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Fuse294

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Everything posted by Fuse294

  1. Well I'm certainly pleased with the map so far, but a ways to go yet but feel free to drop suggestions if you got any. Just keep it Trial related and remember someone with the basic core powers at level 1 has to be able to complete the course.

  2. Added three additional images of rooms added after the original post.
  3. So, today I started work on what I plan to be my first true map, following the idea from the Trials Katarn took on Yavin to retrieve his Lightsaber this one shall hopefully have a few alterations and be longer, so far it's only two rooms with a hidden third behind an inactive door that will eventually lead to the rest of the complex (but the door can serve as an entrance for the time being between map changes if you RP.) For the moment, everything I've done is tested and working as intended, obviously what is posted may be altered later on as my skill with GTK grows. This may take a while given it's my first true test and the fact I'm still learning how to do things as I go, hopefully with some help from Magsul when needed. Testers: @JungAk Here are a couple of screenshots of what I've done so far. (The reborn spawner is currently just to fill it in a little and to see if I could get one to work)
  4. Fuse294

    Yavin Dusk

    Thank you both for the support, it means more to me than you realize.
  5. Fuse294

    Yavin Dusk

    This was only a basic map, not intended to be fancy, Magsul was able to replicate it without the source and made it look way better.
  6. My day has been wasted away either mapping or uploading stuff and sitting on my server alone afk xD

    1. Show previous comments  2 more
    2. Bart

      Bart

      Why not minimize and do something else in the meantime? :P That's what I do.

    3. Fuse294

      Fuse294

      That's what I have been doing, all day!

    4. Bart

      Bart

      Then no time waste in any of these :D

  7. Submitted my first 'crappy' map, wooo!

  8. Fuse294

    Yavin Dusk

    53 downloads

    A basic map I threw together over the last 2 hours, fully tested and working fine (from what I can see) to test myself out by creating a 'full' map from scratch. The setting is supposed to be Yavin at Dusk, with the only real lighting coming from the torches lit along the corridor. Admittedly it's not perfect, I'd probably only give it a 2/10 myself due to the basic look of the map. It should work in duel as was intended for that mode, but may be used in FFA (That said I only added in a single FFA version spawn so beware of fragging.)
  9. Aye, for a single door and a lift, I followed the vid (which honestly left me scratching my head cos at some point he mentioned something I don't even recall happening). I got them to target the door/lift correctly, the issue is one side shows a useable button (but doesn't even work) and the other has no function at all (same for the lift).
  10. So I've been playing around with GTK using mugs tutorials, but for some reason the door triggers aren't working despite following everything to the letter. Can someone take a look and tell me what I did wrong? It's driving me up the wall.
  11. Just made my first ever map! *Achievement unlocked - Architect*

  12. Leave out the "name" part of the code. { name < ----- This line is completely removed. sabertype <type_hilt> sabermodel <model path> etc. It should look like this: single_1 { saberType SABER_SINGLE saberModel "models/weapons2/saber_1/saber_1.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor random }
  13. Would it actually work if I introduced additional 'playermodels': player_apprentice player_jedi, player_knight, player_master and gave each a custom force pool/regen?
  14. @eezstreet Can you please lock this topic as it's become a place for people to troll Tron. Since you refuse to leave him alone I won't stand by and do nothing.
  15. I figured it would work so long as people don't mind manually typing it.
  16. I thought so, I only asked because I recall having a mod at one point that had a player.npc that was scaled like player_apprentice, player_knight etc to adjust you accordingly. Thanks for answering though, eezstreet.
  17. I wondered if it were possible to change the way the player stats behave depending on the difficulty of the game, I know it scales health down as the difficulty goes up but can it also be altered in a way the force regen rate/pools change with difficulty?
  18. I had a brief go at mapping...all of 30 minutes and was stuck scratching my head when it refused to shrink something that had somehow become the side of an Executor Class Star Destroyer....
  19. The AI in Outcast were way smarter and a lot tougher than the JA AI, that said, I believe the AI on JA scale in toughness depending on the difficulty.
  20. Well there are 2 kor2 music folders, both have explore/action/final battle inside them which is kor_lite and kor_dark so that lite file might be another cause. The music that kicks in for kyle does sound like the rancor_action track but There is also this from the dms.dat file: kor_lite { explore korrib_lite_explore action korrib_action boss final_battle } kor_dark { explore korrib_dark_explore action korrib_action boss final_battle } }
  21. I actually did a quick playthrough from Taspir2 Dark Side in devmap after I responded to this originally and it sounds like the track it's loading is inside another folder entirely. Of course one thing I can think of is to create a music folder in base, put the track inside and when the cinematic ends hit escape before you fight and type: music music/<whatever you called it>At least while I poke around and see if I cannot identify the offending files. I also looked into the script and it doesn't actually state the music it should play, only what script to jump to next depending on circumstances, of course I don't have a program to properly view them so it shows something like these: IBI ÃõÈ? SET_CINEMATIC_SKIPSCRIPT kor2/endgame_ds_3_skip end_jaden4_DS `B sd_sound SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_MORELIGHT true SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_47 SET_ANIM_HOLDTIME_BOTH €¿ SET_WEAPON WP_SCEPTER # pB `A €? `A úD# lB `A ×OF œÌVE ®§5Å # dB `A ´B `A # hB ëQB # lB `A ×OF fwE ®§5Å x‚F x‚F @œD# lB `A ×OF Ï„E 35Å # dB `A ‡C `A # hB ßOÉ@ ÀZF @F úD# pB `A `A €? úD úD kor2/theClosingCredits imperial1_DS `B SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_50 SET_ANIM_HOLDTIME_BOTH €¿ imperial2_DS `B SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_49 SET_ANIM_HOLDTIME_BOTH €¿ imperial3_DS `B SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_48 SET_ANIM_HOLDTIME_BOTH €¿ IBI ÃõÈ? SET_CINEMATIC_SKIPSCRIPT kor2/endgame_ds_3_skip player `B# xB# pB `A `A €? €?" boss_kyle rocks_clip end_jaden1_DS end_jaden2_DS end_jaden3_DS end_kyle1_DS end_kyle3_DS end_luke1_DS kor2/calm HC rocks zC end_cine_DS EDIT: After inspection I believe it may be tied into the kor_lite folder, try replacing the final_battle music in there too and see if that changes anything.
  22. Actually one way to do it is to simply put in a new music file sharing the same name as the existing one you want to change, just make sure the mp3 is set to the correct 'settings'. It will change it without a need to alter the games coding meaning it will automatically play, so long as you know which track is the one you're looking for it shouldn't be a major issue.
  23. Well if you do decide to start up, I don't mind helping out.
  24. HAH caught a Mew on Red using the Mew Glitch!

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