Jump to content

Fire Phoenix

Members
  • Posts

    347
  • Joined

  • Last visited

Everything posted by Fire Phoenix

  1. Well we could do that but why would you play with MP bots if you will be able to spawn NPCs in SP ?
  2. I intend to keep them in the mod. These are few maps which I decided to include mostly because of quality.
  3. The starkiller base map will be included in beta don't worry : )
  4. The timeline of voting has arrived. People voted 12:11 in favor for old icons. I will respect the choice and implement those in the mod. The topic will be now locked. Thank you for voting.
  5. I think that the right side of the picture is ''more important'' than left side. That is why the character is on the right side. I do not see anything uncomfortable in there however your opinion is noted. Although I do not plan to change it. I think it would look way worse if the character was reversed. You can never satisfy everyone.
  6. Recently, I've been creating SP menus and I came up with an idea to create character preview section. However I can't make my mind whether to choose new force icons or not. That is why I left that choice for the community. The voting will last for one week which is untill 28.09.2017 . Old Icons: New Icons:
  7. 05.09.2017 Progress Report: NEW MODELS As you may know we've been delayed by updating character models as @@Linken stated in one of his progress reports. However we didn't waste time meanwhile. I did a lot of bug fixes and improvements in maps , sounds and effects. Today we officialy finished models upgrading and I would like to present the results. Rogue One Characters Star Wars Rebels Exclusive KotF Ahsoka Rebels There are a lot more but I won't take away the pleasure of discovering other skins yourselves. CINEMA MAP Thanks to great effort of @@Sidios we have a new cinema map which will be used for KotF video watching events. The map allows to play any video in high quality. The map isn't finished yet but the author is very close to the end. We plan to organise KotF trailer watching event for all people on jkhub after the realse of Beta version. Great fun guaranteed. Map Preview Screenshots: ​ ​ ​ ​
  8. 21.03.2017 Progress Report: Game Type Menu Campaign Difficulty Settings Missions JKJA Missions with Descriptions Custom Game Maps
  9. As a main menu designer I'm going to include the changes of User Interface (UI) in this thread. You are welcome to comment and give suggestions about my work. Stay tuned and follow this thread to be informed of the latest menu updates.
  10. No release date. Many things may occur during modding, for example we discover new bugs which delay our work. We dont want to give any release dates because of unexpected events.
  11. The npcs will be available in the next version of the mod. In alpha version they just dont exist so there is no way to spawn them.
  12. saberhit body effect is already changed to sparks. Linken used outdated files in that video. As for saber clash effect - I think this one is better than the one from mb2. Personal taste and not quite a good example on low quality video.
  13. Nerdman3000 is already working on uptading startup screen picture
  14. A bit. But some of these are in kotf actually.
  15. The list of people involved in Knights of the Force modding: Fire Phoenix - Project Leader , Menu Designer Linken - Second in command , Scripter , Coder Wettergren (Vet) - Mapper Nerdman 3000 - 2D Artist Shay - Sound Manager Bastil Bonehead - Sound Manager
  16. Yeah, the NPC limit is the most important thing that needs to be raised up.
  17. So, I encountered a strange bug and I'd like to hear your opinion about it. It's not a big deal, I am just curious why does it happen. My console shows that few random image files as missing : However the files are in place: I found a fix which is random as this post: Removing all icon_torso.jpg files from customizable "darth malgus" model: And the result after this operation: Still one image missing, Deleting all icon_torso.jpg from "Investigator" model fixes it: The final result: WOW! Fixed! I would like to know what is going on. Is JKJA just trolling me or there is a diffrent logical answer to this?
  18. @@Barricade24 Will do! Sorry for the mess. @@JaceSolarisVIII I will try to get it . But tell me what if you got an older version of visual studio for example from 2002, 2003 or around the time when JKJA was being made. Wouldnt that work?
  19. @@JaceSolarisVIII Apparently there are some good people over here : ) I would definetly prefer the second option because I have no idea how to code myself. Correct me if I'm wrong but I thought that with Revansoft releasing the source code it's just a matter of adding the features to that code. You say that it's "heavily bugged" but isn't that the same that original JA SP uses? Because the game looks as stable as possible. Again forgive my misunderstanding but I have no experience with these things.
  20. Yes it's me and my problems again.. This time I am working on Single Player and I am in need of coder assistance. I have 4 requests for some good soul to code for original JAsp (vanilla jagamex86.dll only) : - Extending maximum number of NPC limit (including vehicles) to the highest value the game can handle without crashing / being unstable. - Extending the number of customization spieces limit. This was done for OpenJK MP by Xycaleth. The whole topic is here: https://jkhub.org/topic/8158-bug-customizable-species-limit/page-1 - Increasing the string pool size limit. This was also done for OpenJK: https://github.com/JACoders/OpenJK/commit/cfcc97f3 - Extending the limit of lightsaber hilts that can go into SP Many of you will probably think : OpenJK has all of it why not use it? The answer is because OpenJK SP is not compatible with SP version of my mod. Besides OpenJK (for MP) has many drawbacks, it's pretty unstable and I refuse to use it at least in current version which is far from perfect. I guess it's the same for SP ( It launches but almost everything looks bugged; for example text loss, strange menu behaviour not to mention tons of errors while launching a map ). To sum up I simply cannot use OpenJK on this one. That is why I request these changes to be made for vanilla JASP. It's very important for me as I am stuck with the work and without your help I will never be able to finish the mod which many claim to be worth finishing. Help me @@Asgarath83 @@Teancum @@MGummelt @@Ramikad @ @@Boothand @@Stoiss @@ensiform @@DT85 @@Wolfeye @T.Zealot @@Archangel35757 @@Xycaleth @@eezstreet @@JaceSolarisVIII @@redsaurus @ @@Darth Futuza @@Raz0r @ @@SomaZ @@Dusty @@ent You're my only hope...
  21. I'm in desperate need of a coder to help me fix KotF SP...

  22. So I tried to fix it using OpenJK but still without success. I believe that OpenJK developers didn't include the ui changes in SP jagamex86.dll file . I can't get the new MP menu to work with sp. I will either find a way to fix it or try to create a diffrent menu for SP ( but I wouldn't like to do it )
×
×
  • Create New...