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Cerez

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Posts posted by Cerez

  1. Protip: r_mode -2 will automatically set the resolution to use your native desktop resolution, no editing of r_customwidth or r_customheight needed. This value is specific to OpenJK and not in the retail game itself.

     

    A handy tip and a great idea! Thanks Eezstreet.

  2. 2. The mouse: If I hold down a key or two on the keyboard and try to look around with the mouse, it won't happen. The mouse gets jammed. This seems to be a consistent problem. Is this a bug? Is there a known fix/workaround for it?

     

    It turns out this has nothing to do with OpenJK. It's a bloody Windows 8 setting that's built deep into the core of the system! I had to dig into the registry and set the following values to zero: DisableWhenType_Enable, DisableWhenType_AllArea

     

    Did I mention how I hate Windows? x.x

     

    Regarding point 3, I've noticed that the autosaves seem to load without a problem, but the manual saves cause the illegal "Loaded chunk (LVLC) has different length than requested" response.

    Circa likes this
  3. 1) It depends what you mean by widescreen support. You can force OpenJK to use a widescreen resolution by setting r_mode to -1, and then setting your screen resolution using r_customwidth and r_customheight.  If you mean native widescreen support, where the UI elements are not stretched, then that's not supported.

     

    EDIT: One point I've just noticed about Apprentice's post: there is no such cvar called r_customaspect. I'm not sure where you got that from.

     

    Thanks Xycaleth. I meant just wide-screen support in general (with UI stretched). It was my bad; I forgot about r_mode.

     

    I can confirm that removing r_customaspect kept the settings intact, but it's curious that the game accepted this value and kept it in the config file as if it were a valid argument.

     

    2) Nobody's reported a bug like this before, so no, no known fix :P Does it happen when you run OpenJK in Windows? (I assume you had this problem in Fedora)

     

    3) There are known problems with using retail Jedi Academy save files with OpenJK. It's on the todo list, but nobody at the moment is interested enough in tackling it.

     

    4) Can you post a screenshot? This is likely to be an Intel graphics driver bug. Their Windows drivers are miles ahead of their Linux drivers so you should never expect something in Linux to work as well as it does in Windows. Hopefully we can get a better idea if it is a driver bug by the kinds of graphical glitches that can be seen in a screenshot. You might also want to try turning off texture compression as @@Raz0r had a problem with this when running OpenJK under Linux - set r_ext_compressed_textures to 0.

     

    2) That's strange because this is definitely a problem for me. I think it only happens on my Windows 8 platform. I'll try clearing out all the settings and see what becomes of it.

     

    3) I see. Thanks for clearing that up, Xycaleth. So transferring save files should be done with caution at this stage.

     

    4) I knew I should have taken a screenshot! I've already given up on trying to get it to work on my Linux computer. I'll see if I can set it up again, and take a screenie for the record. Somehow I get the feeling that it isn't the driver that's causing the problem. I'm not sure why…

     

    And I'll try your suggestion.

     

    Wth? , you could have widescreen image before openjk, jamp had been supporting it since the beginning with the commands that @Apprentice posted.

     

    I know, I'm sorry… >.<' Please don't beat me for it…  :

  4. 1) Yes. Open JK can start the game in any widescreen resolution where the original game did not (though it can be circumvented by starting in a 4:3 resolution and then switch to a 16:9/16:10 resolution). I have achieved it by adding the following into the autoexec.cfg file:

     

    seta r_mode "-1"

    seta r_customwidth "1680"

    seta r_customheight "1050"

    seta r_fullscreen "1"

    seta r_customaspect "1"

     

    You may change the values where applicable to suit your screen.

     

    Thanks Apprentice! I forgot about r_mode "-1", and I didn't know about r_customaspect "1". That sheds a light on my ignorance and and answers point 1. After setting these values, not only did I get the custom resolution I wanted, but the strange "moving to the side" launching error stopped as well.

     

    Mine is located in the Base folder. Are you sure that your autoexec.cfg file isn't named autoexec.cfg.txt ??

     

    Yes, I'm sure. It's CFG, and it's not getting loaded. I've worked around this by manually loading the script with "exec autoexec", but I think this is an error in OpenJK. My Jedi Academy folder is moved from its original install location, so it could be that the path to the autoexec.cfg is not set relative in the programming.

     

    2) Never experienced it. Did it happen on Windows or on Linux ??

     

    This problem is consistent for me with OpenJK in Windows 8… And it affects gameplay, unfortunately… :(

  5. I'm coming from the latest Mac retail version of Jedi Academy, so please bear with me. This latest release has some enhancements over the older Mac version of Jedi Academy -- such as much better stability and wide-screen support -- but it is also lacking many of the original features, one of which is a major downer: absolutely no SP mod loading support (not even through the command line).

     

    I've downloaded OpenJK and tried it out on a couple of computers (Linux Fedora and Windows 8), and I've come across a few peculiar things that I would love to get some answers to.

     

    1. Wide-screen support: Does the current build of OpenJK support wide screen resolutions? On Windows 8 it seems to be doing a funny thing where it will sometimes switch the screen to 1024x768, and sometimes keep it the original size (1366 x 768), and move everything off to the left side of the screen. If I set r_customwidth, it doesn't seem to support it.

     

    2. The mouse: If I hold down a key or two on the keyboard and try to look around with the mouse, it won't happen. The mouse gets jammed. This seems to be a consistent problem. Is this a bug? Is there a known fix/workaround for it?

     

    3. Save files: I've transferred my save files across and tried to load them in OpenJK, and some of them loaded without a problem, but with others the game would drop me out with the following message: "Loaded chunk (LVLC) has different length than requested". What does this mean? Does OpenJK read and write save files differently than the retail versions of Jedi Academy?

     

    4. A mess in Linux: Running the game on my 64-bit Fedora (Intel Graphics) machine, I came across some strange graphics glitches where entire parts of models or UI elements are missing or black. Would this be because of the Intel graphics card, or is something else the cause? I ran OpenJK with an Intel graphics card on Windows, and there I didn't seem to have this issue. I've installed the SDL2 package because without it the binaries would not run, but maybe it's not enough -- should I have installed the whole development package (SDL2-devel) instead?

  6. If you have updated the drivers to the latest stable release, then restart the computer and try running the game again. See if it works.

     

    I'm surprised that neither of these two solutions fixed your problem.

     

    Your other option would be to seek support from the Steam guys, since you did purchase the product from them. I'm not sure how else to help you.

     

    EDIT: Also, try the above command without "set".

  7. Okay, I did some digging around and I've found the following:

     

    http://forums.filefront.com/sw-jk3-modding-mapping-editing/247152-bots-no-force.html

     

    It seems Force Pull and/or Force Lightning are hard-coded into the base MP game itself, and the bots resort to it if they have no other Force powers.

     

    That said, there is a way to disable Force powers for all bots (and still retain the player's Force powers):

    seta bot_forcepowers 0 //Disables the use of Force powers for all bots (set to 1 to re-enable).
    

    So if you wanted to create a server with say only battle droids as bots (that actually behave like battle droids), you could use this setting to disable their powers. Couple that with an edited JKB file (1-2-000000000000000000), and you have something decent.

     

    It's not ideal, but it's something.

     

    Source: http://www.lucasforums.com/showthread.php?t=69455

     

    EDIT: Note that if applied in-game, you need to reload the map in order for the settings to take effect.

     

    On the side:

     

    This actually creates a nice little concept for a TEAM FFA battlefield map where the clones take on the battle droids, and the Jedi can take part, too, as player characters. Apart from the battle droids' ability to jump slightly it's actually quite faithful to the movies/series. Even General Grievous could be included as a lightsaber bot with no Force powers.

     

    Screen_Shot_2014_07_14_at_3_42_19_PM.png

    http://postimg.org/image/qgyet0zed/

    http://postimg.org/image/xcqzchugp/

    http://postimg.org/image/pboz4jofj/

    http://postimg.org/image/ayvj684fj/

    Omicron and Jeff like this
  8. Yes, no saber use can be achieved by giving "saberspecialist" a zero and setting all the saber-specific "forceinfo" values to zero, as in this instance:

    forceinfo		7-1-000000000000000000
    

    If I remember correctly, the last three zeros here are the saber skills for attack, defend, and throw. Then the bot will resort to only using a gun, but it will still persist in using Force Pull and Push. :/

     

    Even the Ungnaught does it...

  9. I'm not sure if this helps, but try disabling OpenGL extensions support in the game.

    set r_allowExtensions 0
    

    You need to place this in autoexec.cfg in the base folder. (If it's not there, create a new text file and name it so.)

     

    You could also perhaps add it to the launch parameters of the multiplayer shortcut instead.

     

    Source: http://jkhub.org/tutorials/article/78-jedi-academy-os-x-lion-issues/

     

    EDIT: See also: http://lucasforums.com/showthread.php?t=206018

  10. @: Not sure if this will work but try 7-1-010000000000000110 as the force info. I just randomly downloaded a JKB maker and it gave me that when I attempted to set all force to 0...couldn't tell if it worked (away from modding PC).

     

    Good luck!

     

    Nope, this unfortunately only makes them wield a saber in addition to using the Force… :(

     

    There doesn't seem to be a way to adjust the bot's HP, either. It seems the game really determines these factors, not the JKB or BOT files.

  11. After researching this in detail and analysing the original game assets I realised that the MP game is simply designed to use force powers no matter what. Changing the rank only seems to affect the amount of force points a bot can use for the assignment of their Force powers. There doesn't seem to be a way to turn off a bot's use of Force powers other than setting all bots to have no Force on the server.

  12. If you're creating a machinima is SP -- which is a difficult task indeed -- you might as well go the Team Corellia approach, script the whole thing in BehavEd and release it as a single player mod (in addition to the video). But I warn you, this may take a while. It's much easier to shoot a machinima in MP.

  13. How would one disable the use of Force powers for a particular bot (e.g. a battle droid)?

     

    I have the following set in the JKB file, but the result is still that the bot is pushing and pulling with the Force:

    GeneralBotInfo
    {
        forceinfo		1-2-000000000000000000
    }
    

    I've tried setting the rank to 0, but it didn't seem to make a difference. Is it at all possible to disable the use of Force for only certain bots?

  14. Ent, you are a genius! You deserve not just a cookie but a whole cake! With all the conflicting information on Google out there, I never would have figured out that g_dismember sets the probability level.
     
    For anyone else having a trouble getting realistic saber combat working in either the SP or MP part of the game:
     
    SP:
    .
    seta g_sabermorerealistic 2 //sharpness of lightsaber blade (0 - normal damage, 1 - higher damage, 2 - cuts characters up when killed, 3 - even touching the blade kills)
    seta g_dismemberment 3 //how much can get cut off (0 - nothing/disabled, 1 - hands and feet, 2 - hands, feet, arms, legs, 3 - hands, feet, arms, legs, head, torso)
    seta g_dismemberprobabilities 40 //how likely dismemberment is to happen (10-100)
    .
    MP:
    .
    seta g_dismember 100 //effectively disable (0) or enable (100) dismemberment
    seta cg_dismember 2 //how much can get cut off (0 - nothing/disabled, 1 - hands, feet, arms, legs, 2 - hands, feet, arms, legs, head, torso)

    .

    Additional realism settings:

    .

    ​seta g_corpseRemovalTime 0 //dead bodies don't disappear (in SP)
    seta broadsword 1 //rag-doll physics (dead bodies are not solid objects)
    

    .

     

    It's best to put all these commands in a (new) text file named "autoexec.cfg" in the base folder. Just make sure you change all the "seta" to "set".

    Vulcan likes this
  15. @@Circa and @@therfiles, you were totally right, and I was totally wrong. After some extensive repackaging, I've managed to move a model file that was causing the problem and still retain all the SP in-game models with the additional help of rewriting some SKIN files and tweaking the NPC file. If what I just said sounds complicated, it's because it was. It took me a while to figure it out. >.<' But it's working now! :D Both SP and MP are fully functional. So, thank you for you help.

     

    cg_dismember 3 would do the trick for ya ;)
    Otherwise, you can also download Ultra Utility and select it in the ingame menu.
    I mostly exaggerate cg_dismember to an amount of cg_dismember 9000 orso.

     

    Thanks Vulcan. Is this for base JA (solo game mode)? Because it sure isn't working for me… Whether cg_dismember is set to 3, 9000, or 0 makes no difference in my MP game. :/

    therfiles and Circa like this
  16. I don't think the intention was to create a fake leaked footage. The hype was just used for marketing. But all the possible incentives and agendas aside, this video took a lot of extreme detail and attention to make. I wonder how long he spent making and fine-tuning it.

     

    If you look at the flying sequences, not only does the camera appear to move with the Y-Wing/X-Wing, but also the Death Star is pasted perfectly into the moving video background -- unless the sky is CG, which it doesn't look like it is.

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