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Cerez

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Everything posted by Cerez

  1. Still, I wonder if Rebels will eventually evolve in a similar way as The Clone Wars did... It would be nice to see that sort of gradual change. The more a creator pours their heart and soul into an artwork, the more it rings true with the audience, and impacts us in ways we never would have imagined it would. I'll still keep this challenge up. Let me know guys if something pops up as the seasons roll on.
  2. Versioning should be made a bit clearer to the end user, and bug reports should always be accompanied with a version number. It's much better solution than forcing users into keeping up with the latest. I understand the need to regulate/minimise the support requests, but there's no reason to be so aggressive about it. If versioning is well organised, and simple to follow, a user can easily be told to download the latest version where this particular bug has been fixed, or new feature has been implemented. Simple, easy, hassle-free to both the developer and to the end user. I'm okay with this, as long as there is a working option for me to turn the (bloody) updater off -- permanently! I don't want it doing anything without my consent -- not even nag me about the latest update.
  3. Just thought of something interesting to try. For all you hard core Rebels fans, I'm posing a challenge. We all know that Rebels came after The Clone Wars, and that it carried with it the technology and experience the studio has developed during the making of The Clone Wars, but I don't see much of that actually showing in the final product. So... The challenge: Find/take a screenshot from Rebels that beats the realism (film-like quality) and visual depth (composition) in this screenshot from The Clone Wars: As a bonus, if/when you do, I'll publically admit that Rebels has something going for it, after all. (In all honesty, I'm really interested how far Rebels' visuals have advanced in comparison.)
  4. As I said earlier, I'm pretty sure this programming is tied to the first person (gun) view, but I'd love to have someone who knows more about the code challenge me on this.
  5. Those CVARs will not work in non-FPLS view, unfortunately, so there's no way to get them to work without seriously modifying the game's code, and coding the MP FPLS view into SP. In other words, even though you appear to be in first-person, you are actually moved to inside the head of the character, and as far as the game is concerned, you are still in a third person perspective. There's no way to get the SP game to switch to actual first person view while holding a lightsaber without rewriting the game's code. So those CVARS will only work with the shooting weapons. Good suggestion, but unfortunately there is no way to easily implement it. Edit: In retrospect, you already have the swaying of the blade as you move, even in third person. The lightsaber is quite mobile, and not stationary in your hand(s), so there's no need for these CVARs in the first place for the first person lightsaber view.
  6. It's your fault!
  7. I'm just going to include the Single Player files as an extension/addon to this mod here for those who are interested: Remove Player Character Mod Instructions: Put both files in your base folder to install. Run "exec views" in Single Player game mode to bind the view switch keys (same as for Multiplayer). When you want to play the whole game in full first person view mode, run this line in the console, and switch to the first person view setting (using the ' key): exec clearmodel It will remove the player model from sight, but leave all your player progress, abilities, and settings untouched. Unfortunately it still keeps the lightsaber hilt(s) visible at all times, but that's a small price to pay for some FPV SP fun... Enjoy.
  8. @@Asgarath83, I've found something that may be of use: http://blender.stackexchange.com/questions/23194/edit-multiple-meshes-at-once And from the official Blender docs: So it is either you join the objects, do the conversion, then separate them, or you can try the MultiEdit plugin, and see what magic it can do.
  9. Do you mean a batch conversion script to convert all meshes in all Blender windows open to tris? Or only all meshes in a single window/project? If it's within a single project, all you have to do is select all the meshes you need to convert, and hit CTRL+T in edit mode, as you said.
  10. See here for how to install OpenJK. As for the graphics card driver, it depends on the type of graphics card you have. See the manufacturer's website for details. An open source release of Jedi Academy that's more up-to-date than the current retail versions. You can read more about it here.
  11. Hmm... so the older build will not launch on Windows 10 at all? Even with the official EXE you download? @@Raz0r, @@Xycaleth, were there any updates for Windows 10 compatibility to OpenJK that I'm unaware of? @@MrHeisenberg, try this: Right click on the "openjk.x86.exe" and go to Properties. I the compatibility settings tab switch it to run in Windows 8 compatibility mode. Apply the changes. See if that makes a difference in running it. Edit: After doing some digging, this definitely smells to me like a Windows 10 thing. I'm tempted to just go with the saying "get an actual operating system" if you want to play the game. (I said it before and I'll say it again, don't take the plunge into Windows 10, people. It's not worth it, and the way back is up a very-very steep cliff, full of rolling gravel. >.<') Anyway, try playing with the compatibility settings, @@MrHeisenberg, and/or running the game with admin rights.
  12. Same result, as in the 2015 build works as well, or that it doesn't work? What version of Windows are you running? Did you copy *all* the files from the build package? If you want me to help you, you'll need to be more specific.
  13. I'm using an older build, from around December 2015, but it in theory it should work with any build. Not sure why yours is not starting. When you installed the original OpenJK files, was it starting then? You can try to download and install a different build. It's possible that the build you've downloaded is messed up somehow.
  14. Version 1.0

    446 downloads

    RELEASED: 10 April 2016 AUTHOR: Cerez (cerezk.oz@gmail.com) DESCRIPTION: This OpenJK mod adds three new player view options to the Multiplayer game, activated by four buttons on the right side of the keyboard (namely , . / '). FEATURES: ----------------------------------- TRUE VIEW: Full first person view (even with a lightsaber). ACTION VIEW: A third person view of your character, following closer, reminiscent of many action games, movies, and TV shows when the character is in a battle scene. The reticle is disabled by default in this view to provide a more cinematic experience. CAMERA VIEW: This option anchors the view to your location, effectively creating a third person camera perspective. The view will rotate to follow your character, but it will not move from its current position. It's useful for taking cinematic screenshots, for example. DEFAULT VIEW: Conveniently reverts back to the game's default third person player view settings. ONLINE SERVER SUPPORT: Since this is a client-side modification, this mod works just as well in any server environment you're visiting. You can duel with other players in first person view if you want to, for example, or use the closer-to-the-action view instead of the game's default view, and switch between them. INSTALLATION: ----------------------------------- You'll need OpenJK installed and set up as a prerequisite: https://github.com/JACoders/OpenJK/wiki/Installing-OpenJK Move "openjk.pk3" to your "~/Documents/My Games/OpenJK/base" folder. Move "views.cfg" to your base folder. Move "openjk.x86.exe" to your "<game install location>/GameData" folder, replacing the default "openjk.x86.exe", and use it to run the Multiplayer game. Run the game, and in the game console type "exec views" to bind the view switching keys to your keyboard. ADDITIONAL NOTES: You can edit "views.cfg" in Notepad to change which keys are bound for view switching, or to change an individual view's settings. To unbind a bound key, simply type "unbind", followed by the key in the game's console (e.g. "unbind ,"). If you want to use this mod in a non-basejka, custom server mod environment (such as JA+, or Lugormod), be sure to copy "openjk.pk3" to that mod's client-side folder as well in "~/Documents/My Games/OpenJK". KNOWN BUGS: ----------------------------------- In first person view the view will not roll over, spin around, or flip upside down when your character does. I consider this a feature rather than a bug. When the view spins and moves so quickly, it usually causes disorientation and motion sickness in players. CREDITS: ----------------------------------- Custom Compiled and Scripted by: Cerez This mod was built using the OpenJK source: https://github.com/JACoders/OpenJK/ SPECIAL THANKS TO: The OpenJK project, and everyone at JKHub. PERMISSIONS: ----------------------------------- Hereby permission is given to anyone to edit and create derivative works of the contents of this mod.
  15. How did you find using the MP first person lightsaber view? Any feedback?
  16. Using a custom playermodel (i.e. "playermodel invisible") utilises and NPC, and changes your player settings (such as current abilities and Force settings). This method keeps all your current player settings and progress in abilities, and only changes your look to invisible.
  17. I've found it. I just had to put the finishing touches on the script for it. You can download it here. Put both files in your base folder. To use it in-game, simply type in the console: exec clearmodel The reason I haven't included it in the mod is that there is no way to revert back to your original player model. So, once you run this, you will stay invisible for that game run/save (unless you manually change the CVARs back to what they were before the script ran). As far as I know, unfortunately there's no working way to read/retrieve the value of a variable when scripting for JKA SP currently, so there's no way for me to save the current character using a script, then switch back to it later. This is why this is a standalone, one-shot thing... But it does work, and you can play Single-Player in full first person view with it. (Not sure about the cutscenes... You may remain invisible even there...)
  18. I did make one, and I still have it lying around somewhere... Perhaps I should include it with the mod, as an extra?
  19. I agree. This is weird... Do you have a custom graphics card setup? Or is your Windows interfering with the running of the program in some way? Were you able to run the latest OpenJK EXE?
  20. Check "~/Documents/My Games/OpenJK/" for any error logs. Something that tells us why the game isn't starting.
  21. Check the following in your GameData folder: Do you have "SDL2.dll"? Do you have "rd-vanilla_x86.dll"? Do you have "OpenAL32.dll"? Do you have "EaxMan.dll"? Do you have "IFC22.dll"? Are any of these missing?
  22. What do you mean it doesn't open? Okay, for trouble shooting purposes, follow these steps *closely* when setting the mod up, guys: 1. Obtain the latest files. 2. Copy/move "openjk.pk3" to "~/Documents/My Games/OpenJK/base/" (if it doesn't already exist, create it). 3. Copy/move "openjk.x86.exe" to "<game install directory>/GameData/". 4. Run "openjk.x86.exe". Since OpenJK does not use the default retail game's configuration files, if this is your first time using OpenJK, you may need to set up your game settings again (or quit and copy the contents of "jampconfig.cfg" to "openjk.cfg"). 5. In game console type "exec views" to set up the key bindings using the script we've created earlier.
  23. And deprive you of a chance to have a great adventure, and a kickass way to start your 3D modelling career? I don't think so. Aim high and work hard. That's the only way to make anything worthwhile.
  24. Hahaha! Brilliant!!! This has got to be one of the most original creations I've ever seen made for JKA, and really useful! Thanks for sharing, @AshuraDX. I'm definitely keeping this one in/for my collection.
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