Jump to content


  • Content Count

  • Joined

  • Last visited


Profile Information

  • Gender
  • Interests
    JK3 Jedi roleplaying, writing, medicine, law, webmastering, scripting, digital art, modding, history
  • Modding Interests
    General Modding

Contact Methods

  • Email
  • Website
  • Steam

Recent Profile Visitors

3,567 profile views
  1. Always happy to see anything related to JK3 still doing well even commercially ๐Ÿ˜„
  2. I absolutely goddamn love this thing, it's definitely top 3 best JK-things to come out since at least 2018 ๐Ÿ˜ It's insanely useful for my RP group - it allows to easily play as a character that's unavailable personally, but reachable via comlink. Allows you to jump in for some basic activity from anywhere if you want to. Hell, if electricity dies or something like that - you have an option to finish the game via some simple message instead of just randomly disconnecting in the middle of the scene. The fact that most admin commands in most mods I know are defined in Jampgame allows you
  3. I sometimes encountered the same problem as you did, and the best option was changing a map to some small one for a moment (like /devmap mp/duel1) and then again into /devmap mymap. Try that too in the future.
  4. Unique *.shader files are not necessary, though most textures will just look better if you know your way around that. What's really necessary though, is unique names for your stuff. If you don't name your stuff separately, you're going to fall into lots of trouble. Just, when you're done assembling, change "jacen_solo" within models/players/ into "jacen_solo2", then open all the model_*.skin files and do mass change (Ctrl+H, mass replace) for jacen_solo->jacen_solo2, then repeat the same action with any .shader file. Remember to also change the *.shader's file name, so you don't have t
  5. The parameters are in void functions you can see here: OpenJK/w_force.c at master ยท JACoders/OpenJK (github.com) Now getting to know how to build your own game is a bit more tricky, but here's the tutorial: Compilation guide ยท JACoders/OpenJK Wiki (github.com) - it may all look quite a bit complicated if you're more used to some simpler stuff like editing .npc/.sab files and so on, but really when you finally get to know your way around Visual Studio, then finding a place where to fix an integer defining range/speed/damage is omega-simple!
  • Create New...