Jump to content

GamingPrince83

Members
  • Posts

    141
  • Joined

  • Last visited

Everything posted by GamingPrince83

  1. I don't think its just steam, i had the same problem with JKA for years, have you tried OpenJK?
  2. What about the Alora Npc with dual Sabers? Have you tried that, because it is coded to use the Dual Saber style. If that doesn't work you'll have to edit the Sp code.
  3. Hello, i put together an Npc class that fight almost exactly like Boc from the game, the Npc class is based on the Luke, Desann, Kyle and Tavions AI, i only added jumping and evasion. What do you guys think? https://youtu.be/R9MFys_N2yA
  4. I don't know, i've only edited shaders for .glm models.
  5. I've been able to edit NPC and SAB files by placing them into folders rather than in a PK3 file, just minimize the game, edit your files reload the level with the Devmap command. It should work for all Jedi Academy files other than Pk3 files.
  6. The most fun i had was in JK1 and JK:Mots, i became a Star Wars fan when the SW Special Edition came out in 1997, and these game in 1997 and 1998, it was a great experience.
  7. You could also play the Jedi Outcast mod for Jedi Academy, if you want the Academy saber system, it's not perfect but you can use dual sabers and the saber staff and the katas.
  8. The problem is audacity, i've had similar problems, thats why i use a different audio converter after editing with audacity. Try Nero Wav Editor its pretty good and is free.
  9. Is it a wav or mp3 file?
  10. Have you checked the source code of the Serenity Jedi Engine Mod?
  11. Hi, i'd like to add some damage to force push in Jedi Academy Single Player, i'm pretty sure i'd have to edit wp_saber.cpp but i not sure were to start. Any advise will be appreciated.
  12. Why don't you edit the Npc files and remove the sounds there.
  13. The hilt is missing, i know about the blade issue.
  14. Stock Jedi Outcast humanoid models and Single Player. Also it affects both sabers and other weapons, they fire from the stomach area and the weapon itself doesn't show.
  15. I have a problem with Jedi outcast models+animations in Jedi Academy, the lightsaber hilt isn't visible. I checked the Models in Modview and they have the *r_hand tag, which is necessary to bolt the hilt to the hand in Jedi Academy, so it must be another model tag. Does anybody know why the hilt doesn't show?
  16. Is it possible to make a cinematic camera that is movable? Maybe somebody could edit the "noclip" cheatcode and make it into a Camera!
  17. Hello, tompa9 the Robed skin for Old Cin Drallig uses the wrong textures. head,models/players/cin_dralligT/head_old.jpg head_eyes_mouth,models/players/cin_dralligT/head_old.jpg hair_back,models/players/cin_dralligT/head.jpg <-------------- This should be "head_old.jpg" hips,*off hips_legs_l,models/players/cin_dralligT/boots_old.tga hips_legs_r,models/players/cin_dralligT/boots_old.tga r_leg,models/players/cin_dralligT/boots_old.tga l_leg,models/players/cin_dralligT/boots_old.tga torso,*off hips_belt,*off hips2,models/players/cin_dralligT/hips_old.tga hips_belt2,models/players/cin_dralligT/torso_old.tga torso2,models/players/cin_dralligT/torso_old.tga r_arm,*off r_hand,models/players/cin_dralligT/arms_old.tga l_arm,*off l_hand,models/players/cin_dralligT/arms_old.tga l_shoulder,*off r_shoulder,*off robe_hoodup,*off robe,*off l_arm_robe,models/players/cin_dralligT/robe.tga r_arm_robe,models/players/cin_dralligT/robe.tga hips_robe,models/players/cin_dralligT/robe.tga robe2,models/players/cin_dralligT/robe.tga hips_robecap_torso,*off torso_robecap_head,*off torso_robecap_hips,*off l_shoulder_robecap,*off r_shoulder_robecap,*off r_arm_robecap,*off l_arm_robecap,*off r_leg_cap_hips_off,models/players/stormtrooper/caps.tga l_leg_cap_hips_off,models/players/stormtrooper/caps.tga l_hand_cap_l_arm_off,models/players/stormtrooper/caps.tga l_arm_cap_l_hand_off,models/players/stormtrooper/caps.tga l_arm_cap_torso_off,models/players/stormtrooper/caps.tga r_arm_cap_r_hand_off,models/players/stormtrooper/caps.tga r_arm_cap_torso_off,models/players/stormtrooper/caps.tga r_hand_cap_r_arm_off,models/players/stormtrooper/caps.tga torso_cap_head_off,models/players/stormtrooper/caps.tga torso_cap_hips_off,models/players/stormtrooper/caps.tga torso_cap_l_arm_off,models/players/stormtrooper/caps.tga torso_cap_r_arm_off,models/players/stormtrooper/caps.tga hips_cap_l_leg_off,models/players/stormtrooper/caps.tga hips_cap_torso_off,models/players/stormtrooper/caps.tga hips_cap_r_leg_off,models/players/stormtrooper/caps.tga head_cap_torso_off,models/players/stormtrooper/caps.tga
  18. There is this one but it's with Dark jedi and Rancors. https://www.massassi.net/levels/files/2811.shtml
  19. I used the method in this post by Redemption. https://jkhub.org/topic/9218-npc-spawn-random/?hl=weequay
  20. I dont' know much about entity Modding, i managed this by editing the code, i used the random function that's in the code to spawn 4 different Npcs as the Jedimaster, also did the same with Jedi and Jeditrainer, it was the easiest way for me.
  21. I forgot to ask, is it for SP or MP?
  22. I only know how to edit 1, 2 and 3. It's in Wp_saber.cpp, if you want to add 4 and 5 you have to do some extra coding. float forceJumpHeight[NUM_FORCE_POWER_LEVELS] = { 32,//normal jump (+stepheight+crouchdiff = 66) 96,//(+stepheight+crouchdiff = 130) 192,//(+stepheight+crouchdiff = 226) 384//(+stepheight+crouchdiff = 418) };
  23. Did you edit the .sab files, like add new saberon, hum, off, swing, block or hit sounds?
  24. I made a VADER CLASS npc. its not perfect, teel me what you think of it! https://www.youtube.com/watch?v=7tgmCQb56FI
  25. If it's the velocity of the throw you have to edit the code. If your using Visual Studio just edit this in wp_saber.cpp if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_1 || self->client->ps.saberEntityState == SES_RETURNING || VectorCompare( saber->s.pos.trDelta, vec3_origin ) ) {//control if it's returning or just starting float saberSpeed = 500;//FIXME: based on force level? // Edit, saberSpeed = 500 // change the 500 to what ever number you want. float dist; gentity_t *enemy = NULL; AngleVectors( fwdangles, forward, NULL, NULL ); You can also search for "saberSpeed" it will give you everything speed related.
×
×
  • Create New...