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Everything posted by Ramikad

  1. Very strange. I've only seen this type of behavior in MP, when trying to load a map after connecting to it and somehow disconnecting from the server. I can only think it could be related to entities, so my suggestion is to try that way, start removing and see if this fixes it.
  2. As far as I know, the player model in Jedi Outcast is hardcoded to be Kyle. Not completely sure, though.
  3. Version 1.01


    A nameless eldritch horror ghost thingy. I'm not sure what it's supposed to be, it just kinda popped up as I sculpted it. Inspired by the Screecher from the Lasting Light mod for Doom II. It includes an NPC, nameless. To install, unpack nameless.pk3 into your GameData/Base folder. To uninstall, remove nameless.pk3 from your GameData/Base folder.
  4. The base was actually pretty large - Luke's ride inside the box felt shorter than it actually was because it was described briefly, but it's probably at least 5-10 minutes from the landing pad to the storeroom. And yes, the ship in the landing pad is the one used by Luke to infiltrate the base, recreated from the description - including the larger crate concealing his X-Wing.
  5. Really strange that the model would be untextured - are you sure you applied the texture in the Ghoul2 properties of the object? As for the blade, I suggest you to import the tags from another lightsaber model - from my experience, tags can get fuzzy sometimes, this should fix the saber orientation.
  6. I think a script to SET_WEAPON <weapon> will suffice - not sure though, the player might be unable to return to it once it is deselected.
  7. 241 downloads

    A recreation of parts of the Cavrilhu Pirates Base, based on the description from Specter of the Past by Timothy Zahn. It is an asteroid in the Amorris system, in the Kauron asteroid field. It features a landing pad, quite a few corridors, a trap (recreated as best I could from the description from Specter of the Past, but thank multiplayer for having to downgrade it!), a warehouse and several rooms. I included the map file and script sources, in case anyone wanted to take a look. I didn't find any bug, although I may have missed a couple of caulked spots here and there. To install, unpack the file Cavrilhu.pk3 in your GameData/Base folder. To uninstall, remove Cavrilhu.pk3 from your GameData/Base folder.
  8. Easiest way I can think of is to let the script run twice, but use a script that is run before it to declare a variable or set a parm and then run a check so that it runs the first part during the first cutscene and the second part during the second, like this: //(BHVD) declare ( /*@DECLARE_TYPE*/ FLOAT, "script_stage" ); set ( "script_stage", "1" ); in the early script; //(BHVD) if ( $script_stage$, $=$, $2$ ) { rem ( "*Run second cutscene*" ); } if ( $script_stage$, $=$, $1$ ) { rem ( "*Run first cutscene*" ); set ( "script_stage", "2" ); } in Mara_Stand.ibi. From what I experimented in the past it should be doable and work nicely in this case.
  9. There's one in the Dark Forces mod, and you can find it in its Source Files.
  10. I'm on it, Gold Leader!
  11. Merry Christmas everyone!

  12. Closest one (but still not quite like it) would be the Rockettrooper suit or the Hazardtrooper suit. Other than that, I'm not aware of any space suit player model.
  13. Feel free to add it to the mod if you guys like it, though I don't have the .map file anymore (not sure if you need it).
  14. Ramikad

    SC Island

    Yes, I basically rendered a high resolution heightmap and baked it onto a much less complex version of the terrain, then I exported it as .md3 and completed it in Radiant with palms and bushes.
  15. 245 downloads

    A recreation of the first level of Dark Forces 2 I did many years ago. Found it a few weeks ago, and when I tried it again I found it quite enjoyable and fast-paced, so I decided to share it. I made the NPCs more dynamic overall to make them actual threats, and not just fixed targets. To install, unpack the folder DCONS and dcons.bat into your GameData folder, and launch dcons.bat. To uninstall, remove the folder DCONS and dcons.bat from the GameData folder.
  16. Ramikad

    SC Island

    "Maybe you can use your lightsaber to cut those trees down and make a bridge."
  17. 104 downloads

    A simple island map with palms and bushes. I had really little time to work on it these months, so it's not as fully developed as I would have wanted, but I really wanted to bring out something for the contest and overall I feel like it's a nice map to relax to the sweet music of Manaan and the sounds of ocean waves. The most glaring issue is the lack of any lighting (the island shadows are baked on the terrain model), and the trees don't have collisions. It's really mostly for eyecandy with all the trees and for sniping from treacherous bushes or unsuspecting horsetails. An issue I can't really fix is with tree LODs, which are broken in singleplayer. I also included the original .map file, in case anyone wanted to mess around with it. To install, unpack the file sc_island.pk3 into your GameData/Base folder. To uninstall, remove the file sc_island.pk3 from the GameData/Base folder. Feel free to use any of the trees and bushes in this map - that's also a reason I wanted to bring this out, in case anyone was interested.
  18. You'd have to open the .efx file (you can open it as a .txt) and fiddle with the correct scale or size value (not sure which one it is).
  19. Judging by the lack of shadows, I'm assuming this is a dynamic model (misc_model_static, misc_model_breakable or other). The model seems to be working fine, but I'd advise you to check the textures and texture paths, as well as the shader, as that seems to be the culprit. It's normal that it appears full bright because dynamic models don't cast or receive shadows unless set to do so, with the properties _cs 1 and _rs 1 in the Radiant entity respectively. Based on the Blender version you're using, you should either make sure that the md3shader custom property is there and correct (for Blender 2.79 or older) or the material is (I seem to remember that's how it's done with the newer versions of the Blender JA plugin on 2.8+).
  20. The extra part you tried with (npc spawn sithtrooper dark_side sith) from what I understand is specific to Movie Duels, basically allowing you to make any NPC you spawn friend or foe. For base Jedi Academy and OpenJK, the correct syntax is the one you tried before: npc spawn sithtrooper sith. This spawns a Sith Trooper with the assigned targetname sith, which can be used for scripts. Now, having said that, the huntkill falls in the category of behaviors. Supposedly they're special scripts that are used for various situations, but after trying multiple times in the past to get these "behavior" scripts working, I never managed to. Ultimately I'm not sure these even existed in the first place - the descriptions in NPC Spawner in Radiant seem to suggest they did, but I couldn't find any way to get them working. So maybe it was just a planned feature that never got past the concept.
  21. Sounds similar to what Noodle was working on. You may be interested in that - maybe the demo downloads still work.
  22. Well, Noodle made a Nightsister Zombie.
  23. In theory, if the map name matches the one you wrote as reference, no. In practice, double check for any loose quotation marks that could be breaking the new briefing file. Also make sure that the file is actually a .str file, and not a .str.txt (I know it's unlikely, but it might be possible). Other than that, I'm not sure what could be causing it.
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