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Posts posted by Aldro Koon
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For anyone needing a solution to this, here it is:
https://github.com/JACoders/OpenJK/commit/d252a69e1eb5d14218c0980b8b727b73ee164ff3
Huge thanks to the MB2 Development Team who shared their solution and OpenJK JACoders who also apparantly had the fix (see above). -
If the mp3 is downloaded from a website or something initially, it could include a cover/thumbnail image which won't work ingame (and is hard to tell), you'll need to strip that off using a program like Mp3tag.
*If* you tend to download mp3s off of youtube, this is common, just a heads up
Circa likes this -
18 minutes ago, Apprentice said:
I can't find maps, I only see Main, Forums, About JoF(A), Your journey in JoF, FAQ, Academy app, Jof Legacy, JoF Cloud . . .
JoF Cloud! Then {JoF}Maps -> {JoF}Missions -> {JoF}AcademyTrial.pk3.
Also: When playing the JoFAcademyTrial map, press the crystal that is infront of the Tree close to the bridge when you spawn to start the level!
Do note that it's designed for two players so you need to be atleast two to progress properly. -
Huge thank you to @Gnost and Nieris for the creation of these truly special maps, designed for two players.
The inspiration was from Jedi Knight SP and the critically acclaimed Portal games.Special thanks to @Toxiee, @HaVoC and all of our testers who helped us brainstorm and balance it to fit within our community.
Additional thanks to @PreFXDesigns and Weske for the holocron entities ingame.You can find the map through our Launcher or on our Cloud over at https://jofacademy.eu/
Simply navigate to {JoF}Cloud -> {JoF}Maps -> {JoF}Missions -> {JoF}AcademyTrial.pk3Gnost, you may also want to upload it to JKHub.
The latest JoF EJK client is recommended to use for the best experience of this and any of our maps.
When playing the JoFAcademyTrial map, press the crystal that is infront of the Tree close to the bridge when you spawn to start the level.
Do note that it's designed for two players so you need to be atleast two to progress properly. -
Smoo likes this
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On 12/26/2024 at 3:00 PM, Xesh said:
I got back to this game due to nostalgia and damn its like the community evaporated. Sad to see that, but I guess it makes sense for such an old game. Really wished we could have a modern JK game, but with Disney on board SW is practically dead.
We are more active than ever before, pushing 250 members and our public server hits 32/32 every single day with a private server that is starting to reach those numbers as well.
Cor likes this -
3 hours ago, Circa said:
A bit off topic here, but I was always curious why JA++ never caught on with the bigger servers. I know the goal of JA++ was to replace JA+ while keeping all of its features but keeping it modern and updated, but nobody ended up using it?
I can't comment for others but the MP sabering of JA+ is precious to us and we've spent years reverse engineering it for ourselves with slow yet steady progress.
JA++ didn't really attempt that so it was never considered by us (we merely checked it out briefly out of curiosity).
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@mrwonko and everyone, I want to offer a little update:
It turns out that it is most likely the SDK for Linux that makes this not work.
We tried JA Reloaded 1.2 which is from 2003 from back in the day and that one also suffers from the same issue.
There's *likely* something wrong with Icarus and the official SDK when compiling on Linux (regardless of GCC or ICC compile).
We're just not sure why yet. -
4 hours ago, mrwonko said:
Sounds like a bug in the code. Since the code was never released, I don't think it can be fixed. Have you considered trying JA++ instead?
Yeah we figured as much, just puzzling that it works on Windows.
JA++ is not an option for us. Thanks Wonko.
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This is probably an issue that has existed forever.
We are unable to change the BS (BehaviorState) of any NPC through the usage of Icarus Scripts when on any JA+ version that is for Linux.
The very same method works flawlessly on every other version: Windows/Linux Base (OJK/JAMP) and puzzling enough also the Windows version of JA+ works too.I have looked into every way to find a workaround but we're pretty much out of options.
Is this something anyone else has encountered? Do you have any ideas why this might be? Is there a workaround?If nothing else, then let this topic serve as an explanation for others who may encounter this.
Note that I have tried this across JA+ 2.2, 2.3, 2.4B7 for Linux and they all have the same problem.Smoo likes this -
On 1/30/2025 at 3:59 PM, Circa said:
I was just more curious what the actual fix is but perhaps @Milamber could elaborate. Mostly just curious.
Something like npc movement/interpolation(?) is being divided by a harcoded value that takes into account sv_fps 20 so when you try 30 or 40, it doesn't take that into account
The fix corrects this and calculates based on what sv_fps you have set
Circa likes this -
11 hours ago, Circa said:
Hm, makes sense. Mine's always been 40. Is the fix specifically to g_SmoothClients or to sv_fps or both?
Sv_FPS 20 will fix it but if you want 30 or 40, you need Milamber's fix.
SmoothClients won't matter and it currently doesn't either.
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On 1/27/2025 at 4:35 PM, NumberWan said:
I came across a similar issue in SP on one of my maps – it included too many func_doors and other entities, so the game would have problem processing the NPC movements. This affected walking and running animations only, but not jumping, talking, etc. And OpenJK was also installed.
We have solved it.
Turns out it's an issue with SV_FPS being above 20, this should be an issue for everyone who plays with values above that (usually 30 or 40).
Milamber has made a patch and he'll get it to OpenJK as well.
Circa likes this -
On 1/25/2025 at 6:22 PM, Aldro Koon said:
UPDATE: @Milamber has found that it's something related to g_smoothClients / cg_smoothClients.
Fingers crossed that we manage to figure it out.The above results appear to have been inconclusive, what appeared better and made us suspect this is just not being reproduced today.
It is a very strange thing and I honestly don't know if we can figure it out for we have been trying to (on and off) since 2021. -
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We are troubleshooting this over at {JoF} with our Coding Team but so far we can't make much sense of it.
We believe it's something between servers and clients that are mismatched.
Does anyone have any ideas at all for why Desann here is moving in such a "choppy" way?It's applies across OpenJK/EternalJK/JA+/JA++/Base, but some combinations don't reproduce it.
https://i.imgur.com/N1ePFSN.mp4
There are combinations of certain server executable/mod/client where the NPC moves perfectly smooth, so this is not normal incase anyone thinks it is.
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This is insane, hope you consider making it for MP too.
chloe likes this -
Hey, does anyone remember a website where you could see like a clear image of every map_object and such?
It even had some DLC objects from Radiant or something.I vaguely recall something like that, if anyone knows what I'm talking about, please let me know!
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On 4/30/2024 at 8:16 PM, mrwonko said:
OpenJK is not for modding, it's for playing. I referenced its source code because it works the same as the original Jedi Academy. Here's what I learned from reading the source code:
For an NPC to be able to grab, it needs to
- have class CLASS_KYLE in the .npc file (only Kyle-class NPCs are allowed to grab)
- use weapon WP_SABER (you have to be a Jedi to be able to grab, and the only way for a Kyle-class NPC to become a Jedi is to wield a lightsaber)
- have spawnflags 1 enabled (on NPC_Kyle, that is the "Boss" flag. Only the boss version is allowed to grab.)
- have an animation for BOTH_KYLE_GRAB, and optionally for BOTH_KYLE_PA_1, BOTH_KYLE_PA_3 & BOTH_KYLE_MISS (to be able to successfully grab someone, you need to be in the BOTH_KYLE_GRAB animation. The rest is played during the grab or when it misses, and are technically not required). Note that the player will always play the same reaction animation.) All player models using the _humanoid skeleton have such animations.
So you need to write a custom .npc file with the correct class and weapon, use an npc_spawner with spawnflags 1 to spawn it in a map, and it needs to use a model with a grab animation. Spawning it using the console is impossible, as you cannot set spawnflags 1.
Any chance it's possible to get the grab to work in MP? (JA+ ideally but if not, what about base)
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{JoF}Awards 2023 Winners
2024 Roadmap
Smoo likes this -
On 4/24/2024 at 12:51 AM, AngelModder said:
Let me pose a question to you all. The V2/3 are well known and loved and while I have my own ideas about what would've made them better I'd like to hear yours.. I'll list below the changes to the concept I've made. Again it should be stated this is not a critique of Virtues work rather a look forward @ what we expect from V4.
1 - Rend 2 Compatible as well as at least a vanilla variant.2 - Larger. I wanted and have expanded on the original by 8X the scale of what version 3 was. While not upscaling familiar elements. I took the concept that all of what we saw was either on top of the building or some of the interior of a larger Mayan-like structure. I chose one of the Mayan square pyramids for inspiration of the structure. However, I wanted it to go further with large walls around the structure that contained a massive paradise-like garden filled with ancient secrets.
3 - Secrets. Something I felt the Academy series always lacked was any secrets. In this map every room, hallway etc have at least 1 secret and one interactable.4 - A story, but less a specific clan-orientated one. While somehow still honoring those the community chose to. This area still is yet to be built, I bet it'll be the last room I build. However, I have considered a set of memorials for some of the most influential modders of all time. The ones who really changed JA.
5 - Last but certainly not least. Training areas up to snuff for even the stingiest base players.. This includes but is not limited to a mountain.
2. Maybe consider a version that has focus on FFA MP layout + more friendly FPS which keeps players in mind with a centralized hub and where it's easy to find each other (we tend to lock down areas otherwise).
AngelModder likes this -
Oh my god
PhreaKy315 and AngelModder like this -
On 3/2/2024 at 7:07 PM, Peprykus said:
While it isn't something that the Jedi series games are known for, they did feature vehicles in one form or another. Even as far as getting their own unique map for multiplayer from the Devs. That being said, as I am not that deep into community vaults of memories.
Are there any good space combat maps?
Or ground maps that can host large amounts of vehicles?
[WIP] Ragdoll Physics
in WIPs, Teasers & Releases
Posted
Type /broadsword 100 ingame, experiment with values like 1 to 100 to 1000 and do /kill to quickly check
It's ragdoll like death animations