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redsaurus

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Everything posted by redsaurus

  1. Because of the code changes to the weapons.dat file, the one included in the ultimate weapons mod won't work, so it's not compatible
  2. redsaurus

    OpenJK Issue

    Try Report... to see the more detailed information, that might help to narrow it down.
  3. redsaurus

    OpenJK Issue

    Which OSX version are you running?
  4. redsaurus

    OpenJK Issue

    Have you installed SDL2?
  5. If you haven't seen the film, the Episode VII Discussion thread is perhaps not the place to be right now.
  6. I'll take a look at the Galak mech shields thing, must have missed something from the JK2 code. Probably would make sense to look at the force destruction projectile being so easy to push back, I don't want it to be too powerful against cultists/reborn though.
  7. I've submitted it to the Files section (hopefully I fixed enough issues!) edit: and up!
  8. Updated version at same address @@Ramikad - if it still crashes I'll have to do some more serious changes.
  9. I'll hopefully be able to track down the issue eventually, but I'd still like to get a release out very soon. This is the version I'm planning to put up on JKHub - please let me know if it works or if there are any issues. JAEnhancedv1.zip 2015-12-16 17:49 48.8 MB Again, you might need the MSVC++ 2010 redistributable if you're on Windows and don't already have it: http://www.microsoft...ls.aspx?id=5555
  10. I'll see if I can get it to happen in Windows then @@FlemoidusMaximus, most of my testing happens in OSX so I haven't noticed it. Has it happened for anyone else? Thanks @@Jokel317, I'll get that fixed - if there are any other crashes let me know.
  11. No idea what's going on...is it definitely reproducible? Any information on when it stops working?
  12. I've done Galak mech NPC support (I won't be including the model or sounds for now, though), and am hoping for release this week. Major new features are always sensible just before a release, so I've been working on some tiny renderer improvements (rdsp-rendsaurus): I'm not entirely sure what I'm doing, but messing around with FBOs has made dynamic glow substantially faster. If I have time there might be some kind of post processing type effects.
  13. More holster improvements will be for a future release. For v1 I've added so far: an ignitionFlare parameter to .sab files @@Keytenforce repulse SP integration: you get given Force Repulse 1 at the beginning of tier 2, level 2 at the beginning of tier 3, and level 3 at the end of tier 3g_forceRegenTime cvar so that you can have faster or slower player force regen Things still to do: Galak Mech stuff @@FlemoidusMaximusweapon models for new weaponsSince it's going to be a v1 release, it should probably have stuff like a proper name and a new splash screen / menu header / icon. I'm not sure whether to release it as Jedi Academy: Enhanced (would this be reasonable @@Circa @@eezstreet ?) or release it as something else (Jedi Academy: Awake or similar would be a bit misleading due to lack of TFA content) and then for it to be part of a future separate JK:E release.
  14. Here's the beta release! It's mostly tweaks and fixes - the extra weapons won't be coming until the main release. Most interesting feature is probably repulse - you'll need to use "setForceRepulse <level>" to get it currently though. Here's the new release for Mac/Windows (41.7MB). 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 is possible to set the sabercolours of NPCs by setting their sabercolor to a hex code in the .npc file. If you want to set one sabercolour for base and one for this mod, you can set the sabercolor of the NPC or lightsaber to the base value, and sabercolorRGB to the RGB value for this mod. Higher blade numbers are set with saberColorRGB2, saber2ColorRGB3 etc.• SFX Sabers SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1.• Ignition Flare A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare 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. A tag_holsterorigin can be added to a hilt for better placement. Adding "holsterPlace <none/hips/back/lhip>" in the .sab file specifies where a hilt will be holstered.• 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.• RGB Character Colours Adds an RGB slider option to all player species.• Better Entity Spawning The /spawn command now supports entity keys, e.g. "spawn fx_runner fxFile the/file".• .eent files Maps now load entities from mapentities/mapname.eent in addition to loading them from the .bsp 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 usual.• Ghoul2 view models First person view weapon models are now allowed to use .glm models using eezstreet's code.• Detachable E-Web The player can detach an E-Web from its mount by pressing the Use Force button whilst using it. While the E-Web is equipped, the player moves more slowly.• More usable weapons The tusken rifle and noghri stick are fully usable by the player.• Improved jedi_hm DT's very nice improved Human Male jedi is included.• Katarn Saberstyle A gun / saber stance. Not completely ready yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console.• Saberthrow Saberthrow is now a force power.• New force powers Force Insanity, Destruction, Repulse and Stasis have been added. For now, you'll have to get Repulse by doing "setForceRepulse 3" in the console. NPCs can use Destruction and Stasis.• TrueView As seen in Open Jedi Project and all the other mods that used it, TrueView shows the player model in first person view. You can turn it on for guns with cg_trueguns and turn it on for sabers with cg_fpls.• Radar The radar system from Siege in MP now works in SP. Giving NPCs and misc_radar_icon entities the icon key will set a custom icon. A 2D minimap is also loaded from minimaps/mapname.mmap. Credits 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 code. Thanks to AshuraDX for the saber hilt. Thanks to DT85 for the improved jedi_hm. Thanks to the JKG team for the unstable saber blade graphics and shaders. Thanks to eezstreet for the Ghoul 2 weapon view model code. Thanks to razorace (and the Open Jedi Project) for the use of the TrueView code under the GPL. Thanks to the OpenJK maintainers and contributors. P.S. @@JAWSFreelao If you really want to play around with the weapons, they're currently missing models (will be in next release) but *should* otherwise work. The things to use with /give are: weapon_sonic_blaster, weapon_e5, weapon_dc15s, weapon_dc15a, weapon_z6. Let me know if there are any bugs or problems, I've hopefully fixed most of the old ones. v1 release will just be new weapons and repulse tweaks unless anything comes up. If you want more heads for jedi_hm, @@Keyten added a lot: #252
  15. something that should actually be in v1 unlike rebels on your shoulders. only about 7 years late:
  16. You can download a beta version from here: http://jkhub.org/topic/2480-sp-customisation-stuff/page-13?do=findComment&comment=85453 I should be releasing an updated beta version in a couple of days with some bugs fixed and features added, though, and I'm planning to do a proper release in the Files section once I've fixed any bugs from that release.
  17. Ok, good, I'll see about sorting a few weapon models out for the release. Started on this rather stupid feature a while ago:
  18. Has a geonosian blaster model been made by anyone?
  19. It's pretty similar to the MBII minimaps (still need to allow for different images at different heights). There's a file at minimaps/mapname.mmap that looks like: bottomRight "3240 -3400" topLeft "-2040 1880" image "gfx/minimaps/yavin_hangar" The temporary image I used is just an overhead screenshot in radiant. C-3PO's just from a normal NPC_Spawner with the icon key set - that's all you need with the code changes.
  20. here's how the minimap stuff looks now: (now I just have make the hub academy level and recode all of the tier stuff...but that won't be for a while)
  21. Should be a beta release this week. I did some small add ons for when you do playermodel boba_fett last year for the secret santa (vibroblade and wrist laser when you try to use drain or grip as boba), and I've copied that across. I've also done more work on radar / minimaps, adding a misc_radar_icon entity and making it possible for NPCs to have custom icons. The radar stuff is mainly working towards the possibility of a yavin hub map.
  22. Did a little bit more on this. Sorry, it's more been stuff that's been on my todo list for a while than more recent suggestions, but since the last release I've done: fixed some small bugsSFX sabers can be shown in menuseweb forces you into third person, and you can't run or jump with it equipped.custom sabers work better - both sabers can be custom and the menus are nicerdestruction now uses a slightly different projectileNPCs can use destruction and stasisincreased MAX_WEAPONS to 64 and mostly finished stuff promised a long time ago to @@JAWSFreelao and @@WystanNearly ready for a beta release, then a 1.0 release closer to ep 7. If I'm going to do a 1.0 release I should probably give this a proper name.. edit: I've also copied the radar across from MP - it'll be restricted to particular maps eventually
  23. That's a bit more substantial than I was thinking, and I'm not sure that anyone would even use it.
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