Jump to content

undeadslayer

Members
  • Posts

    98
  • Joined

  • Last visited

Everything posted by undeadslayer

  1. For those who download zip yesterday ,I did just submit a fix for the missing textures in the executor level. Assuming the jkhub staff approves, you should be able to download it.
  2. As promised here is the link for the download: https://www.mediafire.com/file/6z3hbv36hpzrv2u/dfmod_2023.zip/file Happy hunting.
  3. Good morning/afternoon/evening. At the moment, all work regarding The Executor level has been completed. This will be an alpha version of the level. Some elements of the level were not possible at this time, such as some working elevators (don't worry, the ones that don't work aren't crucial to complete the level), a missing NPC that has not been rigged yet (Phase 2 Dark Trooper), a moveable cargo container (don't worry, the cargo container is still there; it just doesn't move), secret areas (you'll be able to see where they are supposed to be), and lastly, all NPCs move (only some of them will move). I plan on posting an external link to the mod sometime tomorrow since the file size is larger than 50 MB. You will be able to launch the level in the Dark Forces mod as I added the level to that PK3. Also, as an added bonus, Jereth's Robotics Facility level that was released back in 2019 will be included as well. SCREENSHOTS One last thing to the Jkhub staff members, I would like to have this level consider for mod contest.
  4. So I typed /developer1 into the console, then reloaded the level again. The script is still not firing, also I noticed something about the in-game console that I don't believe is there usually in single-player. It said: server: executor ----- Game Initialized ---------- exactly what the in game console would say if you joined a multiplayer server. Something else I noticed that is not supposed to be happening yet but is, the DF Kyle model is the player model and not Female Jaden. Here is the script from the first level of the mod: //Generated by BehavEd rem ( "startscript" ); rem ( "set up force powers and weapons" ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_ABSORB_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SIGHT_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_DRAIN_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_MELEE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BLASTER_PISTOL" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "SECBASE_OBJ1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "SECBASE_OBJ2" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "KOR1_OBJ1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "KOR1_OBJ2" ); if ( $get( FLOAT, "SET_SKILL") = 0$ ) { set ( /*@SET_TYPES*/ "SET_ARMOR", 200 ); } else ( ) { if ( $get( FLOAT, "SET_SKILL") = 1$ ) { set ( /*@SET_TYPES*/ "SET_ARMOR", 100 ); } } } affect ( "st_guard1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_IGNOREALERTS", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_VISRANGE", 512.000 ); set ( /*@SET_TYPES*/ "SET_EARSHOT", 256.000 ); set ( /*@SET_TYPES*/ "SET_NO_COMBAT_TALK", /*@BOOL_TYPES*/ "true" ); } affect ( "st_guard2", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_IGNOREALERTS", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_VISRANGE", 512.000 ); set ( /*@SET_TYPES*/ "SET_EARSHOT", 256.000 ); set ( /*@SET_TYPES*/ "SET_NO_COMBAT_TALK", /*@BOOL_TYPES*/ "true" ); } declare ( /*@DECLARE_TYPE*/ FLOAT, "elev3" ); set ( "elev3", "0" ); declare ( /*@DECLARE_TYPE*/ FLOAT, "elev4" ); set ( "elev4", "0" ); declare ( /*@DECLARE_TYPE*/ FLOAT, "elev5" ); set ( "elev5", "0" ); declare ( /*@DECLARE_TYPE*/ FLOAT, "elev2_upon" ); set ( "elev2_upon", "0" ); declare ( /*@DECLARE_TYPE*/ FLOAT, "elev2_r" ); set ( "elev2_r", "0" ); declare ( /*@DECLARE_TYPE*/ FLOAT, "rotatesecrethalf" ); set ( "rotatesecrethalf", "0" ); affect ( "gen_pipe", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ANIMFRAME", 0 ); } affect ( "fly", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" ); } affect ( "fly_hull", /*@AFFECT_TYPE*/ FLUSH ) { move (<0 0 0>, <0 0 1000>, 0 ) }
  5. I just did what you suggested no affect what so ever. Also the script has now changed: //Generated by BehavEd //$"rem"@24 set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_ABSORB_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SIGHT_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_DRAIN_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_MELEE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BLASTER_PISTOL" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BLASTER" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_THERMAL" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_REPEATER" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_DEMP2" ); print ( "/developer1" ); Would it help you to see what script the original DF Mod did?
  6. I'm having trouble getting the game to fire my script upon starting the level, it seems to ignore it. The script is supposed to remove the players force powers and give weapons. Here's what the script reads: //Generated by BehavEd rem ( "startscript" ); rem ( "set up force powers and weapons" ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_ABSORB_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SIGHT_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_DRAIN_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_MELEE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BLASTER_PISTOL" ); } Is there something wrong with script? If not the script then maybe something in the map editor. Here's how I have scriptrunner in the map editor: Any help would be appreciated.
  7. The fan remakes are exactly what I mean, their was absolutely no reason to strike the Rogue Squadron remake. If anything Squadrons played like the flight section of the more recent Battlefront games. I'm surprised they even let the guy behind the force engine on the remake project. It just seems like Disney doesn't understand Star Wars at all.
  8. Disney is no stranger to shutting down fan projects that interfered with their potential income. Three instances come to mind: 1.) Someone was trying to remake Rogue Squadron in unreal engine free of charge, they got a cease and desist from Disney then Squadrons came out shortly after that. 2.) Someone was trying to remake Episode 1 Podracer in unreal engine free of charge, Aspyr announced they were releasing a port to ps4 and Switch and they too got a cease and desist. 3.) Finally, A group of people were working on a Knights of the Old Republic remaster, Aspyr announced that they are in the works of a remaster version of that game and another cease and desist was handed out. Call me crazy but I think Disney has a problem with their Star Wars fans making better games than they do.
  9. Interesting, so does that mean that anyone who might be working on a level from this game, has to cease and desist their work?
  10. Jedi Outcast is fairly glitchy on Windows 10, but it does work. Both the Steam and the GOG version has the same issues. If you do get the game, run it compatibility mode(either of the windows xps mode). Something that is also worth mentioning is that Jedi Outcast can run through the Movie Duels Remastered, (Jedi Academy mod) almost flawlessly. Hopes this helps.
  11. How can I check if the texture/shader has the nonsolid option on it?
  12. Got it, thanks. So this forcefield: With the nodraw on the other side, isn't nonsolid. Is there a specific compile option that will make this nonsolid?
  13. Got it, thanks it's working now. Do sound files have a specific way that it needs to be other a wav format? Also is the surfacepram nonsolid something that you apply in the brush settings?
  14. Sorry for the late reply, 1.4.0 is now the only version that is installed. What is the IIRC? Also shouldn't there be more misc items in this list than what is showing?
  15. I'm having a problem with gtkradiant 1.4. I just installed it and this is popping up: How do I fix this?
  16. I've been tinkering with the original pk3 that the original team made. There are three things I've learned; 1.) the briefing menus have all been complete. 2.) The audio files for the briefings have also been completed. 3.) No matter what I do I can't sperate briefings and the audio for the executor level and have it play before the level, Operation Skyhooks briefing always plays. Whatever the original team did, the briefings have to be played in order, that means the other levels have to be done first. Let's settle this a vote: I can finish the level without the briefing or complete the other levels first. Note: if enough of these levels are completed, the all mighty Disney may shut this down. Please let me know what you think.
  17. I need to be able to look at the coding in the string file with the coding intact.
  18. How do I make a forcefield non-solid? What is the best way to read a string file?
  19. Radiant settings are set for jedi academy. I did not realize radiant 1.5 was so buggy everything I read about that version said that it was stable. I will have to install 1.4 and NetRadiant, and give those a try.
  20. How do I fix this so this does not happen again? Any idea what might causing this to occur?
  21. All I did was link the triggers to each other, radiant then changed the class name all by itself. Correct me if I'm wrong radiant should not be doing this, right?
  22. I having trouble with this door: The trigger in front of the door is supposed to read trigger_multiple but for some reason it changes to what is shown in the screenshot. Also, when in game when the player gets to close to the door it sometimes opens by itself. What am I doing wrong here?
×
×
  • Create New...