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Aldro Koon

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Posts posted by Aldro Koon

  1. Oh yeah, being part of the {JoF} is truly an amazing experience. Currently a member there, but they've been on my 'Fav. Server List'  for a time that feels like forever to me, no other clan has given me this much in Jedi Academy, Outcast or in any other games that I've played. Events are always fun as h*ll and we've got capable mappers (check the temple map here on jkhub) and the artist team can create awesome signatures, desktop backgrounds, signatures, skins etc. The most active clan that I've seen, and more imporantly, the most supportive clan that I've seen. I mean it, whatever it is that you need, this clan can offer it to you.

     

    Not a day has been spent just standing around in the server, there's always something happening.

    :winkthumb:

     

    Added EU domains to our Site and Forums => 

    www.jofacademy.eu

    www.jedioffreedom.eu

  2. Incredible work!

     

    In the off chance that our sith clan decides to use this map, could you please make a non npc version? There is a certain limit to the amount of npc models each map can have and going over it causes it to crash. And having them be unkillable canruin some areas as you cant duel there. Please keep this in mind!

  3. Hello everyone, 

     

    I have 3 questions, i would be glad if somebody can answer them.

     

    1. Is there any NPC spawner like in KOTF? I dont want to use KOTF, just basic game. I want to add my NPCs to map.

    2. Is there any map changer? For example in base SP, you can change maps which are in game throught console command, but is there any map list where you can see and select any map which is base or custom?

    3. Can you select any playermodel like in KOTF or Movieduels? :)

     

    Thanks a lot :)

    1: https://jkhub.org/files/file/2018-npcsp/

  4. I feel you, man. But the truth is without proper cloth physics Sidious is never going to look the way we'd want him to in-game.

    damnit you're probably right  :

     

    man cant that somehow be solved... like some solution that can be jammed into openJK lmao, excuse me while i just go dreaming  :(

     

    If the robe hanging fairly close to the body, like it is in that first image, you might be alright. Worth a think though!

     

    thats kinda what i was thinking too. outside of the hood, if you just treat it like.. an outfit (a.. tight one lmao) rather then a robe, it could still kinda work?

  5. alright kualan, time to get your hands dirty (pls?)

     

    there is just something about this robe and the way it fits palpy that is so much better then all of the sidious/emperor models we have.

    like you could actually use this model to duel without feeling like you're walking around with a bed sheet on your back.

     

    kinda boggles my mind that no one has made it (well that and ahsoka in rebels):

     

    J0DPQsz.png

    double.png

  6. I managed to get the code building with gcc, g++ builds were failing to load (unsure should it even make any difference). Let me know if any1 wants to test because my buddy won't be available for the next couple of hours, so I wouldn't mind knowing faster is it still unoperational.

     

     

     

    To be honest, I've no idea. For some reason Phred wasn't able to get it working over all these years, not sure did he even compile the builds or not. I suspect he had it built, but it didn't work in the same manner. It's likely that it would require heavy debugging, which I won't be able to do - I'm not a professional coder, and I barely even figured how to compile it in Linux. Windows is pretty much the only one I'm familiar with.

     

    I did adjust the code to be compillable under Linux, the only Windows-specific stuff was in crash reporting, engine patcher, and hostban system.

    If this build doesn't work then I guess I'll give it up for now (I can't even consult Phred atm because he's pretty occupied with life), and the ETA will become impossible to estimate.

    Damn okay.. well I can try to test it I guess. Might be a bit tricky if it requires linuxjampded or is openjk fine?

  7. So I managed to get a build, using g++ (C was too much of a mess). It's untested because I honestly cba to setup jk3 on the VM, if anyone's interested in testing let me know and I'll provide the .so. If it proves working I might polish it abit and apply the bugfixes I made meanwhile, for now I just used the original code that Phred sent me, aside from  couple of hours of work on getting windows dependant stuff compillable under linux.

    Ill try it if you still need someone. Lugor for linux is something my clan has interest in.

  8. Is this still being developed? What are the odds of a online RPG coming from this mod? I get that there are 4 phases but is it wishful thinking at this point to reach the last one?
    Wouldnt it have been easier to just reduce the scope? Rather then a ton of weapons and updates to them, putting focus on only quest-rpg-inventory-32 players-progression system (no more) and let people kinda do their own thing (think Lugormod meets DayZ-ish).
    A mod similar to MB2 in terms of scale mightve been more likely to pull off. But the whole MMO aspect makes it seem too big. Couldnt the focus have been placed at getting the RPG aspect to work online with 32 players and then release updates to update guns and such rather than doing it the opposite way?

     

    Im really talking out of my ass now, I just wish this mod the best. Obviously im no developer :P

    Smoo likes this
  9. It is, I posted it on the JoF forums aswell, since I'm in there, figured I could expand the helping spectrum, maybe someone else had similar problems.

    You also have the error on the SMC (other map of ours) and that doesnt include that error surely cause the statues are new.

    What error do you get when you run the SMC map?

     

    You're the only one we're aware of with this problem atm so its hard to pinpoint the issue :(

  10. If you're able to compile it using the 1.5 compiler and it appears fine ingame, why don't you just use that?

    Because it doesnt come out fine. Its as if the map is fullbright/lacks proper lighting.

     

    I managed to just make the width of the brushes bigger and that basically hides the transparency, but i dont think that necessarily solves it, if that makes sense.

     

    Im running a final compile now on ydnars >2gb ram q3map2 and its been 5 hours with half the time being stuck on:

     

    "-- IlluminateRawLightmap --

    0...

     

    The Q3MapGUI says its Compiling Light and my ram usage is at 3.5 gb along with 100% CPU usage so clearly something is running... Right? Or should I consider terminating it...

  11. We are 3 people working on pushing this map out. Its a clan jedi temple map.

    The map is complete. But we suffer from compile problems due to one persistant transparent/void/glitchy f***** wall.

     

     

    When doing the final compile of the map using GTK 1.5s Q3Map2 (the one that doesnt have >2GB Ram):

    I am presented with either a malloc error which obviously is due to the ram. I am able to bypass this by using the parameter of -lomem. Regardless, the map comes out in fullbright! It looks hideous for a final compile and it doesnt even take long to do. I am fairly certain my compile parameters are fine as well as I am using the built in one but just adding -lomem to the light stage.

     

    Now why am I not using Ydnars >2GB Q3Map2? I would love to and here lies the problem. There is a single f****** wall that in radiant appears fine and when compiled with 1.5, appears fine. But when using Ydnars compiler, this area is transparent and instead shows us the skybox and causes void issues. It really is a minor area too so I cannot understand how myself and our other 2 mappers fail to fix this no matter what we do.

     

     

    One of the first things we did was recreating it. I just attempted it myself and the issue persists. I tried with edge tool, I tried with the clipper. I even rather keeping it solid as a square. All from scratch. Theres some black magic at work here... Ive only gotten four hours of sleep because I have been bashing this wall into pieces and it just will not give in. It consists of 2 brushes.

     

     

     

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