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Status Replies posted by Aldro Koon
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All tutorials are officially moved to the new Tutorials page. This was a process I started 2 years ago and just procrastinated finishing but it is now done. The benefit to this change is they are done wiki-style where anyone can request changes be made, revisions are tracked, etc.
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Long time no see! Seeking beta testers for a small mod I am working on. Single-player horde gameplay. PM me if interested!
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Dear god adapt it for MP please
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therfiles likes this
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Hello There JK Community It is I JkaGuy167 now im wondering something from all of you where can i start mapping i have gtk radient but theres not good tutorials out there for theses types of stuff where can i find a decent video on explaining all of this tell me in the comments below!
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PLEASE BE PATIENT THE PATCH IS MERELY POSTPONED ATM. THERE ARE WELCOME CHANGES COMING!
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Heads up that PreFXDesigns on our forums mentioned this:
QuoteOnly issue i'm having is that the "your clans banner" tends to be flipped sometimes. Could you tell this to AngelModder so that he can fix it?
Should be reachable here too if ya need help pin-pointing it: @PreFXDesigns
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PreFXDesigns likes this
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WILL BE RELEASING A FIX FOR THIS SERVER CRASHING ISSUE SOON. I FORGOT TO ADD DELAYS TO THOSE FORE MENTIONED TRIGGERS - SPAMMING THE SERVERS AND CRASHING THEM. AGAIN I AM VERY SORRY FOR THIS. - ANGELMODDER
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Just 2 more days to jh3!!!! So far I've got about maybe a dozen some odd touchup
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There was also a tiny top piece of some rotating holocron that eventually made its way and got stuck in the floor just above the carpet of the main hall somehow. A quick reload of the map didn't show it so I'm not sure if it's time based or something. Not sure how to explain it better than this, hope it helps lol.
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Just 2 more days to jh3!!!! So far I've got about maybe a dozen some odd touchup
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@staff God you guys still havent done that? Anyways, where is the getting started thread? Maybe in the tutorial section, you should pin a topic like "Getting started" which goes over the structure of the game, the rules of the game (i.e. vert limits etc), what shader syntax it uses, how pk3's are compiled, etc. Just a real lubed up entry for the uninitiated.
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@Circa We have the plugin over at JoF. Can't we just hand it over to you somehow? (or is that illegal, lol?)
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Hello, all!
I used to play JKO and JKA a long, long time ago. I used to be in a clan called [SJO] and I am hoping I can find some old members here to reunite!
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Hey dude, I think loda's SJO turned into ups if I'm not mistaking.
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Sam Samarn likes this
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Can someone please copy and paste the most recent sabers.sab file? The one in assests1.pk3 is the old one. I can't get to my older laptop that has the up to date one on it. Or message it to me. Thanks.
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Here you go
Spoiler//Lightsaber configurations, use by name
/*
NOTE: add new sabers by putting their entries in a .sab file in ext_datadefaults and explanations of fields:
//saber type
saberType SABER_NONE - what kind of saber to use ( SABER_SINGLE, SABER_STAFF)//saber hilt
saberModel "models/weapons2/saber_reborn/saber_w.glm" - what saber hilt model to use
A note about saber hilt models: the surface names on saber models should *always* start with "w_", the code expects it.customSkin "" - a .skin file to apply to the saber hilt model, if any (overrides saber hilt model's internal texture mapping)
soundOn "sound/weapons/saber/enemy_saber_on.wav" - turn on sound
soundLoop "sound/weapons/saber/saberhum3.wav" - loop sound (must be a .wav file)
soundOff "sound/weapons/saber/enemy_saber_off.wav" - turn off sound//blades
numBlades 1 - how many blades it has (min of 1, max ofA note about blade tags: each blade will be drawn from it's corresponding tag's position and in the direction (negative X axis in ModView) of that tag.
The naming of the tags must be as follows:
"tag_blade1" for the first blade. I made the code fall back to "tag_flash" if it can't find the tag_blades so that the code will still work pre-JKA sabers, but we you should always use the new name.
All following blades (if applicable) should be "tag_blade2", "tag_blade3", etc., to a maximum of 8 blades ("tag_blade8")//saber length
//NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length
saberLength 32 - how long the saber's first blade should be (minimum of 4)
saberLength2 saberLength - how long the saber's second blade should be (minimum of 4)
saberLength3 saberLength - how long the saber's third blade should be (minimum of 4)
saberLength4 saberLength - how long the saber's fourth blade should be (minimum of 4)
saberLength5 saberLength - how long the saber's fifth blade should be (minimum of 4)
saberLength6 saberLength - how long the saber's sixth blade should be (minimum of 4)
saberLength7 saberLength - how long the saber's seventh blade should be (minimum of 4)
saberLength8 saberLength - how long the saber's eigth blade should be (minimum of 4)//saber radius
//NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length
saberRadius 3 - how wide the saber's first blade should be (minimum of 0.25)
saberRadius2 saberRadius - how wide the saber's second blade should be (minimum of 0.25)
saberRadius3 saberRadius - how wide the saber's third blade should be (minimum of 0.25)
saberRadius4 saberRadius - how wide the saber's fourth blade should be (minimum of 0.25)
saberRadius5 saberRadius - how wide the saber's fifth blade should be (minimum of 0.25)
saberRadius6 saberRadius - how wide the saber's sixth blade should be (minimum of 0.25)
saberRadius7 saberRadius - how wide the saber's seventh blade should be (minimum of 0.25)
saberRadius8 saberRadius - how wide the saber's eigth blade should be (minimum of 0.25)//saberColor - valid colors: random, red, orange, yellow, green, blue, and purple
//NOTE: these should be inputted in order - setting "saberColor" automatically sets all of the others to the same color
saberColor red - what color the saber's 1st blade should be
saberColor2 saberColor - what color the saber's 2nd blade should be
saberColor3 saberColor - what color the saber's 3rd blade should be
saberColor4 saberColor - what color the saber's 4th blade should be
saberColor5 saberColor - what color the saber's 5th blade should be
saberColor6 saberColor - what color the saber's 6th blade should be
saberColor7 saberColor - what color the saber's 7th blade should be
saberColor8 saberColor - what color the saber's 8th blade should be//locked style
saberStyle none - what one style it's limited to, if any (fast, medium, strong, desann, tavion)//maxChain
maxChain 0 - how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)//throwable
lockable 1 - whether or not it can be stuck in a saber lock//throwable
throwable 1 - whether or not it can be thrown//disarmable
disarmable 1 - whether or not it can be disarmed (dropped)
//blocking
blocking 1 - whether or not user will try to block incoming shots (shots always bounce off it, this just determines if the user *tries* to block with it)
//twoHanded
twoHanded 0 - whether or not it requires 2 hands (makes it restrict force powers but makes it stronger in locks or parries)//force power restrictions
forceRestrict 0 - what force powers it restricts, use these keys, a seperate entry per power:
FP_HEAL
FP_LEVITATION
FP_SPEED
FP_PUSH
FP_PULL
FP_TELEPATHY
FP_GRIP
FP_LIGHTNING
FP_SABERTHROW
FP_SABER_DEFENSE
FP_SABER_OFFENSE
//new Jedi Academy powers
FP_RAGE
FP_PROTECT
FP_ABSORB
FP_DRAIN
FP_SEE//lockBonus
lockBonus 0 - this pushes harder/weaker in saberlocks//parryBonus
parryBonus 0 - this is stronger/weaker in a parry (harder to break, more likely to knockaway)//breakParryBonus
breakParryBonus 0 - this is more/less likely to break a parry//disarmBonus
disarmBonus 0 - this is more/less likely to disarm another saber in a saberlock or knockawaysingleBladeStyle none - makes it so that you use a different style if you only have the first blade active
singleBladeThrowable 0 - makes it so that you can throw this saber if only the first blade is on
brokenSaber1 none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand
brokenSaber2 none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left handreturnDamage 0 - when returning from a saber throw, it keeps spinning and doing damage
*/Kyle
{
name "Katarn"
saberType SABER_SINGLE
saberModel "models/weapons2/saber/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor blue
}Kyle_boss
{
name "Katarn"
saberType SABER_SINGLE
saberModel "models/weapons2/saber/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor blue
lockBonus 2
parryBonus 2
disarmBonus 2
notInMP 1
}Luke
{
name "Skywalker"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_luke/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum5.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor green
notInMP 1
}Desann
{
name "Retribution"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_desann/saber_w.glm"
soundLoop "sound/weapons/saber/saberhum2.wav"
// saberLength 48
saberLength 64
saberRadius 6
saberColor red
notInMP 1
}RebornMaster
{
name "RebornMaster"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_desann/saber_w.glm"
soundLoop "sound/weapons/saber/saberhum2.wav"
saberLength 48
saberColor red
lockBonus 1
parryBonus 1
breakParryBonus 1
disarmBonus 2
notInMP 1
}Tavion
{
name "Stinger"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
saberLength 40
saberColor red
notInMP 1
}reborn_new
{
name "reborn_new"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
saberLength 40
saberColor red
lockBonus 1
parryBonus 1
breakParryBonus 1
disarmBonus 1
notInMP 1
}Shadowtrooper
{
name "Shadowtrooper"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
saberLength 40
saberColor red
notInMP 1
}Reborn
{
name "Reborn"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
saberLength 32
saberColor red
notInMP 1
}Training
{
name "Training"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 32
saberColor yellow
notInMP 1
}Jedi
{
name "Apprentice"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum1.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor random
notInMP 1
}Yoda
{
name "Eternal"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_yoda/saber_w.glm"
customSkin "models/weapons2/saber_yoda/saber_w.skin"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum1.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 32
saberColor green
saberStyle tavion
maxChain -1
disarmable 0
lockBonus 2
parryBonus 5
breakParryBonus 1
disarmBonus 3
notInMP 1
}brokenStaff
{
saberType SABER_SINGLE
//FIXME: need actual broken staff model
saberModel "models/weapons2/saber_reborn/saber_w.glm"
numBlades 1
saberLength 32
throwable 1
twoHanded 0
notInMP 1
}droid
{
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor yellow
notInMP 1
}
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We've made what I consider to be the greatest space combat map in JKA history. File has been submitted and is pending approval.
EDIT:
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Approved now:
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Jeff likes this
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We've made what I consider to be the greatest space combat map in JKA history. File has been submitted and is pending approval.
EDIT:
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Short footage here: https://www.youtube.com/watch?v=6BA8r1T_VLQ
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Jeff likes this
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Please update the jurancorpark map! Pretty please
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Speaking of source maps... This is obviously very personal and what-not, but is there any chance you would consider releasing them for the public? Expecting a no, but still had to ask for editing purposes of turning your quality SW maps into co-operative multiplayer maps for our community.
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@JCulley3D and {JoF} Atlas like this
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Plz fix japp.jkhub.org ;_;
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Sadly not but thanks anyway
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Akion likes this
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Plz fix japp.jkhub.org ;_;
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It's fine thanks, I got one too but we just want the site back up in order to make it more accessible.
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Akion likes this
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I decided not to go to watch episode 9. I think it's not worth paying 8.6 dollars for that movie.
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New version of JKG almost ready!
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Check out the {JoF}Awards 2018 - Video Tribute:
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We haven't released the map to the public yet! My skin is included in it. That would have to come from Zefilus (he's on these forums) and he did originally state that he was going to release it on JKHub so either just wait or you could maybe just send him a PM and ask for the download link already! <3
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When you upload your mod which has 1 year and a half making and it takes hours to load...
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"Let us hunt those who have fallen to darkness."