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Everything posted by Apprentice
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You can also make an option to show/hide them in the profile/settings page . . .
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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 . . .
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God, not these kind of "polls" again :rolleyes: They were the death of the Filesnetwork sites . . .
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Complete off-topic: As a Browncoat, I have some issues with your signature . . .
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Hypothetical mapping questions
Apprentice replied to the_raven's topic in General Modding Discussions
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. -
I might be able to do something. What kind of maps do you need and what kind of mod is Warzone ??
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^^ 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!
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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) !!
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You should add Klingon. Wookiee a good second . . .
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What does zzz mean at the beginning of a pk3 file name?
Apprentice replied to Xanemus's topic in Modding Assistance
It would help for local issues but not when online. The game doesn't see if you have the assets in any way, it just looks for a PK3 file that is identical to the one the server is running. If the game doesn't find it, it will try to download it from the server and then it can happen that you have the same map twice (filename.pk3, zfilename.pk3). In that respect has it been another oversight from Raven/Lucasarts, though the root of this 'problem' sits with id Software . . . -
What does zzz mean at the beginning of a pk3 file name?
Apprentice replied to Xanemus's topic in Modding Assistance
Not entirely. If I decided to name the PK3 file of my Asteroid Base maps (AB and AB2), then they would've been loaded before the main assetsX.pk3 files, which will cause inconsistencies with my maps itself. Soundsets that aren't found and at certain points even shaders and textures that have gone 'missing'. A single 'z' won't matter much, a dozen is overreacting (which does occur in the Elite Force/RPG-X scene) . . . -
Crash games because of the lightning force
Apprentice replied to Artemisuss's topic in Jedi Knight Tech Support
Remove all the custom content and see if the problem persists. If not, then add file for file and see if the problem occurs. It can be ONE mod, it can be a combination of mods . . . -
Crash games because of the lightning force
Apprentice replied to Artemisuss's topic in Jedi Knight Tech Support
Are using the base game of have you added custom content ?? -
Funny, I discovered the same error around last year It's a major oversight in the original development of Jedi Academy (it doesn't occur with Jedi Outcast, since it doesn't allow custom sounds in multiplayer) and all maps that are using custom sounds are affected by it. Raven & Lucasarts simply forgotten to add support for multiple sound.txt files in the way GTK Radiant does with the various shaderlist.txt files, by simply adding them (shaderlist.txt, shaderlist(2).txt, etc). This is why I released a soundset file which contains all custom sounds and soundset that I have used in my Jedi Academy maps (December 2016, currently four in total). That way, all of my maps can be used without adding/removing one and another. I was kinda hoping OpenJK would've identified this "problem" and added support for multiple custom soundsets in Jedi Academy maps, apparently they haven't. Comes to think of it, does Jedi Academy/OpenJK support "soundstart" and "soundstop" values given to func_door entities in GTK Radiant ?? That might 'solve' the problem as well . . .
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When I previously used any special RPG-X programs for Elite Force, I could force it to use the Elite Force/RPG-X folder instead of the one it created in the roaming folder by adding a "+set fs_homepath <drivepath>" into the shortcut. Is it possible to force OpenJK to use the Jedi Academy/Gamedata/Base folder instead in the same manner ??
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Porting will, just like mapping, skinning and coding, be always part of the equation. The question which should be asked is, will the ported version do justice to its original counterpart? Part of what a map (or maps) make great, is the original engine the specific map was developed for. Both engine and map are on that level so intertwined within each other, that any port will forcibly separate this twin and often for the worse. To name some examples: Crossfire Great map for Half-Life, wouldn't work with Jedi Academy unless the environment of Half-Life was ported to Jedi Academy itself regarding pacing. de_Dust2 Originally for Counter-Strike, has been ported by Valve themselves to Counter-Strike: Source and CS:Global Offense to mixed reactions and I played version for Jedi Acdemy (moviebattles I think), which I felt somewhat lacking. Facing Worlds Originally for Unreal Tournament (1999 version), have seen a port for an idtech3 game (I believe it was Quake3) but lacked the sophistication the UT version had. AliensTC The original made by Justin Fisher, doesn't need any introduction unless you are born in the zeroes. Altough it has been ported to Doom II, it wasn't designed for it (supershotgun). Quake was looming at the time of its release and I say that AliensTC just wouldn't work in Quake or any other game that was available during that time. ffa_bespin A classic from Jedi Outcast, although an unofficial port exists for Jedi Academy. I have mixed feelings about this port, since I feel that the JA multiplayer is entirely different then JO multiplayer which makes the JA version 'lacking'. In some cases, people do port their own work towards other games. The create of FFA_episode1 made several idtech3 ports available (JA, JO and EF from the top of my head) and I made most of my Elite Force works available for Jedi Academy (with Jedi Outcast versions coming soon) but I'm realistic enough to see not every port I made will be just as successful as its original counterpart. On the other hand, everyone needs a hobby
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Map isn't supported by current gametype
Apprentice replied to Ab'acabb's topic in Jedi Knight Tech Support
I wouldn't do that. It will change the PK3 in such way that clients will re-download the file from the server (filesize mismatch). Better is to create a new .arena file and store that file in a z<filename>.pk3. Doesn't matter if there is already a 'z', you just have two 'zz' . . . -
Trainer looks nice with SMC and Temple. I wonder if you every use my SMC version ??
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Screenshots or it didn't happen !!
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Altough I rarely get the MAX_ORIGINAL_EDGES error, it doesn't deviate that much from the MAX_EDGE_LINES error I got during BSP compilation(s) and at the same FixTjunctions stage. Both have the same fault: too many lines are being drawn. The FixTJunctions stage does indeed do some questionable things, as the following images will portray. In this image, the floor and ceiling (both rectangular) should supposed to be pretty straightforward, wouldn't you agree ?? Nope, not according to the FixTjunctions stage in q3map2 BSP compiler. Now, the same floor is being drawn in 25 lines and not counting the lines on the edges where it meets the wall. Times two because the same happens on the ceiling and you're already past the 100+ lines. This does happen quite a lot and that way, you'll hit the 65536 lines pretty easy and pretty fast. In this image, I managed to solve it (actually circumvent it, it's not THAT pretty but it works) by devising a shader script. Now, the floor and ceiling are being drawn in 10 lines. This means that 90+ lines from the earlier mentioned example are now being used elsewhere or not at all. r_showtris 1 will help you in this matter by identifying where the most lines on a surface will be drawn. There is a downside to it. Using it too much will cause white sparklies being drawn on the edges of your brushes. Alternatively, you can also use the -nofixt option in you BSP compile stage but that will defintly be ugly (see my Asteroid Base - Release02 map for 'details') . . . // Modified texture line textures/<mapname>_NoTjunc/<texturename> { // A bit unnessacery, since the above serve the same purpose unless no image exists. I take the image and paint a red cross throughout it, so that I immedialtly recognize it in Radiant. // The dimensions must be exact the same as the original texture! qer_editorimage textures/<mapname>_NoTjunc/<texturename>.tga q3map_notjunc { // This is your original texture. Can both be stock (as shipped with the game) or custom. Works with all textures. map textures/<mapname>/<texturename>.tga rgbGen identity } { map $lightmap rgbGen identity blendfunc gl_dst_color gl_zero } }
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This thread is a continuation of the following thread: http://jkhub.org/topic/4441-help-help/. Do not help this user, since he wants to steal someone else's work. Furthermore, this person should be banned for his continued disrespect towards us for not speaking in the English lanuage plus the fact that he has ignored staff by continuing a locked thread. Captain Crazy was warned for less . . .
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I wonder how many likes a single post can have . . .
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Wing Commander III free on Origin.
Apprentice replied to CaptainCrazy's topic in Art, Media & Technology
I still have it in my fingers. Just have to start X-Wing, Tie Fighter or Wing Commander 1 through 4 (never played the other games) and a large amount of kitties shall be whacked !! -
Do CRT monitors have any advantages in modern times?
Apprentice replied to Jango40's topic in Art, Media & Technology
Why you should NOT go for a CRT monitor . . . :D