[red]Thread locked. [/red] The issue has been resolved. -
Thread moved to Coding and Scripts There was a PSA, perhaps you missed it?
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Maybe read Ensiform's response? That's what happens.
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JK2 Full List of Implemented Features
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
@@Teancum read the title, this is for JK2. -
JK2 Full List of Implemented Features
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
I have a new feature to showcase. Have you ever found it unrealistic how some droids just explode? Fret no longer. Probes, Interrogators and Sentry Droids will no longer explode when they die (although interrogators may still do so, randomly). They will instead fall to the ground, unless killed by a sniper or rocket launcher, of course. If they hit the ground hard enough, they may satisfyingly explode. -
**OFFICIAL** Dark Forces Mod revival topic
eezstreet replied to Teancum's topic in WIPs, Teasers & Releases
I'm not actually sure, I have similar issues with Jedi Knight Galaxies. Maybe your .ico doesn't have the correct size? -
Have you tried enabling r_dynamicglow in SP?
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Yeah, that's because singleplayer JKA has half the miniheapsize of multiplayer. Don't ask me why it's like that, but either way it's correctly set as the MP size in OpenJK. If you're getting errors in singleplayer while using jamp.exe, it's not even worth it to sacrifice quality imo.
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The exact error can happen in two different places (in MP, couldn't find the error in SP): TransformedVerts = (float *)G2VertSpace->MiniHeapAlloc(surface->numVerts * 5 * 4); g.mTransformedVertsArray = (size_t*)G2VertSpace->MiniHeapAlloc(g.currentModel->mdxm->numSurfaces * sizeof (size_t)); It's either the number of vertices in a single surface, or it's the total number of surfaces.
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Granted, my feature list is a bit small right now, but there's not much more space I have to work with here.
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I hate to be the bearer of bad news, but based on the official website for the season pass, it doesn't look like there's going to be any prequel content at all, at least for the first game. Or if there is going to be prequel content, that's what the last unnamed expansion is going to entail. So for all of the prequel battles (Naboo, Geonosis, Order 66 Coruscant, Utapau, Kashykkk, ...), it seems silly to lump it all in one expansion, which I don't think they'll do. Realistically I would expect them to do maybe one battle (the one on Geonosis is the most iconic, certainly), if any, but I agree, that sucks.
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Possible solution to JA's terrible NPC way-pointing?
eezstreet replied to Dusty's topic in Coding and Scripts
The solution to fix JA's terrible waypointing is to...fix JA's terrible waypointing. The problem (and I've always asserted this, over and over) is the terrible waypointing that is done in the maps. Do you want an example of AI that is perfectly waypointed? Try looking at what JK2 did with their maps. A lot of this can be fixed with map modding. Granted, the code in JKA is a bit different, getting it to be at JK2-level isn't hard. -
Meanwhile, I am sure that some who paid $50 for the season pass are a bit angry, considering that only one DLC has come out so far. (They've promised at least 4, but the last one is not coming out until 2017!) By comparison, Fallout 4 came out around the same time and has had three DLCs (the third one coming out in a few days). The price was originally $30 for that, and they later jumped the price up to $50 because they are coming out with more content than expected.
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JK2 Full List of Implemented Features
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
Added a section detailing the randomized dialogue system. This is a cool idea, but I wouldn't support it being in the lower difficulty settings. -
Code Changes Weapons SFX Sabers and Ignition Flares, just like in the JKA version of the mod.Trip Mines can now be disarmed with the USE key. This includes both your own and enemies'Your trip mines will no longer blow up if you walk through them, and you can place an infinite number of them.The AT-ST has a forward-mounted minigun that both shoots really fast and requires time to charge up. This replaces the primary fire of the Main Cannon.NPCs Includes the new AI Workshop, to debug (and screw around with) NPCs.New navigation tools in the 'nav' command like putting waypoints into maps, changing links, etcEnemies will now attempt to grab weapons which are better than their own. Beware of flechette-toting Imperials!You can now disable your Portable Assault Sentries with the USE key in order for them to preserve ammo.Floating droids (with the exception of the Seeker drone) now no longer disappear when you kill them - they give a small little explosion and then fall to the ground. The falling damage might make them go boom though. Also note that some weapons (explosives, DEMP2, sniper rifles) will always make them explode. Interrogator droids also have a random chance (~30%) of exploding instead of falling, that's just because they are so small.Force Powers You can now mind trick AT-STs.Lightning drains less force power and does more damage at all levels. At level 2, Lightning is much easier to hit targets with. At level 3, you can kill a standard Reborn with one full force bar of Lightning and a Reborn Boss with two and a half full force bars.While Force Speed is active, snipers will always miss you. New Cvars These new cvars were designed for use in Custom Games, which allow you to change up the gameplay for increased replayability.g_pullitems: Toggle pulling of itemsg_pushitems: Toggle pushing of itemsg_gripitems: Toggle gripping of items and placed trip mines/det packs. Note: may cause items to fall through the floor!g_sentryinfiniteammo: When enabled, the Portable Assault Sentry has infinite ammo.g_sentryexplode: When enabled, the Portable Assault Sentry will explode when it runs out of ammo (like in MP)g_sentrycheat: When this cvar is 1, the player can push over Portable Assault Sentries like NPCs can. When this cvar is 2, NPCs can't push over Portable Assault Sentries (but neither can you)g_npcsentryrate: How fast NPC Portable Assault Sentries should fireg_sentryrate: How fast your Portable Assault Sentries should fireg_maxsentries: How many Portable Assault Sentries you should be allowed to carry.g_maxseekers: How many Seeker Drones you should be allowed to carry.g_medpacheal: How much health Instant Medpacks should healg_medpacgrunt: If 1, medpacks will play the Bacta Grunt sound effectg_medpacmpsound: If 1, medpacks will play their MP sound effectg_medpacdoomsound: If 1, medpacks will play a custom sound effect (the one from Doom is included by default)g_armormpsound: If 1, all shield items will play the MP sound effect when picked upg_armorlgoverflow: If > 0, Large shield items will allow you to go over 100, like they do in MP. The amount that they let you go over is controlled by the cvar.g_armoroverflowdown: Controls how fast the overflow counts downg_armorsmamount: How much small shield items should give youg_armorlgamount: How much large shield items should give youg_ammompsound: If 1, ammo items will play the sound effect from MPg_bactaheal: How much Bacta items should heal you forg_bactagrunt: If 1 (it is by default), bactas will play the grunt sound effectg_bactampsound: If 1, bactas will play the MP sound effectg_bactadoomsound: If 1, bactas willl play a custom sound effect (the one from Doom is included by default)g_maxbactas: How many bactas you should be allowed to carryg_maxkeys: How many Supply Keys you should be allowed to carryg_keysused: How many Supply Keys are used up on a Supply Crate (default: 1)g_binocgivebatteries: When this cvar is 1, you are allowed to pick up Electrobinoculars item in the world, and it will give you batteries when doing so.g_binocrestrict: When this cvar is 1, you can't pick up Electrobinoculars in the world (unless doing so would give you batteries)g_binocdrainrate: Controls how fast the Electrobinoculars drains the batteryg_binocrandomrate: Percent chance that battery items are automatically converted into Electrobinoculars items.g_lagivebatteries: When this cvar is 1, the LA Goggles will give you batteries when picked up.g_larestrict: When this cvar is 1, the LA Goggles can't be picked up unless you don't already have a pair, or when doing so would give you batteries.g_ladrainrate: Dictates how fast the LA goggles drain the batteryg_larandomrate: Percent chance (from 0 to 100) that battery items are automatically converted into LA Goggles items. Setting both this and g_binocrandomrate to 100 will lead to some side effects.bg_repeaterrate: Dictates how fast the Heavy Repeater should fireg_repeaterspread: When 1, the repeater will use its ordinary spread. When 0, repeater won't spreadg_weaponFile: Says which external JSON file to use instead of weapons.datg_maxAmmo_Force: How much force you can have (at maximum)g_maxAmmo_Blaster: How much blaster pack ammo you can haveg_maxAmmo_Powercell: How much power cell ammo you can haveg_maxAmmo_MetalBolts: How much metallic bolt ammo you can haveg_maxAmmo_Rockets: How much rocket ammo you can haveg_maxAmmo_Thermal: How much thermal detonator ammo you can haveg_maxAmmo_TripMines: How much trip mine ammo you can haveg_maxAmmo_DetPack: How much det pack ammo you can haveg_maxAmmo_Emplaced: Does nothing Asset Changes New skyboxes for all missions except the ones in space (and Nar Shaddaa)AT-STs now have footstep and head-turning sound effects.Includes the lovely new Imperial Pistol by @@SilverfangIncludes the lovely E-11b Blaster Rifle from JKGDialogue Fixed lots (more than 50) missing subtitles and typos.50% chance to use 03jao012 (unused sound effect) instead of 03jao013 ("...make sure you search any officers for keycards")50% chance for Kyle to respond to 03jao012/03jao013 using a normally unused audio tidbit ("Thanks for the reminder.")50% chance to use 02kyk001 ("Looks like there's another level here, Jan. I'm going to check it out.") instead of 01kyk02925% chance for Jan (after 02kyk001/01kyk029) to ask Kyle if he needs help, 25% chance for her to tell him not to take all day, 25% chance for her to tell him to meet him at the ship, 25% chance for her to tell him to be careful.After asking Kyle if he needs help, there is a 25% chance that Jan doesn't reply, a 25% chance that Jan tells him to be careful, 25% chance for her to tell him not to take all day, 25% chance that she tells him to meet her at the ship.50% chance to play 05kyk020 ("Find Desann. But not before I meet a man about a weapon.") instead of 05kyk019 ("Find Desann. But first I need to get something that I left behind.")All of Luke's dialogue at the Academy (except for his third line) has a chance to play an alternate take.Almost all of Lando's dialogue on ns_starpad has a 50% chance of playing another variant.50% chance to play 12kyk028 ("I'm sensing something like a disturbance in the force but...it's so...different.") instead of 12kyk030 ("I sense a disturbance in the force but...there's something...strange...about it.")50% chance to play 12kyk031 ("A Jedi? No...he seemed...different, somehow.") instead of 12kyk029 ("He looked like a Jedi and fought like a Jedi, but his power felt so...warped.")The first reborn that you meet (in bespin_undercity) no longer responds with "You will die!" - it felt tacky to me I'll add more as I remember them.
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Can't download any files from JKHub
eezstreet replied to TMCchristian's topic in JKHub Feedback & Help
Thread moved to Ideas & Issues We have contacted the Dropbox Support and will let you know when we have more information. -
Picking up placed mines and detpacks
eezstreet replied to ensiform's topic in Jedi Academy: Enhanced
This would require editing the maps, and I don't have source for all of them.- 18 replies
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Picking up placed mines and detpacks
eezstreet replied to ensiform's topic in Jedi Academy: Enhanced
So I've spent pretty much all day working on this (lots of hiccups). But I hope to have it working by tomorrow, should be pretty simple. As a nice little side effect, I've implemented the ability to grip trip mines around with the g_gripItems cvar (which also lets you grip ammo and other items). It actually works pretty well.- 18 replies
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