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Everything posted by Aldro Koon
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No idea, I was using this on Windows 10: And I was referring to the S key in regards to surface inspector. And the FIT / NATURAL are a part of the Texturing settings. This is 1.5 => You can type and assign a texture simply by giving the path here Pressing Axial, Natural or Fit saves the changes, and then you can just add a minus or plus on horizontal stretch to flip a texture. It remains perfect that way. This is 1.6 => You can type here too but it is useless as you can't assign the texture through path Pressing fit or axial here and apply will save it. There isn't even a natural here, wow. Add that to the list of missing shit. Then when you try to flip it by adding a minus or plus to horizontal scale, it forgets everything prior. Press fit again and the minus/plus goes away. It's horrible, you have like no control at all and have to manually align every single brush on your own. No idea what that texture subsets are but maybe that explains why this shit is lacking so much.
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The issues I had with 1.6 are the following: - You can't input textures manually in the surface inspector by typing the texture name. You had to manually search and find them from the big dropdown list and then select the texture you want by scrolling around. Horrible and takes a ton of time to find the particular texture you want. - Mirroring textures by simply doing a negative or positive next to horizontal or vertical stretch and then pressing FIT or NATURAL would forget the shift I previously made. Doing it the opposite way would completely disregard the other properties of FIT or NATURAL. Thus I had to manually shift every single texture on my own and manually resize them by clicking on the arrows. Then sometimes when I accidentally pressed S as a way to minimize the surface inspector --> It forgot all of my progress and I had to redo this process. At one point I started almost crying. S used to close the inspector without losing any progress in 1.5 whereas with 1.6 it's like a cancel button. Or rather, 1.5 doesn't really have a confirm button. It's always confirming but with 1.6, they for some reason want you to confirm your changes. It's hard to explain with words exactly how inconsistent and messy the surface inspector is when you are trying to fix an image. But it was absolutely horrendous and made the final result be inconsistent in the end. At one point, I even decided to make a texture file be mirrored to save myself the pain. That's how atrocious it was. - Dragging items halfway across the map using the grid was far more tricky as the mouse wouldn't properly register my click as I needed to zoom in a lot to be able to click inside of it. This made moving an item halfway across the map a long and tedious project due to how large my map is. - Free rotate tool is missing and the vertex stuff was also annoying. - Clicking on multiple lights will display these big ass white balls that completely cover the camera and make you unable to see ANYTHING. What the actual hell? I had to almost guess where the next light was at times lmao. Maybe there's a way to turn off that huge radius thing but I couldn't find it. I know it was possible to do in 1.5 (although there it never actually blocked my vision, it simply became transparent if I recall right). I think there's more that I am forgetting about now but yeah. I have gotten the SV_Brushmodel: Null issue on 1.5 but it is so easy to fix that it's hardly a problem. 1.5 was far better and more consistent for me, personally. 1.6 made me want to legit hang myself. It really felt like a downgrade. I still don't understand how it's called 1.6. At times I wonder if my version had a virus or something because of how dreadful this all was. I even had @Milamber try to help me out with something and this was his response from our chat conversation:
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1.6 was cancer to me, there's so many missing features that I can't fathom how it is actually called 1.6. The G-Wing map we released was made with 1.6 and it made me want to hang myself. Never again, lol. I never had bugs with 1.5 except on certain .map files for some reason. But once it actually works to use, it's so much better IMO.
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Get OpenJK! Open that .zip with winrar/winzip and simply put everything inside your GameData folder (tons of files and a OpenJK folder should now be in your GameData). Then just launch the game with openjkded.x86.exe
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Damn, completely clueless then. My game is as clean as can be... Oh well, thanks anyway!
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What are the odds of this being finished and how close are you guys? (as someone who's never played more than the intro of DF2 due to dated controls, I'd love to experience it)
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Does anyone know/have a fix for why when I go to Server List in MP and try to add a favorite server -> input IP -> press Add -> The game simply crashes to desktop and never manages to add it? Jamp works properly in that regard but OpenJK does not. This is with a clean as hell JKA and nothing inside of it, kind of strange behaviour.
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Version 1.2
915 downloads
*************************** JEDI KNIGHT III MODIFICATION *************************** Title : {JoF}'s Golden Wing V2 Author(s): Aldro Koon Contributor(s): Raven Software, PreFXDesigns, Milamber, Diego, Zefilus, Exonimus and all of {JoF} Website : www.jofacademy.eu Forums : www.joftemple.eu File Version: 2.0 File Name : {JoF}Z's-GwingV2.pk3 ---------------------------------------------------------------- Description: This is my first solo FFA & TFFA map that I made within a single week, for our annual Pilot Events based on Raven Software's Siege_Destroyer map. Huge thanks to PreFXDesigns for the ship textures and levelshot, Milamber for the skyboxes, Diego for the balance testing and Zefilus for the art posters. I am happy with how the map turned out. The only thing I wish we had been able to do was import vehicle sounds from Battlefront 2 or something similar. All ships are uniquely designed to be faster and offer variation through two specials, whilst still having equal handling in terms of turn speed. To find more information about the changes made to each ship, go to our forums. The PK3 comes with four versions: JoFs-GWingV2 is the best framerate running map with only 1 huge Stardestroyer and 1 smaller Stardestroyer. JoFs-GWingV2Fleet is the mid framerate map with 2 huge Stardestroyers and 3 smaller Stardestroyers. JoFs-GWingV2Armada is the low framerate map with 3 huge Stardestroyers and 5 smaller Stardestroyers. PilotEvent is simply the Armada file, duplicated only to avoid spoiling the levelshot. Also a big thanks to JamyzGenius for the Death Star inspired Demo Hangar based on the JK2 demo and to Mjt for aiding us with the skybox. Lastly: None of this would be possible without {JoF} as inspiration. Love you guys. * Map Information * Bot Support: No New Textures: Yes New Music: Yes ----------------------------------------------------------------- Installation : Just put the pk3 in GameData\base in your game directory. Known bug(s) : - Vehicle extensions too large simply means you have too many vehicles in your base folder. While OpenJK is not necessary, it is highly recommended to increase that limit. - Singleplayer might not load properly due to a statue having a too long filename length (MAX_QPATH). This is also fixed with OpenJK. Otherwise, simply remove the PK3 from base to be able to play again. ------------------------------------------------------------------ * Copyright / Permissions * Other editors may NOT use this map as base for other maps, using reverse decompile methods. If you want the .MAP file for some reason, contact 'Aldro Koon' at our forums over at www.jedioffreedom.eu!- 1 comment
- 12 reviews
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(and 2 more)
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Map compile gone horribly wrong (light)
Aldro Koon replied to Aldro Koon's topic in Modding Assistance
Thanks again, I understand now! -
Map compile gone horribly wrong (light)
Aldro Koon replied to Aldro Koon's topic in Modding Assistance
I can't thank you enough, this solved EVERYTHING! can you explain a little bit more when this is used? how did you know? -
Map compile gone horribly wrong (light)
Aldro Koon replied to Aldro Koon's topic in Modding Assistance
As in just throw in a -samples 3 for example? -
So the map I'm compiling (no errors) loads as follows: (wtf is that pattern lmao) Params are: -meta -v -vis -saveprt -v -light -fast also tried -light -faster , -light -lomem and anything else you can think of. i cant make any sense of this, any help is greatly appreciated.
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{JoF}13th Year Anniversary Tribute by Atlas:
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Where do I find +button in source code?
Aldro Koon replied to unreliable's topic in Coding and Scripts
Well you're not gonna find that in the source code since it's from JA+ and JA+ isn't open source, or am I misunderstanding your question? -
+set g_sabermorerealistic 2 +g_dismember 100 +cg_dismember 100 +helpusobi 1 Why is this necessary? The new releases include a patch which has this mode write protected in the settings. With this, you can play the game as it was meant to be played with full dismemberment. If you change set g_sabermorerealistic 2 to 3, the lightsaber is deadly at ALL times. That means idle animations, death animations, etc. Not sure if this is what you want, just googled.
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GtkRadiant Error When Compiling
Aldro Koon replied to lukesandylowground's topic in General Modding Discussions
Might be related: -
I'm thinking perhaps you can give every npc a script and somehow make it so upon death --> It will trigger an icarus script that will make all of those npcs hostile by changing their team. But the issue here is that this hostility needs to be reset to normal after player death and I don't think thats possible, so its kinda RIP as they would attack anyone on sight, forever. Also not sure if Icarus can be triggered through a target relay or if it even works to change teams using Icarus, but I think it should. Anyway the second issue probably makes this a dealbreaker anyway. Sounds like you need someone to mod it rather and finding someone willing to do that is rare.
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The Clone Wars Season 7
Aldro Koon replied to RevanKnight's topic in Star Wars Franchise Discussions
Holy shit at the latest episode -
Limited run of physical copies of Jedi Outcast and Academy
Aldro Koon replied to Circa's topic in News
Got both the PC Premiums for Outcast & Academy, huge thanks for letting us know @Circa! -
JA+ MP!
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It's gonna take years/several maps before you produce something that has an impressive end result for most people and probably yourself too. And hell even then, you will always will think you could have done several things better. Your first few maps are gonna be rough, so I recommend small projects as a good way to learn. But save dream projects for later I would say. Focus on brush/patch work and generally creating fancy rooms by simply creating. Practice makes perfect. The rest can likely be solved rather easily by asking around and doing research. It is not the tricky part. Although that is assuming its not MP as that has more restrictions in terms of NPCs following and what-not, but even so -- the rest should be mostly doable.
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Limited run of physical copies of Jedi Outcast and Academy
Aldro Koon replied to Circa's topic in News
God damn, thank you for this! -
Jedi Home III - Temple Edition
Aldro Koon replied to AngelModder's topic in WIPs, Teasers & Releases
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Seems they patched it to kill PC cross play!