Jump to content

McGroose

Members
  • Posts

    176
  • Joined

  • Last visited

File Comments posted by McGroose

  1. ""unknown hitlocation" rapidly pop up in the console. Don't know why."

    Figured out that's because of Costum Models like Ahsoka.

    The range of this error goes farther than that. I think only some models, all of which use the regular skeleton and animations, fall outside of this problem.

    I know for sure that the Howlers on Yavin have this problem. They're obviously not custom models. 

     

     

    I will see if it happens on my end. I think something similar happened to me when I was running with the bad files. Just in case it doesn't could you take a picture of the C++ error? Also, could you try playing those maps with Vanilla OpenJK SP? I just want to make sure my code is what's causing it and that it's not an OpenJK bug. It could also be my code messed up something somewhere.

    I found out that the problem wasn't related to custom maps. In fact, maps aren't the problem at all. The problem comes from Jk2 models. They crashed the maps I listed before because they all loaded these models.

     

    Bakura, Vjun(1-3), and the custom spaceport level loaded Hapslash's Imperial model. This model was built using the JK2 skeleton. I also replaced the Shadowtroopers with Scerendo's Shadow Trooper skin, which I'm guessing relies on the JK2 version of the GLM model, if that makes any sense. The custom Sith Valley level loaded these shadowtroopers. Removing both of these models allows the maps to load fine now.

    https://jkhub.org/files/file/830-scerendos-shadow-trooper-jk2jk3/

     

    So ya, the maps are fine, but the mod cannot load JK2 models. I hope you can fix this.

     

    Final flaw I've noticed so far is that this mod really hits hard on the framerate. I had max settings on before with the exception of disabled dynamic glow, and I had a fairly consistently high FPS. Now I'll get an FPS as low as 10 in areas were it would be 30+. Is this because you're having the mod load all of the assets of the level all at once or something like that? I can't imagine how this could impact framerate.

     

    It's crashed on me twice in areas that were perfectly stable before. This is the error message I saw:

    9htMdMf.png

    Mara likes this
  2. Thank you, it works now. I love the new features! I'm sorry you had to keep updating though. xD

     

    I know you're probably sick of hearing about problems with the mod, but something I noticed is that the mod doesn't support custom SP maps.

     

    I tried loading these two maps (probably the best standalone SP maps ever for JKA):

    https://jkhub.org/files/file/416-sith-valley/

    https://jkhub.org/files/file/417-operation-spaceport/

     

    The game crashes everytime and mentions something about C++ and whether or not I want to retry or ignore the problem. Ignoring it just shows a different issue every time, varying from bone problems to models

     

    And this one really doesn't matter, but saber combat sometimes makes the message "unknown hitlocation" rapidly pop up in the console. Don't know why. I had sabermorerealistic on 2. Really useful now that I can enable it at will.

    Mara likes this
  3. I'll try installing Visual Studio 2013 (currently installing a version with something called "update 5"). I already have Both the x64 version and the x84 version of Visual C++ 2013 installed because I was redirected to it in the past to get some other programs to work, but I I never bothered to install visual studio itself before because I never saw the need for it. I know next to nothing about coding, let alone what the program itself offers. I'll update when it finishes. It's a long download. :/

     

    EDIT: Well, good news and bad news. Good news is that I'm not getting the missing DLL file warning anymore. The bad news is that it still crashes for no reason. :/ Still, that's progress. The error may be on my part. That means that the solution to the missing DLL file is to download Visual Studio 2013. It's an annoying and long process though... 11GB installation. Ugh

     

    I have Windows 8.1 btw. I don't know if your EXE being compiled or written with another OS will make a difference or not.

     

    I'm pretty sure there may be a problem with the rdsp-vanilla_x86 included. The game crashes loading the menu. Without it before, it crashed loading a map.

  4. The mod won't work for me either. Every time I try to use the mod, I get an error message saying that msvcp120D is missing. I'm sorry if this is a problem that you would probably roll your eyes at, but none of the solutions I'm reading about seem to work.

     

    I also have the latest OpenJK build.

    Mara likes this

    Cultist Reskin

       1,354    2

    This is perfect timing for me. I was editing the cultists NPC files and I thought it would be cool to have some new skins for them that weren't clan based. I couldn't find a good skinpack, but this came out in the nick of time. Thank you, it's great. :)

     

    Slight request: do you think you could update this skin pack by adding in a black and dark purple variant? Same color pattern as before. I want to use this as the exclusive skin for the cultist_grip npc. I use the green ones for gun-users.

     

    Edit: Thanks for adding the purple skin. It's just what I wanted. :)

    Asgarath83 likes this

    DabMan

       112    16

    4/20 is equal to 1/5, so I guess that's the rating it deserves?.... :X

     

    Nah, pretty dank. Gave it a 5 just cause

    Waco likes this

    Cultist DarkMaster

       881    2

    Cool reskin! I decided that I would replace the Blue New Reborn with this but lower his stats so that he's a good leader of the Cultists but not at Marka Ragnos levels of power like your included NPC file, ya know? I'll just call him the Cultist Master. Stronger than a New Reborn, but not stronger or even as strong as a Reborn Master.

    Tompa9 likes this
  5. This is pretty cool, but I'm having some problems. None of the expected CFG problems thankfully, but problems that may have something to do with what the build itself is capable of.

     

    I have several other mods in my base, including my own version of Hap's Imperial with his pistol. Because I already have this model, I just deleted the file in the mod that has another copy of the Imperial; the exact same applies for Hap's Stormtrooper. 

     

    When I tried to load a game that has an NPC with Hap's Imperial Pistol, like the lowest ranked Imperial, the Imperial Workers and the Bespin Police, the game always crashes. It says that it can load one LOD of the pistol but not the other. I removed the PK3 with both Hap's imperial and his Imperial pistol and the game now loads the default imperial with Hap's pistol. I also have the JK2 version of the Ultimate Weapon's mod installed. Apparently, U.W's version of the pistol works for the game, but not the one that originally came with the new Imperial model? I don't get it, but the problem is fixed. Just figured I would mention this because I really don't understand what difference it could make.

     

    Oh, and the game apparently hates Snowflakes now. It won't load any map that has the texture gfx/effects/snowflake1. This means that the original demo level (converted to the retail game, of course) and other levels with Snow won't work.

     

    I also found a strange problem with the force bar. If the first level when I load up the game is one where I have force powers, the force meter will work fine, but if I go to another level right after that with force powers, the force meter glitches out. It keeps blinking and I can use the force for as long as I want, as I tested with force lightning. I fixed this by using the command "give force". That reset the meter to normal. Not a terrible problem, but I was playing this on the Nemesis of Katarn level pack and the glitch caused me to not have any force powers besides jump. I also had no force bar. Weird.

     

    The trade off is that I get all of these other cool features and the ability to load giant maps with higher framerates and no texture limits. Worth it. :) Great Alpha

    Haps Imperial Officer

       1,292    10

    One of my favorite models ever made for JKA/JK2. Haps provided so many subtle customization features for the different skins, such as choosable rank badges, belts, holsters, etc. The fun part was figuring out how you were supposed to even get these customization options to work. :)

     

    Glad to see this masterpiece uploaded here. 

    Cerez likes this

    Boba Fett ROTJ

       1,548    26

    Doubt anyone will respond to this, but its worth a shot

     

    This is a great model, but the game always crashes whenever I switch my skins to red. I have no problem doing the same with blue. This is a problem with the model file itself, not the Red skin file. It'll even crash the game if a custom red icon for Boba Fett appears. Without any files for the red skin, I just get a glitchy mess of default Boba Fett's textures wrapping around the new model. At least it works. :/

     

    EDIT: For whatever reason, it turns out that the red icon that came with the mod was the cause of all of the problems. Not sure why, but whatever. I now have custom team skins for this model. Great mod. :)

    Imperial Gunner

       785    14

    Yes! We finally have this great imperial design as a model for JKA, and an amazing model it is!

     

    5/5, instant download. Thank you so much. I love it. :) Like Maksman said, I'm surprised that no one else has made this yet. 

    Barricade24 likes this
  6. Thank you for this! I've got everything working perfectly with my own modifications, insignia and everything. Great job.

     

    EDIT: I've been having some problems with the eye and mouth textures. For some reason, they never seem to load, and after looking through the Skin files, I don't think there's a problem with them in particular. I'm using JK2, not JK3.

    2ND EDIT: The problem is that the skin file has the beginning for loading the eye texture as "head_eyes,models/", rather than the proper "head_eyes_mouth,models/" line. I don't know if this is how loading this particular texture works in JK3, but it won't load the eyes/mouth texture if this is done for JK2. You may want to update the mod with a fix.

  7. Great model!  You porting this means I can also use Barricade24's reskin. Thanks!

     

    Will this replace normal Stormtrooper npcs?.

    No, but this with a little knowledge in editing NPC files and renaming the model's folder, it could.

     

    This leads me into my next question: I know that this may be asking for much, but do you think you could also port your ROTJ Stormtrooper model from JKA to JK2 as well?

    R4D1C4L and Maksman like this
×
×
  • Create New...