-
Posts
1,521 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by therfiles
-
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.
-
Anyone here from the old Harry Potter-modteam?
therfiles replied to afi's topic in General Modding Discussions
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!
-
But firefox is better...it is so customizable, and it words it's error messages VERY politely.
-
Hmmmm....It crashes instantly for me...says LoadLibrary("C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData/jagamex86.dll") failed ...reason: 'This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem. ' ----- CL_Shutdown ----- Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...shutting down QGL ...unloading OpenGL DLL ----------------------- Shutting down cmShaderTable ..... Couldn't load game
-
Good job, man! This is gonna be awesome!
-
Lesser known JA Commands (SP)
therfiles replied to eezstreet's topic in Jedi Knight General Discussions
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!
-
Hmmm...how extensive are these cutscenes? I always love some good cutscene work.
-
I don't think so...I think that determines what sound files to use for the npc....snd is for generic sounds, sndcombat is for combat sounds, and sndjedi is for jedi sounds.
-
Hey there guys! I have a quick question for anyone who knows the answer... What makes the 'cultist_destroyer' npc so special? Try spawning it in-game and it will use force rage, and then make a radius of death around it, killing everyone in the radius. But when you edit the .npc file, it looks like any old npc file. There is no special class the npc was given, yet it acts strangly in-game...different the regular npcs...here is the npc file: cultist_destroyer { playerModel cultist customSkin red weapon WP_MELEE FP_LEVITATION 3 rank ltcomm reactions 1 aim 1 move 1 aggression 5 evasion 1 intelligence 1 hfov 120 vfov 120 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_REBORN snd cultist3 sndcombat cultist3 sndjedi cultist3 yawSpeed 60 walkSpeed 72 runSpeed 230 health 100 dismemberProbHead 0 dismemberProbArms 20 dismemberProbLegs 0 dismemberProbHands 30 dismemberProbWaist 0 } It looks like any old npc...what makes it special?
-