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Cerez

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Everything posted by Cerez

  1. Not totally, but since the Raven blackout, I had somehow gotten the impression that we've switched to our one as the default master server, and relegated the Raven one to a secondary position. Don't ask... I really don't know where or how I got that idea... >.<' In that case, in theory at least, by default, OpenJK and the retail 1.01 JKA should both give exactly the same server list at the same time when prompted (and if the connection is steady).
  2. There was talk of having switched to a different master server. Does the retail game show OpenJK servers all the same?
  3. Or Rezzy's (my 14-year-old Jedi Padawan role-playing character's) version of the Jedi Code: Calm down. Don't let feelings control you. -- (Emotion, yet peace.) Nobody knows everything. -- (Ignorance, yet knowledge.) Let go. Don't be obsessed. -- (Passion, yet serenity.) If you look at it differently, there is balance. -- (Chaos, yet harmony.) We are made of the Force. -- (Death, yet the Force.)
  4. Please stop digging up the past, @@KyleKatarn1995. It hurts... Let's remember IB for who he was (and the work he did for this community), but let's put the past behind and look forward.
  5. Because you're using your Force sense instead of your sight to aim. The same way a Jedi can deflect a laser bolt without looking, or accurately parry a lightsaber attack coming from behind. Great find, Eez! I never knew this.
  6. An outdated version of SDL?
  7. "Jaden, Rosh has been captured!" :D "Well, don't act so happy about it, Kyle... Someone's gonna have to go save his sorry butt... and knowing you, that someone will have to be me..." >.

    1. Show previous comments  20 more
    2. JediBantha

      JediBantha

      Skyrim - It felt like more of a dating sim than an actual RPG.

      Mass Effect 3 - For the obvious reason, and that it seemed more geared towards the multiplayer than your character's story. (the reason you went back and played the other 2)

      Hitman: Absolution - Seemed like a total step back from Blood Money. (I'm hoping the new game will change that)

    3. Cerez

      Cerez

      Hmm... I see your point. Although, writing for video game games has been overall in improvement over the last decade. Big studios are starting to realise that a good story can separate a good game from a bad one just as much as a good gameplay. I think JKA is actually one of the last examples where very little mind has been paid to the story/script. With sequels there is always the temptation to go for less effort, more jazz, and more money, but overall big bugdet (and indie) games are much m...

    4. Cerez

      Cerez

      ...more story-focused these days. Perhaps that's why we tend to pick out a bad story more easily.

  8. Guys, you do realise that the original theatrical release has been available on torrent shares for quite some time now, right? (Can't link due to forum rules.) And isn't Disney in the process of re-releasing the original trilogy in its original, theatrical release as well on DVD/Blu-ray?
  9. https://www.youtube.com/watch?v=-2BNdF_NCVQ Nothing will change the horrible screenwriting, but now that The Clone Wars has tied things thematically together, this certainly works as a logical progression, doesn't it?
  10. I've noticed this most on certain Lugormod servers. Lugormod has an intelligent AI system for bots that makes them behave and respond to your actions almost as if they were real people. For example, turning off your lightsaber will make them stand by you, and meet you, and not attack you. They will also answer to certain simple questions as if they were real people. I've found myself fooled, and chatting to the air this way at first a few times... >.<' The thing about JKA is that it's been around for so long, and the community has evolved so much, it's hard for us to relate to the very beginnings. But most of us are very helpful, so if you have any questions, don't be afraid to ask. In terms of competitive dueling, you can still occasionally find dependable, base-game styled competitors who value a vanilla, fair play above all, but more often than not you'll encounter competitors who use enhanced 'tricks of the trade', some of which may have once been considered as 'laming' and 'hacking' the game. These tricks give them an advantage over standard competitors -- such as triple and quadruple hits by spinning with a heightened mouse sensitivity applied, but they are consistent as a competitive practice. If you find yourself facing a lot of these competitors, you can either choose to join in the fun, and try to learn these 'advanced/hacker' practices, or simply turn away and find a server with 'normal' duelists. Whatever you do, don't get upset over it. Everyone has a right to play the game the way they like. As for disappearing servers, this can be due to one of three reasons: 1. You're not using the same version of the game. OpenJK has a different server list to retail 1.01, and retail 1.01 has a different list to 1.0. I've noticed that the Mac retail version also often shows a slightly different list to the Windows version. I recommend using OpenJK, as it's the most up-to-date for Multiplayer, and seems to be consistent and reliable across the different platforms (Mac/Windows/Linux). 2. JKA is old-school -- you have two buttons that operate the server list. One for refreshing the current server information, and one for populating the server list with new entries. Make sure that you get a new list each time you're looking for a server. Sometimes you need to do this twice if there's an interruption in your connection to get the full server list of currently available servers. 3. The server you have joined previously is not a reliable server. Running a JKA server these days is low-cost, and relatively easy to set up, so there are a lot of servers that are temporary, or periodic. That said, there are a lot of servers that are steady and reliable as well. You just need to get to know the steady ones over use/time. Note that you can favourite a server, and that will register and save its IP address into your client, to the Favourites list. This works particularly well with OpenJK, as in the retail versions of the game I've noticed there is a bug that causes your favourites to disappear from time to time. In OpenJK I've never lost my favourites, and it shows me when the server is down, too, so I can follow its uptime. (When it is unreachable, it will show the server's IP address instead of its name.) You can also search for a user's player name, and follow them to the server they are logged into. This is not always most up-to-date and reliable, but can help when you're looking for each other in the vastness of the server list. For transitioning from SP to MP, I remember one of the first things I had to learn was to use the katas/specials sparingly -- very sparingly. Some people even recommend not to use them at all. They leave you very exposed to a well-timed, one-hit-kill attack from your opponent. I still use them occasionally, but only in well timed circumstances, where I know my opponent's reach for a well-timed counter-attack is not optimal, and where using the kata/special really has an advantage. I do not use them against a very experienced opponent who knows how to easily counter them, however! That will surely get you killed in no time. The trick is to keep your attacks unpredictable. In general practice: Red/Strong breaks Yellow/Medium form on direct hit, and easily breaks through Blue/Fast. Yellow/Medium breaks the Blue/Fast form on direct hit. All three forms have their advantages, and can/should be used in combination skillfully to surprise and outsmart/overpower your opponent. In common sense, for your sake, you do not want to jump into the middle of a Red/Strong swing -- you want to stay away from it, and counter-attack from the side or back while your opponent is vulnerable.
  11. The new Leia looks kickass! I'd pay to play as her!
  12. In general principle Windows 10 is utter garbage (thus far), I agree. And I have used it, but I make a conscious effort to stay away. Half of the computers it is installed on, it doesn't even work properly. And then there's the additional restrictions and hoops on user freedom it imposes to consider (same as the new versions of Mac OS X). You're paying for, and are forced to accept something that enchains you, basically, and cripples your freedom. You can install MS VS 2015 on Windows 8.1 (or even Windows 7?) without a hassle if you have a working copy/installation. So far they have been lenient that way. Otherwise, you can use my custom, December 2015 build of OpenJK that has this change implemented (for up to 128 NPCs), among other small and useful base game enhancements (such as model opacity without cheats on the client side enabled, and silly bot bunny-hopping disabled). Also, I have a clean fork of the 'official' December 2015 source, intended to stay, if you're interested in keeping your mod source steady. I may fork a stable source like this from the main source on a yearly basis for preservation purposes. This particular source is intended for VS 2013, as 2015 was not out yet, then, and so far it's proven pretty steady and reliable both for SP and MP -- I think fit even to be an official 1.0 release, but we'd need more people to test it to make sure. Not sure where the OpenJK project is up to now -- if we have a 1.0 release yet or not. Note that no-one should really be developing on Windows XP anymore. You can still run old games and software on it, but it's no longer useful for up-to-date software tweaks and development. It's slowly truly starting to take the place of Windows 95/98 in computer history, becoming a legacy system. It had a nice, long run, can't complain there.
  13. In other words, the lower the file in the alphabetical list (both within a PK3 and in the PK3 list), the more it will take precedence, and the game can only load one of each file -- which is a handy way for you to overwrite the default game files without actually having to physically overwrite them. There are some exceptions to this (like ENT data), but you don't need to know this, and we won't go into that. You should never physically overwrite the default game files because if you mess up, there is no way for you to revert back to the original content (other than re-installing the whole game), and in the chance that the base PK3 assets are officially updated, your custom changes will be overwritten. Not to mention that the integrity of your base game can be compromised this way for MP, breaking some of its functionality.
  14. You should never modify the original files in the assets PK3s. You create a copy of them, and put them in a new PK3 that goes after the assets PK3s in order for it to load first last. Worth mentioning here that the game can only load one "MENUS.str" file. So if you have multiple ones in different PK3s, only the first last one will be loaded, and the rest will be ignored. Therefore, when you need to make changes to "MENUS.str", do it to the one in "zzAssets.pk3" that you've created. Make all the changes you need there, both for the character names and for the hilts.
  15. @@dark_apprentice has posted great step-by-step instructions in another thread where this same question was asked recently. @@Drakov It's not a simple process, but for something you really want, it's doable. Once you get the grasp of how to make an MP player model appear in SP, you can do the following for the chosen hilt(s): 1. Copy the file "ui/saber.menu" out of "assets1.pk3". 2. Copy the file "strings/English/MENUS.str" out of "assets0.pk3" (provided that you are running the game in the English language). 3. You are going to make a PK3 with these text files included in the same folder location as they were originally in the assets PK3s, so recreate the folders, and place these two files in them accordingly. 4. Open the "saber.menu" file in a simple text editor (like Notepad), and search for the term "single_9". It will appear twice in the document. For both instances you need to copy this whole line and create an exact duplicate of it underneath. Now change "single_(hilt)9" in the duplicate entries to the name you're going to give to your new lightsaber hilt (e.g. @MENUS_SINGLE_HILT9 "single_9" to @MENUS_SKYWALKER "Skywalker"). Do this for every additional hilt you want to add with their given name. 5. Open the "MENUS.str" file in a simple text editor (like Notepad), and search for the term "SINGLE_HILT9". Copy the three lines (the line block) that make up the "Firebrand" entry, and create a neat, duplicate block of them underneath. Now change "SINGLE_HILT9" and "Firebrand" to the name/reference you gave the hilt earlier in "ui.menu" (e.g. "SINGLE_HILT9" to "SKYWALKER", and "Firebrand" to "Skywalker"). Once again, repeat this for every new hilt you'd like to add. 6. Make sure that the name you've given your hilt(s) in these two text files is what they are actually called in their "ext_data/sabers/*.sab" file in their PK3 (e.g. skywalker { name "Skywalker"). Change their name/reference if you need to. 7. Select the "ui" and "strings" folders, ZIP them, and change the extension of the ZIP file to PK3 (or, alternatively, use Pakscape to create a PK3 with these folders). Name the PK3 "zzAssets.pk3". The game loads PK3s from the bottom up top down, and your changed files need to load before after the game's default ones for the changes to work in-game. 8. Put the PK3 into your main "base" folder, and when you fire up the SP game, if you did everything right, you should see the new hilts in the selection menu now.
  16. Here's an example PK3 containing exactly these files to illustrate what @@dark_apprentice has kindly -- and really handily -- explained to you here. (And no, you can't just copy-paste them -- you'll still have to create them yourself. ) In case you weren't aware, @@kibasennin, PK3s are standard ZIP package files. All you have to do is rename their extension to ZIP, and you can open them and/or extract their contents. icon_head_a1.jpg | icon_torso_a1.jpg | icon_lower_a1.jpg <-- !
  17. 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.
  18. 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.
  19. 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.)
  20. 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.
  21. 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.
  22. Dear old-school Star Wars fan, you mustn't cry. In case you didn't know, Disney owns the copyright to that emotion, now. Make sure to keep smiling, and pretend that we don't own your world. Oh, and you have to go see our next blockbuster where we put an end to over 20 years of Star Wars legacy! We hope you'll love it as much as we do... old fart! :shifty:

    1. Show previous comments  11 more
    2. the_raven

      the_raven

      YEAH! WB FTW!! (it's not sarcasm, I do love WB and am genuinely disappointed Lucas didn't sell out to them at least)

    3. JediBantha

      JediBantha

      Stick with the Jedi Knight series (DF2 & MotS included), make your own stories in the Old/New Republic eras, and that's all I have to say about that.

    4. Cerez

      Cerez

      Sure thing, Forrest. :winkthumb: (Couldn't resist. :P)

  23. 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.
  24. @@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.
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