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Posts posted by quakefreed
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On 1/18/2021 at 8:53 AM, NAB622 said:
I would recommend using a cfg file for this, since you can execute it from within the game as well as executing on startup.
The way I would do it, is to make a .bat file that launches jamp.exe with your desired parameters. So something like jamp.exe +exec startMap should execute startMap.cfg on startup.
If you have a shortcut to Jamp.exe on your desktop, I believe you can add launch parameters there as well, but a .bat file is a much better way to go.
Who wrote this post? I see it in my reply form but it's not in the thread?
Thanks Circa for the advice. I'm going to have to sit down and do the tutorial. Seems there's no way around this but scripting.
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Sorry for this basic question.
I just want to set the spawn parameters of the player when he spawns into a single player map.
This seems to be much more difficult than it should be. I've dug into the .npc folder in Pak1, and found player.npc. Adding a "playermodel" key and value does absolutely nothing in game.
Of course I could do all of this, equip the weapons, set sabers, set everything via the console when I'm in the map, but I want those commands to fire off on spawn.
Thank you for any advice.
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Quick teaser, the map has changed significantly. I'm trying to make a HUGE map with npc's free to roam everywhere, and because of that I need to be really careful with my entity count, brush count, patch count etc. So it's going to be blocky. Anyone got advice for building huge maps?
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I link my npc's to my waypoints with ctrl-k, and waypoints to other waypoints with ctrl-k. Why is it resulting in this mess?
DarthValeria, Jolly and ZelZel like this -
Great, can you tell me for example what tasks they should do? Sorry when I open behaveED I am lost.
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I've used the trigger texture on a dummy brush and I'm trying to get this lambda shuttle to bob up and down.
Cheers
https://bbcode0.com/full/2021/1/22/a5bda6bcb556165ab526bf47b46ea474-full.jpg.html
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So I'm interested in emergent properties that NPC's might find themselves in as they walk the map and bump into each other. So far I'm using a network of waypoints and I have the npc's spawnscript spawn a wander script
The script is very simple and I suck at it.
Quote//Generated by BehavEd
rem ( "comment" );
set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_WANDER" );
What I'm interested is programming into the script a certain level of randomness, or perhaps two or more factions that wander the map and intermingle, resulting in a firefight.
Would anyone be able to help me with this
Many thanks
Spoiler -
Simple question, sorry
Thanks
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I should add its a single player map so I changed it to jasp
The console is running but quits out
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Ok I did what you said and its booting but doesn't seem to be recognising the commands in the .cfg
Quote+devmapall coruscant
+r_customwidth 1920
+r_customheight 1080
What syntax is correct?
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Sorry, but would you care to spell it out for me? If I rename a notepad document 1313.bat and add jamp.exe +exec devmapall coruscant it doesn't work.
Cheers
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So I remember back in the day you used to be able to edit the .exe in windows in such away that it would launch you straight into the map plus other parameters you set like your player model. Is this still a thing and can somebody help me?
Thanks
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Will do so, its easy enough if I remember especially if I don't bother with bot support.
Jeff and BlindDaThief like this -
Hi all, I started mapping in 2008 and now I'm back after a long break.
I'm making a singleplayer map/mod based on the defunct Coruscant 1313 game concept. I'm sure this has been attempted in JKA before, keen to see what others have come up with.
The idea is to create an "open world" free play adventure where a huge variety of NPC's walk the streets of Coruscant mostly tolerating each other with flashes of combat here and there, initiated by the player or the AI.
Basically this whole Idea rests on the the spawnscript parameter given to to the NPS's in Radiant which then looks up the wanter.ibi script in "common." I also have to edit the NPC's team values to have them not attack each other. But sometimes they do attack each other, which is great, but I haven't yet found out which lines in the NPC file dictate this.
I am going to need help with scripting which is basically the backbone of this mod. Also my knowledge of VIS and portals is limited.
Oh and yes the map is huge, 32k x 32k units.
Credits:
Last_Wish, IG88
Eivind_n_haugen@hotmail.com
Mars Marshall "NeoMarz1", Aurra Sing
neomarz1@sbcglobal.net
Ahsoka Tanko;
cerezk.oz@gmail.com
Designed by: Cadellin and Cerez
Modelled by: Cadellin
Lightsaber Hilt by: AshuraDX
swegmaster, DarthValeria, yeyo JK and 9 others like this -
I am very much interested in the JK source release, however it clearly is still early days with not much tangible to point to. (Remember, my medium is mostly visual with added text, and that means it biases "screenshot-able" content)
What I hear from the thread is
Lugormod
Makermod
MB2
Movie Duels
JA++
Also floating around on moddb:
Jedi Knight Galaxies (their site seems to be down so I cannot download it)
Gunslingers Academy
Here is the second video in the series:https://youtu.be/fhBIKgorhQgHow do I embed?
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@Syko
Thanks, Movie Battle is definately one of the big ones.
The source release is the reason JA is eligable for the book.. but can you illuminate me as to what has actually been done with the source? I'm a bit in the dark.
I'm afraid I'm not following. Are you considering Jedi Academy to be a 'mod' on Jedi Outcast?
Also here is the first review vid:
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Hi all,
I'm a masters student writing a book about the evolution of the First Person Shooter, its relationship with modders and hackers, and its relationship with open source software. These 3 topics intersect best with games by id Software, with the unfolding of the Doom and Quake series generally moving in tandem with the growth of the modding scene. I will be covering other games critical to the mod scene also, which brings me here.
Jedi Academy is probably THE most modded of the id Tech 3 games and this site is testament to its still lively community.
I'm looking for members of the community to suggest mods that they feel have had a strong inpact on the JA and JO community. (Can be your own mod don't be shy) Post them here or PM me.
I used to post on map-craft.com under the alias whitewolf so I have been floating around for a few years.
The book will be funded on kickstarter so I need all the support I can get. Please head on over to http://quakefreed.tumblr.com for updates or drop me an email at quake.freed@zoho.com and I'll let you know when the campaign kicks off.
Look forward to working with the community.
Coruscant 1313
in WIPs, Teasers & Releases
Posted
Yes I've heard of this phong shader but I've only ever seen this in context of smoothing out terrain. I'll look deeper into it. Thanks.