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Futuza

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Everything posted by Futuza

  1. Hey, just wanted to mention that if you need to record stuff you can use OBS for free and it won't add a text logo overlay and will probably result in higher quality recordings than bandicam will.
  2. Kinda wondering if an unofficial patch/mod for JKA would be a good idea, I feel like there's enough small little things like this to probably justify making one at some point that just throws it all together for newbies. A lot of projects like that end up dying though so I'm not sure its worth the effort.
  3. That's unfortunate, guess there'll always be dicks wherever there are vulnerabilities. I think the rancor bit is a bit funny at least, had some good times having everyone team up to kill rancors on pc, but yeah screwing with your game is unfortunate.
  4. Personally, I wouldn't recommend depriving yourself of the fun experience of beating the game the way it was designed to be, but if you insist you could do a couple of things to make Desaan a wimp. The most straight forward to what you're asking is to edit his npc file. You can find a tutorial about how to do this here (note might vary slighty as this is for JKA not Outcast, but its basically the same format): Note, that you probably want to make a seperate pk3 to store the modified Desaan .npc in, so as to not overwrite the original gamefiles permanently. The easiest way to make him a scrub is change his health value to 1hp, but have fun trying out all the new stuff. You could change his class, or lower his accuracy, aggression, etc. Keep in mind doing this will probably mess up your save file, so don't mod until you have a backup save.
  5. I'm not much a fan of the code bracket coloring, it's very hard to read. #define MOO COW //Consider the following: void SomeFunc(int x) { if("COW" == MOO) return; else SomeFunc(x); } The blue and purples have a pretty bad contrast. If the colors were lightened a bit it'd be a lot better, it looks like these were designed for light theme not dark. (My favorite dark theme color code is probably vscode's default if you need some inspiration).
  6. I know Discord integration was kinda popular on this poll, and now that JKHub 2.0 is basically here, I thought I'd mention that WidgetBot is a thing that exists. I use it for JKG's announcement feed, but it can do a lot more (such as an iframe with a the integrated Discord inside of it). Not necessarily sure such a thing is necessary/fits, but just wanted to let you know that that's an option that is free (though they do have a patreon that let's you get early access to the next version and do more customization etc).
  7. Just to be clear, I totally think it's fine to use clip brushes when you have some sort of object/thing that physically appears to block the way. For example, in the poorly drawn map below, you have some spikey rocks that are covered by a clip brush preventing the player from actually moving past them. But yeah Buoy's should work great with the fish, I was thinking something like this, but that works too. Heck even map edges like water that just plummets off the edge of a flat earth might also be interesting. Like this.
  8. What I would suggest when it comes to map borders, if it isn't too much work (granted that clips are way easier and less time consuming), is creating natural borders that fit within the map itself to prevent you from going further. There's a couple of things you could do with an island map. Consider some examples: a strong current in the water that pulls players who go too far out into a whirlpool which kills them, piranhas that kill people (an area full of fish that do more and more damage if you don't leave it), jagged rocks that are too steep to navigate, trees/buildings/kelp that block the path, etc. It's fine to use the clips, so long as you justify not being able to move past it with something physical/real. One of my map pet peeves is invisible walls.
  9. I've never noticed this before, this looks super cool. Commenting so I remember to try it.
  10. Some people just don't appreciate comedy. Maybe it'll get some more love it if I update it so that Rosh has no original lines left, but I gotta finish the next version of JKG first.
  11. Was wondering if anyone was interested in adding new tutorials to this guide? Especially for the missing ones (such as the whole Level Distribution section). I could maybe write something, but I'm not much of a mapper so you'd all probably get a bunch of MS Paint pictures to explain the concept. (Will the real mappers please stand up, please stand up?)
  12. Excellent start to this map, the layout looks great and I'm excited to see what the finished textures and lighting will look like when you're through. Also, guess you got started for the Summer contest early with that horizon blend map eh?
  13. Hooray JKHub 2.0 is finally here! I really love the new home page, so much better especially with the getting started section! Also looking forward to what people submit for the Summer contest, I really want to see someone make a good tropic beach map. A piece of Lehon would be really cool eh?
  14. Just wanted to add that if you need more technical details for any of the menu stuff not covered in the basic tutorial, JKA's menus are basically identical to the one's listed in the Quake III documentation located here.
  15. Hi Stark, sorry it took so long for me to notice your posts (I don't check the forums very often). There are a few servers available, but usually the best way to try out the mod is to join the discord and set up a match with other people. The community isn't super active at the moment, so we don't have players 24/7 like some of the other larger mods, but there are still a lot of other people that want to play - you just need to arrange a time. I'd suggest joining the discord and joining the 481st group and trying to setup a match with some of those players (there are about 30+ of them that are down to play as often as possible). We'll have a larger announcement within the next two weeks which will probably also involve some official community scrimmages. If you want to setup a server, it works fairly similar to a baseJ KA server, but if you need help with anything feel free to ask. Don't forget the basic stuff like opening up ports, setting up your cfg file, etc.
  16. Hey @STARK NPCs are basically partially disabled in Phase 1, some of the old lua scripts, such as the jkg_arena_tatooine one no longer work because a lot of the lua functionality has changed a lot since that script was written. You can spawn NPCs directly via console, via `npc spawn npcname`, but most of the npc behavior has been disabled since they aren't complete yet (for example we haven't hooked up NPCs to the JKG Weapon system yet so they don't know how to use the new items). JKG_Arena_Tatooine is also an old map that has been replaced by newer ones. Anyway, some of these things we have actually been working on in preparation for Phase 2, but it'll be sometime before they're ready for release. Our focus is mainly on getting the next version (v1.3.23) out first, however I may have a bit of a teaser available soon in regard to dialogue and using NPCs in otherways other than as shopkeepers. Also if you want more up to date information or have further questions, you'll be better off asking on the Discord as I only infrequently check the forums.
  17. I really really want to put this in JKG and make it some sort of awful npc boss, but need to do so much more AI code It's really great though Chalk!
  18. Futuza

    Calodan

    You should make a night version!
    Wish more servers played with these maps, as there are some cool/fun ones.
  19. While this has been available in beta test for a while, we've released the second map pack here on JKHub. Enjoy!
  20. 321 downloads

    This is the second map bundle released for Jedi Knight Galaxies, you will need JKG installed first in order to play. (The second can be found here.) The bundle currently contains three maps: jkg_jawa_fortress - A Yzmo map, a complex canyon fortress located on Tatooine. jkg_mos_eisley_arena - A MaceMadunusus map, a small dueling arena located within Mos Eisley. jkg_imperialbase - A Noodle map, a small Imperial installation currently under attack by rebel forces. Also includes jkg_imperialbasectf for capture the flag versions. Assets are available to use in your own projects, provided that you credit Jedi Knight Galaxies Team (or JKG Team) and the developer(s) who made the asset. You must also follow any rules with other project's we have included in JKG's map assets, for example the kotor model bundle included in taris horizons cannot be used, without following Inyri Forge's instructions. Details for these included 3rd party assets can be found in the readme of the associated pk3 (if any). If you use JKG assets, a link back to https://www.jkgalaxies.net is also appreciated. For more information about JKG, visit: https://www.jkgalaxies.net/about.html ===================== Install Instructions ===================== To install unzip the archive with the containing pk3's and copy and paste them into your JKG directory, (the same place your zz_jkg_asset files are). ===================== JKG Team & Contributors BlasTech, BobaFett, DarthFutuza, Deathspike, Didz, eezstreet, Jake, MaceCrusherMadunusus, Noodle, Pande, Raz0r, Resuru, Sareth, Silverfang, Stoiss, UniqueOne, Xycaleth, et al. ================================================================================== JEDI KNIGHT GALAXIES AND ITS CONTENTS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, DISNEY, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & (c) LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. JEDI KNIGHT GALAXIES 2020 ==================================================================================
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