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Using JK2 models in JA


ChangKhan

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That's good news, James.

 

Sine_Nomen hit the shader limit like five times for his Nar Shaddaa level, forcing him to split it into several BSPs, and without the HUB option on the target_levelchange working properly, kind of screwed up the flow (I think the save or load coding the HUB thing used was different somehow, because it would give invalid chunk errors on loading).

 

Myself and others are planning on recreating SP elements in MP for JA, because of the AI and scripting that is already there. I'd like to be able to muck around in the code and add all sorts of stuff for my SP projects that I can't with the SP engine itself.

 

By the way, if the ragdoll isn't in JA MP, how hard would it be to add?

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oh poo. i meant to check on that hub code. i imagine it does do something different with the obj chunk, since we added hub tech for the elite force expansion pack, and the objectives chunk size changed - so we probably hacked it somehow. maybe i can still get a fix in...

 

(yeah, sp and mp are VERY synchronized this time. pretty much anything announced for sp is in mp, and vice versa. minus the obvious lack of networking in sp.)

 

p.s.

yes, there was something wrong in the hub loading. it's fixed now for the demo exe, but not for the retail exe.

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LEC legal has been watching us since we cracked open Dark Forces in 1994, then made a wealth of editing tools far superior to theirs, then cracked open Jedi Knight in 1997, and again made a wealth of editing tools far superior to theirs... Some of us think Massassi.net isn't ever mentioned as a JO fan site because they're jealous ;)

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