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Linken

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  1. All npcs are ready and waiting to be spawned as soon as you start your game.
  2. You want animations that only your character/s can use? Read this. Requires an existing custom animation/s that already work in-game. As the title implies I will be showing you how to make your models own _humanoid file. As this is the stage AFTER making your animation, I will assume you already made yourself an animation and have compiled it into the base _humanoid file. WARNING: Unique _humanoid files can ONLY work in Single Player, attempting to do it in mutiplayer will keep your model from appearing properly, make sure you back up your existing skin/model so you can keep using it for Multiplayer. What you need Notepad/Hex Editor(OPTIONAL)Your model/skin (including the .glm) that has Single Player support.PakscapeThe mock base folder usually found on your desktop (meant for skinning)_Humanoid.gla (modified), animations.cfg (modified), animevents.cfgWith your new animation/s in hand, and already overided existing animations, you're ready to begin. First make a new _humanoid folder in the same folder where all your skins are. Name it _humanoid_<name> (change <name> to whatever you want, but keep it simple). Paste _Humanoid.gla (the one with the new animations you made), animations.cfg, and animevents.cfg into that folder. Now the easy part is done. Using notepad, open the _Humanoid.gla using NOTEPAD or your hex editor, while you will see a bunch of random gibberish on there, at the very top is the part which you must pay attention to. As you can see at the top, there is a file line, you must change it so it matches what you labelled your _humanoid file as. For example, if I named the folder _humanoid_derpy. I change the file path to models/players/_humanoid_derpy/_humanoid. Now that you are done with your _humanoid.gla file, you can move onto the final piece, your model.glm. As with the _humanoid.gla, open up the model.glm file with notepad and look for the file path like the _humanoid.gla file had, change that to match with your new humanoid folder, save, and exit. Repeat this process as many times as you would like for each skin you would like to give those animations. After you are finished, place your skin + the new humanoid folder into a .pk3 file. In case you forgot, it's models/players/<skin> and <humanoid folder>. Save as a pk3, put into your base, start up, choose your skin, and play.
  3. Linken

    Music in maps

    A very popular question asked by mappers is "How do I put music in my map?" Well I shall teach you, THEN ALL SHALL BOW TO MY MIGHT! just kidding...>=) WHAT YOU NEED A map with no music on it The music you want to use Audacity (free sound editing program) Some folders (which I shall explain) Basic GTKRadiant knowledge GTKRadiant itself Placing the music in your map Alright, so you open up GTK Radiant to a map that is musicless that you REALLY want music for. Open up the Entity Properties on any brush (like a wall or ceiling) (Press N) You should see two imput boxes, one says Key, the other says Value In the Key box, type Music and press enter, in Value, type in the filepath (ex: music/mymusic.mp3) NOTE: It is highly recommended your music is .MP3 Save and compile Preparing the Music In your base folder, make a folder called music Before you place your music into the music folder, you must make sure the music is set at Stereo, 44100 hz, failure to do this will result in the music not working at all, if this needs to be changed, do so and make sure you compile the music as a .mp3 (IF YOU CAN'T COMPILE AS .MP3, USE AN ONLINE CONVERTING TOOL, YOU CAN EASILY FIND ONE ON GOOGLE). Place your music into your music folder, start up your map and test it.
  4. We no haz launcher rite naow.
  5. I appreciate the enthusiasm, but we don't need a new splash screen right now.
  6. While we appreciate your enthusiasm, your pictures are exactly the dimension for a smartphone homescreen, not for the beginning splash screen, That being said, they do look quite nice. The first one you posted follows the same inspiration as the one we currently have; light and dark sides, with characters across different eras. The second one you posted doesn't have a clear inspiration, I at first thought light and dark sides, but Nihilus is in the center of the image, as well as the clone commando being on the supposed "dark side" of the picture. Essentially, it feels all over the place. You do have skill in photoshop however, that much is clear.
  7. This tutorial will explain how to run a Jedi Academy server from your very own home for whatever reason you can think of. Commonly referred to "home hosting" or a more modern term is "private server". I always found myself google searching a tutorial on how to make a dedicated server, after many failed attempts, I have succeeded, and now I finally present to you this tutorial. Sorry, no screenshots, just follow along as best you can. WHAT YOU NEED A server.cfg, already configured and tested. (Comes with most mods and base) Patch 1.01 (Steam, GOG.com, and Amazon versions already have this patch) A friend or Kill tracker The dedicated server file, It's called jampded.exe. OpenJK can also be used with openjkded.x86.exe. Knowledge of your IP Address, and router login information. THE SETUP Go ahead and download the jampded.exe file for your operating system. Place the file in your GameData folder, and create a shortcut and place it on your desktop. Right click on the shortcut, select properties, and click on the shortcut tab (unless you're there already). You should see an input box labeled "Target". Slide yourself all the way to the end until the end of the quotation marks. Press space and type in this line. +set fs_game modName +set dedicated 2 +exec server.cfg Obviously replace modName with whatever your mod name is (ja+, MBII, japro, etc. This would be the folder name in your GameData folder), set to base if no mod or delete "+set fs_game modname" from this line, and press Apply. DO NOT start it yet. THE ROUTER Routers come in many different brands, please refer to your owners manual for it if necessary to help guide you through this or look up your brand and model on Google to help forward ports. A good resource is PortForward.com. Find your router's IP address by right clicking the Start button and going to Windows Powershell (Admin). Then type ipconfig and press enter. It should then list a few different addresses. The gateway address is your router's address. Use this for the steps below. Type that address in your browser like a website. Once you have entered the address into the browser, a pop up window should show asking for credentials. A label on the body of your router should be able to provide the default credentials. The default username may be "admin" and the password may be "password" (all without quotes). Sometimes it's admin without a password. Lookup your router's brand and model on Google to find out the login if you don't know it. Make your way to the Port Forwarding section, and open up ports 29060-29062, and 29070-29081, both on type: UDP, you may have to create 2 services for this, especially if you set a start and end value with the ports. Some will ask for an internal and external for both, just set both internal and external start and end values to the same port number as I am unsure what that really means. Also, make sure you set the internal IP Address for the services to YOUR computer, otherwise this will have meant nothing. The internal IP address can change anytime, so update it as necessary. (This IP Address is NOT the same as your public one) TESTING THE CONNECTION If you have a Kill Tracker, set it up to recognize your public IP address + port number which will likely be 29070. If it shows up as online, it's likely up, however.... Kill Trackers can only be so accurate, the better resource for connection is a friend. Run the jampded shortcut, as an administrator if necessary. Get a hold of your friend and tell them to connect to your PUBLIC IP Address (google "IP address"), and give them the port number 29070. Example: 123.456.78.90:29070. If they are able to connect, you have succeeded, and you may host private sessions for as long as you want. MISC KNOWLEDGE Everything in your mod/base folder WILL be automatically loaded to the server. YOU control the server, if a hacker comes knocking, you can shut down the server with little/no harm. See the security tutorial on how best to protect yourself if you plan on keeping it up for an extended amount of time. Your IP Address is PUBLIC no matter what. If you use Lugormod, you and your friends might need to enter in security codes regularly, but the security code database should be found in the Lugormod folder. Your server, your rules, there's no such thing as admin abuse if it comes from you. Know your server, know the rcon password, know the admin commands so you can provide a great session with your friends, and kick out any strangers that come knocking if you deem it necessary. If for some reason people can't connect to your server, if may be a problem on your end, make sure the internal IP address is set to your computer as it may change. Three kinds of phrases may pop up as people try to connect, if they are friends then try to isolate the problem: "Awaiting Connection" will likely mean that you made an error with your server connection. "Awaiting Challenge" is a problem with your friend's ping, tell them to reconnect. "Awaiting Gamestate" will signify that they are actively connecting, and all that's left is to wait.
  8. This tutorial will explain how to run a Jedi Academy server from your very own home for whatever reason you can think of. Commonly referred to "home hosting" or a more modern term is "private server". I always found myself google searching a tutorial on how to make a dedicated server, after many failed attempts, I have succeeded, and now I finally present to you this tutorial. Sorry, no screenshots, just follow along as best you can. WHAT YOU NEED A server.cfg, already configured and tested. (Comes with most mods and base) Patch 1.01 (Steam, GOG.com, and Amazon versions already have this patch) A friend or Kill tracker The dedicated server file, It's called jampded.exe. OpenJK can also be used with openjkded.x86.exe. Knowledge of your IP Address, and router login information. THE SETUP Go ahead and download the jampded.exe file for your operating system. Place the file in your GameData folder, and create a shortcut and place it on your desktop. Right click on the shortcut, select properties, and click on the shortcut tab (unless you're there already). You should see an input box labeled "Target". Slide yourself all the way to the end until the end of the quotation marks. Press space and type in this line. +set fs_game modName +set dedicated 2 +exec server.cfg Obviously replace modName with whatever your mod name is (ja+, MBII, japro, etc. This would be the folder name in your GameData folder), set to base if no mod or delete "+set fs_game modname" from this line, and press Apply. DO NOT start it yet. THE ROUTER Routers come in many different brands, please refer to your owners manual for it if necessary to help guide you through this or look up your brand and model on Google to help forward ports. A good resource is PortForward.com. Find your router's IP address by right clicking the Start button and going to Windows Powershell (Admin). Then type ipconfig and press enter. It should then list a few different addresses. The gateway address is your router's address. Use this for the steps below. Type that address in your browser like a website. Once you have entered the address into the browser, a pop up window should show asking for credentials. A label on the body of your router should be able to provide the default credentials. The default username may be "admin" and the password may be "password" (all without quotes). Sometimes it's admin without a password. Lookup your router's brand and model on Google to find out the login if you don't know it. Make your way to the Port Forwarding section, and open up ports 29060-29062, and 29070-29081, both on type: UDP, you may have to create 2 services for this, especially if you set a start and end value with the ports. Some will ask for an internal and external for both, just set both internal and external start and end values to the same port number as I am unsure what that really means. Also, make sure you set the internal IP Address for the services to YOUR computer, otherwise this will have meant nothing. The internal IP address can change anytime, so update it as necessary. (This IP Address is NOT the same as your public one) TESTING THE CONNECTION If you have a Kill Tracker, set it up to recognize your public IP address + port number which will likely be 29070. If it shows up as online, it's likely up, however.... Kill Trackers can only be so accurate, the better resource for connection is a friend. Run the jampded shortcut, as an administrator if necessary. Get a hold of your friend and tell them to connect to your PUBLIC IP Address (google "IP address"), and give them the port number 29070. Example: 123.456.78.90:29070. If they are able to connect, you have succeeded, and you may host private sessions for as long as you want. MISC KNOWLEDGE Everything in your mod/base folder WILL be automatically loaded to the server. YOU control the server, if a hacker comes knocking, you can shut down the server with little/no harm. See the security tutorial on how best to protect yourself if you plan on keeping it up for an extended amount of time. Your IP Address is PUBLIC no matter what. If you use Lugormod, you and your friends might need to enter in security codes regularly, but the security code database should be found in the Lugormod folder. Your server, your rules, there's no such thing as admin abuse if it comes from you. Know your server, know the rcon password, know the admin commands so you can provide a great session with your friends, and kick out any strangers that come knocking if you deem it necessary. If for some reason people can't connect to your server, if may be a problem on your end, make sure the internal IP address is set to your computer as it may change. Three kinds of phrases may pop up as people try to connect, if they are friends then try to isolate the problem: "Awaiting Connection" will likely mean that you made an error with your server connection. "Awaiting Challenge" is a problem with your friend's ping, tell them to reconnect. "Awaiting Gamestate" will signify that they are actively connecting, and all that's left is to wait.
  9. PROGRESS REPORT: 12/31/17 I hope everyone is having a wonderful new year! Milestones have been hit, and the end of the beta's development is nearing! NPC'S ADDED Darth Voiid, the winner of the Early Access Trivia ContestDarth Malgus (No Mask)Jango Fett (No Helmet) NPC'S REMOVED Imperial Protocol Droid (Already exists in base)Imperial Astromech Droid (Already exists in base) NPC'S EDITED Kreia now uses a single-bladed green lightsaber instead of a double bladed oneJango Fett has his own class (CLASS_JANGO) which allows him to dual wield his trusty pistols against you, the player...oh, and everyone else too.Boba Fett has been given his EE-3 Blaster Rifle as intended, which he will use in his usual NPC form, as well as in his single player campaign level.All Mandalorians part of Clan Skirata are given the DC-15S Blaster Carbine. MULTIPLAYER At last, a major milestone has been hit! As of just a few hours ago, RGB sabers have at been PROPERLY implemented into multiplayer! While they were implemented before, coding errors caused all rgb sabers to look exactly the same to the player. This has at last been fixed thanks to multiple mebers of JKA's modding community, and of course The New Order, who worked hard on this thing for a very long time. With this completed, only a few things remain before we can release. DUEL OF THE FATES Progress on Duel of the Fates is going very well. I'm currently in the process of scripting the catwalk sequence from that duel. I want the levels to be a fairly cinematic experience, with (ironically) as few cutscenes as possible. I have implemented certain elements in the maps to prevent missions from breaking because an NPC is unkillable. For example, the death drops in both the large reactor room and the pit will instead teleport any NPCs to a more appropriate area so you can continue the fight. Players however, will still be killed. Overall DOTF mission completion - 62.5%Obi-wan's Point of View - 62.5%Qui-gon's Point of View - 62.5%Darth Maul's Point of View - 62.5% What Needs Completing * Finish Catwalk cutscene for Obi-wan Point of View* Finish final duel in Pit room* Qui-gon and Maul point of view cutscenes/player controlled events CONCLUSION With the year coming to a close (or already closed, depending on where you live), I and the rest of the team want to thank all of you for your support. The response to this mod has been incredible, with talented people allowing us to use their work to bring the best Star Wars experience possible as we work even harder for the eventual final release of the mod. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you.
  10. Ah now I remember it! I strongly doubt we will put that mission in the mod. It was pretty silly. Maybe remake it, but don't hold your breath.
  11. Force unleashed expansion? What?
  12. Please read this article http://www.moddb.com/mods/knights-of-the-force-21/news/release-date-controversy-new-character-addresses
  13. I suppose you could potentially have your own maps, but they will not be included in the SP map selection. We also wouldn't be responsible for any potential texture issues.
  14. The single player mission question has been updated.
  15. We have worked on them, they are finished, we just need to release beta.
  16. PROGRESS REPORT: 12/9/17 As promised, an important announcement, along with some progress these past few weeks. NPCS ADDEDBattle Droid (Republic Commando) NPCS REMOVEDDarth Malgus (No Mask) NPCS RENAMED A number of NPCs had their commands renamed, here is that list.Yuthura_Ban_Ally has been renamed to Yuthura_Ban_LightVisas_Marr_Jedi has been renamed to Visas_Marr_LightDustil_Onasi_Ally has been renamed to Dustil_Onasi_Light Of course all NPC commands can be viewed on the google doc found here: https://docs.google.com/spreadsheets/d/1Eu74OMSGNxxZzZ-uXlIk74e6QF8QqsQxbu5Mh04Yffw/edit?usp=sharing NPC SPAWNER Progress on the NPC Spawner menu has progressed very smoothly so far, Fire Phoenix has completed work on The Old Republic, The Sith Empire, Galactic Republic, and Separatist Alliance factions. He has since begun work on the Rebel Alliance. All random generic Jedi and Sith have been placed in their appropriate location, and will be set for random spawners by default. IGNITION FLARES New Order has been hard at work with the ignition flares, we're currently attempting to replace the flares we currently have with some a bit more realistic. Progress has been slow, but hopeful, and we estimate that this process will take about a week or two to finish. AN ANNOUNCEMENT As said in my last progress report, I will devote all efforts toward developing the game and not the ultimate trailer. However, I believe this announcement requires a video. Please enjoy. Alternate link: https://drive.google.com/open?id=1dpwBGjoku-QmnGKG3v3xApvwwBgG-Dl_ RELEASE DATE Officially I've changed the answer to the infamous "When will the beta release?" in the FAQ to "The instant we have a release date, we will let you know." With still too much to finish for the beta, it would require a miracle for us to release the mod in time for the release of The Last Jedi. No one on the team is happy by this revelation, in fact we're probably just as mad as you all are. But I promise that all of this is for a good reason, we want to release a beta that was relatively bug free, and with enough longevity to keep you all coming back for more. With bugs popping up around every corner, we need this time to focus. Additionally, with finals coming up for some of us, we need to step away from this game, and devote more time to our studies. Real life sucks doesn't it? CONCLUSION With Duel of the Fates officially coming to the beta, this will be the longest project to finish, and as such, will be the count down to the release date. Once Duel of the Fates is finished, we will have a release date. Additionally, if you want a chance to win early access to the mod's beta, please PM me either on JKHub or Discord by 12/10/17, if you PM me on JKHub, please provide me with your discord name and number, and join the discord server so I can find you. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you.
  17. No bots are in multiplayer right now aside from the defaults.
  18. Do you have any mods in your base folder? If so, those might be causing issues.
  19. We don't have any multiplayer bots with the new characters unfortunately. As for textures disappearing, you mean all maps are doing the checkered black and white square? Also don't put any pk3 files into your gamedata folder.
  20. The infamous "When will the mod release" question has been given a new answer.
  21. To those who are still interested. You may make that TWO important announcements.
  22. As implied by the title, we will have a new progress report this Saturday, December 9th. In addition to the usual rundown of new features, there will be an important announcement included, so make sure you don't miss it!
  23. PROGRESS REPORT: 11/24/17 I hope everyone had a wonderful thanksgiving, and to the rest of you out there that may not celebrate this holiday, I hope you had a wonderful thursday, or Leif Erikson day. This progress report marks the passing of 2 important milestones, bringing us 2 gigantic steps closer to release. While this progress report will not contain a release date, I do hope that this progress report will keep you excited for our future beta release. CHARACTER SELECTION After a lot of hard work, Fire Phoenix has completed all menus required for character selection. It was a very arduous process for him, requiring him to learn a number of things about menu designing in Single Player. The difficulties were many, with his biggest having to learn how to create several menus for custom models. However, this trial has passed. Work on our NPC spawner menu has officially begun development. MULTIPLAYER Many months in the making, but it has at last finally paid off. Team member The New Order has brought the famous SFX Lightsabers into Multiplayer, making us the 4th mod to ever bring them in. Not only that, but he has also coded in the RGB sabers, along with Kylo Ren's unstable red, and the black lightsaber famous from The Force Unleashed video game. This was not an easy task for him, and all of us on the team are forever grateful for him hitting this milestone, as of this progress report, all that remains is for him to code in the ignition flares, and this will be completed. DUEL OF THE FATES I'm sure you all may have seen my work for recreating Duel of the Fates recently, and progress on that has been going unfortunately quite slowly. I've begun work on recreating the segment of the duel where it moves from the hangar to the reactor room. This has proven more difficult than I was expecting, but I'll get it done....eventually! TRAILER As you all may have seen in our F.A.Q., we hope to release the beta before the release of The Last Jedi on December 15th. With so much to do and so little time to do it, I'm putting all efforts on producing a trailer on hold for the time being, keeping things strictly to battle royales and short development videos. This means that it's very likely the trailer will not be released until sometime after beta. I do apologize for this delay, and I hope you can find it within you to forgive me. CONCLUSION Many milestones hit, and a project I've been wanting to do put on hold. As we near our projected release date, all of us need to buckle down and get it done. We do appreciate your support throughout this journey, the finish line is only getting closer and closer with time. We only ask that you wait just a little bit longer. This will be worth the wait, trust me. Thank you for following the development of Knights of the Force 2.1, and may the Force be with you. Remember to join our discord server by following this link: https://discord.gg/eJDds24
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