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Cerez

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Everything posted by Cerez

  1. Good thinking, unfortunately it didn't help. Neither deleting jampconfig.cfg nor openjk.cfg in the MBII folder helped fix the mismatch. In that case MBII is not compatible with other releases of OpenJK, as moving (removing) the DLLs out of the main base folder is what fixed MBII's crashing behaviour. Or this could be a yet unknown bug in MBII's OpenJK binary implementation where it uses the DLLs from "base" instead of from "MBII"? I have an MBII folder in GameData, as created by the installer, that contains the mod's assets and configuration files. I have no MBII folder in "My Games/OpenJK". The only reason I thought that is because I've assumed that MBII is using the base jampgame.x86.dll and cgame.x86.dll, and moving those DLLs out of the base folder proved to fix MBII's crashing issue. As it is, it looks like MBII was crashing not because the files were missing, but because they were there, in base. It looks like it's conflicting with regular OpenJK. Acknowledged, and point taken. Don't get me wrong, I'm actually listening to everything you're saying, and I appreciate your input. If anyone with an established MBII forums account could point the devs to this JKHub thread URL, that'd be helpful. There's some good debugging information collected here.
  2. Wishful thinking... XD I must admit, I never saw Autodesk moving into the game-making scene, especially considering the long history of the company and its products. They've always kind of steered away from a focus on games... but I can definitely see the incentive.
  3. These suggestions are not exactly helping, @@Tx606... My Internet speed is ADSL2, and I was getting 0.1 MBps speed from the MBII server. Either the actual speed/traffic on the server, or the distance of that server from my location is throttling the download. I have no MBII folder in "Documents/My Games/openjk/". I've been using the MBII client (OpenJK) from the start. If what you're saying is true, then MBII is not compatible with other versions/releases of regular OpenJK. I don't see how it is related to me moving DLLs if the DLLs in GameData are not taken into account. Currently my base folder contains the assets0-3 pk3s and ui.x86.dll only -- absolutely nothing else. I'm launching the game using the official launcher with the MBII client setting. My JKA install is up-to-date (patched to 1.01). Yet the client mismatch persists.
  4. There are multiple issues with the current release, that's why it's hard to talk about what's wrong exactly. We've identified three so far: 1. Installation downloads are extremely long and tedious using the launcher. Files will drop out and finish incomplete on the first install, and have to be checked by the launcher and repaired a few times for the mod to work. 2. When jampgame.x86.dll (and/or cgame.x86.dll) are not present in the GameData folder, the installer will ignore the missing DLLs and still try to launch the game, resulting in crashes. Instead the installer/launcher should check if these files are available if needed and notify the user of their absence before launching the game. My "Create game" crashes stopped when I moved jampgame.x86.dll and cgame.x86.dll from the base folder (where I had them in my custom setup) back into GameData. I needed to create a clone of my JKA install directory in order to be able to do this, otherwise it breaks my custom setup. 3. There is a "client mismatch" error in the current release that happens between the server releases and the client software where the client identifies itself as "basejka-1" instead of Movie Battles v1.3, and doesn't let the player on the server -- effectively rendering the whole mod quite useless. I'm running a custom resolution and I haven't experienced this problem. Yes, my custom version of OpenJK MP has no issues running and connecting to servers. Edit: I just checked, and JAMP connects fine as well.
  5. Watching X-Files all the way from the beginning. (Never watched the full series.) Woohoo! ^_^

    1. Show previous comments  8 more
    2. Ramikad

      Ramikad

      Well, all I can say is that falling for 6 or 7 minutes into the void, with /g_gravity 800000000 and /timescale 1000000, leads to nothing. Looks like we really ARE alone in the JA universe.

    3. Cerez

      Cerez

      There were some games in the DOS era that had glitches that would let you do that: traverse alternate realities where nothing makes sense. XD

    4. Ramikad

      Ramikad

      You know you went too far into these realities when turning around with the mouse results in being displaced through space.

  6. Figured it out. A misplaced DLL was responsible for the crash. To anyone else who's having trouble running MBII, I recommend that you duplicate your Jedi Academy installation and create a clean copy of it that way just for MBII, and then install MBII in there. Make sure that all your JKA assets and DLLs are exactly as when you first installed JKA on your computer. MBII really needs a clean install of JKA for it to work properly. If you have a custom/later version of OpenJK, or have moved things around between base and GameData, chances are MBII will have trouble running. For the devs (if they read this): The installer/launcher needs to check for missing DLLs before running the game! If the requirements are not met, it should notify the user about the files it can't find.
  7. @@dark_apprentice As far as I know, ModView has some limited shader support, but first @@Xycaleth would need to finish the shader implementation, which is still not stably implemented at the moment. I wouldn't hold my breath on this, but maybe eventually it'll be possible.
  8. Wasted a whole day trying to get MBII to bloody work... and in the end accomplished nothing... :/

    1. Show previous comments  14 more
    2. Nuhallis

      Nuhallis

      I got the same issue and I'm running steam.. I think maybe there's just a bug in the 1.3 bits someplace... I can run mb2 if I launch it manually with a shortcut, but my lighting is all wonky.... o.O

       

    3. Cerez

      Cerez

      Figured it out. A missing DLL was responsible for the crash in my case. I fixed it by creating a clean duplicate of my Jedi Academy installation directory just for MBII. Then by shuffling the DLLs I was able to find which DLL was responsible for the crash. It was jampgame.x86.dll missing from GameData (in my installation it was in base). MBII really needs a clean JKA install for it to work properly.

    4. Cerez

      Cerez

      Doesn't fix the client mismatch error, though. I think that's a programming issue between the client and server versions of MBII.

  9. Hahaha, thanks @@Onysfx! If people find the model interesting and/or useful, that's a plenty a compliment for me (and Cadellin, too). I look forward to seeing any new creative work, stories, and gaming that it may help inspire. Enjoy.
  10. It may be Disney's copyright, but Disney doesn't have a legal reach into private creative projects, only what is distributed publicly. This means that within private circles it would be possible for you to share your project online (through private messages to friends, etc.), and if you do choose to publish it on a site, be ready to take it down at a moment's notice from the public if Disney sends you a Cease and Desist letter. They may never do this, but you need to be always ready when you are dealing with copyrighted material. The same is true for the contents of JKHub and/or any other fan project or site -- Disney could jump on any of this if they wanted to, but they usually don't waste time with this unless it truly harms their interests. But for you to get to that stage in development where your creative project potentially poses a threat to Disney's interests, you'd have to do a pretty damn impressive job with what you're doing! It would be like a compliment! If you ever get to that stage, it will be time to start thinking of game-making as an actual profession for you, and seriously consider making your own, original games.
  11. Yeah, there's an integrity check in place, so you can't use another binary to join an MBII server, I think... (other than JAMP using the MBII launcher perhaps?) I don't think the problem is Windows XP related at all. I'm running 8.1. It seems to be something in the assets. It crashes when loading a level. Whether using JAMP or the MBII client (OpenJK), the result is the same. JAMP has no problem loading a level on its own, and neither does my custom OpenJK binary. It is only when the MBII assets are loaded that I have a crash. Edit: I still remember the good old days when all you needed to do was download a bundle for MBII and place it in your GameData folder. Back then it was loaded as a regular mod with ease. This whole launcher thing is giving me the creeps -- sorry guys. It's a nice UX idea, but it's only good if it is flexible/debuggable and it works reliably...
  12. It's a beautiful feeling when after waiting a day for the download/install to finish, you start MBII, click "Create new game" and the whole thing just poops on you and throws you to the desktop, without any explanation as to what's happening... JAMP works, OpenJK works; so why does MBII poop on me? On a more serious note, is there any way to check the logs after a total crash of the game to see what caused the crash? It's definitely something in the MBII setup or assets, as everything else works without a problem on my computer. Worth noting that I've had this same crash with both with the 1.0 release of MBII and with the 1.3 release now. Could it be that my custom OpenJK binaries/DLLs are obstructing MBII? Does having OpenJK previously installed interfere with MBII's workings? The only feedback I currently get is from the Windows debug utility, and it says that an unhandled win32 exception occurred with the MBII exe (6836). I'm on 64-bit Windows 8.1 with an NVIDIA graphics card. Tried running the MBII exe in Windows XP SP3 compatibility mode -- it didn't help. For obvious reasons, I can't do a condump after the crash...
  13. Okay, thanks, I'll see what I can do. Currently he's sitting on his hind legs, like in the reference photos. I should have a decent WIP shot up by tomorrow.
  14. @@Asgarath83 How many of these little guys are you going to place on the map? What sort of polycount should I aim for? Should I keep their bottom flat (like a statue), so you can place them on a flat surface and they'll appear rooted/heavy?
  15. Amazing work, AshuraDX! Whether this is Ventress' hilt or any other character in the Star Wars universe, it's a definite keeper, and I personally think the design is intriguing and surprisingly realistic. It fits right alongside Luke's first lightsaber in the very first film.
  16. Thanks DT. Her clothes are pretty tight... Where would you add the shadowing? Indeed, they're weighted in detail. I plan to use this model in cinematics, remember? Don't be jelly -- you've really no reason to be. Make a new model of kickass Asajj Ventress, and people will be impressed. We've needed a good one sorely for years... But I expect the EP7 Stormtrooper will surpass Ahsoka's likes after the new movie comes out. Popularity goes hand in hand with demand. However, none of this matters, really. What matters is that we now have Savage Opress, Darth Maul, Ahsoka Tano, Anakin Skywalker, Obi-Wan Kenobi, Luke Skywalker, etc. all in high quality models. We still desperately need a good Han Solo and Leia Organa, and a new model for an Alec Guinness likeness of Old Ben Kenobi. They're long overdue. Also, a fan fixation of mine is Ahsoka's friend and nemesis, Barriss Offee.
  17. I've had this once and a force powers animation mod was the culprit.
  18. It's Haps' good old concept-based Kyle reskin: http://jkhub.org/files/file/1108-kyle-katarn-stealth-jedi-gear/ Though I've made some personal tweaks to it (so that it doesn't replace the default Kyle skin in multiplayer). Uploaded it here and here for you if interested.
  19. And a brilliant concept it is! I'm loving it. It's really hard to get black to look right, but you pulled it off exceptionally. This is a welcome and worthy variation on the Imperial soldier that might as well be considered canon. A keeper. 5*
  20. Cerez

    Ahsoka Tano

    It's supposed to be lime coloured, but despite what Dave Filoni said at first, the final colour in production ended up being more yellow than green: That is if you exclude the ever-changing colour factor of The Clone Wars' lighting, and the production goof in the final episodes of season 5 (where she loses her main lightsaber, but ends up losing her shoto instead). At first I thought the second blade was green, too, but careful research proved it otherwise. It's actually a slightly greenish yellow.
  21. Don't know if it's that good guys, but thanks. I'm glad to know that the hard work paid off, and I'm glad to be able to contribute something of value to the community. Now we can have that Vader vs. Ahsoka fight even before Rebels has it. Toshi's Vader's a good challenger for bot vs. bot. The conversation between them is entertaining, too.
  22. Her (side) profile is looking superb, @@Archangel35757.
  23. Cerez

    Mercenary Kyle

    Yesss! Thank you Barricade24! Based off of Kyle's original look in Dark Forces, this is one of the most handsome looking male player models in JKA I've ever seen, and Infinity Blade's masterpiece. This guy has what it takes to rival Han. So glad to have it preserved here.
  24. Released! (Finally!) https://jkhub.org/files/file/2411-ahsoka-tano/ I highly recommend taking her for a stroll around underworld Coruscant. For everyone who's been following this thread and providing feedback and advice, I'd like to honestly thank you for all your critical feedback and support. As a behind-the-scenes bonus, I've uploaded a little extension to the mod that enables single-player player model use, off the record. I have to say, Ahsoka's not too bad in acting Jaden's role. Download SP Extension Also, game default background version icons if you prefer a more universal look:
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