-
Posts
1,521 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Posts posted by therfiles
-
-
Welcome to JKHub, dude!
-
Hey! That did it! Thanks very much dude! There was a missing key in one of the npcs that the game needed.
Thank you so much Yzmo!
-
No, unfortunately not. All it does is freeze the game for a sec than crash with the classic windows error message.
I really don't under stand it. I removed all the entities I added. Compiled. Worked fine.
Added them again manually while carefully tidying them up. Crashed.
All I have added were a couple navgoals, some ref_tags, info_notnulls, and 3 npcs.
Sorry for the vague description before hand. I don't even know if the COM_PushEvent has anything to do with this, but the problem still remains.
-
Hmmm...after playing around, I found that the above message doesn't appear all the time. But the map still crashes with no explanation...anything I can look for?
-
Hey guys, do you know what this means? I've been working on a single player mission for quite a while. All the sudden this appears in my console and when I try to devmap my map, it crashes. All I did was add a couple entities for some cutscenes. The map worked great before that. This is all in SP. I checked out my entities. They all looked ok.
Thanks guys
-
Ummm...I'm not an expert, but is used this thread here: http://forums.filefront.com/sw-jk3-modding-mapping-editing/193645-list-things-you-can-do-sab-file.html
And according to that I don't think so. The only values are 0, 1, 2. I really don't know much about .sabs...try reading the tread above.
Malkav likes this -
Wow! Good work! A lot of these features would be amazing to see in the game. Keep up the good work!
-
*connects to jawa server*
-
By the way, the topic should have a \ not /
Hey guys, I have a quick question for mainly the coders. I was toying around with a mod idea, but it would require many different mod directories in the gamedata folder, which would be very sloppy. So, I wondered...could I just make a folder in my gamedata folder called "testmod" and inside it a folder named "submod" that contains the mod files? Like this: gamepath\gamedata\testmod\submod\
I tried setting the fs_game useing a shortcut and it worked! But I get this message ingame in the console:
Can't use keys for values with a \(fs_game, testmod\submod)
The .pk3 still worked, because it changed the main menu and the main menu was changed upon startup, so I know it worked, but that console message spooks me.
-
Yeah, here is the old moddb page for it: http://www.moddb.com/mods/harry-potter-modification
I started to make a Harry Potter mod for SP, I had the spells all finished and everything, but I haven't gotten close to even finishing the first level, heres some screenies if you are interested: http://www.moddb.com/mods/harry-potter-and-the-battle-of-hogwarts
I've removed all the weapon models and added animations to make it look like every weapon is a spell. It really is quite cool. Unfortunately, I contacted the leader of the old Harry Potter mod, asking for and files to donate, but he said it was all lost.
-
Welcome, Mert!
Mert-K likes this -
But firefox is better...it is so customizable, and it words it's error messages VERY politely.
-
Good job, man! This is gonna be awesome!
-
Hey...these are VERY useful! Especially those add cam commands. I think the spawn command spawns an entity from radient like 'spawn misc_exploding_crate'. Unfortunately, once you spawn the entity, I cant find a way to change it's properties, like if you spawn an fx_runner you can't do anything with it because you cant give it an fxfile to use.
-
Alright, thanks eezstreet, this will be helpful.
-
Wow! Nice work, Mug!
-
Does anyone know where I can find the shader that makes the dumb red lightning effect wrap around the player in force Rage or Drain? Or maybe the protect/absorb ones?
-
Ah...was cultistcommando the other one? I always thought it had to be hard coded...people always tried to copy the cultistcommando npc and replace it with jango and cry when it didn't work. Thats pretty strange, coding to the npc name itself...could the npc theoretically be anything as long as it has the right name?
Is there anything else huge that the game neglected to finish?
Thanks again, eezstreet!
-
Interesting...could you still add ref_tags, target linkings, and keys to all your entities? SiLink, could you maybe elaborate on the technique you explained in the tutorial? It looks very promising...but difficult.
-
Unfortunatly, no.
You will need to hand me the .map file for me to write cutscenes...unless this is impossible for you, then there *may* be another way.
You see, there are script-essential entities that need to be added to the map, like cameras and such.
-
Thanks, eezstreet! If I had an effect under that name, would it run it like it's supposed to?
Any reason why some of the others (SiLink) didn't get the same effect?
Why the heck would they just leave an npc lying around?
-
Wierd...which is the logical thing for it to do...except they blow up for me.
-
Well, when your ready shoot me a PM!
Link likes this -
Hmmm...how extensive are these cutscenes? I always love some good cutscene work.
Link likes this
Starkiller the marvelous
in Introductions
Posted
Welcome!