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Everything posted by redsaurus
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Not right now, will be in a later version. Might sort that out in a later version too. Anyway, here's the release for Mac/Windows (25.5MB). The custom saber hilt is just to show how it can be done, and doesn't use anything like all the skins and hilt parts from @@AshuraDX's hilt builder. If you don't already have it (and you're on Windows) you'll need the MSVC++ 2010 redistributable (http://www.microsoft.com/en-gb/download/details.aspx?id=5555) Features and Commands All OpenJK features and fixes.RGB Sabers These can be set in the menus or by setting the sabercolor to a hex code in the console - for example "/sabercolor 1 xff0000" will set the first lightsaber blade to be red. It should be possible to set the sabercolours of NPCs by setting their sabercolor to a hex code in the .npc file.SFX Sabers SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1.Custom Sabers Now lightsabers can be customised like the player species. An example customisable hilt is included thanks to AshuraDX.Saber Holsters Lightsabers are now holstered when not in use.Headswapping Several new heads are available for the human male and human female species. You can add your own heads - see the .headswap files in the sp_custom.pk3 for examples. NPCs can have heads set using the playerHeadModel and customHeadSkin commands in their .npc file.Better Entity Spawning The /spawn command now supports entity keys, e.g. "spawn fx_runner fxFile the/file".Raz0r's MP Movement Raz0r's MP-style movement from the SP speedrun version can be enabled by getting g_MPmovement to 1.Extra Player Tints (Unused) Playermodels are able to have multiple tints. If you enter “newPlayerTint 0 <R> <G> <B>”, any shader stages for the player with “rgbGen lightingDiffuseEntity 0” will be tinted to this colour rather than the usualCredits Thanks to AJL for the SFX Sabers stuff (including SFX_Sabers.pk3). Thanks to @@Circa for the icons for the new heads. Thanks to @@Raz0r for the MP-style movement. Thanks to @@AshuraDX for the saber hilt.
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it's just that when you use /spawn it takes arguments now
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release coming soon
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still working on this apparently; now have five things to choose from. ui temporary (still). release in the next week. todos: fix UI for this NPC headswaps done: "playerHeadModel" and "customHeadSkin" in the .npc file optional holster tags maybe done: probably needs testing. looks for "*holsterorigin" (just like "*flash", so i suppose it'd be "tag_holsterorigin"). not sure if works properly! anything important i've forgotten?
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try doing /logfile 1 in SP before loading the map, then look at the qconsole.log it creates.
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So resize your widescreen image to a power of two rather than cropping it...
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Just tried building in a 10.6 VM, this is what I did and it seemed to build ok: 1. Make sure you have Xcode installed 2. Download SDL2.framework and put it in /Users/YOURUSER/Library/Frameworks/ - you might need to create the folder. 3. Download cmake and run installer. Install command line stuff when prompted to. 4. Download code, either with git (BEST VALUE) or by downloading the zip. 5. Go to the OpenJK folder in terminal. mkdir build, cd build. then.. 6. cmake .. -G "Unix Makefiles" -DCMAKE_OSX_ARCHITECTURES=i386 -i 7. Select most defaults, except CMAKE_INSTALL_PREFIX should be a sensible install path and UseInternalPNG should be ON not OFF 8. make install -j8 if you're building for 10.6 on >10.6 you should also set CMAKE_OSX_DEPLOYMENT_TARGET to 10.6 It looks like if you build on 10.6 there are some kind of issues with zlib, but if you have a more up to date zlib installed when building it should be fine (not necessary for actually running?)
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updated it again for app store support, edited the above link or you can do JKJALaunch->Check for updates...
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I've updated JKJALaunch to support *steam* JKII better, you can either do JKJALaunch->Check for Updates…, or get the new version here: JKJALaunch.zip how to use it w/ steam jk2: in the 'find jedi academy mp' box thing that comes up when you first open JKJALaunch, the path you want to put in is probably /Users/<whatever>/Library/Application Support/Steam/SteamApps/common/Jedi Outcast/Jedi Knight II.appAfter that it should remember the path, but if you want the startup window to come up again you'll need to hold shift when starting jkjalaunch
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Wherever you think the thread's best off is fine, I'd prefer to keep it all in one thread though.
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Sounds like I need to update JKJALaunch so the app store/steam server joining fixes are for JK2 as well. Only have steam JK2 so won't be able to guarantee it works on app store JK2 (though if anyone wants to compensate me for buying the app store version I can and will try to work with anyone with the app store jk2 anyway) should have steam done by monday
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haha very sneaky @@Circa Can probably already shift the bolted position, but would be best if the saber had a tag, yeah. Need to get back to this soon!
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sp is hardcoded so that tie_bomber.md3 misc_model_breakables always have the 'only damaged by heavy weapons' flag which might be the problem? once it's spawned you can probably use an icarus script setting SET_DMG_BY_HEAVY_WEAP_ONLY false to work around that
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Problems joining any Server in JA (MAC)
redsaurus replied to Rex-Prime's topic in Jedi Knight Tech Support
It's the only thing I can think of for now, say if it doesn't work though. OT: yup -
Problems joining any Server in JA (MAC)
redsaurus replied to Rex-Prime's topic in Jedi Knight Tech Support
I think you probably need client side JA+, looks like you don't have the right menus? -
Problems joining any Server in JA (MAC)
redsaurus replied to Rex-Prime's topic in Jedi Knight Tech Support
All Seeing Eye won't work with the mac version. How are you using the launcher? What version of OSX are you using? Can you do /logfile 2 in the console before you try to connect to the server and then see what error you get by looking at the log file in /users/yourname/library/application support/jedi academy/japlus (or maybe base here)? Also check what crash log you get from OSX. -
npc head switching is a future plan, shouldn't be too much more work apparently a couple of weeks was optimistic. realistically i only have a day or so's decent work more to do before i release a beta, but not sure when i'll do that :/ aiming for end of the week
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but in the next couple of days
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pro codders
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yeah I did...should have time to put a new release out next weekend :/
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i) what's cl_renderer ii) is the extension of your shader .mtr
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Sorry for the lack of stuff being done recently, hope to have a release out in the next couple of weeks.
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will probably do it in 2-3 days