-
Posts
971 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by afi
-
Not sure why but most of the siege servers always lagged as hell. Not sure if that's bad optimization (net-code) or just the servers fault...
-
Does your file have the right dimensions? Edit:
-
You have to put the "map screenshot" into the levelshots folder
-
Lol and I made everything from scratch D:
-
You stole my idea of custom teamnames which I stole from Quake Live
-
Animation and Model Source Files (Raven Software)
afi commented on JKHub's file in Official Releases
-
Thanks for the offer! I'm currently recreating assets which is not as much work as I thought but still a lot of work (and I still have no clue what I'm going to do with the animations ) Also it's crazy how many files the game loads which it actually doesn't need at that moment. But I finally managed to load the game with only custom files (except for animations, means I deleted the base assets and replaced those files that I need for the game to load, I have one playermodel, one map, one sabermodel). The playermodel that I use atm is not made by me though (and I didn't ask for permissions yet, which I will obviously do before I release anything ). And obviously most of the files are placeholders atm.
-
Oh wait I confused splitscreen with coop
-
I thought there was coop-code from the consoles
-
Would be a cool project though
-
I didn't like #10 until I saw it in the preview
-
@@AshuraDX didn't know about this one heh @@Ping I know about compJA but they have a different goal and I think it won't hurt if there are two competitive-standalone projects. Also yea, one of the goals is the balancing, another one is to make people stop running. In Quake you can run but most of the time it doesn't make much sense. I want to achieve something similar in Jedi Academy (even though it might be hard without ranged weapons and pickups). I don't want to change too much of the gameplay to not piss off all the competitive players. One of the changes implemented so far is that you can roll when you already started your attack (in the windup). Also I've made changes to the air-acceleration and you can start an attack while you're already in a wallrun (and a couple of other minor changes). This doesn't sound like much but it gives you noticeable more control.
-
Yo, I'm currently working on a (multiplayer-)project called sabermode. The goal of this project is to make a standalone game for saber fighting (means no other weapons and no force-powers except for force-jump) with slight changes in the movement/combat-mechanics making the fights a bit faster and giving the player a bit more control. I think the sabersystem in Jedi Academy is unique and it would be great to have that free to play for everyone without having to purchase Jedi Academy. I'm in a really early stage right now and most of the work will be to replace all the assets that are used in the game (at least I don't have to replace all these weapons...phew!). Since I'm actually quite busy in real life it will probably take some time until I'm finished but one of the reasons to post this here on the forums was to motivate me so let's see if that works B) . It would be nice if someone here would like to help me and contribute on this project as it will be a sh*tload of work doing it all alone. Also any kind of advices or suggestions are appreciated.
-
Thanks a lot!
-
Hi, I'm wondering what could be the best way to remove all weapons (except for saber) and force-powers (except for jump) so you can't use them anymore in the game. Of course I can delete them from the menus and remove them from the maps but you would still be able to get them through the console or at least with cheats. Any idea how I'd remove them completely? Is there a way to "lock" g_forcepowerdisable and g_weapondisable? Something like (pseudocode): if (g_weapondisable != 524279) { g_weapondisable = 524279 }Or will it be more complicated? Btw do forcepowers get pre-cached (like weapons)?
-
JKO in Unreal Engine Porting Discussion
afi replied to CaptainCrazy's topic in Art, Media & Technology
Decompile? Where is that map from? It looks awesome nonetheless... -
Video of the hardest map in all of gaming
afi replied to Acrobat's topic in Jedi Knight General Discussions
Everytime I watch defrag movies I expect comments under the video like "How is this hard? He's just jumping around. I can do that in CoD." -
It's way too bright :|
-
What I meant are replacements of all needed files (like animations, gfx and menus) that are used by the engine and that need to be there in order for the game to start. And at least one map, at least one playermodel etc... I didn't mean to copy the style of the current assets (like exact copies of the current maps) which wouldn't be a good idea anyway, as the layouts are copyrighted as well (even though you wouldn't get any issues as long as you don't sell your game (I hope I don't start another porting-discussion)).
-
Yes, but then again it would be easier if those people who are able to do animations would do it for everyone instead of everyone doing it for theirselves.
-
Website for all modders - user made game assets
afi replied to Boothand's topic in JKHub Feedback & Help
But wouldn't it be enough to have a sub-forum on JKHub for now? -
Website for all modders - user made game assets
afi replied to Boothand's topic in JKHub Feedback & Help
I approve this idea