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Apprentice

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Everything posted by Apprentice

  1. Interesting, although it doesn't support my preferred method of payment (iDEAL) . . . ?
  2. 1) I suggest that you do take the time to make it. You should make a all in one installer so people don't have to hassle with installing this mod. People generally don't want to hassle with anything and only experienced people know their way around. 2) I mean in the options menu. It only displays original 4:3 resolutions and not additional 16:9 and 16:10 resolutions but that could be an OpenJK thing, as I don't see them listed there as well. JK2MV does natively support widescreen resolutions and with console command, I can get them to work as well but that is not the way you should approach it. Maybe your own fork of the OpenJK SP section may give you the flexibility this needs. 3) True but on the other hand, Russian isn't part of the Star Wars lore as it goes with languages. For the most part it is traditional (British) English, blips and bleeps that make out the droid language and something that has been labelled as "Huttese". I would definitely change this so that it is more in line with the lore and bring English voice actors in. There are enough that can work from a distance and you can always have a Russian dub version available from the options menu. IIRC Jedi Academy can be displayed in French and German besides English, so there are options available. Basicly you are missing the point and you are providing a summarized explanation yourself. What you are refering to, is called 'dubbing' and that is something entirely different to what I have layed out on the table. I know that many series and films are being dubbed in another language. Everything that you can see on German and French television that is of English or American origin, is always being dubbed and in my own country (when I'm not on Coruscant), there are plenty of films and series dubbed in the Dutch language. Most stuff you can see on Disney XD and such sort channels, for example. What I have referred to in this particular matter, is that the Star Wars universe has been imagined with a certain amount of languages (British English, Droid and Huttese to name the biggest ones) and that 'suddenly' another already existing language makes it introduction, such as German, French, Spanish or in this case Russian. I believe that that is not respectful to that was already been established other then totally dubbed versions of the audio. Try to imagine when Peter Jackson decided to drop the Elvish language in the LOTR films and replaced it with contemporary languages, such as Russian ?? Somehow I do not think that the dubbed versions of those films went so far that Elvish, Dwarfish and the likes were being dubbed . . .
  3. Well after several months I have to conclude that JK2mv unfortunately doesn't increase any limitations and seems like a more upscaled version of the base JK2 multiplayer part with some bug fixes. Too bad because it does have potential and I did hoped that they would have increased certain limitations where I and other mappers could take advantage of. When I tried porting the Jedi Academy version of "Asteroid Base", the map loads but the moment I join the game, it crashes with a "ERROR: CM_InlineModel: bad number" message. When I remove a lot of brush models (such as double doors), I can play the map without problems. Unfortunately, this will mean that I cannot create a special JK2 version for engine-removing port(s), such as OpenJK for Jedi Academy and the various ports for the original Doom . . .
  4. OK, first impressions based on the first mission: 1) Installation process is a bit tedious, why unzipping two more additional files when they are already in the right folder and could've been included within the main ZIP file ?? 2) No widescreen (16:9, 16:10) support natively ?? 3) The Russian language in the Star Wars universe ?? 4) Difficulty settings are either too simple or too hard, there are no middle ground here. Will write more when I have more.
  5. Definitely going to check this out somewhere tomorrow . . .
  6. I know about, haven't played it extensively. I'm still trying to figure out if it's just an engine fix or that it has increased JK2MP's limitations just as OpenJK has done with Jedi Academy . . .
  7. Don't use Google with this one, try your brain
  8. At this point, I would suggest trying a different editor, GTK 1.4 or 1.6 and see if the problem persists . . . Also, are you running the program as "Administrator" ??
  9. Do the game's shader show up normally or just as fuzzy ?? Are you using the Gamedata/Base as folder or a mod folder ??
  10. We're Force users, not psychics . . .
  11. You might want to remove the https://steamcommunity.com/linkfilter/?url= from your link . . .
  12. On my company Windows 10 laptop (HP ProBook 6560b), OpenJK does not work properly. It stutters as if it is being run on a very slow computer, which makes the game unplayable. Even the menu is in its current state unplayable. Has anyone a fix for this ??
  13. I would strongly recommend buying it from GOG.com, currently less then €3 for the May 4th sale. Steam has always been pretty expensive for older titles, just take a look at Half-Life. Twenty years later, they still charge €10 for it . . .
  14. It really surprises me that people are willing to pay 7 euros for this old game. As an additional note, Monkey Island 1 and 2 are 10 euros each! The same goes also for the original Half-Life, also 10 euros. Too expensive for games that are 20 tot 25 years old now . . .
  15. I was thinking the same. Probably would be simpler to do it with shaders then coding the thing. All of my Elite Force and Jedi Academy maps have this feature, altough I notice that not all images are shown when the map is being loaded (delay). What happens if people don't use this 'feature' and stick with only one levelshot ??
  16. You can also make an option to show/hide them in the profile/settings page . . .
  17. After being "used" so many times, the joke has become stale . . . Off course it wasn't the main reason but in its later days, the "who would win" polls was about the only thing that was posted on the Filesnetwork sites and after at least a year of these polls, I certainly am not waiting for these kind of 'fillers' in order to have a poll . . .
  18. God, not these kind of "polls" again :rolleyes: They were the death of the Filesnetwork sites . . .
  19. Complete off-topic: As a Browncoat, I have some issues with your signature . . .
  20. It's not difficult, it's rather time consuming. Preferably, it should be done on one day but if you must, it can be done in two or three days, depending on how big your map is and what you want the bots to do . . . That depends also. The best way to do this, is by finishing up the map first and then do the botroutes. If your brushwork that makes the corridors, bridges and other layout doesn't change anymore, then you can do the botroutes. If you're planning to do an 11th hour corridor change, then do that first before moving on to the botroutes. In Jedi Academy and Jedi Outcast, it goes with console commands that can be bound to a certain key. No, it's all done in-game. Maptypes are defined within the <mapname>.arena file(s) located in the GameData/Base/scripts folder. It's just a plain old textfile that can be opened in Notepad and in there, you can define which gamemode(s) your map supports.
  21. I might be able to do something. What kind of maps do you need and what kind of mod is Warzone ??
  22. ^^ This most likely will be the cause. Other games are affected by it as well and since Windows XP, I do occasionally come across this as well on the machines I manage . . . After 15 years, Microsoft still doesn't get it and since the English language doesn't know any special markings on the vowels, we Europeans (and people who speak an European language in Canada or south-America, we're pretty much screwed!
  23. I definitely think it does. Part of the success of a total conversion, is how well the modteam can incorporate the elements that made the original so great into their version. Whether it is its gameplay, atmosphere or a dozen other aspects, if your mod is crap then no-one will play it and most likely you'll be burned at the stake for "doing what you did with the franchise", etc, etc. Not only in gaming is this an important factor. It also exists in films and TV shows. Try imagining someone re-doing "The Godfather", "Centennial" or the original "Star Wars" . . . wait They do and there is nothing wrong with it and as long as it is original content, then there shall be comparisation between your work and its original counterpart. The moment you base your mod on existing material (such as games, films or TV series), then people will compare that what you have made with that which they have seen . . . Altough certain maps may not have been 'geared' for a specific game, they were made for that particular game at the time and found their popularity because of that specific game. I had the same experience with my own "Asteroid Base" map. I designed and released this map for Elite Force back in 2004/2005 and people still associate it with Elite Force (I frequently get e-mails about it) despite the fact that I released a port to Jedi Academy in 2015 (and by doing so: introducing Star Trek in Star Wars, the blasphemy!). The map's layout, geometry and look & feel will work with other Idtech3 games as well since it remains a good deathmatch map (altough with its heavy Star Trek design), but people will always remember its first incantation and that is the first time they encounter a game with a map . . . What taking you ?? I could always use some new textures (and models) !!
  24. You should add Klingon. Wookiee a good second . . .
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