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Angel Soul

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Everything posted by Angel Soul

  1. It says "Unknown command "japp_version"" :/
  2. I'll check it out right now. And about the "progressive" part.... I can play with all other mods no problem? Even standard MP.
  3. 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/
  4. 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.
  5. I don't know either. But let's hope that it is, so that many in the community can benefit from it.
  6. Awww man that is a good idea! Excellent!
  7. 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.
  8. Allright. I got the basic HUD up. I've decided to make the basic for now - and then, some day, if someone wants to help me make it a progressive bar, we can do it then. This is how the bar looks like now: http://jkhub.org/topic/4713-wip-castlevania-lords-of-shadow-hud-jka/ Now, I do need assistance in shadering. Namely, mapping a tiled pattern to the bar meters themselves. How do I achieve that? I'm no pro coder so please bear with me.
  9. Here's a HUD I'm working on. After many trials and errors, I finally got it this way. Just want to show how it looks like. Things that I know need fixing [Coding assistance MUCH appriciated]: - Shaders for the bars - Bar reflection (giving it a 3D look), which strangely enough only works on the green Life bar, despite that image should add for ALL the bars - Adding glowing orb to the different saber styles. - Making the saber style orb container semi-transparent SCREENSHOTS:
  10. Allright. Got it. Thanks for the clarification. Unfortunately, when comming up to 1024 and beyond, the acceptable image dimensions change drastically. So I'll have to do it as a square. Think it'll turn out neat though still.
  11. So you mean that, if this is gonna work, I will have to - for example - set the image setting to 1024x1024?
  12. Thank you very much for this! I will be testing it first thing tomorrow morning.
  13. Allright... I am trying to make the HUD on my own. Not a progressive bar, but standard. For now. And I am comming accross an annoying problem. When I start the game in MP, I get a really big gray box with white edges and it says that all my texture files' width are not power of 2. Now this confuses me somewhat... as I have done exactly like in tutorial I found here: http://www.moddb.com/games/star-wars-jedi-academy/tutorials/heads-up-display-tutorial My texture files are in .PNG format, and the whole image format has first been set to 1600x1200. Then I re-sized it to 1280x960. What is going on? O.o
  14. Yep. I do have Jedi Outcast. Not installed, but I do have it.
  15. Ahhhh - this is great! It misses out the underwater labyrinth, but otherwise this map is true to the original! And the bot routing is great. Thank you very much. One more question - since this map requires JK2 Textures, you know of any good JK2 texture pack? I found one once here on JKHub, but its plentiful of bugs.
  16. Ahaaa.... allright. Wonder why they'd hardcode Push/Pull. Thank you for your answer. I'll take a look at it.
  17. Allright, now I *REALLY* have to ask this haha - how do I actually find the effects that correspond to activation of a certain Force Power? I want to tinker a little with them, adding glow. This I want to work in MP especially. Because obviously it doesn't say "force protect" just clean out. Leaves me guessing which one it is. You know any way to find for certain which effects are used for what Force power?
  18. If someone could do this, it would be so cool. I LOVE the idea of Coop. Just think there's much left unfinished in OJP. (Plus the fact that they cut out some Force Powers... me no like that Team Energize and Team Heal would be awesome in Co-op.)
  19. Wow... didn't know it existed for Quake 3 as well... but it looks quite bit different. Strange thing this - all look different.
  20. I tried downloading it... but the link is dead unfortunately. :/
  21. Thank you @@mrwonko I did download it and check it out... I just think what he did with the map has truly very little to do with Canyon Oasis and the very ambient of it. Also it lags and lacks bot support. I did try using Google and found nothing. The closest match I found was this video which was made. I don't know who made it, but maybe someone here does? http://www.youtube.com/watch?v=NmryMK__rQQ
  22. Dude @@Szico VII - you're my favourite map maker. This is pure beauty. Now I feel I must post this up Hahaha Yes, I can totally see this play in the trailer of your map. http://www.youtube.com/watch?v=8WZW4groJro
  23. Has there been any updates to this patch? Are all bugs fixed now?
  24. @AngelModder I've made bot support for your model/skin. You want?
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