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The New Order

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Posts posted by The New Order

  1. Hello everyone, I hope all of you are enjoying the beta, and all of the hard work both our team, and the talented individuals have put into it. We have added a lot of content for all of you to experience and enjoy, and we're looking forward to adding even more! However, with a mod this big, and with only a handful of members of the KOTF team, it's very hard for us to accurately test every new thing that we add, but I hope to change that. Today, I am excited to announce the launch of the beta testers’ program. Working together to find bugs and glitches in the mod, beta testers will help us to ensure the highest possible quality for the mod. Combined with these responsibilities, beta testers will also get exclusive access to new improvements and features for the mod.

     

    So you may be asking, "How do I become a beta tester for the mod?"

     

    The first step is very simple, just say: "I want to be a beta tester!" That's it. There are of course other factors if you become a beta tester, which will be discussed with you should you be selected to enter our program. At the current time, I will only be allowing six individuals to join the beta testers’ program. However, if one tester chooses to leave the program, I will be the first to notify you, and I will help you get started right away.

  2. Also, just tried the optional step. It failed and came up with this:

     

    dyld: Library not loaded: @rpath/SDL2.framework/Versions/A/SDL2

      Referenced from: /Users/will/Library/Application Support/Steam/steamapps/common/Jedi Academy/SWJKJA.app/Contents/KotF_2.1_SP.x86_64.app/Contents/MacOS/KotF_2.1_SP.x86_64

      Reason: image not found

    Trace/BPT trap: 5

     

     https://i.imgur.com/De6KJsG.png

    Also attached is a photo of my contents folder.

    Ok, I think I know the problem. Go to finder and press command + shift + g. You want to type your username, so my username is jd, so I would type:

     

    /Users/jd/Library/

     

     

    Inside Library create a folder called Frameworks. Next go to https://www.libsdl.org/download-2.0.php and download SDL2-2.0.7.dmg. Take the SDL2.framework file and put it into the Frameworks folder. I think that should work. 

     

     

    Don't put anything in your base. All you should have is KotF 2.1 SP, KotF 2.1 MP, and the KotF folder. 

    Odeyseis likes this
  3. Hi there. I've followed the instructions in the install guide on a mac for the steam version.

    The base folder is empty of other mods, but every time I run singleplayer it comes up with an error about my OS version compatibility. 

    I'm running OS X El Capitan 10.11.3. Is this a problem for the mod to run? If not, could there be another reason for its failure?

    Thanks in advance for any help you can give me.

    Do you have a picture of your error message? Have you tried the optional step? May you send me a picture of your contents folder? Have you installed homebrew and sdl2? 

  4. As we approach the final days of beta being released, we have encounter a slight hiccup. In order to host the KotF Multiplayer server, we need to send a linux build to Caelum. We have a 64bit linux build, but that will not do. What we need is a 32-bit compiled on Ubuntu 14.04 (or older) Is there anyone who can build a 32bit?

     

    Thank you for following the development of Knights of the Force 2.1, and may the Force be with you.

     

     

    Smoo and TicNoel501 like this
  5. Let's get started!

    First you need a map that you want in singleplayer. I am going to use the StarForge map from Shadriss.

    Once you have the map instaled in you base folder, open up Jedi Academy Multiplayer.

    Open up a solo game of the map you want in singleplayer.
    sAdNELy.png

    Once the map has started, go to About.

    a5t94YK.png

    Where it says Map Name and then is says starforge, that is what you want to write down.

     

    c6fTWPh.png

    Then go into any singleplayer map and open up the console. Type in "map (whatever you map name is)" so in my case "map starforge"

    3CMB5xJ.png

    There you go!

     

    hPEEgRa.png

    Enjoy!
     

    NFohCI7.png

  6. Hello, today I will show you how to build your openjk code on a Mac. You will need three things to build your code.

    Homebrew, which you can install right here: https://brew.sh/

    SDL2 which you can install by typing into terminal.

    brew install cmake sdl2

    OpenJK Source Code
    https://github.com/JACoders/OpenJK


    Considering that you have already edited your code you are ready to build it. I recommend putting your OpenJK-master folder (which is the name of the code folder) on your desktop.

    Open up terminal, and type

    cd

    Then press space. Drag your code into terminal and press enter.


    After each of these commands press enter.

    mkdir build
    
    cd build
    
    cmake -G "Unix Makefiles" -DUseInternalPNG=On ../

    After you typed the previous command you should see something like this.
    nwxBWGq.jpg


    Next type

    make -j4

    Press enter, and you should see something like this.
    N1ChcdI.jpg



    After it is 100% built, go into your code folder and look for a folder called build and go inside of it. Quick Note: OpenJK and OpenJK SP need their respected .dylib files. Let's start off with OpenJK.

    Inside of your build folder right click on OpenJK and press Show Package Contents.

    Then go to Contents/MacOS/ and you should see this.

    22bNbYx.png

    Create a folder called base. Now go back to your build folder and search for these names.

    m0PROtI.png

    cgamex86_64.dylib
    
    jampgamex86_64.dylib
    
    uix86_64.dylib

    Put these .dylib files in the base folder that you just made. Now right click on the base folder and press duplicate. Rename this new folder OpenJK.
    thQ6QRW.png


    Now go back to your build folder and search for:

    rd-vanilla_x86_64.dylib

    And put it along side the base folder and the OpenJK folder.
    tutorials-3382-0-82452100-1494292881.png



    Now lets do OpenJK SP

    Inside of your build folder right click on OpenJK SP and press Show Package Contents.

    Then go to: Contents/MacOS/ and you should see this.
    8iex0lF.png


    Create a new folder called OpenJK


    Now go back to your build folder and search for:

    jagamex86_64.dylib

    Put the jagamex86_64.dylib file inside of your OpenJK folder that you just made.

    Now go back to your build folder and search for:

    rdsp-vanilla_x86_64.dylib

    And put it along side the OpenJK folder.


    Finally, you are all done now just put the OpenJK, OpenJK SP, and openjkded.x86_64 into your contents folder!

    yNoEm9W.png

  7. thanks mate, BIG help ;)

     

    one last thing:

    Do you know if FirePhoenix' Knights of the Force 2.1 Alpha and the Jedi Academy: Enhanced mods work on Mac?

     

    Currently, the dev team is working on KotF SP. We have incorporated some of JKE into KotF. You can follow our progress on our discord or forums. In alpha there was no SP, so it should work with it. In Beta, KotF 2.1 will work on Mac, and JKE already has a Mac build. 

  8. Anybody got a clue?

    Make sure you have successfully installed Jedi Academy on Steam. Go to your Library, and right click on STAR WARS™ Jedi Knight - Jedi Academy™, and scroll down until you see properties then click it. As one of the tabs, press Local Files and then press Browse Local Files. Right click on Star Wars Jedi Knight: Jedi Academy, and then press Show Package Contents. After that, you should see a folder that says Contents, press it. Quick note, the Contents folder is equivalent to the GameData folder in pc. Then you can drop mods into your base folder. 

    kibasennin likes this
  9. Hello everyone, in Blender how do you change the path of the shader for the first person? I tried going to objects, and went down to custom properties but nothing is there. I select on different parts of the gun, but nothing came up that I could change. I already know how to do it for third person (.glm), but not for 1st. Thank you for your time. 

  10. @@Langerd mentioned that he made one. I think it's included in his Cloud City mod.

     

    Although I voted for the DLT-20A, I support both of them. The DLT-19 rifle would be a good replacement for the heavy repeater.

     

    I also suggest alternate fire modes for each of them. The Disruptor effect on the DLT-20A would seem out of place, so a more powerful charge blast (which should require a big chunk of ammo) would be more appropiate. And if the DLT-19 replaces the heavy repeater, the alternate fire mod (which are explosive charges) could be replaced with something that fits the weapon more. I know, EA's Battlefront isn't celebrated by every single one here, but you can't deny that the fire modes of the weapons can serve as great inspirations.

    Or you know, just code a new gun in ;) much simpler.
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