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Everything posted by zahar

  1. Alright. I probably would not work on mods in the near future. This modding thing keep me frustrated, and i just dont have enough free time for that. I will try to return to that in the future, but there is a probability that i will not work on lady jedi or nina anymore. So apologies to anybody who was expecting those mods. Im sorry to disapoint anyone, but im sure most of people will understand me.
  2. Maybe you right. I guess if there will be updates of this mod in the future I will move crash level on tier3.
  3. Wouldn't it too easy for tier 3?
  4. Yes. I want to work on nina now, I will continue fixing lady jedi somewhere in the future. I will try xVASynth, it sounds good. I'm not completely happy with Ivona. I understand there is no voices from JK games there? Also, I googled the subject, it appears you can generate decent voice copy from pre existing audio files. So we can replicate kyle's, and other character's voice. Unfortunately I don't have time to figurate how to do it, the process seems to be a little tricky. So probably im going to use something simplier in this mod, for now at least. But if somebody will clone kyle voice, i would appreciate if this person can record several lines for mod.
  5. Just open my pk3 file with winzip or winrar and delete the ext data folder
  6. Got it. Thanks for the answer. Thanks for your words. I'm glad that my hobby brings joy to people. Anyway, i'm not making much of the work myself, i'm mostly polishing what other people are done before me. About Lady Jedi mod. There is a tons to fix and improve still. I added force selection screen between maps. Used level from Wild Force mod as the second level (its the same level from lady jedi just improved). I also added character selection menu, and voiceover for the male protagonist. But there is a tons of text changes, and npc changes needed to be done. There are some other bugs like missing models and etc. Rewriting some jk2 scripts to Jka takes time too. Im wasting alot time on it, and Im kinda need a break to not burn down. Generaly, I would need atleast a year to finish Lady Jedi overhaul mod, probably more. Nina anthology mod is the whole different story. It can be finished in a month or two, since there is not much to polish in it. Its already great. I just want to add voiceover, combine all mods together, and add force selection menu betveen them.
  7. So, there's this series of awesome mods about Nina by Larry McBruce. https://mrwonko.de/jk3files/Jedi Academy/Mods/Single Player/34242/ https://mrwonko.de/jk3files/Jedi Academy/Mods/Single Player/39828/ https://mrwonko.de/jk3files/Jedi Academy/Mods/Single Player/70175/ https://mrwonko.de/jk3files/Jedi Academy/Mods/Single Player/55405/ https://mrwonko.de/jk3files/Jedi Academy/Mods/Single Player/97652/ Most of them don't have voice over. And they not connected between each other. What i want to do is add voiceover generated by Ivona reader (its might sound a little fake sometimes, but its definatly better than no voiceover). And conect those levels together. So you can play all nina levels from start to finish. Allso add force selection menu between levels. So my goal to create some sort of "nina anthology" mod. The problem is that I can't contact the original author. The emails that listed in readme files are dead now. So im kinda stuck. Which is unfortinate because I would love to make those already awesome mods a little better. So anyway. Can somebody help me finding Larry McBruce? Or is it ok to use this mods without his permission due to inability to contact him? I could write with big letters that he is the main person that should be credited for this work. That I only intended to do a small upgrade, add voiceover. And althou I used his work without permission, I will remove it if he tell me to do so.
  8. Looking nice.)) Mainly i needed darth tiras anyway.
  9. I tried do some googling about this "CL packet loopback: disconnected" no luck, so far.
  10. Is there a chance to get a download link? Those mortal kombat reskins and jedi tunic reskins would be really useful for me. It would be also great to know the names of the authors. EDIT: Found one
  11. That is sounds right. Anyway. In developer mode console gives this repeating message CL packet loopback: disconnected Any clues what that means?
  12. Thanks for the advice. I will try it a little later
  13. Thanks for the reply. I just tested all this with latest OJP build, and game still freezes on load on those specific maps. Anyway I play JKA on android (using Jedi Academy Touch) so unfortunately I cannot use OJP, as far as i know. Anyway I tested this issue on both android and pc. So that bug is not android specific. By the way, If anyone knows a way to run OJP on android plese tell me.
  14. Guys, please somebody tell me what kind of limitation does JKA have? I know it has limit of npc quantity, limit of vertex per mesh. Does it have limit of different models per map? What other limits does it have? Does it have limit of sabers quantity? What issue can cause problems on one map, but work fine for all the other? Considering that there is no problem with the map itself. It works fine without additional mods. Thats just insane. I edit the cultists_saber npc, set their sabers to "reborn" and the map loads properly. I edit this npc again, and set their saber to saber from my mod, and the map freezzes when you trying to load. The point is, that this new saber's model is only like 100 polygons bigger than reborn saber. They both have small textures, like 256x256. But new one have a 3 texture in it. One 256x256 and two 128x128. I noticed some similarities between all maps that freezes the game on load. Its yavin 1, vjun 3 and map "operation spaceport" (on which you fight both imperials and thugs). All those maps have many different characters, that uses diffirent models. Maybe this can cause problems, i thought. I tried to test this theory. And the results is weird again. For example if i give all cultists npc, stormtrooper's model, that will solve the problem, and map loads fine. But givin them human merc's model, or trandoshan's model dont solve problem. By the way I use dt's stormtroopers so they have more polys than vanila JKA human mercs and trandoshans. I would really apreciate if someone can give me a hint. Just shared an information about possible JKA limitation or things that can cause problems.
  15. I have a set of various mods that i assembled for my personal use. Everything seems to be working corectly, but recently i have encountered a very weird bug. The game freezes when you loading a specific maps. In my case it's vjun3, yavin1 and a map from a mod - spaseport. The game just frezez during the finale stage of loading. There is no error mesage, no errors in the console either. If you try to load another map with a console comand at this point you will get repeting "max_packet_usercmds" message in console. If you remove some of pk3, and load map again it will work fine. If you save in the begining, place pk3 that you removed, and load the save, everything will work fine. Its the same map, and the same stage in the level. But if you load it "from scratch" it frezes the game. One time, map has loaded, but then it has error in the console saying that it cant find animation file for player. And player was invisible. That was weird. Mods I use, add models, modify npcs and saber files, also some effects. I grouped mods into several pk3. Removing the one with imperials is fixing problems for yavin1 and vjun3. Removing the one with dark jedis is fixing problems for spaceport map. I cant figurate what causing this problems. What is insane is that i tried combining pk3 and placed all characters in one pk3. Then other pk3 neded to be remove to fix problems. The pk3 with the weapons. I guess i hit some sort of limit thats within JKA but i dont know what limit is that. There is little to no new npcs in mods i use. Maybe JKA has a limit of sab files? Or a limit of models that can be in the model directory? Or a limit of pk3? Or a limit of files game can load? Or a limit of files game can load ontop of preexisting? I have no idea what causing the problems and that's really driving crazy. Can somebody give me a hint, what might cause those problems? Here is the pk3 i use, if somebody wants to look at them https://disk.yandex.ru/d/Jf8rpQAN6H42QQ
  16. Basically I just explained how you can add more missions to sp campaign. Just add entity on the map, and some new elements in the menu. It is relatively simple. You can use my mod as a example. About discord. Sure i have an account there. It is named Zahar#8685. I joined JKCommunity channel. So if you need you can easily find me.
  17. You welcome.) I would bw glad if someone make a good use of this idea. And yes, it is easy to add mission that didnt raise value to cvar "storyinfo". But than this mission would'nt "count" for story progression. The idea was to keep the ability to go to the academy after 4 mission, but allow player to continue play as much missions as he want. As i said before, that is possible and relatively easy to do. You just need to edit requirement for "storyinfo" for specific buttons in menu, and storyinfo number in some original JKA maps. Thats supposed to be easy, I just didnt done it yet.
  18. As stated im my reame file: "Currently you can still play only 5 missions between Hoth and Vjun. You can choose any mission you like, but after 5th, Kyle will force you to go to academy. In future I want to expand this number, so you can play all mission you want before going to Vjun." Actually i know how to allow player play more than 5 missions on each tier. I haven't tested it yet, but im 99% sure it would work. You see there is a cvar in the game that is called "storyinfo". Based on this cvar's value victory menu show you buttons to proceed to specific maps. You can change required value for the specific button in menu file. Each map you play during this filler parts of the game raising "storyinfo" by 1. Main story maps (like vjun or hoth) just set "storyinfo" to specific value. So adjusting this parameters in the map's entities and in the menu, it is possible to give players ability to play all missions before you go to the academy. But curently i havent done this yet. And yes, no code hacking required. Just menu modding and map entity modding. I used this tutorial to learn how to modify entities. Thanks to ghost for writing it. Actually adding maps to mission selection menu was relatively easy. I surprised nobody done it before.
  19. 604 downloads

    Over a time mod makers created some really great levels for JKA. But loading them through bat file or console always seemed to me as big immersion breaker. So I created a version of some cool SP maps that is integrated in the game's mission selection screen. I also added some little story info for menu, and recorded some additional voicover with Ivona reader. Currently only two mission are added, "Crash on Tatooine" by Mercenary, and "Operation: Spaceport" by Michael May. Maps were used with permission from their respective authors. I thank them for their awesome work. The maps were added smoothly into the original game and are selectable on the second mission screen (between Hoth and Vjun). It seemed to be logical, because in the original maps, the force power levels of the players was set to be somewhere around 2. I modified the maps so now your force powers aren't set to specific value when you play the map. You just get the one force power raise that you've chosen at the beginning of the map, just like in the basic JKA SP missions. To see full credits and changes read "ReadMe" file within the archive.
  20. So. Im making an asassin clone npc for 5th lady jedi level. And i encounter another problem. Wrist blades, that has "boltToWrist" parametr in their .sad file dont work correctly with neomarz's clone model. They look like they glued to hands, not wrists. Most of the time you can't tell the difference, but when npc starts blocking attacks it looks quite bad. EDITED. Already found solution. The problem was that wrist/hand cap tag was skinned to "hand" bone, when it should be skinned to "radiusx" bone. Funny. Probably it is possible to change the position, and skinning of glued weapon by moving model's hand/wrist cap tag and changing its skinning.
  21. Huge thanks target_counter working perfectly.
  22. Start script of this leves has in it set ( "minesk", "0" ); Is it what you mean by restarting values? Or is it needed to be somwhere in the enteties? I will try another way that you described. Thanks for advice.
  23. So im trying to fix lady jedi mod. Fix its lore mess, and make it work with JA properly. I encounter a problem and will realy apreciate if somebody help me fix it. In the first level you fight a buch of skeletons, when you kill them the cutscene starts. I have encountered a bug, about 50% of times cutscene starts randomly when you fight skeletons. I have no idea why that bug hapening. Looking at the files everything seems to be logicaly correct. There is a float caled "minesk". 12 skeletons have "mine_vins" as a death script. It looks like this. set ( "minesk", "+1" ); if ( $get( FLOAT, "minesk" ) > 11.000$ ) { run ( "ladyjedi01/babysleep" ); set ( "minesk", "0" ); } Everything seems to be ok. But for some reason 50% of a time it doesnt work the way it suposed to. If somebody can help me with this, i would really apreciate it. https://disk.yandex.ru/d/FfcVpM3MtPDI-Q This is the link to archive with enteties of the map and some scripts.
  24. Moved this message to another topic.
  25. This is GwethKelia's face by hapslash. So if you need her in casual clothes just see original hapslash's file. Also in my pack with jedi robes, there is a ja hoth clothes too.
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