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Posts posted by Lyo
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Wow, nice to see you again !
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Awesome... Very impressive...
Good work !
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3 hours ago, GPChannel said:
hello there
You did the menu?
Can we speak private?Hi
I did, with some credited external content like icons for exemple, thanks to them.
I try to give to Jedi Outcast, all possiblitities of the base game.
Yes we can speak, but my english isn't the best... ^^
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34 minutes ago, Lancelot said:
Ah, I didn't notice the custom game menu. I just loaded an existing savegame and tested the menus.
Okay, maybe I should add a shortcut to the map selection ingame menu ?
34 minutes ago, Lancelot said:This is like a pocket version of Knights of the Force.
It's pretty cool if the rendering approaches globally a pocket version of KotF, cause we don't box on the same ring x) They are far ahead, light years away... ^^
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Thanks for your feedback Lancelot
The purpose of this mod is to use the full potential of the basic game's possibilities. Obviously it contains a menu to select a mission, one to select an MP map in SP to use the NPC Spawner for example, etc. There are in the new game menu.
There are new small features in all menus, you can also use the arrows on ingame menu to switch into camera, npc spawner, cheats menus. Look at the screenshots to see some examples... ^^
Try them all
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Have fun, don't hesitate to give me feedback !
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New version posted ! Check for the updated version...
Enjoy
Lancelot likes this -
Personally, I use many JA maps in JO, with missing textures and correct shaders, they work well.
There are just drops of FPS per moment in some huge maps with many curves.
Artemis likes this -
Hi,
Look in the .pk3 Mod file for the folder name of the directory "models / players / [Modded_Model]".
Ingame, open the console and type "/playerModel [Modded_Model]".
Good game.
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Hi,
Developer of the 2019 reboot on consoles ?
Will the new game version be compatible with .pk3 files to modifie the game ?
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Hi,
It seems to be the coordinates of the waypoints of the map.
It's better to work on it ingame, more practical and more visual.
Some useful functions for a .cfg file or to type in the console :
seta developer 1 seta bot_wp_edit 1 bind Q bot_wp_add bind E bot_wp_rem bind R bot_wp_save
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Using external content is fine, but you have to take their license seriously. All files on our site show either "Can be used without permission as long as credit to the author is given" or "Cannot be used without permission." Part of our job is to verify that you have permission to use that content, otherwise the author could come along and demand their content be removed from your mod, because it's technically stealing at that point. And obviously we make mistakes and miss things sometimes, especially when people nag at us to speed up the approval process. (not saying you are nagging specifically, but it's a very common thing).
Also, combining a ton of mods into one big mod is looked down upon to other modders, because once you do that, you suddenly take responsibility for mods you did not create, in the eyes of the player. Not a big deal in some cases, but it leaves a bad taste in the mouths of modders because at that point you can somewhat take ownership of mods you didn't create. I understand it's more convenient to combine mods to make it easier for players to install, but at the same time, downloading a few zip files isn't the worst thing. Plus people have more freedom to pick and choose what they want if it's not combined.
Thanks for your answer.
So, take your time for verify the Mods, no problems. I just did not understand why there was no more Mods uploaded since somes days ^^ I just hope it will be released cause there is not many Mods for Jedi Outcast... :/ I prefer this gameplay to Jedi Academy, and I would like to see more Mods for Jedi Outcast, and there are many content from Jedi Academy that can works easily with a fast conversion, like models and maps.
My Menu Mods, was the first part of the redone of Jedi Outcast.
I hope one day upload all the maps and models from movies converted from Jedi Academy, with some improvements in shaders and textures, with all credits to originals authors if its needed without me if its necessary for better visibility from originals authors ^^
KotF is perceived as a steal of works from originals authors of many contents ?
In a big pack, I can correct shaders wich make the game crash when we are in custom resolution, with one by one, some mods will make the game crash...
(I hope my english can be understood
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Hi Circa
I credited all external content made by other people in the credits esction, like HD fonts, small icons used, etc.
Some parts of this content was used in others Jedi Academy Mods, like Jedi Knight Enhanced, but this time for Jedi Outcast, so I thought that was a content we could use, cause it's hard to ask permission to authors who aren't active yet...
If external content can't really be used, I can remove it and replace it by a content I can try to make myself... But for pictures, this is not my strong point...
I pref "Scripting" than make pictures... ^^
I take this opportunity to ask if it is impossible to post a lot of Jedi Academy content that I have converted on Jedi Outcast in a big pack like KotF for my own use, which could be used by other people. (Models, Maps, Weapons, Effects...)
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I don't understand too ^^ I posted a Mod, and after a few days, it has still not been treated by moderation team...
I hope an answer here ^^
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Hi everybody
Time to play to Jedi Outcast !
Jedi Outcast Expanded Menu
Complete new menu for Star Wars Jedi Outcast.
Some new features :
- New NPC Spawner menu
- New camera menu
- New cheats menu
- New mission select menu
- New map select menu
- New game HUD
- New unlocked setting options
- New high quality fonts
- New high quality icons
- New music and sounds
- Multiples languages
- Dismemberment unlocked
- Cheats unlocked
- Best settings selected
- Controlable NPC, selectable lightsaber color, crosshair, movement speed, etc.
- And more...
https://www.moddb.com/mods/jedi-outcast-expanded-menu
Stoiss, Dark_Reaper, dg1995 and 4 others like this -
Take a screenshot of the issue.
Do you mean you renamed the JK3 bones so they match the Outcast ones? Which software was used? If it's a compatibility issue with new bones vs. old bones, there's a mod that will load JA models into JO without the need to modify anything, at least that's what i've been told.
Hi Psyk0Sith, it's an honor to talk to you, I see tour name everywhere in modding universe of Jedi Knight since many years, and now I can talk to you ^^ (I have some Models from you
)
So, I used Blender for converte Models from JA to JO. I renamed the tag bone specific to JA (lhang_tag_bone), the "stupid triangle" is correctly placed now, but I think this triangle have 1 of their 3 angles wich need a good direction, else the Model will point the wrong direction with his weapons, hands, arms...
I already watched the Mod for use JA Models in JO, but for the games we want to do with my friends, we want just the game play of Jedi Outcast with some new features like content of ForceMod II (with no more conflicting Mods), and all Maps and Models from movies for doing RP. A ModPack like KoTF so.
It could be a problem with how the tags are weighted to the wrong hand bones.I think too, but I don't know to do this I think, I can rotate the triangle, but more... I touch everything, but I do not know everything
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Thanks Kylo for your answers
Nobody else can help me ? Please
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Its strange, because last time I have play the Bots was talking... I changed nothing.
Thanks for your answers
But, do you know something about this ?
I take this opportunity to ask this question too, all Models I converted works fine, but there are 2-3 wich make me rage cause all the triangle in the .glm aren't in the good position I think, and the Models won't aim in front of, but they watch behind while walking in front... How I can do for a good conversion ? I already changed the wrong bone in the skeleton... -
I did it too ^^
I searched CVAR too, but impossible...
I feel lonely in my local mp game ^^
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I tried too, its same, i have put 9 cause in the exemple.jkb they say a number between 1 - 10, 10 the max... So ? :/
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Thanks for the answer, but I wanted to say "Talk" in the chat section ^^ Not audio, I want the Bot write what I placed in the BotFile.
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Hi everybody !
Firstly I'm French, my english can be a little strange or totally bad, but I try to do my best.
I follow this website since many years, but I never posted something, so its my first post here.
I'm a big fan of Jedi Knight Series, but its Jedi Outcast wich make me still play in 2018, for many thing, like its saber gameplay for exemple.
So, my problem now ^^
I'm doing a Mods Pack like KotF for me and my friends, but for Jedi Outcast. I converted many Models/Maps from Jedi Academy to Jedi Outcast. Now, I want to make my Bots talks, some years ago my bots was talking fine, but now, they don't want to say one word... I have searched in CVAR, JKB, but still impossible...
Here, a BotFile :
// Soldat GeneralBotInfo { reflex 1000 accuracy 50 turnspeed 0.01 turnspeed_combat 0.05 maxturn 150 perfectaim 0 chatability 1 chatfrequency 9 hatelevel 3 camper 1 saberspecialist 0 forceinfo 7-2-010000000000000000 } BotWeaponWeights { WP_STUN_BATON 1 WP_SABER 1 WP_BRYAR_PISTOL 10 WP_BLASTER 50 WP_DISRUPTOR 11 WP_BOWCASTER 12 WP_REPEATER 13 WP_DEMP2 14 WP_FLECHETTE 15 WP_ROCKET_LAUNCHER 16 WP_THERMAL 17 WP_TRIP_MINE 0 WP_DET_PACK 0 } EmotionalAttachments { Tavion 2 } BEGIN_CHAT_GROUPS Died { Test ! } Killed { Test ! } Hatred { Test ! } BelovedKilled { Test ! } KilledHatedOne { Test ! } KilledOnPurposeByLove { Test ! } GeneralGreetings { Test ! } ResponseGreetings { Test ! } OrderAccepted { Test ! }
I already tried many thing on it...
I take this opportunity to ask this question too, all Models I converted works fine, but there are 2-3 wich make me rage cause all the triangle in the .glm aren't in the good position I think, and the Models won't aim in front of, but they watch behind while walking in front... How I can do for a good conversion ? I already changed the wrong bone in the skeleton...
Thanks guys !
Jedi Outcast Expanded Menu
in WIPs, Teasers & Releases
Posted
New updated version on ModDB !
JK2MV compatibility, bugs fix, etc...