mariners2001 Posted November 26, 2003 Share Posted November 26, 2003 Wow! This is definitely the best mod so far for JKA so far (though that isn't saying much due to the lack of editing tools/SDK). The weapons are amazing...I'm going to have to investigate the pk3 file to see how they did this. And the blood...umm...whoa...it splatters on your face and such....nasty but effective.... ....Also you can completely whack people around with some heavy clubs and such....good stuff....also the 'Wolverine' claws are insanely cool - leaving scratch marks on the opponents!! Download this if you haven't already....the link on LucasFiles is up: http://www.lucasfiles.com/index.php?s=&action=file&id=327 Awesome!! Two thumbs up!! EDIT: Wow....hilt-makers be aware...check out this .sab file...tons of commands i never knew existed! axe1 { name "Battle Axe" saberType SABER_SINGLE saberModel "models/weapons2/axe1/axe1.glm" soundOn "sound/weapons/sword/draw1.wav" soundLoop "sound/effects/null.wav" soundOff "sound/weapons/sword/swing4.wav" numBlades 3 saberLength 22 saberRadius 4 saberLength2 18 saberRadius2 3 saberLength3 12 saberRadius3 2 saberstylelearned strong saberstyleforbidden fast saberstyleforbidden medium saberstyleforbidden tavion saberstyleforbidden dual saberstyleforbidden staff twohanded 1 throwable 0 noWallMarks 1 noDlight 1 noBlade 1 noClashFlare 1 trailStyle 1 g2MarksShader "gfx/damage/bloodcutmark" g2WeaponMarkShader "gfx/effects/bloodsplat" spinSound "sound/weapons/saber/saberspinoff.wav" swingSound1 "sound/weapons/sword/swing_low1.wav" swingSound2 "sound/weapons/sword/swing_low2.wav" swingSound3 "sound/weapons/sword/swing_low3.wav" hitSound1 "sound/weapons/sword/stab_hard1.wav" hitSound2 "sound/weapons/sword/stab_hard2.wav" hitSound3 "sound/weapons/sword/stab_hard3.wav" blockSound1 "sound/weapons/sword/block_low1.wav" blockSound2 "sound/weapons/sword/block_low2.wav" blockSound3 "sound/weapons/sword/block_low3.wav" blockEffect "sparks/spark.efx" hitPersonEffect "sword/hitperson.efx" hitOtherEffect "sparks/spark.efx" noIdleEffect 1 knockbackScale 1 damageScale 2 breakParryBonus 1 parryBonus 1 lockable 0 lockBonus -1 blocking 0 disarmBonus 1 onInWater 1 bounceOnWalls 1 moveSpeedScale 0.8 animSpeedScale 0.8 noStabDown 1 noManualDeactivate 1 } So even a no blade option without messing with the saber effects and such... Link to comment Share on other sites More sharing options...
ChangKhan Posted November 26, 2003 Share Posted November 26, 2003 Heh, now someone will have to make a "Kill Bill" mod... Link to comment Share on other sites More sharing options...
Thrawn42689 Posted November 26, 2003 Share Posted November 26, 2003 That's not the only possiblity, Mike...I'll have to look into this. Link to comment Share on other sites More sharing options...
Thrawn42689 Posted November 26, 2003 Share Posted November 26, 2003 When I try to start it, I get this message: Originally Posted by jamp.exe: UI_SaberLoadParms: ran out of space before reading shield1.sab (you must make the .npc files smaller) Anyone know how to fix this? Link to comment Share on other sites More sharing options...
ChangKhan Posted November 26, 2003 Share Posted November 26, 2003 Originally posted by Thrawn42689 When I try to start it, I get this message: Anyone know how to fix this? You probably have other mods in your base dir, this is inadvisable as the different pk3 files can conflict. Really, all mods should be in their own dir... Link to comment Share on other sites More sharing options...
mariners2001 Posted November 26, 2003 Author Share Posted November 26, 2003 Originally posted by ChangKhan[RAVEN] Heh, now someone will have to make a "Kill Bill" mod... LOL! YEAH!!! "Kill Bill" kicked ass! By the way, ChangKhan, why weren't some of these commands added to the default .sab file read-me thingy? Just curious, but I know others could definitely take advantage of little things like that.... Link to comment Share on other sites More sharing options...
ChangKhan Posted November 26, 2003 Share Posted November 26, 2003 Originally posted by Thrawn42689 That's not the only possiblity, Mike...I'll have to look into this. Sweet... I bet someone could make a Matrix mod for Jedi Academy that's 10 times better than "Enter the Matrix"... Link to comment Share on other sites More sharing options...
ChangKhan Posted November 26, 2003 Share Posted November 26, 2003 Originally posted by mariners2001 LOL! YEAH!!! "Kill Bill" kicked ass! By the way, ChangKhan, why weren't some of these commands added to the default .sab file read-me thingy? Just curious, but I know others could definitely take advantage of little things like that.... Yeah, for the patch, I added a ton of new fields into the .sab file... there should be a template.sab or a readme or something somewhere in the pk3 files... (I gave it to some people, looks like it's in the melee.pk3, too!) Link to comment Share on other sites More sharing options...
ChangKhan Posted November 26, 2003 Share Posted November 26, 2003 It's also up at pcgamemods.com: Melee Mod , but I don't see it up at massassi.net or jk2files.com. Link to comment Share on other sites More sharing options...
Thrawn42689 Posted November 26, 2003 Share Posted November 26, 2003 Originally posted by ChangKhan[RAVEN] Sweet... I bet someone could make a Matrix mod for Jedi Academy that's 10 times better than "Enter the Matrix"... That's our goal, actually. The Matrix: Unplugged Anyway, I found out what was causing the problem. I couldn't play it because I didn't have the 1.01 patch installed. I hadn't installed the patch because it gave me an "invalid directory" error. Turns out the error occured because my game CD was in the drive. Link to comment Share on other sites More sharing options...
Cazor Posted November 26, 2003 Share Posted November 26, 2003 Originally posted by ChangKhan[RAVEN] Sweet... I bet someone could make a Matrix mod for Jedi Academy that's 10 times better than "Enter the Matrix"... [edit]heh, thrawn got here first, same mod, but yeah[/edit] You know... its funny that you brought that up. This stuff is absolutally awesome, and i lead the matrix unplugged mod for jedi academy. Do you have some instant messenger i could talk to you with? I have the following: AIM: CazorFett MSN: Cazor_Fett@hotmail.com ICQ: 167593949 If you could message me that would be awesome. Great job on this, too. Link to comment Share on other sites More sharing options...
[FotF]Maddog Posted November 26, 2003 Share Posted November 26, 2003 Odds are you wont see it http://www.jk2files.com for quite some time due to the enormous backlog and the lack of people to get the files posted in a reasonable time. With that said this is pretty cool and with all the screenshots available at pcgamemods it look like its at least worth checking out. Dog Link to comment Share on other sites More sharing options...
mariners2001 Posted November 26, 2003 Author Share Posted November 26, 2003 Originally posted by ChangKhan[RAVEN] Yeah, for the patch, I added a ton of new fields into the .sab file... there should be a template.sab or a readme or something somewhere in the pk3 files... (I gave it to some people, looks like it's in the melee.pk3, too!) Whoa...never knew that was added! Very cool stuff! Thanks ChangKhan! Link to comment Share on other sites More sharing options...
mariners2001 Posted November 26, 2003 Author Share Posted November 26, 2003 And since I still see you around - I had a couple of Q's Chang.... 1) Anyway we can make it so the blades can't deflect projectiles? This is sort of a must for sword mods...unless it's just sword-vs-sword combat... 2) Is it possible to keep the marks (saber slashes/cuts) on the player character to stay forever....I hate how they disappear...It'd be kind of cool to see how your character looks after a massive battle...hehe Any thoughts? Link to comment Share on other sites More sharing options...
ChangKhan Posted November 26, 2003 Share Posted November 26, 2003 Originally posted by mariners2001 And since I still see you around - I had a couple of Q's Chang.... 1) Anyway we can make it so the blades can't deflect projectiles? This is sort of a must for sword mods...unless it's just sword-vs-sword combat... 2) Is it possible to keep the marks (saber slashes/cuts) on the player character to stay forever....I hate how they disappear...It'd be kind of cool to see how your character looks after a massive battle...hehe Any thoughts? Hmm, not sure, never tried either of those. You may be able to set "blocking" to 0 in the .sab file... I think it'll still block projectiles that hit it, but it won't auto-block? Probably need a modder to add another field to the .sab file (and I thought I thought of everything!) But if you're doing a real-world mod, bullets and that sort of thing are just traces (instant-hit) and wouldn't hit the blades anyway. Normal projectiles (like, say, an arrow) should be hittable by swords, so... probably don't need to mess with it...? As for keeping the marks around longer... I don't think that's possible without a code change (I think the cg_g2marks acts differently in MP than in SP, but I don't think it controls how long the marks last). Your game would chug quite a bit, though, if marks stuck around forever, that's adding a lot of polys everytime it makes a ghoul2 mark on a player model! Link to comment Share on other sites More sharing options...
Strideur Posted November 26, 2003 Share Posted November 26, 2003 OMG this mod is so much fun. I especially like using that massive hammer and launching the baddies across the room. Thanks for posting it Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted November 26, 2003 Share Posted November 26, 2003 Holy Toledo! Thank you Chang, I'll make use of this. Link to comment Share on other sites More sharing options...
Kurgan Posted November 26, 2003 Share Posted November 26, 2003 Glad you guys are enjoying it. Whoever made that mod knows what I like! Update: The link is now fixed (thanks Visac!) grab it here: http://www.lucasfiles.com/index.php?s=&action=file&id=327 Be sure to vote! Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted November 26, 2003 Share Posted November 26, 2003 I noticed a bug, and I've the feeling it isn't the melee mod's fault. OK. Select claws on one hand, single saber. Note it has fast style. Now, after applying it and suiciding so it shows, select dual sabers and place two claws. Suicide. Notice how the dual claws still have fast style, kata included? Now suicide again. The dual claws now are dual style (And the barrier doesn't work properly) So I imagine it's a bug in the saberStyle cvar, not the mod... Since it specifies TAVION, yet is completely ignored. ADDITION: Attempt to forbid dual style in any single weapon, and learn another, say Strong. Now try to use it as a dual. Notice it ignores the cvar to forbid, and attempt to swap to strong results in the cursor moving, then immediately switching? Link to comment Share on other sites More sharing options...
ChangKhan Posted November 26, 2003 Share Posted November 26, 2003 Originally posted by Lathain Valtiel I noticed a bug, and I've the feeling it isn't the melee mod's fault. Heh, yeah, the saber combat system was never intended to be able to switch from one style to another in so many twisted, rapid ways... I'm not surprised, frankly, that doing so causes some oddness... :/ Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted November 26, 2003 Share Posted November 26, 2003 What bothers me though is that a particular cvar is seemingly ignored entirely (saberStyle), unless the readme isn't telling us something. Is there something you have to do to get it working? Link to comment Share on other sites More sharing options...
ChangKhan Posted November 26, 2003 Share Posted November 26, 2003 Originally posted by Lathain Valtiel What bothers me though is that a particular cvar is seemingly ignored entirely (saberStyle), unless the readme isn't telling us something. Is there something you have to do to get it working? There is no "saberStyle" cvar (cvar = console variable) that I know of... do you mean the "saberStyle" key in the .sab file? Are you talking about SP or MP? Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted November 26, 2003 Share Posted November 26, 2003 Oops, yes, that key. In MP, yes. (I thought it was called a cvar, heh.) Link to comment Share on other sites More sharing options...
ChangKhan Posted November 26, 2003 Share Posted November 26, 2003 Originally posted by Lathain Valtiel Oops, yes, that key. In MP, yes. (I thought it was called a cvar, heh.) It may act differently in MP, the saberstyle cycling rules and mechanics were written completely seperately from the SP saberstyle stuff I did and I'm not too familiar with it... :/ Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted November 26, 2003 Share Posted November 26, 2003 Ah, i see. Oh well, the forbidden, learned stuff suffices rather nicely. Link to comment Share on other sites More sharing options...
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