-
Posts
99 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by CansecoDev
-
-
The cycle repeats.
What happened on May 2005?Smoo likes this -
Awesome job, awesome interview! This brings me a tear of joy I'll never forget.
I knew something was stirring from that green banner the other day, and absolutely the wait has been worth it. Thanks you all for this, it means a lot and is always inspirational to see the original JK team talking about the game.
May the force be with you. Always!
Circa, GamerRedNeck, {JoF} Atlas and 1 other like this -
-
I recall some sort of script you could run to convert JKA models to JK2, but can't remember where that was.
Asgarath83 likes this -
I'm 100% positive that if someone did, there should be an increasing curve every year around December, I've seen many times it happening; someone comes to play JK around December and all of a sudden here we are all again, to then drop it after some months to just repeat the cycle next year.
Smoo likes this -
Holy macaroni!
SpoilerSomaZ likes this -
Release the kraken
-
Is using a software that is no longer available the only way to create vehicles on JKA?
-
I'm looking for information on the engine limitations in OpenJK, I know some have been increased but I don't know which ones and how much. I'm making a map that feels really big using as many tricks as I can, this information would be crucial for planning ahead.
Limitations like:
- Entities in a map.
- Rendered entities in the client.
- Brush count
- Vertex count in a map
- Vertex count in the client
- Vehicle types.
- NPC count
- Waypoint count
- Icarus limitations, like globals or script size.
- Do ASE misc_model count towards the entity limit or the brush limit?
- Shaders and Texture allocation, shouldn't be a problem for me since I'm reusing many shaders and textures thorough this map, but It would be good to know.
- Any other relevant limitations one should know regarding map making.
Smoo likes this -
Way harder than expected, many surfaces are already squeezing that 1000 vertex limit, even those already split into multiple surfaces.
I can smell that same frustration I'm having right now from some of those surface names haha. Well this will take more time than I though, I'll just upload a pack when everything is done.
For now, this is done so far; pursuer's belly being slightly adjusted for a non belt version and standard jedi boots.
-
-
It looks amazing
-
That its! Thanks I didn't knew about that Patch Properties menu
-
How can a texture from a patch be scaled in GTK Radiant 1.4?
The Surface Inspector doesn't seems to work
-
I'm pretty sure those should work just fine with JK2MV
-
Which keyboard layout do you use?
This may be useful/related: https://github.com/JACoders/OpenJK/issues/866
-
Probably if you are trying to start a Jedi Outcast (JK2) server with the 1.03 or 1.02 version of the binaries, you receive this problem.
In this tutorial, you learn why you receive this problen, and how to fix it
- "First of all, if you are in a furious rage because yo can't start your JK2 server on your recently rented VPS or dedicated machine, open this spoiler, play the mix and continue. When you hearded the entire mix and calmed your head, yo will be prepared to start this detailed tutorial, because if you fail, it will be because you aren't quiet and you're wrong about something, not because I explain something wrong."
This is a undocumented issue since the year 2002, Ok lets go (I never heard of a tutorial to fix this).
1. Why god!? Why?
The old compiled versions on jk2Ded are too old, really, too old. Because that, some instructions are outdated for the newest linux distributions, and need to use some interface libraries to work properly.
# Interfaces add delays to everything. Because that, i suppose that this solution isn't perfect.
2. Get the interface
First, you need to download the "Loki compatibility libraries" from here: loki_compat_libs-1.5.tar.bz2, if you want a full documentation of this, see the bibliography.
You can download it manually or using the "wget" cmd, putting it in a folder you like.
- "If the links are dead you can download a zipped copy of the original source, at the bottom of this tutorial."
user@machine:~/server/jk2/lokifix/$ wget http://www.swanson.ukfsn.org/loki/loki_compat_libs-1.5.tar.bz2
Now, decompress that tarball, manually or with the "tar" cmd and delete the tarball if you dont want junk files:
user@machine:~/server/jk2/lokifix/$ tar xjvf loki_compat_libs-1.5.tar.bz2
user@machine:~/server/jk2/lokifix/$ rm loki_compat_libs-1.5.tar.bz2
3. Remake you server start script
All you need now is add these lines before server script:
_LIBRARY_PATH=/server/jk2/lokifix/Loki_Compat
export LD_LIBRARY_PATH
# SERVER EXECUTATION SCRIPT #
Attention! The "/server/jk2/lokifix/Loki_Compat" code is the directory where you have the libraries!
Don't have an script? No problem, I gift you an example script, download from the attached files at the bottom of this tutorial if you want.
#!/bin/sh
LD_LIBRARY_PATH=/server/jk2/lokifix/Loki_Compat
export LD_LIBRARY_PATH
./jk2Ded +set fs_game Your_Gamemode +set net_port Your_Port +exec Your_Server_CFG
Finally, give execution perms to your script and execute it... Works!
Internet Bibliography:
www.jedidog.freeforums.org--> Thread on JediDog forum
www.swanson.ukfsn.org -------> Libraries for running old Loki games.
www.cc.dtu.dk ------------------> LD_LIBRARY_PATH – or: How to get yourself into trouble!
www.lucasforums.com ---------> First post with this problem.
-
It's not
Smoo likes this -
Hey @@Blackwyrm^Heart happy to read that, I can't wait to see those changes, but I wonder if you are planning to make a release at JKHub files, Dropbox downloads are really slow (at least for me) ~30kbs
-
@@DarthNormaN The interior of the Starkiller base would be perfect for any kind of match; ffa, duel, team, ctf and even siege.
-
-
I figured that this is just not possible, when you map the soundon at a .sab file, that sound looks like its used on both saberon and saberonquick
btw, here is a sneak peek of what I'm doing:
ooeJack likes this -
Hello, I'm currently doing a new saber sound set, but I'm having trouble to replace the "saberonquick", this sound is triggered when you attack with the saber off.
sound\weapons\saber\saberonquick.mp3
Looking at the source looks like its hard-coded, but I may be wrong (and I hope to be wrong), Is there any way to replace this sound on a .sab file? or any workaround...
-
Senate guard from Episode I
in Mod Requests & Suggestions
Posted
I'm not sure if the helmet and robes are black or blue, must depend on the illumination. Has anyone ever done these?