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Posts posted by AradorasXeon
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So I just decided to make yet another siege map for the game... I was like let's download this new radiant. Let's see what can it do, but the very first thing I noticed that I can't seem to find the "move tool". I usually just pressed the "w" key, and it was there, but now nothing. Where is it and how can I enable it again? Or have they completly removed one of the basic tools?
Tempust85 likes this -
Euro pub server runs a special mod called esm. It is meant to be as close to base as possible!
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Hello there siege fans!
I know you are only a few, maybe just those of left, who play PUGs, but that doesn't matter. It is good time to be playing jka for the fans of this gametype. We have tons of servers available!
Europe Siege Public - 212.129.45.245:25070 located in Paris, France
Tempest* - 50.63.185.155:29070 located in the USA (New York City if I recall it correctly)
We also have PUG servers for private and more competative gameplay, both in the USA and in Europe!
If you have any question, just ask it here, or send me a PM, or add me on steam. (I am called Baby bon on steam)
Come to our servers! And let's have fun! Also don't forget to check out our site: http://www.jkasiege.com
~Xeon~
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Is there a way to switch on/off fx_rain or snow in multiplayer? I thought it would be just a simple targeting issue, but if I go to the trigger the snow and rain just gets thicker, Also it start to rain and snow from the beggining.
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I have but one question:
What happened in April?
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I've just finished most of the work with it, so sometimes in this week I will upload it.
EDIT:
It is ready and awaiting to approval.http://jkhub.org/tutorials/article/132-how-to-make-siege-maps/
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Its q3map_nolightmap in the very first stage of your shader (not just nolightmap)
Posting the shader would be hepful!
It's the default:
common/water2_waterfall_Tutorial
I am not good with making textures, that's why I use default ones. (and I have no idea how to do them)
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Okay I made two sreenshots about the problem:
This is with bps and vis process.
This is with -light process, I may lighten it up later, but I think you see my point and the problem.
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I just wonder if anyone is interested in it. I know there is one somewhere on the net, but I didn't really understood that one at the time I read it.
I am thinking about writting, how to target things etc., and how to make new classes/teams. There are some tutorial for this one, too. Well the entities helps are very helpful, but still if someone needs one then I would write one somewhere in the near future.
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Two options:
1. Use a func_group for the bits of water which you don't want light, and in the func_group, add these keywords:
_cs: 3
_rs: 3
The water should no longer cast or receive shadows.
2. Create a new shader for the water using all the standard properties and add the following keywords:
nolightmap
nodlight
Uhm tahnk you. I still have problem, but probably my fault, thought it was light process, but it looks like a vis process roblem. Normaly I'd just make it detail, but I can't do that with curves :/
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I am not quiet sure if you think what i think, but once I made a misc_model breakable by making a physic clip (which was func_breakable) and I targeted the misc model, For somereason I targeted the physic clip from the misc_model (I am not sure if you really need this, I just did it for some reason).
I don't think two misc_models can be spawn from the same point, so either make a different spawn on the 2nd misc_model, or spawn the 2nd misc_model 1 grid away from the 1st one, so when 1st is destroyed they will see the 2nd one, and they won't notice it's 1 grid away.
To be honest I don't know what is a d_model key.
ChalklYne likes this -
I wonder if there's a way to skip some special curves out of light processing? (my fountain looks terrible after light procces)
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I'm just wondering if anyone plays siege, and if yes where (give me IPs). This game type still lives, at least via PUGs, but recently the pub servers are totally clear (the ones i know). Especcially now when xfire is bitching around and doesn't find ANY jka servers. (Maybe it's just mine)
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Decompile it --> deletes target_scriptrunner --> compile it --> play it
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OKay here is the full issue:
13 fire effect (fire_wall) default delay (as far as I know everyone of them appear)
1000 units away
8 huge lightning all of them targeted with a delay 3000 as I remember now 2 lightning show up and 1 of them shows up sometimes, but that one has that small explosion effect when the lightning hits it target...
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When you say, "the game crashes", what do you mean? It just closes? freezes? Gives you an error message?
My cursor shows up, then nothing happens, so I press ctrl+alt+del and I see the program stopped message.
@@mrwonko as I wrote that thing I started to be suspicous on that as well so I gonna try remove that.
yes it was the script, I removed all 4 npcs, it works now.
Here's another question: How many effect files can the game handle in one area? In this very same map I have place where are lot of fxrunner taken places, but only some of them shows up, now I deleted some, and other started to show up, but not all of them.
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Since I've made some modifications on my map, and compiled it, I cannot test it. I start the game then I write into the console: devmap mp/my_map_name. It shows that picture with the 3 jedis on it, and then the game crashes. I have tons of other maps, everyone of them working well, but this one doesn't anymore :S. I tried to give an other name to it, and compile that one, with the very same result. I tried to run it on my homemade server, so I might see some error messages, but after I wrote in my map's name, it crush (right after it spawned in the first bot). I tried some of the plugins, but I found nothing. So can anyone help me?
(The modifications I made were the followings (as I remember):
- did some after caulking (I know it's bad, but when I started this I didn't really use caulk...)
- removed a big func_door (it was kind of a TV, but I wasn't sure where did I get that shader, so I removed it, and anyway it wasn't working nice and ate lot of FPS)
- detailed some brush
- removed a "room" full of with npcs
- added 2 new npcs
- added spawning script for npcs (just for animation, I haven't used script in this map before)
- maybe I added one more aeraportal, I'm not sure in this one
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//(BHVD) rem ( "Enable cutscene mode, move the camera to the position/orientation of the ref_tag with targetname camera_ref_tag_name" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "camera_ref_tag_name", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "camera_ref_tag_name", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); rem ( "Tell the NPC with npc_targetname npc_name to go to the waypoint_navgoal with targetname navgoal_name" ); affect ( "npc_name", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@ SET_TYPES*/ "SET_NAVGOAL", "navgoal_name" ); // Without the space after the @ - but the name-mention-highlighting is overly aggresive here. rem ( "Or, to pause script execution until he has arrived:" ); task ( "unique_task_name" ) { set ( /*@ SET_TYPES*/ "SET_NAVGOAL", "navgoal_name" ); // same } dowait ( "unique_task_name" ); print ( "!npc_name has arrived at navgoal_name!" ); }
First of all thanks for your help! This means a lot to me (since there isn't too many tutorial for scripting, at least I haven't found any detailed one)
Well it work half way, no matter what I target with the ref_tag it turns somehow in a strange direction (tried it with another ref_tag targeted from the camera/pan, with the very same result), anyway my npc doesn't spawn in for some reason so I have to look after things. thanks again!
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So, I was finally able to put in a camera in my map ( you know the one that makes the scenes in single player), but it absolutely uncontrollable, how does it decide where to spawn itself? since in behaved I only could make a command which puts me in camera mod (camera/enable), but I wasn't able to find any kind of variable in it, I mean no targetnames for camera entities. First it put itself in the only existing target_relay entity, now I deleted it, but it looks it finds that postion again and put itself there instead of my ref_tag named cam1. I've tried to change my ref_tag into a target_relay (the only one in the map now) and it has the targetname cam1. Well the camera put itself to the same position, and there is nothing in radiant what I can see, no specific entity or position (like 0 0 0). So How do I do this?
And how do I tell an NPC to move from here to there?
(Yes I'm working on a singleplayer map.)
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If I make siege maps I make a sketch first (usually while some of my boring lessons being held...)
Anyway I just start something in radiant, then what comes will be in.
My RP castle map is an exception, since I wrote my novel first and then I decided to make it in radiant
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Anyone knows what happened to them?
We've just started to use their mod on Tempest. It is quite fun. Some of the bots are better than other players... Well at least they do use team work which I haven't really seen in pub servers for quite a long time. For those who doesn't believe these bots cannot play siege come to Tempest and have a try! (50.63.185.155:29070)
Edit: I was informed it's not really the same mod, but an improved one by Guard (since it is open source)
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And here it is the duel type!
http://jkhub.org/fil...ater-base-duel/
EDIT:
Do you guys want to out from the base into the water or not? This what I cannot decide.
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Well I rebuilt it, did the same... so I made it from brushes. Here is the result: http://jkhub.org/files/file/1353-underwater-base-duel/
As I can see you had to use that tool which cut the curves into smaller parts, well it made some weird thing on my underwater siege map, but I was able to see them in radiant. Well I was still able to simply walk through at some points... but thanks for the design, the players cannot get there (at least if they don't try to trick the game, or cheat it).
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Do you have enough chairs? xD
But on a serious note, looks like a good start. My only real criticism is the room seems a bit over sized, and uniform with little in the way of features. A bit too "giant cube" for me. Perhaps try and break it up a little? Maybe add some pillars, or try texturing different parts of the floor differently, just to help it not feel like a giant uniform cube filled with chairs.
You may also want to scale it down a little? Seems somewhat over-large to me, but if giant is what you are after, obviously disregard this. Making the room smaller will also help increase FPS. Another option might be to divide it into several rooms? But yes. All just suggestions, so feel free to disregard them if I am missing the point of what you are aiming for.
You know I wrote a fantasy book in summer, and it has a castle and I wanted to make it in JK see if I can do it. Of course I made some changes... In my head this is all gold, silver, and stone. well I may add some rugs from t2_coruscant. You know if you make a party you need a big place and this is some kind of ballroom so... I'm thinking of placing in some dancing NPC, but then I had to make animations, which i don't know how, and probably the FPS rate would go down more. (The lowest one in singleplayer/ everything on very high was 19 FPS on my computer, so in multiplayer this could go lower :/). Anyway if I make this room slower, then I should do it with the other wing and that would have a bad affect on the garden between the private rooms....
Anyway thanks for your opinion!
2FA is now an option on JKHub, and Jedi Outcast turns 21
in News
Posted
Hey! For the 20th anniversary Jedi Academy interview. Can you ask some qestions about siege? Whose idea was it? How those maps came to be? How come that you can strafe jump basically in every other multiplayer mods but not in that one?