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therfiles

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Everything posted by therfiles

  1. Ok, I'll fix that. I wasn't quite sure which one you wanted (The broken link referenced the JKA one!) EDIT: Sorry about that, it should work now!
  2. @@DarthDementous Personally, I'd use IrocJeff's method. I've done something similar many times, in fact, JA single player uses it. I usually set their state to BS_CINEMATIC and make them invinscible, and also edit some other set_types so other NPCs won't start shooting the "dead" npc.
  3. Hey there! Thanks for telling us that the file is broken! On the bottom, right hand side, there is a button saying "Is this file broken?". Please press that in the future and write a quick report. That file has been flagged and I'll see what we can do! Thanks. EDIT: @@Apprentice: The file is now fixed! Thanks again.
  4. Is there something specific you are looking for? A map or model? Or do you need the whole thing (over 2GB!)?
  5. Ok, so ran into a roadblock today. Turns out, there is an arbritrary limit on itemDef (buttons, text, etc) of 150, which I blew past a long time ago. So, I'm trying to figure out a way to successfully layer 2 menus on top of each other, so it seems like one seamless menu, with a limit of 300. Wish me luck. A lot of silly things are just going wrong!
  6. Thanks for the support guys! Unfortunatly, it looks like I'm going to have to do a page 1 page 2 kinda thing, because there simply isn't enough room! By the way, my planned features for basic mode are: Spawn NPCsKill NPCsControl NPCsFreeze NPCsSpawn Items and EntitiesSet NPC as Playermodel
  7. Phew! This is proving to be my most ambitious project yet! I've got a crazy bunch done but a heck of a lot to code. I think there's about 2500 lines of UI code so far...and thats only about 1 of the 5 function I plan to offer in basic mode...that doesn't even include advanced! Still, it's really cool to see this take shape! Thoughts? The arrows by the category allow the user to collapse and hide all the respective NPCs, for a cleaner menu.
  8. Still working on this...screenshots soon!
  9. Went on just today! Pretty nice server! Perhaps RTV may be better than a 25 round cycle? Just a suggestion! @@Circa, DOTF is one of the most perfected maps in MB2 (in terms of layout and playability, and my opinoin) so many servers just play it 24/7, rather than using the multitudes of maps included with the mod.
  10. Hm...humor me for a sec, Ent. What if you removed Boba's antennae and straightened the arrow thing on the top so it looks similar to the Quake award? Just curious.
  11. Yeah, no holes looks the best!
  12. I'm a fan of the current capture reward. It's really neat!
  13. I personally love the one with Darth Vader. It really incorporated the original design nicely.
  14. Great work! Can't wait to see your stuff! Thanks for releasing it!
  15. People can play as whoever they want in MP, as long as they have a properly weighted model of them. Its your way of customizing your character.
  16. When planning a large project like this, don't just find one part of the mod you can't do and let that stop you. Do what you can, become a pioneer, get people interested, and the pieces will fall into place if you become a strong, driven leader! Again, SP levels take a lot of work to perfect. As a modder, you go through shifts of motivation and such, so even making one level with the level of perfection and polish that I would like simply takes a LONG time. While we hate to discourage you, we just want you to realize what an ambitious project this is. Why don't you figure everything out, learn a couple more basic skills, and prepare a presentation to get people interested.
  17. Sure...we could tweak some scripts to change some things up. How would these new missions contribute to the story? Any ideas?
  18. Doesn't cameradamp affect how closely the crosshair moves with player movement? If I remember right, 1 was really tight, 0 was loose...could be wrong.
  19. I had a WIP map that I could potentially make into a new JKA level...
  20. I know there was a camera menu made by MrX for MP. I'm not sure of the name, but I used it to help create CamSP.
  21. Very neat! Quick question: couldn't something similar be achieved by just adding the camera shader to the image and then applying that to the terminal screen? You can then use func_wall (or is it func_fields?) to toggle them on or off.
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