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Posts posted by Stoiss
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the npcs don't need a bot class system to behavie like we did it in EoC, that was for bots and not npcs
npcs has its own class system setup, and it is not the class stuff there is broken, but how the npcs does its stance, i remember seeing this for OJP:E source where //[stanceselektion] is done in some of the npcs code. where it tells it to Swift stance more in combat
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just becours the full source has been released, does it not mean it is more easy to make it happen..
it still use a diff way of how the npcs behavie and works in sp for how they do in mp, the npc code in mp was a really pure port of the sp code, and has always been a pain to work with, maybe thats why no one really never have done somthing awesome with them, i only know one mod there have improved npc ai, witch was JKG, and later got a huge improvement in my mod.
Serenity937 likes this -
then take that edit text you have in you config at put it in to the openjk.cfg in My Games/OpenJK/MODNAME, it should work fine with that. i have done it a mil times without problems
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Use OJP:E or get a coded mod with it, desann and tavion styles is call the forbiden style, and need to get coded to work in the game if you have a high or low level depends on what sort of config you set up for it in the code, the cheap and easy way is, doing it in the sab. files but does servers you want to use it on need to have does files also
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awesome Job more models like this is needed
a Custompack maybe with diff models and layouts
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yeah there is some SW:TOR Look over it
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really nice @@Sentra
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Cool
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yeah i know, forgot about that when i posted it, but it could be putted in
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question, does this hud you make have a cloak and jetpack fuel bar also ?
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Yellow for MB2, and Ja++ and BaseJa Red stance
red was always the hard part to learn to use right with you own play style so there for my Fav
Lumura likes this -
i have check that or else it would be pointless send it to him
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it is just the map it self witch was playable is that what you want.. so you can decompile it or what is the project with it
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i still have does maps if it is a need
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getting the dialog to work the way me and Pande did it was pretty cool, i should still have does files around somewhere, but i don't know if the lua code works as it should in
JKG atm. and port over JKG Stuff to to JK:E is not somthing im intresting in, i have my own little project im sitting with atm, as for if eez did do NPCs files and AI for to json i have a promiss to take care of it there
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5 coders, 3 mappers, EFX artist 1 or 2. 3-4 moddlers who can do textures and UV stuff also some dude who can do UI stuff also
2 animationer i guess and it would get far with this
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It's a shame about JKG, I have some fond memories of being on the irc and long gunfights on tat and coruscant
Yeah that was the good old days we had a lot of fun with it.
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im afird it is dead, atlest for me, i have not been working on it for over a year now. pande also and Darth Futuza i don't know what he is up to this days
but if there is anyone who want to work on it. pull the source code down and give it a try.
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you can do that in bg_misc.c and search for /*QUAKED weapon_disruptor
if you want to edit it for a coded mp version, out of the files you should keep the folder of the weapon name
and rename you files to be the same as the orginal once. then it should work
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check out some of MB2's assets i know it is in there
but would need to be some of the older version. i think the used DT85 version now
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Kaulan are you ever going to release any of that stuff you make with this models here ?
becours a lot of it looks really nice
z3filus likes this
Jedi Knight Galaxies officially closed
in JKGalaxies General Discussion
Posted
JKG was awesome with all its weapons and also when the saber system was working
sadly we had to close it down.