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Automa

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Posts posted by Automa

  1. On 4/12/2021 at 4:40 PM, mrwonko said:

    Did you build OpenJK yourself? If you're using a Debug build instead of a Release build


    Thanks Mr.Wonko, hey everybody don't you know who he be? He's the secret keeper!
    No I didn't build any, as previously written I'm still loath to C++, but never say never...what is a Debug build? One of those used by developers? Never seen any, there are only plain releases on the official Github builds' page...I downloaded the latest openjk-2021-04-12-d2ed03a0-windows. I will, I did other tests lately with many older ones, same issue occurs. edit-  I posted the issue on Github.

     

    Alrighty right. Thanks Mr.Wonko, it was definitely a hidden feature, but within all normal releases. It's caused by the command d_npcAI, accidentally above 0, while normally it was at 0, even at highest difficulty. It showed the relations between NPC's and when some of them die switched accordingly, most of lines ultimately linked to officers, therefore sometimes you could guess wherever they hid miles ahead, through walls. Yet after a hitch like this, it's plainer how JK was originally conceived well by authors, with a dynamical ranked AI. So everybody, set not d_npcAI "1" or higher!!  Better explained on Github, I closed the issue.

    AshuraDX likes this
  2. Hallo all,
    I'm not sure where to post and whether I should do a new topic about this, but seems like inevitable. A weird bug occurred to me with OpenJK. Resuming Jedi Academy after many years on intent of modding, I never saw something like this. Only with OpenJK, which I'm using so far, whenever I activate helpsuobi command, among all enemies across the map many connecting purple vectors appear suddenly...they disappear only once the NPC's get idle. After a better look, I believe it's a sort of deBug (that is a bugged debug) due probably to an oversight in OpenJK that triggers this hidden one, useful for testing and modding surely, but ugly. It can't be a mod, since I never had nor know any related, it can't be a renderer, I didn't activate other cheats and anything about debug, I have a fresh install of JA, so it must be OpenJK. I searched everywhere and I found nothing, I'm sure someone eventually got into it, helpusobi is pretty common otherwise all parameters reset to default. Please enlight this. Some random pictures cropped smaller:

    spacer.pngspacer.pngspacer.png
    those are from tibanna-platform mission with Wedge Antilles, further on when enemies were surrounding these lines projected sometimes from one edge of map to another, a pinkish net...rather unplayable. How can I remove these lines?  edit: the image hoster reduced the size

  3. Hello padawans,
    I'm new here, I'm a longtime player of Jedi Academy, although I already knew JKHub and visited it once in a while to look up, when I was quite younger and knew almost nothing of modding, and the mere sight of C++ made me faint. Thank you for the forum which gradually became the best known for Quake-Jedi games. Before long I reinstalled all the series after years and a mandatory format, and decided finally to tweak it. Meanwhile, the source code got released gleefully by developers and improved evermore, making it possible to customize what was once hardcoded into engine. By the way since it's impossible to post in the proper thread without at least 10 posts done, allow me to make request at once. Over time I learnt for sake of modding Python good enough and a little bit of Java, but I never tried C++, despite all occasions. So I began to search here and further for specific mods though I somehow expected to find more about certain features, but this may be due to the long time gone, deprecated stuff or older mods many of which probably went lost whatsoever. For example space combat had much potential in JA but never really caught on, with few efforts within modders and the last known template of Raven Software. But also ground vehicles gameplay.
    So at last I joined in, because throughout all my sifting searches, I couldn't find anything, or very little, about something I wanted for long in Star Wars, that is: more realistic blasters. That's it, a blaster retouch that would possible only with the OJK, a general increase of all blasters' speed as they are, indeed, a LASER weapon. I understand the SW fiction, but really couldn't stand all those blaster shootings zigzagging between shots at small pacing, like on a mild run in a park, or amid tennis balls. Relatively the blasters are slow, in JA even more than Battlefront's, so I would need someone who compile a configuration add-on to overwrite the default blaster velocity. Doing some maths and considerations, these are the values I'd esteem realistic, but they can be increased:


    define BRYAR_PISTOL_VEL            4000
    define BLASTER_VELOCITY            5000
    define BOWCASTER_VELOCITY     1600
    define REPEATER_VELOCITY         4600


    Please is there someone who could do? I've already contacted two modders of JA without answer so far. I wouldn't feel like trying C++ yet, it stills scares me and I don't have the time right now...do it for me and for the little nephews of my aunt who are geeks of JA, but dumb.
    Thanks

     

    edit:

    Done. I don't know how, I found that one of latest Dusty's tests built on OJK had two new commands to change that parameter...it's just a matter of knowing now what else did he change compared to the OJK mod I'm currently using(JA Enhanced). Better delete this soon, it was a bit glaring uninhibited...if someone could make a mod with increased blasters and bowcast shots velocity only, it'd be nice.

    DarthValeria likes this
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