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Everything posted by redsaurus
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I tried something a bit like this a while ago - I think there were some issues where you can't split animations across more than one .gla (so no default legs anim / new torso anim) but I could have remembered it wrong.
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Here are a couple of issues running Jedi Academy on OS X Lion (and also their solutions). OpenGL extensions cause the game to crash on startup. You can either solve this by disabling OpenGL extensions ( r_allowExtensions 0 ) or by using my handy Jedi Academy MP Lion launcher, which allows OpenGL extensions to work by just disabling OpenGL error checking. You can get it HERE. Put it in the same folder as your Jedi Academy MP application. Note that the launcher only works with the 1.0.1e multiplayer patch. OpenAL causes the game to run extremely slowly. You can solve this by turning off OpenAL sound. Bring up the console with (shift ~), then enter these commands: /s_useOpenAL 0 /snd_restart
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Unable To Load Jo Or Ja Multiplayer On Linux Port
redsaurus replied to EvilSupahFly's topic in OpenJK
You want to be launching openjk.x86_64 not jampgamex86_64.so. -
COMMUNITY FEEDBACK POLL: TFU Black Lightsaber
redsaurus replied to Linken's topic in Knights of the Force
Does the black saber in JK:E have the same problem? It sounds like a shader issue -
setforcerepulse 0 i think
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Fixed some saved game things: https://github.com/JKEnhanced/OpenJK/releases/tag/v1.0.1-alpha2
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??? There definitely is a sound for the push.
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The latest proper version is the one on JKHub: https://jkhub.org/files/file/2550-jedi-academy-enhanced/ I've moved over to latest OpenJK and set up automatic builds though. If you want you can try a slightly updated version with the following minor changes from the release: Destruction no longer pushable (but does less damage to force users)Supports other fs_game being set (useful for SP mods)Saberthrow can use alt attack againAdded eezstreet's AI workshopPress pistol key to toggle between themcg_ignitionSpeed scales saber ignition speedNPCs use saberthrow againNo eweb explosion when detachingSome possible crashfixesrd-rendsaurus isn't currently compatible with the updated version but should be soon. Save games won't be compatible (and may not be going forwards). You can download the new version here - you'll need to have the full JKHub release to use it, and overwrite the executables / dlls - also delete rd-rendsaurus if you have it.
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I got a very nice map, thanks Santa!
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It's already open source, I don't have plans to do it myself.
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Just don't choose the RGB saber colour. If you mean the SFX sabers turn them off.
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There's no hard limit on those either. There's probably an effective limit of ~100 because of how the search for .skin files is done, but it's more likely that there's a bug or something in what I did. What's the exact issue that you're having? If in SP are your files properly pk3'd up?
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Some advice on Opening Crawl Files.
redsaurus replied to TheWhitePhoenix's topic in Modding Assistance
@ if you compare it with the original, your text is much smaller which is why it's going faster - probably best to make it a bit bigger. -
Some advice on Opening Crawl Files.
redsaurus replied to TheWhitePhoenix's topic in Modding Assistance
What does your file look like? -
Some advice on Opening Crawl Files.
redsaurus replied to TheWhitePhoenix's topic in Modding Assistance
I think that as long as it's the same size as the original it should work fine - I used photoshop, but it shouldn't matter too much. Some of it's probably just from using a smaller font size? -
It's a shame that Fire Phoenix deleted all of their posts here, otherwise it would probably be a little easier to work out the issue. I still had a very quick look at the pk3 and I think some of the issue is the sheer number of menu items needed for the way that the skin selection menus are done - each model icon needs at least 3.
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Sounds like a good idea, I think it should be fairly doable to add your changes into JA enhanced.
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You're right, I still had the AI pressing alt attack to do saberthrow. In the next version it won't matter - as long as you're not using katarn saberstyle alt attack will do saberthrow - but I'll fix the NPC saberthrows properly.
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My Review of Jedi Academy Enhanced 1.0.
redsaurus replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
If it has, then it should be fixed in the next version of JA:E. I don't see any relevant OpenJK commits since last November though so I'll have to see what I've done that's causing this. If there's a way that this can easily be reproduced (map, npcs, other pk3s needed) that would be useful @ -
I've fixed weather and saboteur cloaking in rd-rendsaurus now, and started on improving some of the saber customisation features.
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I think you're missing the pk3s from the jk2 patches.
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If you set cg_draw2D to 0 then the letterbox bars don't get drawn.
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You can't give it to NPCs currently, that will definitely be something for the next version - I want to make the sober crystal stuff accessible in-game rather than just with the console commands too.
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if you do saberCrystal 1 black in the console that gives you the black saber. using the command again sets it back to normal. I'll make it a proper feature though. Deadly sight is definitely something I can do.
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They're the original SFX sabers (I think), there were probably some changes for the OJP version. I've given in and made it so that alt attack lets you saberthrow again. Next up is probably bringing over some of @@eezstreet 's JK2 work like Trueview 2.0 and AI workshop.