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Aidor

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Everything posted by Aidor

  1. Ok, I see why doesn't work. I guess you mean this topic: https://jkhub.org/topic/7942-alternative-menuui-jedi-outcast/page-3 ... I found in that videos a cvar (kyle_XXXXX). Actually, I was playing with you mod installed, but I guess a borken one, cause I'm using your Redemption mod + JK2:E + old OpenJO build from 2014-12-15 (I want to play SP campaign with joystick, and joystick doesn't work in the last OpenJK/JO builds that use SDL). Redemption's expanded menu doesn't work, and I guess some more features from your mod doesn't work (if not all of them). That cvar (kyle_XXXX), doesn't work. Well, thanks for the help once more. If it can't be done, can't be done.
  2. Actually, testing a little, I build a pk3 file, with the Haps_stormptrooper model, just renaming the 'stormtrooper' folder to 'kyle', and it works, I play as a stormtrooper in the SP campaign. But with a weird bug: the model (stormtrooper) doesn't hold in its hands any weapon in third person view. The weapon is located in the leg, like if it's not unsheathed. Does anybody knows why this happens? Thanks for the help.
  3. I'm not trying to use any specific model or character, just testing right now. Let'say I would like to play SP campaign as Luke, or as a Stormtrooper. In JA I just need to type in console "playermodel stormtrooper model_default model_default model_default", but in JO singleplayer that doesn't work, even there's already a ".npc file" for stormtroopers. Yeah, that's what I thought: to create a .pak file to replace Kyle with the model I would like to use in JO singleplayer campaign. I've looked into some JO SP mods here, which replaces Kyle with another Kyke model (the mercenary outfit, lets say), but I'm not sure if I'm going to can do it myself. A cvar would be better, xD.
  4. Well, I want to use this cvar in JO singleplayer, not multiplayer, but it doesn't work in singleplayer. If I use it in JO singleplayer console says "unknown command". I've been a couple of days searching in the net, but nothing..
  5. Hi, I was trying to use this 'playermodel' cvar, that works in JA, but it seems that doesn't work in JO. Is there any equivalent cvar for JO to use another character in singleplayer? I've been seaching it for a while, but didn't find anything. Thanks in advance.
  6. Well, I have a build from 2014-12-15, and it has XInput support enabled, and it works nice. This one will work?
  7. Ok, I understand. I hope that proper joystick support will be added someday, cause it's a nice feature for SP. And I guess that if I use your mod with an older build of OpenJK (one with no SDL), it won't work properly, isn't?
  8. I guess a proper joystick support won't be added (or fixed) to JK2:E and JKA:E until its fixed in OpenJK, isn't?
  9. Aidor

    Enhanced_Skins

    But... does this mod change the HUD? I see the tag "New HUD or Console". I was searching for a HD HUD for JO...
  10. Ok guys, I see, thanks! I'll take a look to the JK2:Enhanced, and then I'll decide.
  11. Hi, I was planning to replay JO and JA singleplayer campaigns, or maybe some SP mods, and now I'm wondering if maybe I should wait for this new render. As I see in the firts page, Rend2 only works in windows MP right now, but... will this work with JO/JA singleplayer campaigns someday? Any ETA?
  12. Sure, you have to start somewhere xD, and that's all up to you. Actually all the project is up to you xD. I just say my opinion, which seems to be the same that yours. Glad to hear that you are 'putting together' and doing things with this project. About the graphic stuff, I'm an absolute ignorant about modding JK and using UE4, but it seems quite obviuos that there will be an improvement. Keep on the good work EDIT: Actually I'm lying: One day I edited the NPC file to increase difficulty (increasing accuracy, health...) and put it in a pk3 file, and that's technically a 'mod',
  13. In Spain we say 'a nadie le amarga un dulce', that in english would be something like 'sweet things never made anyone bitter', and that's what I have to say about this project (if its already a 'project'). And well, about the improved look, I guess we can't judge with only a few pics. Not everything is geometry and textures (which I guess it won't change a lot), there's iluminattion, postprocess effects, global occlusion, and all this stuff, that will look much better with UE4, I guess. ........ About if only a saber combat game or only a star wars shooter game, well, why change what it works? I would prefer a game like JK/JO: a shooter plus saber combats, the perfect combination, and that system is already done: JK and JO. No need to think or squeeze the brain.
  14. Ok, I understand, we need you commit it first. Whenever you want/can do it, of course. Thanks once more.
  15. If you are/were talking about badly programmed, I have nothing to say, of course. Well, let's see if somebody can build that generic copy for me, it would be nice. Thanks!
  16. Will this mod work if I use an old build (2014-12-15) of OpenJK? (and the same question for Jedi Outcast Enhanced) I would like to play it with gamepad, but in the last builds, with the new SDL2 input system implemented, the gamepad doesn't work quite well. Thanks in advance.
  17. Ok, if axes aren't implemented as you say, I see the problem now. Well, the old method worked quite well, and both sticks had sensitivity, not adjustable as far as I know, but it had a sensitivity curve quite good. Even for changing between walk/run, the left stick controlled it, with no need to edit nothing). And all this 'by default'. About MP, sure, I only use the gamepad to play SP mods, not in MP. So I'm going to stay with the old build (2014-12-15) to play SP mods, and let's see if someday axes are implemented. Thanks for the help ensiform.
  18. Ok, I see, thanks. Actually my xbox360 gamepad is detected, cause I can bind some buttons to some actions, but the problem is the right stick (which should control the camera). I can bind it via in-game setting to "look up", "look down", "turn left" and "turn right", but the result is weird, with no sensitivity, like if I was using xpadder or Pinnacle. There should be a way to set the joystick the same way it worked before the SDL.dll implamentantion, where we just needed to plug in the joystick, and the right stick controls the camera automatically, with no need to edit any file or settings. Let's see if anybody knows how this new joystick input system works, cause I can't see it.
  19. Any help? I guess that I have to use this settings: in_joystick "2" in_joystickNo "0" in_joystickUseAnalog "1" Even I've tried different settings and joystick still doesn't work...
  20. Ok, thanks ensiform. And what should I do to use the joystick (a xbox360 gamepad) with this new system? I've look at www.libsdl.org but didn't see the way to use it.
  21. Hi, I've downloaded the last build (build 2016-08-22 for Windows) and gamepad doesn't work. Xinput gamepad works if I use the other build I used some month ago (build 2014-12-15), but not with the last one. What I'm doing wrong? I've been searching here and there for a while, but with no luck. Thanks in advance.
  22. Katanamatu and Xeby, I'll take a sight to that link... Thanks! Astorias... let's see if I can find that animation pack and test it. Thanks!
  23. I hope it is as simple as it looks, Well, let's wait for your explaination... Have a nice day as well,
  24. @AshuraDX That sounds interesting. I'll do it. Thanks! Just a clarification. When you say: _humanoid_<x> ...you mean, e.g.: _humanoid_1; humanoid_2; or humanoid_3;... one for each animation I would like to use. Am I right?
  25. Might you be so kind and share with us those stances... It would be nice if you or Katanamaru explains here that "secret"...
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