

undeadslayer
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Posts posted by undeadslayer
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11 hours ago, Circa said:
Your question only mentioned “levels” which I assume means mods, which Lucasfilm has always allowed, as long as content remains non-profit and requires the original game to function.
If you meant fan remakes, they usually strike those ahead of announcements like with the KOTOR one, so if they haven’t already then I doubt they will bother. The person behind the Force Engine project for Dark Forces is actually an advisor on this remake too which is pretty cool.
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.
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4 hours ago, Circa said:
Why would you think that?
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.
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Interesting, so does that mean that anyone who might be working on a level from this game, has to cease and desist their work?
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I want to buy JK2 from gog but I read that there are problems with running the game on Windows 10. Do You know of any sure way to make it work on this system?
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.
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Make sure your force field has a shader with surfaceparm nonsolid in it.
How can I check if the texture/shader has the nonsolid option on it?
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Sound files must be mono, and I think they have to be sampled at 44.1 KHz.
Got it, thanks.
QuoteAlso, if you are trying to make a nonsolid wall, make sure all non-visible sides of it use textures/system/nodraw. This will ensure it is always nonsolid when your map is compiled, and it will prevent the nonsolid sides from culling adjacent planes, making visible holes in the map.
So this forcefield:
With the nodraw on the other side, isn't nonsolid. Is there a specific compile option that will make this nonsolid?
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On Windows Vista and above, you have to right-click Radiant and choose "Run as administrator" or it will be unable to save map files
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?
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Radiant 1.4 might be trying to load files from another version of Radiant. Is it installed in a separate location from ever other version?
Sorry for the late reply, 1.4.0 is now the only version that is installed.
QuoteAlso, IIRC 1.4 needs to be run as administrator.
What is the IIRC?
Also shouldn't there be more misc items in this list than what is showing?
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I'm having a problem with gtkradiant 1.4. I just installed it and this is popping up:
How do I fix this?
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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.
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What string file, and what coding? I'm not sure what you're talking about.
I figured it out, don't worry about.
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What do you mean by reading a string file?
I need to be able to look at the coding in the string file with the coding intact.
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How do I make a forcefield non-solid?
What is the best way to read a string file?
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First, is Radiant set up to edit the correct game?
Radiant settings are set for jedi academy.
QuoteSecond, and I can't believe I'm actually saying this...I do not recommend anyone use Radiant 1.5. I don't know if that is causing your issue, but for now you might try NetRadiant or Radiant 1.4 and see if it persists.
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.
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What version of Radiant are you using?
I am using version 1.5.0.
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Correct, Radiant should not be doing that.
How do I fix this so this does not happen again? Any idea what might causing this to occur?
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I'm not sure how you keep doing it, but you have a func_door1 and two func_usable1 entities.
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?
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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?
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Is the a way to have the cargo container stop at a certain point, then have it begin again from that point by switch?
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From memory, I beileve a func_button entity will allow you to use an animMap shader, and it will switch from the first texture to the second when it is used.
How would I apply that shader to the texture; would it be through the entities property?
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Question, do I need write a script for a briefing menu?
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What exactly are you trying to get the door to do on the cargo container?
I'm trying to get it to do this:
Yes, it moves with the cargo container:
QuoteAll of that being said - in my opinion, the best way forward would be to go without a door on the cargo container; if you want a classic star-wars style take on it, use a nonsolid force field in place of the door.
I agree with that statement, I can always put the script for the door in later if I figure it out.
Is the a way to put a mine under a brush and have it trigger on a delay when the player gets to close to it?
Also how can I get the switch textures to change when pressed?
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Is this what you are experiencing in-game?
Yes it is. I also got another problem in radiant. Radiant thinks that path_ corner1 located else where it's not supposed to be.
Is there a way to fix this?
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Need help with single player map
in Modding Assistance
Posted
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.