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Posts posted by Mog
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Welcome back. Be sure to check out the JK3 source code to help your progress, it's out now.
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Anything with the words Jedi Academy Community, JKA, JKA Mods and/or JKA Files (Though JK3Files is still the most popular search term).
Ironically, whenever I do a search on things like JKA Scripts....my blog is usually one of the first 5 that shows up.....mainly because of my article on scripts....
The best bet in bringing new players is undoubtedly through Steam...as we can reach out to more players in the Steam community.
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HOLY SHIT!
This is going to revive this game in ways we can't possibly fathom.
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"OH MY GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAD!"
Holy shit! It actually happened! It's amazing what LA's departure can do for us.
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Bump
This is probably a dumb question, but would porting a game engine to iPad/Android require very extensive coding knowledge/experience? I'm thinking of getting a Google Nexus 7 to start learning how to code Android apps (yes, I do have an iPad and I'd rather code for that but I have no Mac. The cheapest one is $600) and I would be interested in porting iojamp to Android. Obviously I need to be reasonably comfortable with the coding languages before I would start working on it, but even then would porting require me to be a code wiz? I guess if anyone could do it though, porting would be a lot more common.
I would assume that you would have to know alot on coding before attempting this. Also, you would most likely have to convert the original code into a readable language for mobile apps.
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I had the disks long ago...and still do. However they are scratched beyond repair..so I use ISO images to play the game.
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BobaFett isn't an idiot, he probably put protection against stuff like that.
I can tell you how to make a join message from cgame though.
That sounds like a healthy alternate to decoding the dll files.
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Mog, ur gonna have to QSO with Boba fett to get perms for his KT code
Assuming that I can even get a hold of Boba....he's been inactive for quite awhile.
If you're playing ja+ there's a text file called autoreplier in the japlus folder to edit the normal autojoin text that appears. Otherwise yeah, if it's to edit the UU info that appears then do what Kel'ariy said
Have you tried looking at the ingame UU menu for anything?
I don't think the you can modify the !about message through UU itself.
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I wish to personize my own UU files to display a custom auto join message...you know, the same message that displays when you type in !about. Now....all I need to know is where that is stored in the UU directory so that I can open it.
By UU...I mean Ultra Utility...the kill tracker.
BTW, I'm not releasing anything....I just want to know for my own use.
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Well....isn't that....interesting.
*leaves room*
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I've done some minor clean up...so I'll pick up the pace and tend to those gardens
*Insert joke about FF11 here*
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I do not have a pug mod....I do however have a German Sheppard mod.
Omicron likes this -
Because only Raven has ModViews sourcecode.
Are we in a position to get those source codes if we ask them in a nicely?
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It sounds possible....I don't use ModView that often, so I can't really say.
If it doesn't...why not make an update that allows it?
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Ran it without UU, still crashes.
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I've been working on a small project for the past few days now, it's basically a script that translates "English Only blah blah blah" into 6 languages. The script works fine, that isn't the issue. The problem is that whenever I attempt to open the console, the game crashes. I have no idea why this happens.
Here's the script:
// Universal Translator Script// Created by Mog// Translates "English Only" to 6 common langages of JKA// Do not copy this script without proper permission, under penalty of airhumping.// The Proposal/Bindsbind , "vstr prv_mmsg" // Previous Messagebind . "vstr nxt_mmsg" // Next Messagebind - "vstr exe_mmsg" // Say the Message// The Conference/Command Listseta Msg_1 "echo ^7French; set exe_mmsg say ^7S'il vous plaît parler anglais sur ce serveur.; set prv_mmsg vstr Msg_6; set nxt_mmsg vstr Msg_2"seta Msg_2 "echo ^7Polish; set exe_mmsg say ^7Prosze mówic po angielsku na tym serwerze.; set prv_mmsg vstr Msg_1; set nxt_mmsg vstr Msg_3"seta Msg_3 "echo ^7Russian; set exe_mmsg say ^7Pozhaluysta, govoryat na angliyskom yazyke na etom servere.; set prv_mmsg vstr Msg_2; set nxt_mmsg vstr Msg_4"seta Msg_4 "echo ^7German; set exe_mmsg say ^7Bitte sprechen Sie auf diesem Server Englisch.; set prv_mmsg vstr Msg_3; set nxt_mmsg vstr Msg_5"seta Msg_5 "echo ^7Italian; set exe_mmsg say ^7Si prega di parlare inglese su questo server.; set prv_mmsg vstr Msg_4; set nxt_mmsg vstr Msg_6"seta Msg_6 "echo ^7Spanish; set exe_mmsg say ^7Hable Inglés en este servidor.; set prv_mmsg vstr Msg_5; set nxt_mmsg vstr Msg_1"// The Handshake/Initiationset prv_mmsg "vstr Msg_6"set nxt_mmsg "vstr Msg_2"set exe_mmsg "vstr Msg_1"The script is located in the base folder. Also, I'm running JA+ with JA++.Like I said earlier, the script works just fine...so long as I execute it in the main menu.....any time I try to execute the script in game or just try to go into the console while it's active....I crash. If I remove the script from the base folder, the crashes stop.I would really like this issue to be solved as soon as possible, as I would wish to have this file made ready for use by the weekend, if possible.Mog -
This looks pretty good! It does has some similarities to the MB2 Boba, but very little.
Mandalorian likes this -
Welcome to the Hub.
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Welcome to the Hub.
Mandalorian likes this -
Welcome to the Hub.
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I don't see an issue with the saber lengths. Then again, I don't pay much attention to the saber dimensions.
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Doesn't JKA use a specific colour for transparancy and/or shader?
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Now all we need is a complete list of multiplayer only commands.
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Welcome to the Hub...and to the JKA community!