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Everything posted by Futuza
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So he has like a battle arena thing in it. This thing
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If you have Steam, you might try using that as a clean install to see if it works like that.
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Which version of JA are you using, Steam or CD?
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Check out what szicovii did with his midgarv3 map in the battle arena.
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So the error your getting indicates that your chatstyle file has an error in it. It's near the end of the file and most likely you are just missing a brace or have an extra one. Try and open it in a text editor such as notepad++ and see if you can spot the error.
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Yes, but pathfinding might need some improvements to make sure they get to the right place and don't just stand behind the wall doing nothing after they spawn.
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^^Seriously. This is what JKE is. Contribute to that instead. Besides how you going to get Tim's permission to mod his mod?
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Looks good but should probably at least use 1080p.
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Just open client in non-fullscreen mode with gigantic resolution and then take screenshot?
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jaMME avi output is broken.
Futuza replied to FletcherTime's topic in jaMME [Jedi Academy Movie Maker's Edition]
You might also want to try VLC media player because Windows Media Player plug-ins and codecs have a bunch of problems. Maybe also post the actual avi file that's giving you problems. -
I just want to point out that this kind of image wouldn't fit the contest rules because it doesn't contain anything about the Jedi Knight series. Also having words on our background is not a good idea...
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Bespin Cloud City Vader SP Mission - WIP
Futuza replied to Langerd's topic in WIPs, Teasers & Releases
Lol that ugnaught made me laugh pretty hard. Have a bad hair day? -
It accepts, with a warning, some additional shader comments - which previously worked due to parsing bugs. Eg: ########
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As long as you don't redistribute the model and just keep it for personal use it's probably fine. Though I'm kind of surprised I couldn't find a Shrek skin made by someone else on mrwonko's mirror.
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I think the effect, at least for the bubbles might still be a bit too severe. Force Push/Pull seems fine though.
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I mean, you don't care if I port your models as long as I explain to people who I share my ported models with what parts on them you made, right? Especially if I ask for permission before publishing it?
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@ChalklYneI think the issue you're talking about is not porting itself, but lack of accreditation and stealing other peoples work.
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You should be able to run this from the command line or a batch file: openjk.x86.exe +set fs_game "MODNAME" +set r_mode -2 This will work with any openjk based mod. It will set the screen size to your current desktop's resolution. In the even that your mod uses the regular old jamp.exe it should look like this: jamp.exe +set fs_game "MODNAME" +set r_mode -1 + set r_customWidth "1920" + set r_customHeight "1080" Just change the customWidth and customHeight numbers to match what you want.
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The case I'm unsure about is when they take Cortana's head ripped from Halo 4 and then stick it on their own body, and then say "Oh hai, here is a chick I made, I used Cortana's head." Then I'm kind of like...well it's sort of original...but you still stole the head...ehhhhh
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Well I think it depends on how we're using the term "ported". If someone does something like say, takes DT85's stormtrooper model (he's granted people permission to do this), increases the chest plate to make room for boobs, then removes the helmet head and replaces it with a head of a model they made of Taylor Swift and then puts it up and says "Oi, I made this (and used DT's stormtrooper as the base)". Its all good. If we're talking something like.... "Oh hai, here is Master Chief that I ripped from Halo 3 and weighted for y'all and converted for JKA" That's a no no and doesn't belong at all.
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Welcome to the Hub. Got any specific ideas for a type of weapon you want to try making first?
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So with over heal, basically consumables or skills such as force heal, can heal past 100% of your HP - if I have 100hp, I can be overhealed to 115hp etc. I also still think kamikaze could be useful with considerable buffing, but I agree as originally described is pretty garbage. Maybe something like grenades do 25% less damage to yourself and 50% less damage to allies, and 20% extra damage when you overcook grenades? I think more than one team boosting skill is probably fine as long as the abilities are considerably different and don't really stack with other group boosting skills. I agree Group Morale is underpowered as described above. Also maybe some sort of player interaction based skills are for the better, say like maybe a skill that helps train newbies or requires two different players with synergizing skills that aren't effective alone but are potent when both are using their skills together. Basically skills that encourage player interaction should be encouraged. Grenadier (3 Ranks) - Your grenades have a 10/15/25% chance of causing a stun effect to enemies caught in a grenades blast radius, the stun effect occurs in addition to the grenades own specific effects (eg: plasma grenades burn and have a chance of stunning). In addition, your grenades will not stun allies and do 5/10/15% less damage to allies. Under-Fire Sense (2 Ranks) - When you are with nearby allies (20 meter radius), you share attack information. eg: If Bob is fired at to the left and his red damage indicator, shows the shot came from his left side, the rest of his allies who have the Fire Sense skill also receive some sort of indicator of the direction the shot originated from. In this example, Bob does not need to have Under-Fire Sense, but any allies who want to glean info from the shots he is taking must have it. At second rank, the range increases and the information about the shot increases (more accurate instead of a broad general direction). Shots that kill allies, do not give you any info (eg: Bob is sniped with a headshot and dies, no one can tell where it came from).
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I really like what you got so far for the leader tree, @@eezstreet. As some suggestions for skills, which have yet to be assigned to a tree or organized: Combat Training (3 Ranks): You experience 10/20/30% less screen shake and are 10/20/30% more accurate after taking damage. The buff lasts for 30 seconds, unless you again take damage, in which case it refreshes. In addition at max rank (3), you also gain a 3% movement speed increase during combat. Marathon Training (2 Ranks): As long as you do not take damage you have an increased movement speed and sprint speed of 8/15%. If you take damage, your movement speed returns to normal for 5 seconds. Taking additional damage will restart the 5 second timer. Over Heal (2 Ranks): At rank one you may increase your current hp, by 5% of your max hp value. At rank two you may increase it up to 15%. The extra hp, remains with you for 30 seconds before gradually reducing back to your normal max hp. Bayonet Training (4 Ranks): At first rank, you gain an additional skill which will let you strike out with any non-pistol weapon and do melee damage. The melee attack is close range and only does a small amount of damage. At rank two, you do additional damage and have a slightly longer range. At rank three you do increased damage, and a hit opponent will be knocked back. At max rank the damage and range increase and you have a 15% chance of stunning the opponent after a knockback. The cool down for successive melee attacks is also decreased. Endurance Hardening (3 Ranks): You take 3/4/5% overall less damage as if you were wearing armor. Group Morale (2 Ranks): Whenever you are in combat with at least 2 nearby allies, you and your allies do 1/2% more damage and have increased movement/sprint speed of 2/4%. Force Points also drain at a 10% reduced rate. You must be within a 20 meter radius of allies to receive the buff. Kamikaze(2 Ranks): You do 20% more damage to enemies with grenades that are overcooked and explode in your hand and 10% less damage to nearby allies affected by the blast. At rank 2, this effect is also applied to concussive weapons (such as rockets) and trip mines which damage you and an enemy. Grenades also no longer have to be held in your hand as long as you are damaged. Engineer's Knack (5 Ranks): When you repair structures you use 10/20/30/40/50% less resources to do so. At max rank you also perform repairs 10% faster.