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anti2

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Everything posted by anti2

  1. Wrong version of OpenJK. Actually, I wanted to make this level irritating, but probably this is gone too far. It makes sense to add a color hints. Atthe other hand, nobody would find secret room then.
  2. Version 1.1

    1,020 downloads

    About This is a Single Player mod and it doesn't affect MP. The core idea was to modernize original game without changing anything in its gameplay mechanics or balance. The story was carefully extended, but it's still the same. Hope you like it. First part of the mod is widescreen UI fix. It removes stretching on widescreen displays for most of menus and in-game HUD. Also, camera placement is some cutscenes was modified. Some minor menus aren't affected. Also, I couldn't fix sniper aim. The second part of the mod is content expansion. It includes: * 6 new cutscenes between missions (2 in Tier-1, 3 in Tier-2, 1 in Tier-3), all are voiced by original actor voices generated with AI voice service (elevenlabs.io). * dark ending cutscene is slightly modified. * new mission added in Tier 2. You need to finish all five default missions in tier 2 to play this level. The mission implements some prominent level design ideas from 1990s (not that bad though, after I added hints) Installation Copy mod files to your game's "Base" folder (for Steam version: steamapps/common/Jedi Academy/GameData/Base) * modace_gui.pk3 - contains widescreen UI fix and can be used independently with vanilla game * modace_main.pk3 - requires caexan_gui.pk3 and OpenJK with pull request #1139 (https://github.com/JACoders/OpenJK/pull/1139). New level needs OpenJK to read and write cvar variables. Old OpenJK releases before pull request #1139 have critical bug, and the game crashes at the beginning of the new mission. So please make sure you use the latest version of OpenJK (May 1, 2023 or later). Note: the mod overrides some default game files, like MENUS.str. If you have other installed mods also overriding these files, they may interfere each other. Third Party Credits * Alien Mercenaries 2.0 by The Unguided (credits: Monsoontide, OlgO & NumberWan, Mat Gaunt, Scerendo, AshuraDX, Hoodz, Zahar, BioWare) (https://jkhub.org/files/file/3939-alien-mercenaries/) * Coruscant skybox from The Movie Duels (https://jkhub.org/files/file/3860-star-wars-movie-duels/) * Movie Accurate Gammorean (Jolt - sepulmanz@yahoo.com) * Bounty Hunter by Noodle (https://jkhub.org/files/file/3982-bounty-hunter/) * Ceremonial Luke (https://jkhub.org/files/file/3951-ceremonial-luke-skywalker/) * Omicron's Sith Zabrak 1.0 (https://jkhub.org/files/file/2131-omicrons-sith-zabrak/) * TwiLek Mercenary (https://jkhub.org/files/file/3158-redja-twilek-mercenary-rework/) Huge thanks to all content creators. See detailed information and all readme files in the third_party directory. License You can modify my files freely. Sources (maps and scripts) are included in caexan_main.pk3. You can share the mod with respect to license requirements of included third party mods.
  3. So, I have pk3 files ready to distribute. Just need to a. Contact remaining authors of mods I used in my mod b. Wait for OpenJK update. Unfortunately, one important feature from my mod doesn't work on vanilla game (collectable datapads).
  4. Everything is ready. Now I need to polish it and then separate mod files from the original files - this is gonna be painful. Sometimes AI voice is really good. I generated every phrase for a few times and played with settings to get voice tone I wanted, and it worked. Sometimes - it's not so good. In average, it's better then in the first cutscene I did (video is in the first post).
  5. anti2

    JAFont

    Probably, depends on ttf, because I converted successfully SW_Foxes from the 0.0.2 archive. I'll take a look at the sources this week if I have a time.
  6. anti2

    JAFont

    But I already used it successfully to create cyrillic font.
  7. anti2

    JAFont

    It's Visual C++ 2013, but it's build in a debug config, so you would need to install Visual Studio 2013 itself (not redistributables). Try this:
  8. It's an old mod, and I can't reach you by e-mail. I'd like to use your model in my own SP mod. Is this allowed?
  9. The idea was to use modern AI voice generator to add some detailes to single player story, which is a bit poor in the original game. The mod won't affect game balance or visuals in any way and should be compatible (hopefully) with popular mods. Contains: - 6 cutscenes between missions; - dark ending cutscene extended; - 1 new level; - widescreen fix for original UI, not comprehensive although. Widescren UI fix doesn't include weapon icons in HUD and sniper aiming. Also, I'll keep it in a separate pk3, so anybody may use it separately, in the vanilla game. Link: Don't pay attention to music, there are a lot of placeholders here: Widescreen HUD and menus:
  10. Thanks, this should help. I can deal with c++. Actually, I already figured out all aspects except saber blocking.
  11. I was looking for description of the JA comat system for a some time but with no success. Maybe somebody here can help me? Mainly, i'm intrested how it calculates parrying and how it depends on saber settings (power, for example)? Or, if such description existed somewhere I'd really appreciate the link.
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