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Angel Soul

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Everything posted by Angel Soul

  1. Heyo all... Basically, I have two questions, but the first one is top priority: 1.) I'm working on my new HUD still, The "Droid HUD" and I've been trying to find a way to change position of the weapon/force/inventory icons in it. Basically what I need is have the menu of these positioned higher on the HUD so they can be seen when I scroll through them in-game. But I find nowhere in the "hud.menu" file where I can change the X and Y offset. Where do I do it? And it won't affect the positioning of these icons in the single player datapad viewing I hope? 2.) it would be of great benefit if I could also add so that all force-powers I am currently activating, are seen as icons, until duration of force effect. For example; I am using drain, or grip. By default, no drain icon appears while it's in effect - unlike Protection, Absorb, Seeing, Speed, Dark Rage... you know the drill. What I do want is that icons are shown for ALL force powers that ARE currently in effect. If I use grip, the grip icon will appear. If I use Lightning, lightning icon will appear. Push, pull the same. Saber throw, too.How could I make something like this? I'm no pro coder though, so please be patient with me. MANY thanks in advance! Have a nice Sunday!
  2. I prefer Stallone's version anytime But I agree! JKA needs Dredd for sure! Hope you get your model!
  3. I'm making a Droid HUD. Basically is what I want is that the player gets the feeling of beeing one of those Battle Droids from Star Wars. My ultimate wish is that this becomes a part of ForceMod 3 as an actual HUD for Droid class. Here's what it looks like. The numbers have now been fixed. Suggestions? Comments? I do have 2 questions though: 1.) How do I fix the layerinb in the HUD? I.e, Health and Armor numerics are behind the grid, instead of front - like the Force and Ammo numerics are. 2.) Can I change the height of where the weapon icons are shown? You know when you switch weapons? I want them to show up a bit higher. If so, please instruct me how to do it. EDIT: Released: http://jkhub.org/files/file/2083-droid-hud/
  4. Dude... great job! *thumbs up*
  5. Also @Clan FJA, when I play Coop, and play on the Tusken level. On the lever that's inside the Jawa ship, where the fire bursts from the gas pipes... when I switch the lever it crashes for me, mentioning a portal error negative reference of some sort. Also, when I finish a level, the whole game crashes. Can you fix please? I love what you did. Please continue - and let us know about any updates!
  6. This is good. Fixes coop bugs too. I do have a problem though, the RGB sabers won't work?
  7. Heheh Welcome!
  8. Ahhh... I recognize it. That's the "Dark Crystal" font my friend. Here... take a look: http://fontzone.net/font-details/dark-crystal-script http://www.netfontes.com.br/view.php/dark_crystal.htm
  9. Allright. So I finally downloaded OpenJK. I don't have jampDed.exe file... but I do have openjkded.x86.exe file. And I tried using that instead. I haven't found any errors regarding VM_Create or jampgamex86.dll there. However, when I made a .BAT file with these command lines: openjk.x86.exe +set fs_game "japlus" And started the game. I found two VM_Create errors. It failed loading uix86.dll and cgamex86.dll, and loaded Legacy ones.
  10. Nope. Didn't. I saw it, and it was still offline - at least for me when I was trying it. But I tried again recently, and now it works great!
  11. Ah! Excellent! Great- thank you! I'm gonna try it out now. Downloading already. Cheers!
  12. Hello all I am just curious, where do I download OpenJK? I tried but some pages are down. I search for Windows. Thank you! ^^
  13. Very cool. Does it have bot-support?
  14. Heya I would like to request the "Toad" model from Super Mario Bros. Why? For the sole reason of fragging him constantly. Haha Yep! And quite franquely, who wouldn't? LOL Besides, there's already a Super Mario Bros. model for JKA, and somehow without Toad it would be incomplete Here's the main "skins": For CTF-RED: For CTF-BLUE: Yellow (from New Super Mario Bros. Wii)
  15. Ohhh... allright. I went to the page, and couldn't find the download file for OpenJK, the zip file. Then I clicked on the builds (which is, I assume, where the download could be found)... and it redirected me to http://builds.openjk.org/ But the page won't show. I get a connection error for that page.
  16. Yes, that could go. 10+ armed thugs, and you're on a Bakura-like mission. That's what I'd like to see. It would be cool if there was a RPG-like point-system... say you gain points by amounts of defeated foes. These points, if high enough, could then be used to gain a new level in Force Powers, boost HP/FP/Shield MAX rate and for Mercs you could improve firepower, buy bacta/cloaking/flamethrower/improved radar/optic sensors/grapple/jet pack and rockets (like ForceMod 3's Mandalorian class). Though I'd like to play COOP on all the first 2 tiers of JKA SP missions Hehe Those are my favs.
  17. Well... this is how I did: 1.) Created a new folder called "japlus" in "GameData" folder 2.) Downloaded the Server side "sh_lua.pk3", "sv_bins_win32.pk3", "sh_animations.pk3" - and put them in the "japlus" folder. 3.) Loaded up JAMP and went to loading mods... then "japlus". (ALso tried making a .BAT file where it says: cd .. jamp +set fs_game japlus Didn't work for me. :/ EDIT: Also, just entered the OJPEnhanced... and tried loading mod from there. Same thing. Nothing happens. It just reverts to standard JAMP.
  18. It says "Unknown command "japp_version"" :/
  19. I'll check it out right now. And about the "progressive" part.... I can play with all other mods no problem? Even standard MP.
  20. No problem. I'm quite late with the reply myself. Been busy as well. Far too much for my liking. I don't know if you guys are still on this. But the HUD of CV: LoS is almost complete. All I need to do is shaders for the bar meters, but I don't know how to do it. Anyway, if you like, and if it might be something for you, you let me know. Here's a preview of how it's going to look: http://jkhub.org/topic/4713-wip-castlevania-lords-of-shadow-hud-jka/
  21. So I've followed the instructions on the place: http://japp.jkhub.org/download.html I tried downloading the server side, and when I played... JKA was absolutely normal. No feats, nothing. I deleted them, then downloaded the client side... and I get an error saying: "Requested feature was omitted at compile time". I don't have nor did I have ordinary JA+. I am playing on a Vista computer. Can anyone help please? Thank you.
  22. I don't know either. But let's hope that it is, so that many in the community can benefit from it.
  23. Awww man that is a good idea! Excellent!
  24. I just downloaded it and followed the instructions. It works like a dream! PLUS the JO levels work perfectly, and in ForceMod - the previous bugs I've been encountering in ForceMod 3 while having different patches of JO maps for JA, has now been perfectly fixed. All works perfect! Thank you so much @@Jeff! I really appriciate this.
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