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Onysfx

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Everything posted by Onysfx

  1. I shall not stop until JKA works once again!

  2. Tried doing classic theme, and the "disable advanced visual/text", didn't work. When you mentioned the direct draw, I had an issue related to halo not being able to start up because of this, but I fixed it by updating video drivers. Still, jka runs, sound but no picture. Hmm...I wonder what the problem is? Edit: I have a question: Who here who is running jka on windows 7 have the C++ packages on your comp? This might have something to do with it...maybe... Edit 2: Oh by the way, I have a ATI Radeon x1200 card, if that provides any clue to the problem.
  3. ...Are they actually coming? Edit: I may sound a bit desperate, but really, I just got a new comp and I can't play jka!?!?! CMON!
  4. I'm pretty sure thats not the issue, I copied all the assets directly from another computer via usb. I've done it before and it has worked. But for some reason this time it's not running on windows 7. i have a problem with swjkja i played it for the first time on windows xp and it worked fine but since i started to playing on windows 7 i can hear the sounds in the game but the screen is totally black i dont know what to do i tried looking on the other forums but nothing worked i was looking a solution for 2 hours anyway i have windows 7 64-bit any suggestion what to do? Here is another guy with the same problems as me, from that forum link I posted earlier
  5. I already tried that caelum, the r_primitives, the ATI_universal_fix, even the quake3.exe thing in multiple ways. (I used a different way which I took an old 10.4 catalist file or something and put it in gamedata, still same result. Edit: Anything else I can do?
  6. Hmm....then perhaps I should try doing this? http://www.youtube.com/watch?v=CbEK0jD6GlE&feature=fvwrel It's the only option I can think of...
  7. Already done that, I think it has something to do with a windows 7 thing. It has something to do with this: http://forums.anandtech.com/archive/index.php/t-2090882.html I don't want to have to use another comp just to play jka, there has got to be a way around this!
  8. I am using a cd copy of the game. I have ran it as administrator and on xp service pack 2 The game is already updated to 1.01 I connected to /connect z3n.jk3.in, but the screen remained black. I have also updated my video drivers, which got haloce to work again, but still jka remains black.
  9. Hey everyone, I just got a new laptop and I put jka on it. However, when I load up the game, there is no splash logo, or the lucasarts symbol video. I can fully hear all the sounds, I can even click and move the mouse around the main menu, but I can't see a darn thing! Heres my comp specs: Windows 7 Home premium Service pack 1 AMD Turion 64 x2 mobile technology TL-58 1.90Ghz 2.00 GB (RAM) 32 bit operating system I've tried running jka in windowed mode, changing the compatibility, not much seems to work. (I haven't installed the windows update yet, as the comp is brand new, I'll try that, but I'm not sure if that is the problem) Help would be greatly appreciated. Thanks!
  10. Nice, this would be awesome. I would hope people should be able to start inside the rebel/star destroyers and fly out to attack. The deathstar would probably need to be part of the skybox, and once the shield is down, part of the space towards the deathstar becomes a teleporter, which leads automatically to the surface of the deathstar. My suggestions: -Rebels must destroy at least 1 star destroyer (or two) to advance to the deathstar. Take out shield generators, then the bridge (Like in rogue squadron) -Imps should be able to go to the bridge from the hanger and watch from there. (Bridge explodes once it is destroyed and kills everyone inside, as well as blocking the way to get back onto the bridge, and possibly destroying the hanger, disallowing anyone to spawn there.). -deathstar tunnel to the core should be made slightly bigger so people don't constantly crash. -Once the core is destroyed, perhaps a giant....uh...kinda paper based object that has a fire based shader, can chase the player out of the tunnel outside. -Perhaps the imp spawn point can be in the deathstar, and they can decide whether to teleport onto star destroyer 1 or 2, or just fly off the deathstar to counter the rebs attempting to destroy the core. -Reb spawn point obviously will be on one of their ships (a big hanger like in the movie would be nice, but not too big as to cause lag. -The hanger should not be in the same space as the battle, so when the ship flies out, it is teleported just outside the ship. (maybe) (Just add some kind of portaling to reduce lag) ~~~~~~~~~~~~~~~~~ Insane ideas: ~~~~~~~~~~~~~~~~~ -Rebs can battle in space AND on the moon of endor itself, to take out the shield gen. -If the rebels fail, the moon of endor is destroyed by the deathstar. (According to the star wars books, Palpatine ordered for the moon of endor to be destroyed, even with the garrison there) -At certain points, (say after about 2 minutes in) the deathstar fires and destroys one of the rebel ships. HEHEHEHEHEH! - Random npc ties and x-wings that fly around firing to add some spice to the battle. That's all my ideas for now. UNLIMITED POWER!!!!!!!!!!!!!!!!11
  11. Wow, very nice, very nice.
  12. Thanks for your responses. A while ago, I downloaded legacy RP mod. When I played solo, I managed to create an account but when I tried to log in, the console said: "Onysfx not found". I also tried creating a dedicated on Lan and connecting to myself, but same thing. (I don't have internet on the comp I play JKA by the way). Tonight I'll try playing a ded set on internet. More ideas: -Bring back jk2 infrared goggles (This has probably already been done) -Make taunts synchronize. (So when one person does a taunt, everyone hears the same one instead of it just being randomized) (Don't really care about this one, just suggesting it.) -Smooth saber animation transitions -Vehicles that can fit multiple people. EX: Lukes speeder should be able to fit two people, one driver, one passanger...and maybe two people in the back too . -Infinite wall jumping until force runs out. (maybe) -Npc commands, (suggested this one in makermod) follow, attack, hold position, migrate (Moves npcs to where you are targeting, once there they hold position) and...at ease (let them do w/e) Kinda like the commands from battlefront. You should be able to set the team they are on as well, or certain players that they will attack or befriend. -Inventory. Not just weapons and sabers, but other stuff, like gems, force holocrons (if you stole one heheh), extra ammo, datapad with info on it that you can examine in the console to look at the text, etc. -Ability to pick entities up and add them to your inventory, and drop/use/give them later. (excluded things like crates and stuff). -Buyable armor (actual armor that adds onto the model, no idea how this would work though) (Don't need to add this, just suggesting it). -Change the forcefield item. (It's just too big(just a little), and there is nothing that is emitting the forcefield) -Possible ability to carry more bacta tanks as a merc (maybe) Well, thats all the ideas I just got today, figured I'd post them here. Looking forward to the mod
  13. Nice. I've always been a big fan of ojp. I have some suggestions for the mod: -For players speaking, what about the text appearing over their heads? (Well maybe not, people may get confused who is saying what if everyone is gathered in one place) -If the player X is using a comm to contact player Y, other players around player X should be able to hear him talking, but not player Y. -Ability to adjust your saber strength and length. (with certain restrictions of course) -This one probably shouldn't be included but....make it so if mercs want to buy weapons, they actually have to go to the shop in a map to buy them. -Make it so players have to *can* talk to an npc to buy weapons from them. (Then admins can decide where they want the npcs) -Make a cvar that allows admins to decide whether players are forced to login to play, or can just can spend there points on feats,gunnery,etc. (For those who want to play the mod, but not RP, for whatever reason) -Make entities pushable, pullable, gripable, etc. -Have the ability to speak quietly in chat or loudly. (Not sure about this one, but you never know!) -When targeting a player, have to ability to use a command which tells you their player model, level, etc. (Modifiable by admin) -I hope you can make the mod playable solo without running a server, because...well that's another story, but please make it playable solo game!!! I certainly hope the mod will help new players integrate into the RPG and following the mod's rules rather more than strict server rules. (If you know what I mean) All these suggestions I just thought of today and figured I would post them here. If I come up with any other idea's, I'll post them here
  14. Onysfx

    Ingame Menus

    I already have an ingame server list, but this would be useful for those who don't. (anyone who doesn't have something like this, get it, because it is extremely useful!)
  15. *Jaw drops* Wow...I can tell this is gonna be an awesome map! I loved your Taris_rp map, and I'm looking forward to this one! XD
  16. Hey. I'm Onysfx, a Makermod scripter. Just checking out this community. I noticed there is one map that you don't have which I would recommend getting. It's asteroid_77. It's an awesome map, complete with a bar, racetrack, an Indiana Jones temple filled with traps, and much much more! You can only find the map at this link: http://www.dgs-clan....nt/jka-maps.htm Scroll down and you'll find it near the top of the list in alphabetical order. Nice website by the way UNLIMITED POWER!!!!!!!!!!!!!!!!11
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