Dest Posted July 26, 2002 Share Posted July 26, 2002 I just sent in JediMod v1.1 to jk2files.com and jediknightii.net It fixes a bunch of bugs and adds selectable saber hilts and more. have fun Link to comment Share on other sites More sharing options...
razorace Posted July 26, 2002 Share Posted July 26, 2002 Thanks Dest. I'll check it out when I can get it. stupid upgrading servers. Link to comment Share on other sites More sharing options...
rut-wa jodar Posted July 26, 2002 Share Posted July 26, 2002 Looking forward to trying V1.1, Dest. Link to comment Share on other sites More sharing options...
blah2k Posted July 27, 2002 Share Posted July 27, 2002 Is this mod going to be posted anywhere else? Jediknightii.net and jk2files.com haven't updated and added the file yet. Link to comment Share on other sites More sharing options...
Dest Posted July 27, 2002 Author Share Posted July 27, 2002 there is a mirror at http://www.geocities.com/dmccarthy100 If you downloaded JediMod 2.0++ or JediMod 2.1++ make sure to reinstall JediMod v1.0 because both of those files actually overwrite JediMod v1.0. I have to talk to the maker of JediMod2.1++ so he doesnt do that in his next release. Link to comment Share on other sites More sharing options...
blah2k Posted July 27, 2002 Share Posted July 27, 2002 Yeah, I saw that link in the Jedimod 2.0 thread, but the link to version 1.1 wasn't working. It says it cannot locate the file. Link to comment Share on other sites More sharing options...
rut-wa jodar Posted July 27, 2002 Share Posted July 27, 2002 Originally posted by blah2k Yeah, I saw that link in the Jedimod 2.0 thread, but the link to version 1.1 wasn't working. It says it cannot locate the file. The link has a spelling mistake try this : http://www.geocities.com/dmccarthy100/jedimod1_1.zip Link to comment Share on other sites More sharing options...
teutonicknight Posted July 27, 2002 Share Posted July 27, 2002 Should I install JediMod 1.1 or 2.1++? Link to comment Share on other sites More sharing options...
Malice343 Posted July 27, 2002 Share Posted July 27, 2002 Gotta luv jedi mod Does this mean we will be able to select different saber hilts for different models or just select it for all of the players?? Nice work dest Link to comment Share on other sites More sharing options...
JandoFett1842 Posted July 27, 2002 Share Posted July 27, 2002 What's the difference? I dont notice anything! Link to comment Share on other sites More sharing options...
Woad Posted July 28, 2002 Share Posted July 28, 2002 Originally posted by teutonicknight Should I install JediMod 1.1 or 2.1++? Yeah, what he said! Link to comment Share on other sites More sharing options...
Dest Posted July 28, 2002 Author Share Posted July 28, 2002 JediMod v1.1 is the next official version of JediMod. 2.1++ is just a mod of JediMod that overwrites JediMod on accident so if you installed JediMod v2.0++ or v2.1++ you have to delete JediMod.pk3(if the pk3 size is around 600kb it is 2.1++ if it is closer to 2mb then it is JediMod v1.0) and then reinstall JediMod v1.0. After that you can download v1.1. Selectable saber hilts are very cool Link to comment Share on other sites More sharing options...
razorace Posted July 28, 2002 Share Posted July 28, 2002 Dest, you may want to consider asking the JediMod. 2.1++ to change the name. It sounds too much like a official JediMod release. And we all know how easy it is to confuse people around here. Link to comment Share on other sites More sharing options...
Lunatic Jedi Posted July 28, 2002 Share Posted July 28, 2002 Uh, neither of those links work. Need... link... need... mod! Do I need the updated sabers to use the selectable sabers feature? Link to comment Share on other sites More sharing options...
razorace Posted July 28, 2002 Share Posted July 28, 2002 Ok, I got and tried it. The purple special is very cool looking. I'm getting a few weird errors thou (but honestly, I haven't reinstalled JK2 in a while so it could just be me.) 1. After playing the game for a while I get a "Re_RegisterModel: R_AllocModel() failed for 'models/weapons2/saber_/saber_w.glm'" repeated over and over. I think it's got something to do with a bot trying to use it's dual sabers, but I'm not sure. 2. Sometimes if a bot switches from the default blaster to the saber, the saber blade pops out of the blaster at an angle and works like normal. Very weird looking. Link to comment Share on other sites More sharing options...
JediDante Posted July 28, 2002 Share Posted July 28, 2002 Ok is it just me!? or when you add custom saber hilts they don't have any texture on them? Dest if you could please tell me whats going on that would be great! -JediDante Link to comment Share on other sites More sharing options...
Darth-Nasty Posted July 28, 2002 Share Posted July 28, 2002 That geocities mirror has exceeded its transfer limit so can one of the nice people who have managed to downloaded it upload it somewhere else for the rest of us? thk u:) Link to comment Share on other sites More sharing options...
rut-wa jodar Posted July 28, 2002 Share Posted July 28, 2002 Originally posted by rut-wa jodar The link has a spelling mistake try this : http://www.geocities.com/dmccarthy100/jedimod1_1.zip RIGHT click on the link and select save target as Remember : It Must be in the same Dir as jedimod 1.0 or it will not work properly Link to comment Share on other sites More sharing options...
Reiver Posted July 28, 2002 Share Posted July 28, 2002 Dang......I could host it if I had the file. I got a good reliable host. Link to comment Share on other sites More sharing options...
kylekatarn2500 Posted July 28, 2002 Share Posted July 28, 2002 the url doesn't work!!! I use GetRight for downloads and it says "disconnected to the server"!!! I want JediMod v.1.1 Link to comment Share on other sites More sharing options...
Jedi Howell Posted July 30, 2002 Share Posted July 30, 2002 The RE_Register problem occurs because the game tries to register a model(for example, taking out a double-bladed saber, changing your player model, throwing your saber), but it's reached it's model limit(i think). This makes thrown sabers appear invisible, and will refuse to change your player model, etc. This might be able to be fixed by upping the max model registration. I have no idea how to do this, but it might give Dest a clue... jh Link to comment Share on other sites More sharing options...
razorace Posted July 30, 2002 Share Posted July 30, 2002 Ok thanks Jedi Howell. I'll see what happens if I dump a lot of my addition models. Link to comment Share on other sites More sharing options...
Jedi Howell Posted July 30, 2002 Share Posted July 30, 2002 No no no...you needn't delete models. The problem is that too many models have been loaded. So say its like this: Get into the game. Choose the Desann model. Choose the Desann hilt. The game loads Desann, and his hilt. Another person joins and chooses yoda and his hilt. Those are loaded. You throw your saber, creating a new model. This adds to the model count. You take out two sabers. Add's to the model count. Think of it as levels. You can have as many levels you want on your computer. You just can't load more than one at a time. Well, same thing with the models. It can only register so many, before it starts not being able to add any more. jh Link to comment Share on other sites More sharing options...
JEDI_Nova Posted July 30, 2002 Share Posted July 30, 2002 Is there anyway to get hilts that you have already d/l to work with the hilt selector? Link to comment Share on other sites More sharing options...
[JHQ]Inty Posted July 31, 2002 Share Posted July 31, 2002 I run my own server off and on, and I want to play with scaled yoda(only), but I can't seem to disable /twosaber. everytime I set the cvar to 0 it broadcasts that it's changed to 1(which it's set at initially). Is there a way to fix this? Link to comment Share on other sites More sharing options...
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