The New Order Posted May 20, 2017 Posted May 20, 2017 Ladies and gentlemen I present you with SFX Sabers. Source Code https://github.com/The-New-Order/OpenJK/tree/SFX-Sabers Important you need to download this in order for the source code to work. http://mrwonko.de/jk3files/Jedi%20Academy/Mods/Weapons/61255/ Type into console cg_SFXSabers 1If you don't know how to build code on a Mac, I have a tutorial on it. https://jkhub.org/tutorials/article/218-how-to-build-code-on-a-mac/ Enjoy Lancelot, Liam and Smoo like this
Deltm Posted May 22, 2017 Posted May 22, 2017 Ladies and gentlemen I present you with SFX Sabers. Source Code https://github.com/DarkRevan/SFX-Sabers The github link seams to be dead
The New Order Posted May 22, 2017 Author Posted May 22, 2017 The github link seams to be dead https://github.com/The-New-Order/OpenJK/tree/SFX-Sabers
Zyrious Posted May 26, 2017 Posted May 26, 2017 Is it possible to get this code to work in Jedi Outcast? I've been porting a bunch of stuff over to JK2 for a better graphical experience with vanilla gameplay but this seems to be the one thing i can't do. I Loaded up JK2enhanced to see how they did it but based on what i'm seeing with sfxsabers enabled, they weren't able to get it to work (atleast, not in the alpha build that's available). I tried compiling this code for JK2, and while openJK works just fine, the code seems to have no affect. There's probably code differences between the two games i'm unaware of, though what makes this more confusing is SFX code isn't even native to JKA, so what is it in JKA that allows SFX code to work that isn't present in the JK2sp OpenJKA code? Is it even possible to get this to work in Jedi Outcast or is that a lost cause(i'm trying to get this to work in SP, and am compiling for SP, to clarify)? Smoo likes this
Smoo Posted May 27, 2017 Posted May 27, 2017 Is it possible to get this code to work in Jedi Outcast? I've been porting a bunch of stuff over to JK2 for a better graphical experience with vanilla gameplay but this seems to be the one thing i can't do. I Loaded up JK2enhanced to see how they did it but based on what i'm seeing with sfxsabers enabled, they weren't able to get it to work (atleast, not in the alpha build that's available). I tried compiling this code for JK2, and while openJK works just fine, the code seems to have no affect. There's probably code differences between the two games i'm unaware of, though what makes this more confusing is SFX code isn't even native to JKA, so what is it in JKA that allows SFX code to work that isn't present in the JK2sp OpenJKA code? Is it even possible to get this to work in Jedi Outcast or is that a lost cause(i'm trying to get this to work in SP, and am compiling for SP, to clarify)?I thought it was already apart of JK2Enhanced? Check out the sub-forum, eezstreet had a post about it General Howard likes this
RecklessJames Posted February 17, 2018 Posted February 17, 2018 @@The New Order Sorry for the bump but... link is dead? And the 2nd link posted was exactly the same, thus also dead... lol. Would appreciate a new link, if it exists. Thanks!
The New Order Posted February 17, 2018 Author Posted February 17, 2018 @@The New Order Sorry for the bump but... link is dead? And the 2nd link posted was exactly the same, thus also dead... lol. Would appreciate a new link, if it exists. Thanks!Yeah sorry I removed it. I deleted that repo.
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