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The New Order

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  1. 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. Once the map has started, go to About. Where it says Map Name and then is says starforge, that is what you want to write down. 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" There you go! Enjoy!
  2. 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. Once the map has started, go to About. Where it says Map Name and then is says starforge, that is what you want to write down. 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" There you go! Enjoy!
  3. 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 sdl2OpenJK 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 cdThen 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. Next type make -j4Press enter, and you should see something like this. 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. Create a folder called base. Now go back to your build folder and search for these names. cgamex86_64.dylib jampgamex86_64.dylib uix86_64.dylibPut 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. Now go back to your build folder and search for: rd-vanilla_x86_64.dylibAnd put it along side the base folder and the OpenJK folder. 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. Create a new folder called OpenJK Now go back to your build folder and search for: jagamex86_64.dylibPut 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.dylibAnd 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!
  4. 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. Next type make -j4 Press enter, and you should see something like this. 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. Create a folder called base. Now go back to your build folder and search for these names. 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. 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. 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. 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!
  5. 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.
  6. 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.
  7. Do you have JA on Steam or the App Store?
  8. I have a clean version of OpenJK with SFX Sabers all you have to do is build it on your os. https://github.com/The-New-Order/OpenJK/tree/SFX-Sabers
  9. Hey thanks for responding, I will test it out, and see if it works!
  10. 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.
  11. @Langerd Your model of the DLT-20A, in my opinion, is a lot better then the one from Movie Battles 2! Nice work!
  12. There is none, I don't think. Luckily for you, I made it for you. Keep in mind this model is not mine, and belongs to Movie Battles 2. https://drive.google.com/uc?authuser=0&id=0ByZRnqFL_fUwaUhRcTYyQ0FTbjQ&export=download
  13. For me, the dlt-19 is a really kick ass gun. I like the dlt-20a, but it's already been made, so my vote goes to the dlt-19.
  14. The dlt-20 and the dlt-18 have already been made, but the dlt-19 hasn't. If you can make it, that would be awesome!
  15. @@Corto In my opinion, if you are going to make a new gun you should make the dlt-19.
  16. The saber menu issue is common, and can't really be fixed. Try using OpenJK to fix your other issue. https://builds.openjk.org/
  17. Taking a break from this mod, and working with the KotF coding team.
  18. We don't want to release a product that would make our mod look sloppy. I agree with Linken it would be a cool easter egg.
  19. Like @@Lancelot said, just be respectful of other people around you, and don't be annoying because it ruins the fun for everyone else.
  20. There is no weapons.dat for mp, however there is bg_weapons.c which is kinda like the weapons.dat. Look at eez's tutorial: https://jkhub.org/tutorials/article/131-how-to-create-a-new-weapon-mp/
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