-
Posts
334 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Posts posted by Grab
-
-
Holy shit, it was over 2 years but I'm back. I will relase few things later this year. Meanwhile, you can help me https://jkhub.org/topic/11007-2-mapping-questions/
*you don't need phones for these
-
Hey, I have 2 questions.
1. I made JKA version of "Eye to eye" map. This is small map where you duel with weapons only. To make players spawn with weapons I made trigger_always with map sized trigger that links to weapons. I feel like it's not good solution. Also on map start or on round restart you don't spawn with weapons, so you need to selfkill to get weapons and it is bad. Is there any possibility to make it better?2. Is it possible to make some brushes/entities transparent for NPCs? I don't want some brushes/entities to block vision for NPCs.
-
1.4 relased: https://jkanewmod.github.io/download.html
Changelog:(sorry, I forgot to put 1.3 changelog before)
- FPS:
- Improved FPS by optimizing the code in several places.
- Added the new "FPS Saver" cvar (cl_fpsSaver), which improves FPS by reducing particle effects.
- Alerts while minimized:
- Added the new "Alert" cvar (cg_alert), which you can set to flash your minimized JKA window on the taskbar whenever certain customizable events occur, such as when a vote is called, when you receive a PM, when 4 players have joined the server, etc.
- Time nudge:
- Enhanced the base "Time Nudge" cvar (cl_timeNudge) by adding a new "auto" option, which dynamically changes your timenudge amount based on your current ping. For example, if you set time nudge to auto=40 and your ping at some moment is 61ms, a time nudge value of -21 will be used at that moment.
- Negative time nudge values are now automatically corrected to zero while spectating, following someone, or watching a demo.
- Weapon selection:
- Restored the base JKA behavior of the weapon 10 command to cycle through explosives. This was a popular request we received from people who didn't like our switch to individual explosive selection. You can still select individual explosives by using the "Weapon Group" command (nm_weaponGroup) with a single argument, e.g. nm_weaponGroup thermals.
- The weapon 11 and 12 commands now cycle through explosives, too. As above, you can still select individual mines/detpacks with nm_weaponGroup mines or nm_weaponGroup detpacks if you prefer.
- Demos:
- You can now pause demo playback by pressing Esc, or by setting the base "Time Scale" cvar (timescale) to 0.
- Added the new "Demo Restart" command (demo_restart), which restarts the current or last-played demo.
- Fixed a bug where auto-recorded demos couldn't be saved if the filename contained some invalid characters : * ? " < > |
- Chat:
- You can now type percent signs and quotation marks into chat.
- The chat box is now limited to the actual maximum number of characters that servers will accept (149 digits). As you approach the maximum, it will display the number of remaining available digits.
- Fixed a base JKA bug where chat messages could be cut off at different lengths depending on the name length of the sender.
- Console:
- Removed the large amount of base JKA console spam that was printed in between maps.
- Vanilla executable only: greatly increased how much text can be stored in the console when scrolling up, making it equal to NewJK.
- Siege:
- Added the new "Display Class Changes" cvar (cg_drawClassChanges), which displays siege class changes on the HUD.
- Siege techs looking at teammates now see health/armor/ammo bars with absolute sizing (e.g. 50/50 health and 100/100 health look different).
- You are no longer forced to view the scoreboard upon death in Siege.
- Miscellaneous features:
- NewJK only: added the new "Raw Mouse" cvar ( in_raw), which allows you to toggle raw mouse input. It defaults to enabled (just like older NewJK), but now it can be disabled to simulate vanilla-style mouse input (allows Windows mouse acceleration, etc).
- Vanilla executable only: added the new "Doppler Effect" cvar (s_doppler), which toggles simulation of the Doppler effect for moving sound sources (rockets). This was a base JKA intended feature that was never completed, and already exists in NewJK.
- Added the new "VSTR Queue" command (vstrq), which queues a VSTR to be executed after a delay.
- Added the new "VSTR Queue Cancel" command (vstrqcancel), which cancels a queued VSTR.
- Miscellaneous improvements:
- Major overhaul of the Newmod menu. All new features are highlighted to make them easier to find.
- The "Speedometer" cvar (cg_speedometer) has been enhanced with dynamic max speed scaling, and now shows 1 second of speed data (previously showed ~0.4 seconds).
- NewJK only: Your gamma (r_gamma) setting now only affects the JKA window, i.e., not your desktop or other windows. You can optionally disable this by setting the "Gamma Shaders" cvar (r_gammaShaders) to 0.
- Numerous other miscellaneous improvements.
- Miscellaneous bug fixes:
- Fixed the base JKA "ghost corpses" bug which allowed invisible corpses to block shots and detonate projectiles.
- Fixed some base JKA bugs where parts of character models were invisible at certain angles.
- Fixed improper alignment of base JKA crosshair #6 and Newmod's dot crosshair.
- Numerous other miscellaneous fixes.
- FPS:
-
RIP in peperoni.
-
I have siege map and there is one objective where you need to take lift to reach second floor. This lift can be activated by red team(team 1) only. But after completing this objective I want everyone to be able to activate this lift. Lift button has key "team" "1" as default. Lift is scripted and it is not easy "just remove one trigger and replace it with another". I tried to objective trigger target scriptrunner, but it doesn't work:
"t304" is my lift button targetnameaffect ( "t304", /*@AFFECT_TYPE*/ FLUSH ) { set ( "team", "0" ); }
Pls help.
-
Hey, I wanted to make cool levelshots but I noticed that some curves are ugly.
Here is duel10 levelshot:Look how nice that pipe/wall on the left looks. Here is mine:
I am not sure, but it might be because of bad curve quality:
Here are my settings:
seta r_subdivisions "4"
seta cl_autolodscale "0"
seta r_lodbias "0"
seta r_lodCurveError "500"
seta r_lodscale "10"Pls help!
Smoo likes this -
C3PO..?
OfficialRedNation, Smoo, Circa and 1 other like this -
-
> JKA players
> JA+
Noodle likes this -
We still need to find actor smillar to Desann.
-
Can you attach a sample .EFX file that generates this error?
effects/explosions/wall_break for example.
-
This error happens when I try to open big/long effects:
-
Release notes for 1.2.0:
- Added the new cvar cg_drawSpecOverlay (defaults to: 0). If enabled, when you are a spectator, on supporting servers, displays an overlay of each player's name/location/health/armor.
- Added the new cvar cg_drawSpecInfo (defaults to: 0). If enabled, when you are a spectator, on supporting servers, displays each player's name and bars representing their health, armor, and force above their head.
- Added the new cvar cg_drawFreeSpecCrosshair (defaults to: 1). If disabled, hides the crosshair while in free spectator mode.
- Force power selection now defaults to Force Speed at match start.
- nm_timer labels now respect your font choice from cg_hudFont.
- CTF flag status icons are now shown in free spectator mode.
- Fixed cg_weather setting not persisting across map restarts.
- Fixed a bug where teamoverlay locations could become bugged under certain circumstances.
- Improved update rate of team overlay.
- Removed the cvar cg_offsetSiegeTimer and integrated it into cg_drawSiegeTimer; read the documentation for that cvar for details and new options.
- Auto-download will now automatically reconnect if the download takes a long time; should help prevent the "reliable commands" error.
- Fixed an issue with flickering flag carrier information under certain circumstances.
- Fixed crashes that happened under certain circumstances.
- Miscellaneous bug fixes and improvements.
-
That texture is from the Yavin set and is met_floor01. Now, I do have blue spotlights there and the color value of those are #9BECFF.
I'm hoping to get this finished this weekend and I am including all the .map files again so you'll be able to load it all into radiant.
Thanks! I already used that texture but it was looking different because of the lightning.
Edit: I already got some inspiration from your maps.
-
What is the texture you used for floor here?
-
Not having new Jedi Knight game is better than having new Jedi Knight game made by EA or someone like that.
Jeff likes this -
Looks like I can't realy turn off soundSet. I tried both target_speaker and empty(empty .fx file) fx_runner - both are broken. I tried to turn it off with targeting it, with target_deactivate and with script "remove ( "GenSound" );"
Any ideas?
-
textures/abc/qwerty { { map textures/abc/qwerty blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite alphaGen const 0.8 } }
I did something like that.
@Edit oh I get it. I don't think you can have shadows on transparent texture.
-
I'm stuck on first level. I have no idea how to activate elevator. I even found 2 secret areas. D:
-
Extremly unpopular opinion: people who buy EA games deserve to be treated like that.
TheWhitePhoenix and Onysfx like this -
Newmod and NewJK updated: https://jkanewmod.github.io/download.html
-
-
and I was looking for this:
https://jkhub.org/files/file/2812-high-resolution-at-st/
I couldn't find it via JKHub so I found it via Google graphics
-
Newmod and NewJK - best JA MP client mod ever relased
in WIPs, Teasers & Releases
Posted
1.5 relased: https://jkanewmod.github.io/download.html ( Windows only )