jadyniec Posted October 19, 2004 Share Posted October 19, 2004 Hi, I am trying to get all the Jedi Outcast SP levels to work in Jedi Academy, but for some reason the Yavin Swamp and Yavin Canyon levels have a problem with the water. Instead of going into the water, the player just skates across it. You can noclip into the deep water and then turn noclip off and swim, but you cannot surface. This phenomenon occurs throughout the swamp level and through about half of the canyon level. Any suggestions? (Please be specific) Thanks! Link to comment Share on other sites More sharing options...
Nokill Posted October 20, 2004 Share Posted October 20, 2004 don'thave have to confert something for that Link to comment Share on other sites More sharing options...
Neverhoodian Posted October 20, 2004 Share Posted October 20, 2004 I think it's just a simple case of incompatibility between the two games. JA is just different enough from JO that some elements of the JO SP mode will not work properly in JA. I don't think anything can really be done about it besides using the noclip codes as you have done. Link to comment Share on other sites More sharing options...
Sam Fisher Posted October 20, 2004 Share Posted October 20, 2004 As a lot of people have said, you'll get bugs in JA if you try to play JO maps in it, scripting problems, missing textures, and other stuff. Anyways, why on earth would you want to play JO in JA? JO SP is much better not in JA. IMO. Link to comment Share on other sites More sharing options...
Kurgan Posted October 20, 2004 Share Posted October 20, 2004 Well if you have both games the answer is naturally "because you can." Otherwise there's plenty of reasons: 1) More character animations. 2) New weapons. 3) New Force Powers. 4) Graphic improvements (like the stealth effect on the Shadow Troopers, the new shadows, saber glows, etc.) 5) Possibility of coop. 6) Messing around with spawns & such. Link to comment Share on other sites More sharing options...
Samuel Dravis Posted October 20, 2004 Share Posted October 20, 2004 Heh, this thread made me go play that the end missions in JO again (from yavin_swamp on). Since I got my new compy a while back, I haven't played the JO SP very much, and really then only the first few levels. Well, now I'm able to max out the settings in Yavin and it looks good. I love JO. Link to comment Share on other sites More sharing options...
jadyniec Posted October 21, 2004 Author Share Posted October 21, 2004 I have gotten so used to all the added movements in the JA lightsaber system that to go back to JO is like being handicapped or something. IF you can get JO to work perfectly or close to it in JA it only enhances it. You get all the good things about JA with none of the bad things, because you're basically playing JO. Anyways, the Yavin Canyon level is playable because you really don't have to go in the water, you can just go up on the "shoreline", but unfortunately, the swamp level is pretty much unplayable this way. Too bad because I think it is among the best looking levels in the JK series. Link to comment Share on other sites More sharing options...
Samuel Dravis Posted October 22, 2004 Share Posted October 22, 2004 Mmph. I like JO's SP saber fighting better than JA's. In MP JO's is inferior, but SP it's soo good. I don't have much of a problem with only having a single saber though, although it's just a personal preference. I agree, the swamp levels are quite fun to play. I loved those levels in MotS, and seeing similar ones in their glory in JO was really incredible. Link to comment Share on other sites More sharing options...
Kurgan Posted October 23, 2004 Share Posted October 23, 2004 I dunno, the lack of certain force powers in JK2 SP really annoyed me, making it feel like they made the game that way to make it artificially more difficult (ie: frustrating). I couldn't tell much of a difference between JA & JK2 SP saber combat, other than the new moves, though. Maybe the Katas and stuff make it too easy. But the variety of opponents makes it more interesting I think. The SP adventure for both games is worth playing through, even if JK2's is "too hard" and JA's is "too easy." Link to comment Share on other sites More sharing options...
razorace Posted October 24, 2004 Share Posted October 24, 2004 Actually, I'm working on the same project for OJP as part of the CoOp gametype. Exactly what have you done so far? Are you making sure to only grab the files needed for the maps so that they don't conflict with JKA's files? Link to comment Share on other sites More sharing options...
jadyniec Posted October 25, 2004 Author Share Posted October 25, 2004 um....no. All I did was take the asset folders from JO and rename them so they could be read before the asset folders in JA. I did not change anything within the folders themselves, and with the exception of the cutscenes and some missing textures, there were no real problems up until the Yavin levels. Any suggestions on what I should/not remove from the JO folders to eliminate conflicts? Link to comment Share on other sites More sharing options...
Samuel Dravis Posted October 25, 2004 Share Posted October 25, 2004 Wouldn't all you'd have to do is rename the JO assets files to something like 1assets1.pk3? That way they'd be loaded before the JA ones and the filenames that are shared would be overwritten by the JA ones. Link to comment Share on other sites More sharing options...
razorace Posted October 25, 2004 Share Posted October 25, 2004 Well, I tried that, but it causes an assload of problems including breaking the animation system. Maybe I did it wrong. I'll give it another shot. Link to comment Share on other sites More sharing options...
razorace Posted October 25, 2004 Share Posted October 25, 2004 Well, it works now. Weird. Link to comment Share on other sites More sharing options...
Prime Posted October 25, 2004 Share Posted October 25, 2004 I tried that a while ago, but I still seemed to have problems with some of the scripts and the like. For example, did you guys experience Jan not following you right away on the first level, and various elevators and cutscenes not working and things of that sort? I'd love to know a solution for that stuff. I never looked into it much more back then... Link to comment Share on other sites More sharing options...
razorace Posted October 25, 2004 Share Posted October 25, 2004 Well, I haven't been able to run the first or second levels but thats probably because I'm trying to get them to work in MP. Link to comment Share on other sites More sharing options...
jadyniec Posted October 25, 2004 Author Share Posted October 25, 2004 The scripting for Jan and Lando is messed up, but it doesn't affect gameplay per se, at least not to the point where the mission objectives cannot be achieved. There are areas where you must use noclip to get through doors or what not. I can't think of any bad elevators off the top of my head, but it sounds likely. Many of the cutscenes don't work properly and cannot be skipped. For this you must enter the cam_disable command in the console. This doesn't do it for the mid-game scenes such as the meeting between Kyle and Galak-mech or the first meeting with Desann, however. Those both happen right at the end of the level though. Mostly the game is very playable in JA; but this water problem in the swamp is putting a real crimp in things... Link to comment Share on other sites More sharing options...
obijon1138 Posted March 27, 2005 Share Posted March 27, 2005 Did anyone ever figure this water thing out? I have found that the incompatabilities between JO and JA for the most part is scripting and maps. With a few minor shader probs. Most things can be fixed through scripting but the biggest problem is JA not recognizing waypoints on maps and the brush/shader problem (or whatever, I dunno) on yavin_swamp and yavin_canyon. I am sure a mapper out there has come across these issues. Is this a shader problem with the fog and weather? Or is it something else... Link to comment Share on other sites More sharing options...
razorace Posted March 27, 2005 Share Posted March 27, 2005 The waypoints aren't being recognized?! Link to comment Share on other sites More sharing options...
obijon1138 Posted March 27, 2005 Share Posted March 27, 2005 Well not all of them...but quite a few. Mostly in cutscenes and places you'd need them the most to get NPCs to follow attack paths. You'll see it every time you bring down the console after a level loads, the game will give you a list of errors. Link to comment Share on other sites More sharing options...
razorace Posted March 27, 2005 Share Posted March 27, 2005 what is the error that you're getting? Link to comment Share on other sites More sharing options...
obijon1138 Posted March 28, 2005 Share Posted March 28, 2005 The text in red is the error in the screenshot: http://www.geocities.com/obi_1138/shot0081.jpg I have worked around them for the most part by finding waypoints that the NPCs do respond to. But still other map problems... Link to comment Share on other sites More sharing options...
razorace Posted March 28, 2005 Share Posted March 28, 2005 Ah, I see. well, that shouldn't be too hard to fix. Just get me the map entity define for JK2 and I'll be able to replicate those waypoints for JKA, at least in OJP CoOp. Link to comment Share on other sites More sharing options...
obijon1138 Posted March 28, 2005 Share Posted March 28, 2005 Great! ...now where would I find that?...the map entity define. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted March 28, 2005 Share Posted March 28, 2005 Originally posted by razorace The waypoints aren't being recognized?! I noticed some navgoals in JK2 SP are not in JKA SP when I tried mapping/converting some of my older maps. I had to replace the navgoals manually. Link to comment Share on other sites More sharing options...
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