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Apprentice

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Posts posted by Apprentice

  1. On 1/26/2020 at 8:25 PM, NumberWan said:

    1) Packs are separated in case some people are unfamiliar with OpenJK, etc. I would have preferred making an exe file for installation, but it would also require time to make ?

    2) Do you mean some icons and images are "deformed" as a result of current resolution? Most testers had no problem with widescreen.

    3) We had Russian-speaking actors only. It was quite difficult to bring them all together even for one voice recording... It would be even harder to do with English speaking people, living in different countries. ?️

    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.

     

    On 1/30/2020 at 12:58 AM, lang_french said:

    Uh... did you know there was an official russian voice acting for EVERY SW movie? More, that Star Wars is translated and dubbed in many, many languages? Please tell me: you're not that kind of mor... who think English is the only tongue in the world, or at least in video games, movies or in Star Wars?

     

    Here, maybe you'd be less surprised in the future: https://www.youtube.com/watch?v=OCP-Y4u-beQ

    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 . . .

  2. 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 . . .

  3. 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.

  4. It seems totally incredible to me now that everyone spent that evening as though it were just like any other. From the railway station came the sound of shunting trains, ringing and rumbling, softened almost into melody by the distance . . .

     

    Don't use Google with this one, try your brain :sun:

  5. 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 ??

    Smoo likes this
  6. Do you mean splash screens? You can get more than one to load by using this shader:

     

    levelshots/mod

    {

        

        {

            map $lightmap

        }

        {

            map textures/mod/your.jpg

            blendFunc GL_DST_COLOR GL_ZERO

        }

        {

            map textures/mod/your_title.jpg

            blendFunc GL_ONE GL_ONE

            animMap 0.5 textures/mod/your1.jpg textures/mod/your2.jpg textures/mod/your3.jpg ... png .. tga etc.

        }

    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 ??

  7. Send me your poll ideas then. Polls are meant to be "filler" anyway. If you don't like them then just ignore them. I'm not saying I disagree necessarily, and I don't expect to have a poll feature in JKH 2.0 for this reason, but still.

    You can also make an option to show/hide them in the profile/settings page . . .
  8. Yes, because polls killed those.  <_<

    After being "used" so many times, the joke has become stale . . .

     

    Really? :o

    And here I was, thinking it was those 'Picture of the...' -_-

    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 . . .
  9. 1) How difficult is the procedure of adding bot-routes to maps?

    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 . . .

     

    2) Can those be added to a finished map? Obviously, the can, but is it easier to add them while making the map, or once it's finished?

    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.

     

    3) How are bot-routes defined? In Bethesda games, it's as simple as drawing the walkable surface so that npc's don't try walking all over tables, and adding checkpoints for patrolling npcs.

    In Jedi Academy and Jedi Outcast, it goes with console commands that can be bound to a certain key.

     

    4) Is map-making software required for it, or would some text file suffice?

    No, it's all done in-game.

     

    5) What file defines the map type (ffa, duel, etc.)? I downloaded a bunch of maps that show up in several game modes, though they're supposedly made for one (i.e. CTF), and I want to fix it.

    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.
    the_raven likes this
  10. Which keyboard layout do you use?

     

    This may be useful/related: https://github.com/JACoders/OpenJK/issues/866

    ^^ 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!

  11. I disagree. Does it really matter whether it does any justice?

    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 :huh:

     

    Modders make ports of all kinds all the time, it is what it is.

    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 . . .

     

    Raven designed levels to try and mimic the movie scenes. I think you can have any level on any game on any engine just to try it out. It doesn't mean that levels were 'geared' for an engine, if that is what you're implying.

    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 . . .

     

     

    Hell, I could make a ton of new textures, shaders and levels to satisfy a huge urge for new material. I have time to do it. Do I want to? Sort of...lol.

    What taking you ?? I could always use some new textures (and models) !! :P:D
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