Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. Or have Anakin's limbs thrown at him and told to eat.
  2. For all we know, it's Leia or Mon Mothma.
  3. Really need to have a list of these spawnflags that do not show as options in radiant. Or, just update the entity def.
  4. Version 1.0

    228 downloads

    ******************************************* JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ******************************************* Title : Player Size Reference Author : DT File Name : DT_PSR.zip File Size : 140 KB Date Released : February 20, 2015 Description: ---------------------------------------------------------------------- Player size reference model for level designers. In MD3 format. Uses base JKA's Kyle textures. Known Bugs: None External Credits: Ravensoft for their Kyle Katarn model. Installation: ---------------------------------------------------------------------- Simply extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory. ====================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  5. That's exactly why.
  6. Only way is to detach faces you don't want to be smoothed together (smoothed together as in what it looks like now) as their own mesh object (within the same MD3). Your edges then will be sharp, though this will increase the vertex count.
  7. Everything is zipped, so the source + build is 745MB in total.
  8. The mod + source isn't available to the public anymore. It's on my dropbox still so if you're a DF2 Mod dev and you need a link to the files, let me know.
  9. I'm redoing all of my changes on a fresh copy of OpenJK. This time though: - it's on its own branch and not on the master branch. This will allow me to create new branches of OpenJK if I ever want to send up any fixes - I added all of DF2 changes under ifdef's - I set the MP compile options in cmake to be off by default instead of being on - I renamed the game library DLL from jagamex86 to df2gamex86. Still running openjk_sp.x86.exe and rdsp-vanilla though It's almost done, just need to add in the viewmodel code and shove the ladder code in another branch so it's seperate from DF2 Mod. Hopefully next time I need to rebase I won't screw it up.
  10. Yeah I know about that, it's just previously I was able to put jagame in with the exe but now it must to go in base folder. Anyways, there's nothing actually wrong with OpenJK so case closed.
  11. I've royally stuffed the rebasing. I'm deleting the repository, re-forking OpenJK & applying my changes back. :\
  12. Ok, this doesn't happen after I replace jagame dll in base. When did it move from gamedata to base folder?
  13. Oh yeah, forgot. Vanilla in SP.
  14. I compiled the latest OpenJK in Release and no Ghoul2 models appear in-game. Instead, I have their origin axis. I then compiled in Debug and now the game just hangs on trying to load the first level.
  15. Very strange, they exist and work fine on the previous code prior to the update from OpenJK.
  16. @@ensiform @@Xycaleth Hmm, what would cause this to happen when loading a map?
  17. Phew, that took forever. OpenDF2 was 241 commits behind OpenJK.....

  18. The code on github was 241 commits behind OpenJK, and has been updated.
  19. Thanks guys, updated the first post. Just waiting on one more mapper to check in.
  20. The only way I've been able to fix it is to use misc model static.
  21. @@Ramikad @@Trank @@ZeroRaven @@Lord Spook Updates on your maps please.
  22. So the African American head?
  23. Tempust85

    FPS Issue

    Maybe it's a Windows 8 issue? After all, JKA was made in a time well before the likes of tablet OS's.
  24. Tempust85

    FPS Issue

    I haven't had any issues using the latest build. I stay at 60 fps @ full HD. If anything, the game seems to run smoother now.
×
×
  • Create New...