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Posts posted by Angel Soul
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Then I can only assume you didn't follow the steps. They work.
Are there any issues in the console regarding VM_Create: failed?
How are you launching the server? i.e. show command-line arguments
Also, try using OpenJK.
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.
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In the server console, what is the value of japp_version?
WRT "Requested feature was omitted at compile time" that's because a mod you're using has a .jpg texture saved as "progressive"
It says "Unknown command "japp_version"" :/
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In the server console, what is the value of japp_version?
WRT "Requested feature was omitted at compile time" that's because a mod you're using has a .jpg texture saved as "progressive"
I'll check it out right now.
And about the "progressive" part.... I can play with all other mods no problem? Even standard MP.
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Sorry for the late reply man, school's taken up all my time. Yes we would love that if you could find it. Any contribution is much appreciated, cheers!
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/
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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. -
Yeah , but the downside is is that you can only use the customized hud on that mod, it doesnt work on another mod, unless they implement it
And I'm not really sure if it's easy to port it over from SoF2 to JK
I don't know either. But let's hope that it is, so that many in the community can benefit from it.
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I've seen that a few people on jkhub are willing to change their hud and sometimes lack the knowledge of coding like me.
In SoF2 we have a great solution for that, which is nV mod. It's a mod that allows you to drag hud icons ingame, choosing different options as well (numeric/image).
I'll drop the source code here so if any coder is interested in "porting" the feature over for the JK guys.
There's also a feature in there where you can add entities while playing ingame.
http://www.mediafire.com/download/hpqg9hx8c5uf0dk/nv_source.rar
And a video for those who would like to see it:
Awww man that is a good idea! Excellent!
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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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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. -
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: -
No, the power of two rules apply to all textures. But they don't have to be square. 1024x256 (as an example). You'll want to scale canvas size bigger than your intended size if you absolutely must use a non power of two size. But then you will have to deal with blending/alpha for the outer.
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.
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The dimensions aren't to the power of 2. The sizes you can use for the width and height are 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc
So you mean that, if this is gonna work, I will have to - for example - set the image setting to 1024x1024?
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DL this and all will be good
http://jediknight3.filefront.com/file/JK2_to_JA_Multiplayer_Maps_MOD;57369
Thank you very much for this! I will be testing it first thing tomorrow morning.
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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 biggray 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-tutorialMy 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 -
Your welcome, do you have Jedi Outcast? If you don't I could add the missing textures for you.
Yep. I do have Jedi Outcast. Not installed, but I do have it.
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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.
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Most of the force powers use effects (assets1/effects/force and assets1/effects/mp for drain).
Push / Pull refraction is hardcoded.
And Protect, Absorb and Grip use shaders (I don't know grip shader, sorry).
Ahaaa.... allright. Wonder why they'd hardcode Push/Pull. Thank you for your answer. I'll take a look at it.
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Absorb uses gfx/misc/personalshield
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?
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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.)
Langerd likes this -
Wow... didn't know it existed for Quake 3 as well... but it looks quite bit different. Strange thing this - all look different.
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This one is pretty good http://jediknight3.filefront.com/file/Canyon_Oasis_20;17781
I tried downloading it... but the link is dead unfortunately. :/
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Dad*Mad made a JK2 remake of Canyon Oasis that should also work in JKA, though you might need to extract some JK2 textures that are missing in JKA. Google says you can get it here.
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?
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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 -
Sorry, model is in game and working, just been really busy with moving, life and DF2 mod. I added a mouth recently as the inside wasn't modeled, trying to get rid of the errors when compiling with the LOD's, gonna try to finish this one up as it really does need to be released.
No, I'm not making a Blood Omen 2 Kain, pretty sure that game wasn't fully considered as cannon anyway.
Oh yeah, a major thing that was holding it back was sounds, need to get a good sound set for the model. I have a few clips from the games that I might be able to edit into taunts but no grunts or anything that can be used for getting hit and dying.
The heck? Blood Omen 2 is awesome!
Allright, I get it. Hope all is well over there and you're happy where you've moved.
Sp cooperation mode.
in Mod Requests & Suggestions
Posted
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.