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AradorasXeon

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Everything posted by AradorasXeon

  1. I exactly have 2GB so I don't need it, anyway what is a safe_malloc error? And does this make the compile faster?
  2. wasn't able to find it with google. but looks like the problem was I simply used map instead of devmap which solved the problem (well for make it sure I added a server cheat enable command) so it1s work now
  3. How can I use them? Mainly I am about to see r_showtris 1 but it won't work because of this. I've tried developer 1. I've tried it with bat file, which was working until I saw the menu, then I typed in the map command, then the game was running normally except I got messages about the game (because of developer 1).
  4. Version 1.1

    277 downloads

    Underwater Base for siege gametype. As I promised here it is. I always try to being realistic, so you may find the classes a bit unfair, so share your opinion here if you think it's unplayable. Why do I say it's realistic? Well the prisoners have less hp than the defenders, and prisoners have less weapon, but you know prisoners get ill in prisons and they are not well fed, so... But it's not that big monster map, so maybe it isn't a problem after all. There is an objective where you will need serious teamwork as prisoners. When you get there you will see which one I'm talking about, but I just call it turret-paradise. There are 3 new textures, but you probably will notice only one, since I used the others as background at the base itself. Probably you won't really notice them but if I use other ones you could see them and say it's ugly. The picture I uploaded was taken in singleplayer so not all the models use that weapon which is shown on the picture, but yes there are wampas (!) and a rancor of course. There are no music, or special sounds. Why? Because nowadays everyone's listening to music while playing JKA so why would I bother myself with them. I was thinking about adding some alert sound when prisoners get to another objective, but to be honest I couldn't make it work... Anyway I hope you guys will enjoy it! and stay steady more underwater base maps are coming as I promised it in that thread. Edit: Before I forget those textures on the picture on the boxes are special remakes of the hoth textures, so probably you will see something else there. (Those textures are made by Magyk)
  5. These pictures are from the siege mod, and since there is only two class with force (O and D jedi) I guess the tables will be the same, but I gonna make them scripted for ffa. There will be no bars in the ffa as well but it seems fair enough to change them round. Let me see what can I do with curves at this size. EDIT: Cone could do the trick, but it looks ugly :/ the cylinder at this rate looks like a square so I left them as they were. EDIT2: First one is ready, as I said it's siege, but I'm working on the others, too. (Actually on ffa) Don't be afraid and post your ideas, or what you want to see! http://jkhub.org/files/file/1334-underwater-base-siege/
  6. I've taken these some days ago, just to show the lighting to a friend. Since that it developed, So I will make a vid if you guys would like to see the upcoming siege map. Probably the ffa map will look different, but the basic elements will be the same. And I cannot decide the ctf map, make it symmetrical or not. The duel map probably will be smaller than this.
  7. Wtf? are you serious? I haven't got this problem before and i've already make a siege map with this background (it's a special background, I don't really like it, but I use that pk3 file for other thing). Anyway I gonna try to remove that file see what happens. Well it didn't work, but I made a video how does it happen. http://www.youtube.com/watch?v=qbWTN8F0rJM&feature=youtu.be EDIT: Guys I hate typos.... Anyway it looks like the game doesn't like my idea to keep an npc closed in a cage, then if i let it out with a hack (the bars are the doors) then the server crashes :S
  8. What should I do with this? Looks like I made something wrong at the team/classes files, but not sure what. Any ideas what are these mean or what to do with it?
  9. Yeah I was thinking on the erratic path, I may do that later. The fire does some damage, from the fx_runner itself, and in think the explosion should make more damage, because I wrote higher numbers for there, but maybe you're right and I will have to use trigger_hurts.
  10. Just a bit trailer. This thing will be at the last objective in siege. Probably I will left this for ffa, too. Tbh I don't know how the ctf map will exactly look like, but I guess this part will be cut out.
  11. I knew there was something more simple than i thought. (The fun part is I already used that somewhere) EDIT: I've done it I wonder about your opinion.
  12. wtf somehow I have to rewrite my post... rem(texts here..) +affect move ($tag("ref_box1", ORIGIN$, <0 0 0>, 5000) rotate (<180 90 45> , 500) remove ("remove_box") //yes that's the actual name of it use ("fire1") //fx file wait (5000) remove ("flying_box1") I gonna try your idea soon, right now I am after some alarm sound
  13. I will write here my questions about scripts, you can do it, too. And when someone who knows the answear comes here, he can write it down. Here is my first one: Can I remove a brush? I made it static and gave it a script_targetname. I used the remove command in the script, well it's still there, so I guess it can remove only entities. I gonna write down the whole thing I want to do because I have other problems. I put three boxes and a gas tank (which is made from 3 patches). I made the tank breakable, and when it breaks it supposed to fire the target_scriptrunner, which runs my script. The script is supposed to push a box far away, then remove it, remove two halves of the other two boxes and then start the fire effect. It's working in some way... but I have problems. Actually when I go and see that part of the map I can see the tank is already destroyed. The fire is there, the flying away box is levitating in the air (but it went to the right place), and the two halves which are supposed to disappear are still there. I thought I could make the boxes breakable, too. But I want only the tank can be blew up and that destroy the box halves.
  14. That's a good question. If this says you anything: z around 0-12288 y around -4096 - 4096 and x around -12288 - 8192 but these are because of a big water brush the playable place is much smaller.
  15. wow, mine won't be this beautiful, but I like it
  16. Maybe that was it or do you think about my volume was 0? I've got somekind of explict problem btw. I have to look it up again...
  17. Yeah I thought a .weather file, like with wind etc. Thanks for the response anyway. I just still getting lost here, because I thought if I made a post I automatically following it...
  18. It will be done when it will be done (but probably sometimes in October)
  19. Who would like to see a map based on an underwater base? Well I've already started to make one for siege, but after that I can easily remake it for another types. The siege map's plan won't be change, but you can say ideas to me for the other types. Anyway I made this just for advertistment
  20. I make maps and i always try to add music. Well the music is played and nice when i try my map in SP mod, but when I try it in MP mod... Well it doesn't load in and has some problem with some dynamic entry.
  21. The reason there's no such a thing originally is while you're watching you awesome slow-mo duel win. It slows down the time only for you. If the time is slowed for you while the others's doesn't, you will miss some seconds from the game, while you can be easily killed. So: you watch the slow-mo, while your body just stands there and does nothing, because you're watching the slow-mo, which means you're an easy target. Of course in a duel or force duel type this should have been solved. So if someone gonna try it i suggest only make it for duel, and force duel typed games.
  22. I guess the title talks for itself. I gonna be honest. I did not look through all of the tutorials here, but the searcher didn't get anything, when I typed in "weather" so I guess there is no such a tutorial yet. So please make one, or give me a link where already is one! Thanks!
  23. Version 1.72

    245 downloads

    Kill the Mutant Rancor siege map. This is a siege map. Probably this is the final version of the map. For the record: Rancor won't attack you in atst and it's easier to kill it with an e-11, The game won't tell you if the rancor is under attack, but everything else should be fine. The file is zip, so you have to unzip the pk3 to your base folder. Have Fun!
  24. I tested your file with multiplayer/siege. Sounds are changed, but there wasn't any effect when i healed myself. Teamheal hasn't changed either, but the sound.
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