Jump to content

Fire Phoenix

Members
  • Posts

    347
  • Joined

  • Last visited

Everything posted by Fire Phoenix

  1. I said I won't rename it for now right? @@Xycaleth are there news by any chance?
  2. Yes, All models are already updated and there are plenty of new ones as well. I'm not convinced about changing mods name though, so for now I think I will keep the old one. I also plan to add updated maps, lightsaber hilts, effects, textures, sounds, huds and more. I'm also working on new saber menu with RGB sabers. I think that will be it for 2.1 . I have some plans for next releases though which will simply improve visual side of the mod.
  3. Yeah I do. Thats great thanks! And the crash occurs when I add far too much menus. If I add slightly more, The game opens but can't click anything. I hope both these errors are related with String Pool limit.
  4. Well, it's not that simple. I realise that people have other stuff to do, their real lifes and own projects. Their help is a token of good will. I decided pay though because I'm stuck with the mod and I can't work further untill the bug is fixed. I even didn't know if it's possible to make this mod working. Now I have hope that someone can find the proper code to extend String Pool bytes limit.
  5. Don't worry about republic models error I am still working on them and these errors will be fixed, It is due to the name of some item defs that contain numbers or pauses - for example 501stFives or Plo-Koon. The game somehow takes "501st" as 50 st and 1 value idk how to say this but it is of no concern trust me. It's not the reason of bug. I already condensed the menus much and I'm afraid I won't be able to condense them more. Maybe few itemDefs but it definetly wont be enough as I planned to add twice more.
  6. GUYS! I think I may have a clue. I started researching on github OpenJK code and I found a command: ui_report . The results are interesting. Check out String Pool section on the images: This one when menu is working fine: And this one when I can't click anything: My guess is that when There is too much content in bytes , string pool reaches 100% and menu stops working. What do you guys think? Is there any way to extend the bytes limit? @@ensiform @@eezstreet
  7. I bump this thread and I'm still willing to pay if anyone fixes the issue.
  8. does it remove menu content limit for kotf 2.1???????????????
  9. Oh nice, it says succeeded now. But it works only when there are 3 factions menus in jampmenus.txt, when I add 4th one, the game crashes on startup screen just like before when I extended the content limit : ( ( ( ( ( ( But on the other hand it is something unusual. With openJK uix86.dll the game crashes and with base/kotf uix86.dll the game launches but it's impossible to click anything.
  10. No. I'm trying at vanilla JKJA with just this menu pk3 file and OpenJK
  11. Oh you guys are right. I thought it might be important but ehh. Are there any tutorials about how to install openJK? I just copy pasted everything from zip file into GameData folder. Im using Windows 7
  12. I hope so, but I think nobody is even trying (lol)
  13. Oh no man.. You can see OpenJK 1.0.1.0 in console
  14. I'm not sure it could be fixed. I set far too much menus with almost the same content so the game engine couldnt handle it so it exploded and thats it.
  15. I could pay for fixed dll file not for hours. I want to fix the bug I uploaded on a video.
  16. How much do you value your work?
  17. I am willing to share money for some coding. https://jkhub.org/topic/8041-kotf-21/

    1. Ping

      Ping

      How much per hour?

    2. Fire Phoenix

      Fire Phoenix

      I don't pay for hours but for a product.

    3. Ping

      Ping

      Could have just said how much anyways....

  18. I decided to pay for getting the job done. Favor for Favor or Favor for money.
  19. It was very similar to this one though the game was crashing on startup screen instead of menu buttons not working at all. It is strange because I had a lot more content than right now.
  20. Yea.. I thought so then, but it was already too late.
  21. @@redsaurus I deleted all my posts there because the thread was about an outdated menu bug. Unlike now the game didn't launch anything at all - it was crashing on startup screen. And I had an old menu back then: Separated menus for every character model. Every menu file contained backgrounds and more repeating stuff. So it was pointless waste of space. I managed to completly remake the menu packing them all into one and switching backgrounds with cvars. So I saved a lot of space and I thought: ''okay now it will definetly work". So I decided to remove the posts not to litter forums with outdated garbage. Besides the video I uploaded contains more info than my previous posts. I don't think it is about count of itemDefs. I tried to remove one big itemDef and replace it with 3 small ones and it worked. Vice versa: when I removed 3 small ones and replace them with one big, the bug appeared again. My guess is that the limit concerns all .menu files size, though I'm not sure about it. You are right: each model has its title,description and icon with all the mechanisms. If a coder could add description commands to every separate itemDef (descX descY descScale descColor descAlignment) instead menuDef only,I could get rid of description itemDefs and by that lower their number like about 30%. I'm sure it would help but it probably wouldn't be enough for all the factions I have yet to made. I could also remove model titles for every diffrent characters but I wouldn't like to do that. BTW thank You all for kind words, involvement and activity in this thread
  22. This conversation is pointless if nobody knows how to fix the menu limits bug I posted in the video. A link to UI pk3 file is in the video description if anyone didn't notice. So I suggest we should focus on if the bug can even be fixed? And then discuss the mod's features or decide it's new name or express some expectations. Everyone here was a noob once. There is no doubt that if JKJA community is to grow, it requires new ''noobs'' to install the game and later the mod to stay and continue playing. How else do You imagine it @@hleV?
  23. I was working on something far more professional. I was going to make movies that took place between episode 1 and 2. There were some cool star wars legends in that time. For example count dooku leaving jedi order, sifo dias disappearing, creating clones, order 66 plot, separatists formation and all that stuff I even got the script. I had such possibilities once as I was a leader of a great clan not so long ago. There were many people with potential in it, we tried voice acting, sharing responsibilities. But we took a break mostly because of school time. Now it would be a nice for return but we wanted to try again with this new mod, just for a better start. As a test of full available quaility I almost finished Yoda vs Sidious duel movie in the senate building (episode 3 scene). It just needs some additional scenes and I wanted to add some self made animations. But for now I worked on kotf 2.1. And I really want it to be a polished mod, so that many people dreams can come true. Crazy coincidence Kualan that You ask me this. I saw your comics. Enjoyed reading it with some star wars music, and a long time ago I thought, wow these are great I could use someone like that as a story teller. So I thought that one day I will ask you to join our team and make great movies together. The mod I make and I plan to make is a tool to make it all easier, skin choosing upgrated models new maps, it is all to make it easier to play and to make the game more enjoyable. Honestly I care the most about bringing JKJA back to life, about my clan and movie making. But I'm sure it will serve others as well even for learning modding purposes. So you can see my problem, that menu issue is the only thing that holds me from completing the mod. As such, it delays all the great things I planned about this game and who knows, maybe the servers will be full once again...
×
×
  • Create New...