Jump to content

Ramikad

Members
  • Posts

    1,316
  • Joined

  • Last visited

Everything posted by Ramikad

  1. Those acolytes remind me of the Disciples from Heretic. Nice work!
  2. Turning a map from .bsp to .map is called decompiling. It's not "strictly legit", and not sure how far and wide it's appreciated by the big bosses here at JKHub, but that's the last of your problems should you decide to try it. The main problems you're going to face with decompiling a map is the disappearance of all light entities, and the reset of all texture alignments. You'll know it when you'll see it. Sent you a PM with the details.
  3. As far as I know, level 4 Mind Trick does expire after a while. /control and controlling an entity through scripts doesn't, however.
  4. Are you sure that's what it is? It seems more related to the thrust the enemies affected by Force Push / Pull receive. I suggest you take a look at the code, BehavED has commands such as SET_ANIM_HOLDTIME_BOTH and SET_ICARUS_FREEZE (though this one may be unrelated). About that "Press JUMP to exit", that worked in Jedi Outcast on the Doomgiver, when controlling the R4 Unit. And since the effect seems similar (if not the same) in all the cases of controlling through scripts, the /control command and Force Persuasion level 4, it may just be some sort of leftover.
  5. Light side powers were nice, but nothing dramatically different - in comparison to JA, the Light Side only lacks Force Blinding. Force Persuasion in Jedi Knight was more of an invisibility power than convincing an enemy to turn against the other enemies. Aside from that, the Dark Side powers were more interesting, in the specific Force Throw: essentially picking an enemy and let everything moveable (except items like shield recharges, etc.) in the room fly on him, causing great damage. Somewhat, the code for this already exists in JA: misc_model_breakable can be pushed toward a target, causing damage, though it seems to be horribly broken - apparently only one target will be chosen for ALL misc_model_breakables. And... well... how could you forget Force Destruction and Force Deadly Sight (burn them on sight!)? Mysteries of the Sith featured even more interesting powers, namely, Force Far Sight (basically an Out of Body Experience, flying as far as you can, but consuming Force Energy doing it) and Force Projection (as the name says, it created an illusory copy of the Jedi where it stood, drawing the enemy fire).
  6. Don't worry about that, I already have a whole mod folder dedicated to it No, I was actually thinking about just having more Force Powers returning from Jedi Knight and Mysteries of the Sith. Those games had pretty cool Force Powers.
  7. Good... good! <Insert Emperor's evil laugh>
  8. That's what happens when you use a JA model into JO. The _humanoid skeleton in Jedi Outcast has more bones, and since those bones were removed in the Jedi Academy _humanoid, it'll end up with this mess. You'd have to recompile the model using the JO skeleton.
  9. Yeah, there's one in Movie Battles II, and another (unfinished) developed for JKG. https://drive.google.com/folderview?id=0ByE8w9wVLZXbYnZLZ1ZSS01kYzA&usp=sharing&tid=0ByE8w9wVLZXbaF8tU1Jfbjl2bEk
  10. Spawnscripts and most (if not all) other script types don't seem to work on info_player_start.
  11. From what I remember it wasn't really a "gun", more like a crude console command to spawn a set of two portals. https://www.youtube.com/watch?v=0RB-OHqJJCA
  12. Are you sure it couldn't work with just model_default.skin? Through console it works, /playermodel <modelname> model_default model_default model_default.
  13. Perhaps you could achieve something similar by changing that NPC on the fly with another NPC, with similar characteristics but different class. It's just a wild guess though.
  14. Really nice work Kualan. Remember you can skin differently each leg, to have the signature on the left leg and plain armor on the right leg.
  15. Ramikad

    Slightly off topic

    JA+ and JA++ are multiplayer only mods.
  16. I think it's done with fx_wind or fx_wind_zone.
  17. I agree. Looks like in the movie the upper part of the legs is slightly more inclined, which might make it look taller. http://vignette1.wikia.nocookie.net/starwars/images/d/d1/Atstendor.jpg
  18. Much easier with a surfaceModel shader. But then... filling an entire map with grass made of models would probably hit FPS even more than the surfaceSprite. http://q3map2.everyonelookbusy.net/shader_manual/ch3.htm#surfacemodel
  19. True, unfortunately. But you can play with density and have quite a lot of grass and decrease it on the distance. I think a good mix is possible - likely not what you're trying to achieve, though. Maybe having grass as an effect instead of sprite might help the framerate, after all effects also have a hide distance and shouldn't be (dynamically) as heavy as grass sprites. It's more than that, I think the wind effect that deforms them is one of the causes why the grass is so heavy. It would be interesting to see if other types of surfaceSprite or zero wind affect the framerate as much as the "original".
  20. A bit "hilly", though with little height difference - I think it's more or less 3000 or 4000 units at best. I used the GtkGenSurf plugin for Radiant 1.3.12, if memory serves me well. It has a very low brush count, though, 512 brushes for the terrain, with a very generous size of 8032 units per brush. But aside from that, Radiant 1.5 can compile maps up to 64000x64000, I think.
  21. I'm a firm believer that, under special circumnstances, beating your brother in brutal and sinister ways for a greater good should be considered perfectly legit.

    1. Show previous comments  1 more
    2. Wasa

      Wasa

      *Devil May Cry's plot, and many other ficton's*

    3. Tempust85
    4. Merek

      Merek

      I'll just pretend I didn't read that.

  22. Huh? You mean that's the max limit you managed to achieve all things considered? Because I made a test map as large as 128000x128000 units, not sure the height, BSP only.
  23. Not sure what sort of mix-up can cause this, but T3_Hevil has a misc_skyportal in a side skybox, with just a couple of cloud layer textures and a gradient. Try playing around with misc_skyportal.
  24. Additionally, you might need to set a script_targetname key on the entity, to be used as the entity affected by the commands in the script. About the scripts, something like this should suffice: //(BHVD) affect ( "Lever", /*@AFFECT_TYPE*/ FLUSH ) { rotate ( < X Y Z >, T ); set ( /*@SET_TYPES*/ "SET_USESCRIPT", "lever_activate_up" ); } Simply make it so that it affects the script_targetname you chose for the lever, and rotate it 90 degrees on the correct axis (totally NOT sure which one it would be - you'll have to experiment on that), in T number of milliseconds. The last command will set the entity usescript to a similar script, but that rotates -90 degrees on the same axis (to switch it back), and sets the entity usescript to the original script - going by the example here, lever_activate_down. Then again... I'm not really experienced with moving objects with BehavEd, so I might be mistaken on a few points.
  25. The error message is telling you what to do: just type /devmapall <mapname>. I remember it worked differently in the past and especially in SP, you could just /devmapall or /helpusobi 1, but that's changed. As far as I know /helpusobi 1 doesn't work in multiplayer - you can only /devmapall <mapname>.
×
×
  • Create New...