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Everything posted by Pande
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It is absolutely AWESOME software, however it takes a very different approach to UI that will piss you off when you start with it. You will be googling a lot!
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Yes it is possible @ above. Btw, why bother with map_objects folder? just models/jkhub_pma/modelname.xxx is fine. And yeah, piratepad should be used for change log, because it has permanent revisions.
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hrm... that time slot won't work for me actually thats my exam time! keep that in mind for all university people actually. perhaps someone can switch with me ?
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How do you forget to mention the post processing in the 'The Good'????
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<3 I kid, I kid. Just since it's built on 1.4 functions.
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I'd like closer to the start like 2nd or 3rd. Also there a few other things to consider. 1.4 users: You *must* map on the grid. 1.5 users: You *must* not go below grid size 1 (1.4 users can't load larger decimals that we use) 1.6 users: gtfo but see 1.4 If you want to go off the grid, use a model. (.ase or .md3 via mrwonko's tools)
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There's nothing unethical about paying for work done in anything. There is however something unethical abut *asking* for payment since that goes against the license.
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"Also, odd choices like having a random brush in a hallway that is textured factory/wall10 don't look very good in my opinion. Yeah, it stands out. In a bad way. Take it or leave it. (P.S. I think one of the light shaders is missing it's image) " Could you elaborate on that? Although it won't be fixed since that map will be made public and replaced with a much, much larger map. "nar_streets/wall10" that it? That was in the original map and I always liked it. Maybe i'll replace it with a vent decal instead. edit: This it, for the door texture? http://i.imgur.com/9DdrukD.jpg
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No offense meant, honestly, I like ya, but I think you are still not understanding something. Go read that thread you made on 'where are people talking about JKG', I explain numerous times that 'ffa' simply doesn't exist in JKG phase 1, and neither in phase 2 and beyond since that phase is an open world as opposed to a match-based setup.
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YES, yes and more yes I agree entirely! http://imgur.com/a/LkCt1#6 My fave.. So basically, this is how the vote should work: It should be in three parts. Size / Environment / Style, so basically an example would be 'duel map, snowy, gothic (i.e. the pictures linked to on imgur)
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Version 1
1,994 downloads
Loosely based off of the Episode 2 scope seen with Zam's rifle. I took it for a spin though and made my own design, since really a Zam scope can never be achieved without the targeting system also. I wanted to do something in the same style and with the key features of the scope but add some personal touches to it. The sides of the scope are dark but not completely opaque as in base.- 3 comments
- 7 reviews
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- New HUD or Console
- Star Wars Related
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I'm totally in, but I'm sad to say the files have been lost. May as well just start fresh anyway. And @@mrwonko, yeah we definitely should do some sorta ultimate playermodel pass-around. But a blender > radiant pass around would also be badass. I'll likely be doing that in a pass-me-around anyway though, since I've been making good use of your patch converter
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That gameplay you describe is not what Phase 1 is. Again, i send you here: http://www.moddb.com...urn-of-the-news Please read it. Phase 2 is not TFFA. It isn't FFA either. It's sandbox with PvP zones and Team events (what is currently in phase 1 will later be a team event). If Phase 1 was FFA, you could never have the shop and inventory system we do now without serious griefing opportunies by other players.
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Sorry to hear about this situation. However I have a theory as to why this may have happened. We have some extra chat modes which were made for Phase 2 gameplay. The chatmode which causes the most issues is Local, which can sometimes be the chat mode used by new joiners to the server. Local chat fades out with distance and I believe also VIS, and if for example you were on Coruscant no one would have heard you. The fix for this is to load up our official Binds, by doing /exec JKG binds. There is no way to set any defaults for the player, all mods have this problem (I remember joining MB2 for the first time and being so confused about Class Specials ). Giving out a jampdefaults.cfg would not solve the issue as that would just overwrite people's graphics settings and whatnot, and cause grief and even crashes for some Intel cards which need certain settings disabled. We will try to make the executable more obvious. Currently it is talked about in the Game Manual which can be accessed through the Launcher. We will try perhaps a LUA script that might tell new players to a server to do /exec JKG_Binds if they haven't already.
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The server issue summed up in a tweet: Server company sucked, regardless no one was able to pay for it due to lack of communication so it went down. Jake is looking into getting a dedicated server machine around February. There is a 24/7 server being hosted by Jenova leader Tiger, and every day there is at least 1 home hosted server up. Fighter's seems to be up every day, and also some AOD members host frequently. The passive aggressive retort doesn't help either. Moon's response was imo not necessary but I can easily see how he came to that conclusion, and no harm done. Astral had a good point too. It's more the fact that Astral wasn't referring to the suggestions whatsoever, merely the confusion the OP had. Yep, that's eezstreet's homehosted server for testing the lightsabers before we release the saber system. It's just passworded because the server will crash when people without the saber binaries join. We're not trying to hold secret dev-only JKG matches or anything. Yeah, the animations are bad. Currently we have no animators to replace them, but we are going to probably revert most of them back very soon. (one of those small things we keep forgetting about while we are working on much bigger things). As for the terran gaming site, it just got a total makeover which should have been beta tested a bit by their developers. A plethora of links are not working, including the forums link on our project page to take you to the JKG discussion forum. That, and the site design for TG has leaked into the untouched site CSS of the JKG pages (which has retained it's blue theme) which makes for a very confusing and broken theme. I'm sure this will be fixed soon, CSS can cause problems easily but is also very easy to fix.
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Hi there! Ok so a few things: 1. This is not an MMO mod, yet. It's being released in a phase system. More can be read about that here: http://www.moddb.com/mods/jkgalaxies/news/developer-diary-32-return-of-the-news 2. TFFA is therefor for the phase 1 gameplay, which is Faction Warefare. Essentially you have two teams, usually imperial vs. a gang (huttese on tatooine, black sun on coruscant) and for getting kills you get credits which you can use to buy better weapons later. 3. Phase 2 is already being worked on, but the core mechanics are being released on phase 1 as testing and balancing. The final game will contain Phase 1 in the form of actual faction battle events, rather than a 24/7 server type thing. You would be alerted of a faction battle in game, and you could go attend the event for rewards. As for where JKG is lurking, Caelum's got all the right links, for JKhub, but we also have forums http://terrangaming.com/forums/project-discussion and moddb page I linked above.
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Wherez ma updatez
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This happened to me until I realised it was installing Jedi Knight Galaxies folder INSIDE the original Jedi Knight Galaxies folder. So, I had the updated version inside the non-updated version. Double check where it is installing to, and make sure Jedi Knight Galaxies isn't the *folder* it's being installed into.
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I already uploaded the radiant .msi to JKHub @@Delta_135
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Are you an animator that is comfortable with Dragon, XSI, 3DS Max or Blender animating? We need you for various tasks: Creature animation Player movement animation Later on, some new saber animations If you're interested, apply at this link! http://www.terrangam...er-applications
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Version 1
1,301 downloads
This version of GtkRadiant, which is now no longer available due to the absence of the old QeRadiant website, is the most complete and bugless version of GtkRadiant 1.5 available. Many users complain about 1.5 bugs and therefor tout the 1.4 editor as being better. Anytime I have helped fix the bug, this particular .msi has always done the trick. Note that the features included in this version are but not limited to: ShaderPlug bobtoolz brushexport2 (convert brushes into .obj) prtview (view portal divisions, very useful!) Maya style Translation, Scale, and Rotate (always snap to grid after using these!) -
It exists in 1.5, you just need the right version, which is now no longer available. That version is GtkRadiant-1.5.0-2007-04-26, if it still lurks on the internet. I should host it here some time. It is the best version of GtkRadiant around. Also, I encountered this bug once in W:ET mapping. The reason is badly aligned vertices on the brushes. You need to stick to a grid and test brushes by grid snapping them (ctrl + G) all the time to look for these kind of errors. Pay attention to any edges that move when you snap. Remake the brushes. It doesn't surpise me that the brushes you took photos of are on angles. It's a dead give a way, I think I have your answer.