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Aldro Koon

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  1. 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.

  2. Long time no see! Seeking beta testers for a small mod I am working on. Single-player horde gameplay. PM me if interested!

  3. 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!

  4. PLEASE BE PATIENT THE PATCH IS MERELY POSTPONED ATM. THERE ARE WELCOME CHANGES COMING! 

    1. Aldro Koon

      Aldro Koon

      Heads up that PreFXDesigns on our forums mentioned this:

      Quote

      Only 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

    2. (See 2 other replies to this status update)

  5. 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

    1. Aldro Koon

      Aldro Koon

      Don't forget that weird func_train thingie under the carpet of main hall :0 ❤️

  6. Just 2 more days to jh3!!!! So far I've got about maybe a dozen some odd touchup

    1. Aldro Koon

      Aldro Koon

      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.

    2. (See 3 other replies to this status update)

  7. Just 2 more days to jh3!!!! So far I've got about maybe a dozen some odd touchup

    1. Aldro Koon

      Aldro Koon

      Please make it so we can sit properly in the seats inside the council chambers (just incase no one mentioned that) XD ❤️ 

    2. (See 3 other replies to this status update)

  8. @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. 

    1. Aldro Koon

      Aldro Koon

      @Circa We have the plugin over at JoF. Can't we just hand it over to you somehow? (or is that illegal, lol?)

    2. (See 8 other replies to this status update)

  9. 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!

     

    1. Aldro Koon

      Aldro Koon

      Hey dude, I think loda's SJO turned into ups if I'm not mistaking. 

      http://www.playja.pro/?page=servers

  10. Somehow I get the feeling that I'm late from this ship, but I will ask anyway: Why can't I add a cover photo to my profile page?

    1. Aldro Koon

      Aldro Koon

      Suddenly our size limit aint so bad now is it (l0l)

  11. 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.

    1. Aldro Koon

      Aldro Koon

      Here you go

      Spoiler

       

      //Lightsaber configurations, use by name

      /*
      NOTE: add new sabers by putting their entries in a .sab file in ext_data

      defaults 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 of ?

          A 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 knockaway

          singleBladeStyle        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 hand

          returnDamage            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
      }

       

       

  12. 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: 

     

  13. 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: 

     

  14. Please update the jurancorpark map!  Pretty please ?

    1. Aldro Koon

      Aldro Koon

      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.

    2. (See 4 other replies to this status update)

  15. Plz fix japp.jkhub.org ;_;

  16. Plz fix japp.jkhub.org ;_;

    1. Aldro Koon

      Aldro Koon

      It's fine thanks, I got one too but we just want the site back up in order to make it more accessible.

    2. (See 5 other replies to this status update)

  17. I decided not to go to watch episode 9. I think it's not worth paying 8.6 dollars for that movie. 

    1. Aldro Koon

      Aldro Koon

      It's flawed yes but it is a great movie and even most people who dislike the sequel trilogy ended up actually liking it to our surprise, in our community.

    2. (See 6 other replies to this status update)

  18. New version of JKG almost ready! :storm7:

  19. Check out the {JoF}Awards 2018 - Video Tribute:

    1. Aldro Koon

      Aldro Koon

      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

    2. (See 2 other replies to this status update)

  20. When you upload your mod which has 1 year and a half making and it takes hours to load...

  21. "Let us hunt those who have fallen to darkness."

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