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Everything posted by eezstreet
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Yeah, I was in FSO a way long time ago under a different alias, I was one of the builders.
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[JK2] Boothand's manual block system update thread
eezstreet replied to Boothand's topic in WIPs, Teasers & Releases
Love it. Please give me more. -
Quake Freed: Call For Jedi Academy Content
eezstreet replied to quakefreed's topic in Jedi Knight General Discussions
Don't forget to mention OpenJK and the source release! -
Nice try.
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Contest: Kitbashed/ Frankensteined
eezstreet replied to z3filus's topic in Mod Requests & Suggestions
How about one involving original models, so we can have frankenstein model-makers to move a bit out of their comfort zone? -
Not really. There's a lot I can do with what I have.
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Oh damn! Hey Sturg! I remember being in this clan a long time ago.
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I'm only working on it as a casual project to fill my time while I'm working on Rapture. I don't intend to do like I was before and doing 28 hour sprints.
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Try cleaning out your homepath, perhaps? C:\Users\bleh\Documents\My Games\OpenJK
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We've found a bunch of bugs while playing that need to be resolved before putting this version out. Some of them are major gamebreaking bugs.
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Does the train move?
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How many non US/UK players in JKA?
eezstreet replied to Xycaleth's topic in Jedi Knight General Discussions
I don't know how Asian language is handled, but I know that if you do /se_language "Japanese" in the console, very bizarre lesbehavior occurs in the font renderring routine. There's actually three or four .fontdat files which are missing from the assets. You can translate the game into more languages than French and German. Don't hold me to this, but setting /se_language "Russian" might allow for an extended Cyrillic character set. Course, the .fontdat file is missing, so you'll probably have missing characters. -
[red]These instructions are no longer correct. See the post below this one.[/red] JKG has some fairly complicated installation instructions, so listen carefully. You will first need to set up a folder structure outside of your JA installation. For the sake of this tutorial, I will name mine C:/JediKnightGalaxies. Make another folder named "JKG" inside of this (so C:/JediKnightGalaxies/JKG). Next, you will need the assets, which should be available in the news subforum (once they're available). You should always keep the assets as up-to-date as possible, but servers will not enforce asset version requirements (yet). Once you get the assets, place them into your JKG folder (C:/JediKnightGalaxies/JKG) You'll now need the binaries. Again, they can be found in the news subforum. Place these inside your folder structure (C:/JediKnightGalaxies). If you don't have the latest binaries, any servers you try to join WILL complain about it and you won't be able to join them. After this, you will need to rename the RENAME_ME.bat that comes with the binaries. Give it a nice name like Launch_JKG.bat. You'll need to edit it as well. Here's what it will look like: echo "You have not edited the batch file!!" # jkgalaxies.x86.exe +set fs_game "JKG" +set fs_homepath "." +set fs_cdpath "." +set fs_basepath "<THE PATH TO YOUR JA GAMEDATA HERE>" You need to paste the path to your JA "Gamedata" folder where it says so. If you're using Steam, this defaults to: C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy/Gamedata or for the CD version, C:/Program Files (x86)/Lucasarts/Star Wars Jedi Knight Jedi Academy/Gamedata Lastly, you need to remove the echo line and the # in the front of the .bat file. Here's an example of the .bat file for a Steam user after everything is said and done: jkgalaxies.x86.exe +set fs_game "JKG" +set fs_homepath "." +set fs_cdpath "." +set fs_basepath "C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy/Gamedata" Good! Now you can run the game through the .bat file, but you must run in administrator mode. JKG will not modify anything in your Jedi Academy installation folder. Everything (screenshots, etc) will be in your folder structure.
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The initial assets (read: PK3s) required to play the game will be coming out in a day or two. Stay tuned.
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No. That would require some recoding of the game, and as we found out with JKG, some tools (like WinRar) have tools to bypass encryption.
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The mesh could do with improvement, but no further poking of the bear is needed, so to speak. @@Cerez doesn't want any feedback of the mesh I guess, so let's keep on the subject of the textures?
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I think those are Unicode characters and you wouldn't be able to bind them anyway since everything uses ASCII.
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He's made three or four requests. Chill out.
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Looking for a public game? Want to converse with developers? Join our public Discord server: https://discord.gg/YuG8Zks
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This is the last version prior to changes that I will be maintaining, from now on. Basic Features: Team Free-for-All gameplay with exciting gunfightsKills earn you credits, where you can spend them at the vendor to buy cool gear, such as lightsabers, more guns, and armor piecesOver 100 different weapons to dispatch your enemies, including the ultra-dangerous Class A Thermal Detonator and iconic weapons like the E-11 Blaster RifleHand-tuned first person animations for complete immersionHow to play (basics): You start off with a starting weapon (this is dictated by the server) and a small handful of credits. In your base, you will find a vendor NPC that you can interact with and buy some items. Also, you can sell back stuff that you don't want later. Weapons you purchase will be stored in your Active Combat Inventory (ACI). This is basically like a hotbar for your items, and you can scroll through weapons on the list. (it skips over usable items) You can also purchase armor (currently only cosmetic) and consumable items. Consumable items can be placed on the ACI for quick use via hotkey. Currently there are only two consumable items that I'm aware of: seeker drones (MUCH better than their base counterpart) and bacta canisters. You might have noticed this while ingame, but there are three additional features to the game: Sprinting, which is bound to the shift key by default, Iron Sights, which improves your accuracy and is bound to Mouse2 by default, and Weapon Firing Modes. Some weapons may have up to 3 or 4 firing modes, including grenade launchers, burst fire modes, and others. KILL PEOPLE. This gives you credits. Killing multiple people will place a bounty on your head. Players can claim a bounty by killing youKnown bugs: Lightsabers don't work (very well). They got broken when moving to OpenJK and I haven't fixed them yet.Force powers don't workThere's lots of places where scroll wheel functionality would be great, but there is noneCan't get back to the storefront from the inventory when going to sell things (UI is missing some buttons/someone kludged this up)Projectiles can clip into the face. I'm working on this.Can shoot through really thin brushes. See above.Credits can loop over after ~4billion I think
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There isn't a way to generate a crash log, to my knowledge. @@ensiform or @@Xycaleth might know more.
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Are you loading from a .bat file? Check in the task manager and make sure that a background process of jamp.exe isn't running. Also check and make sure the issue is isolated to MB2. Basically, "VM_Create on X Failed" means that the game could not load a .dll for whatever reason, like jampgamex86.dll, cgamex86.dll, etc. This could be due to: The DLL not being foundThe DLL currently being in use by another program (A rogue jamp.exe process in the background for instance)Not being able to access the DLL due to the OS (Not having administrator rights, for instance)The DLL not being valid (very rare and should never happen)This could be an issue with MB2 (seems probable, given how inexperienced their latest round of coders are) or possibly some weird mojo going on with your hard drive.