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Mr. Dinnertime

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Everything posted by Mr. Dinnertime

  1. To be honest, I don't care what the big cheeses say. The expanded universe will always be canon to me. I point blank refuse to watch any of the recent star wars films as they were created after EU was considered non-canon, effectively opening up EU lore to be rewritten.
  2. Well the scripts are specific to makermod so I didn't see any point in releasing them as a file. I asked Didz to release makermodule on JKHub and he said he didn't want it released on here but still said that I could put makermodule on my website and give it to people who needed it :3
  3. Apologies for the link downtime. I just recently transferred from a home host website to a shared server on Namecheap. The links should work fine again.
  4. Hey. I released my scripts a while ago on the makermod forums but they were lost due to the forums going down. I'm releasing them once again. Feel free to experiment / change / use them however you want. I'd like to ask that you don't claim them as your own but meh. I can't stop you. Most people who know me from makermod will know they're mine anyway :3 The release contains many scripts that are either broken, unfinished or pretty much useless. I've also removed a few of the scripts which I don't want just anybody to have (for example, the havoc cannon which would just be hell if just anybody got their hands on the nuke function). Most of the scripts are designed with makermodule in mind which you'll need. This can be found at http://gbdeveloping.co.uk/jedi-academy/makermodule.php With that being said, have fun with it. You (might) even learn something about scripting from some of the scripts. Download Link: http://gbdeveloping.co.uk/zip/makermod-scripts.zip
  5. Howler bosses were the hardest, imo. They're so close to the ground so hitting them by swiping seems like it's impossible. The only way I could kill them was with 3 or 4 saber throws each.
  6. I'd love to be an Aing-Tii o.o... Their view of the force is how it should be seen in every faction and the fact that they can teleport is just awesome.
  7. Found the culprit. Thanks ^^ @eezstreet All Seeing Eye's uix86.dll was causing it to crash. Removing it allowed openjk to run.
  8. Version 1.0

    156 downloads

    I made this a few years ago whilst experimenting with batch files. Put it inside your Jedi Academy\GameData folder and it'll scan it for subfolders (aka mods). These mods will be listed as options for you to choose. Simply enter the id (the number to the left of the mod name) and hit enter and the game will be run using the mod for you. The difference between using this launcher and using something like Boba Fett's Ultra Utility to run the game is that it'll back up your log files if you have any (that's the file called qconsole.log which is generated if you have logfile set to "1") for each individual mod. After you're finished with the game, either hit any key to go back to the beginning and select a new mod to launch (handy if the game crashes) or close the launcher using the standard Windows exit button. I've included a launcher for both the original JKA and for OpenJK.
  9. This is something I made a few years ago to quickly create scripts without having to fuss about lag or adding ontimers properly. Extract the contents of the zip file below into either your base folder or your makermod folder (or another if you use scripts for another mod and use makermodule for it.) 1) Automatic Delay When you run the batch file, it'll ask you for a number. This should be an integer not a string (in short, it should be made up of numbers ranging from 0 to 9 not made up of a-z or anything else.) Entering an automatic delay of 20 would convert the following script: mmarkfoot; mplace factory/catw2_b; mplace factory/catw2_b; mmove 12 0 0into the following: ontimer 0 "mmarkfoot"; ontimer 20 "mplace factory/catw2_b"; ontimer 40 "mplace factory/catw2_b"; ontimer 60 "mmove 12 0 0"This number will represent how many milliseconds (not centiseconds aka 100ths of a second) you want to wait between each command. It accepts 0 as a number in case you wait to rely on your own timings with waits. 2) Per-Command Delays As well as the per-command delays, you can also use wait commands in the script itself. The ontimer will take this into consideration when it's working out the time to execute the next command. If you specified 30 to be your automatic delay, the following script would convert from: mmarkfoot; mplacefx env/fire 250; wait 100; mmove 100to the following: ontimer 0 "mmarkfoot"; ontimer 30 "mplacefx env/fire 250"; ontimer 130 "mmove 100"3) Subtractive Waits Subtractive waits are also compatible with the ontimer. Rather than getting you infinitely stuck like you normally would with a negative wait, it will take away the specified amount from the next automatic delay. As an example, if you have an automatic delay of 20ms and you use the following in a script: mmarkfoot; wait -2; mplace factory/catw2_bThe converter will output: ontimer 0 "mmarkfoot"; ontimer 0 "mplace factory/catw2_b"4) Usage Before you run the batch file, you'll need to put any files which need converting into the "src" folder. Once they are all set to go, simply run the batch file and proceed to read step 1 to 3 if you're not sure of how the converting process works. The converted script will be spit out into the provided "bin" folder (you'll be prompted to create one if you forgot to extract it.) Once you're happy with the script and don't want to make any more changes to it, or want to pause the script development and want to use a different timing for a different script, move it out of the "bin" folder. I've provided a folder called "archive" if you can't think of a name for a folder to put them in. Don't forget to include the folder names if you're going to execute the scripts directly from them. 5) Download Link: https://www.dropbox.com/s/ikohg5w12ue1m69/Ontimer%20Converter.zip?dl=0
  10. When I load the latest any build of OpenJK (windows), I get the error "Sys_LoadGameDll(ui) failed to find GetModuleAPI function:" I've tried running it as an administrator to no avail. Running it with the parameters "+set logfile 1" and "+set developer 2" gives this output:
  11. I'm pretty sure pure servers only let you connect if you have the exact same files as them. If the server had this then it wouldn't be base
  12. Awesome ^^ thanks very much. Perhaps makermod and makermodule can now be integrated.
  13. Yeah. Already tried disabling the firewall. Didn't help. Something which was strange was that the server was still receiving getdata and getinfo packets from ips. Surely that would mean that they could see his server? I've no idea of what that means since the server wasn't listed to Onys and he couldn't connect to it via his wan ip. Meh. I don't have access to a jka disk anymore and I ain't buying it on Steam so I couldn't test it on my machine
  14. Opened the destination port 29070 and the source ports from 29060 - 29072 (eh. Wildcards weren't accepted.) on the router. Opened ports 29070 destination port and any source port with the jampded.exe as the application through windows firewall. It's definitely forwarding it for the right lan ip. Server's ip is definitely 29070.
  15. I finally found a solution to this o.o ty for all the replies. Very helpful ^^ The version of OpenJK I made my cvar unlocker in must have either been buggy or setting the sv_cheats cvar to 1 must have affected the animations somehow After clearing my lugormod and makermod folders and removing the cvar unlocker pk3, the problem still remained. I took the cgamex86.dll out of both folders and the problem went away. I can only think that for some reason, a new .dll was being created when jedi academy was loaded with the mod. After loading all of the mods, apart from my cvar unlocker, and loading the said maps on the servers which the error occured on I'm absolutely sure that that's what the problem was.
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