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Old 09-30-2003, 06:26 AM   #241
Kurgan
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that or type:

\rcon mapname


Open a pk3 with winzip and look for bsp files. The file name (without the bsp extension) is what you'd use to jump to that map.


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Old 09-30-2003, 06:46 AM   #242
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Re: Re: rebornboss with saber staff

Quote:
Originally posted by Zem
No need to use "thereisnospoon" if all you want to do is position things for a screenshot. Use:

cg_thirdpersonangle degrees
...to change the camera angle around your character. 0 degrees is the default, directly behind your character.

cg_thirdpersonvertoffset height
...to raise or lower the camera. Default is 16. Note that you can put in negative numbers if you want a really low angle shot looking up.

cg_thirdpersonpitchoffset degrees
...to pitch the camera up or down. While you can do this with mouselook, using this pitchOffset variable does it without having your character bend at the waist to look up or down.

cg_thirdpersonrange distance
...to move the camera towards or away from your character. Default is 80.

There's a horizontal offset too if you want to frame your character to one side or the other for that artistic effect. Forget the exact spelling... type "cg_thirdperson" and hit tab a few times to cycle through all the camera commands.

Oh, and if you want to do an action shot, use "timescale 0.1" to slow things down to a crawl. I bound a couple keys to "timescale 0.1" and "timescale 1.0" for convenience.
I'm not sure where this came from, but I had a .cfg script laying around in my JK2 directory called modelview.cfg. It lets you swich to a 3rd person view and rotate the camera around with the keypad keys. I hope this helps with what Dragon457 was looking for. Code follows...
Code:
///////////////////////////////////////////////////////////////////////
// Skin and Model View Script
// By: Octavius
///////////////////////////////////////////////////////////////////////
//Intructions:
// This script was originally for use with Quake3.
// Since most of the same commands between Q3
// and JK2 are the same, this script will work the same
// as it was intended in the original Q3 engine. To install
// it simply copy the file to your GameData\Base directory
// and when in game, enable cheats using the
// devmap <mapname> command. Once you are in developer
// mode, simply type "exec modelview.cfg" in the console.
// This binds your keypad to camera angle adjustments that will
// allow you to circle around your character, as well as pan
// in an out. This script uses the arrow keys of your numpad
// and the 5 (middle key) to switch between thrid and first person.
// No support is provided, use at your own risk.
//////////////////////////////////////////////////////////////////////////
bind kp_5 "toggle cg_thirdperson;vstr a0;vstr r40"
bind kp_uparrow "vstr closer"
bind kp_downarrow "vstr farther"
bind kp_leftarrow "vstr left"
bind kp_rightarrow "vstr right"

set a0 "cg_thirdpersonangle 0;set left vstr a10;set right vstr a350"
set a10 "cg_thirdpersonangle 10;set left vstr a20;set right vstr a0"
set a20 "cg_thirdpersonangle 20;set left vstr a30;set right vstr a10"
set a30 "cg_thirdpersonangle 30;set left vstr a40;set right vstr a20"
set a40 "cg_thirdpersonangle 40;set left vstr a50;set right vstr a30"
set a50 "cg_thirdpersonangle 50;set left vstr a60;set right vstr a40"
set a60 "cg_thirdpersonangle 60;set left vstr a70;set right vstr a50"
set a70 "cg_thirdpersonangle 70;set left vstr a80;set right vstr a60"
set a80 "cg_thirdpersonangle 80;set left vstr a90;set right vstr a70"
set a90 "cg_thirdpersonangle 90;set left vstr a100;set right vstr a80"
set a100 "cg_thirdpersonangle 100;set left vstr a110;set right vstr a90"
set a110 "cg_thirdpersonangle 110;set left vstr a120;set right vstr a100"
set a120 "cg_thirdpersonangle 120;set left vstr a130;set right vstr a110"
set a130 "cg_thirdpersonangle 130;set left vstr a140;set right vstr a120"
set a140 "cg_thirdpersonangle 140;set left vstr a150;set right vstr a130"
set a150 "cg_thirdpersonangle 150;set left vstr a160;set right vstr a140"
set a160 "cg_thirdpersonangle 160;set left vstr a170;set right vstr a150"
set a170 "cg_thirdpersonangle 170;set left vstr a180;set right vstr a160"
set a180 "cg_thirdpersonangle 180;set left vstr a190;set right vstr a170"
set a190 "cg_thirdpersonangle 190;set left vstr a200;set right vstr a180"
set a200 "cg_thirdpersonangle 200;set left vstr a210;set right vstr a190"
set a210 "cg_thirdpersonangle 210;set left vstr a220;set right vstr a200"
set a220 "cg_thirdpersonangle 220;set left vstr a230;set right vstr a210"
set a230 "cg_thirdpersonangle 230;set left vstr a240;set right vstr a220"
set a240 "cg_thirdpersonangle 240;set left vstr a250;set right vstr a230"
set a250 "cg_thirdpersonangle 250;set left vstr a260;set right vstr a240"
set a260 "cg_thirdpersonangle 260;set left vstr a270;set right vstr a250"
set a270 "cg_thirdpersonangle 270;set left vstr a280;set right vstr a260"
set a280 "cg_thirdpersonangle 280;set left vstr a290;set right vstr a270"
set a290 "cg_thirdpersonangle 290;set left vstr a300;set right vstr a280"
set a300 "cg_thirdpersonangle 300;set left vstr a310;set right vstr a290"
set a310 "cg_thirdpersonangle 310;set left vstr a320;set right vstr a300"
set a320 "cg_thirdpersonangle 320;set left vstr a330;set right vstr a310"
set a330 "cg_thirdpersonangle 330;set left vstr a340;set right vstr a320"
set a340 "cg_thirdpersonangle 340;set left vstr a350;set right vstr a330"
set a350 "cg_thirdpersonangle 350;set left vstr a0;set right vstr a340"
set r5 "cg_thirdpersonrange 5;set farther vstr r10;set closer vstr r500"
set r10 "cg_thirdpersonrange 10;set farther vstr r20;set closer vstr r5"
set r20 "cg_thirdpersonrange 20;set farther vstr r30;set closer vstr r10"
set r30 "cg_thirdpersonrange 30;set farther vstr r40;set closer vstr r20"
set r40 "cg_thirdpersonrange 40;set farther vstr r50;set closer vstr r30"
set r50 "cg_thirdpersonrange 50;set farther vstr r60;set closer vstr r40"
set r60 "cg_thirdpersonrange 60;set farther vstr r70;set closer vstr r50"
set r70 "cg_thirdpersonrange 70;set farther vstr r80;set closer vstr r60"
set r80 "cg_thirdpersonrange 80;set farther vstr r90;set closer vstr r70"
set r90 "cg_thirdpersonrange 90;set farther vstr r100;set closer vstr r80"
set r100 "cg_thirdpersonrange 100;set farther vstr r120;set closer vstr r90"
set r120 "cg_thirdpersonrange 120;set farther vstr r140;set closer vstr r100"
set r140 "cg_thirdpersonrange 140;set farther vstr r160;set closer vstr r120"
set r160 "cg_thirdpersonrange 160;set farther vstr r180;set closer vstr r140"
set r180 "cg_thirdpersonrange 180;set farther vstr r200;set closer vstr r160"
set r200 "cg_thirdpersonrange 200;set farther vstr r220;set closer vstr r180"
set r220 "cg_thirdpersonrange 220;set farther vstr r240;set closer vstr r200"
set r240 "cg_thirdpersonrange 240;set farther vstr r260;set closer vstr r220"
set r260 "cg_thirdpersonrange 260;set farther vstr r280;set closer vstr r240"
set r280 "cg_thirdpersonrange 280;set farther vstr r300;set closer vstr r260"
set r300 "cg_thirdpersonrange 300;set farther vstr r350;set closer vstr r280"
set r350 "cg_thirdpersonrange 350;set farther vstr r400;set closer vstr r300"
set r400 "cg_thirdpersonrange 400;set farther vstr r500;set closer vstr r350"
set r500 "cg_thirdpersonrange 500;set farther vstr r5;set closer vstr r400"
// EOF
After seeing some of the settings you showed, I was thinking the script could be modified to move the camera up and down as well as the camera angle up and down. I'll have to work on it to see what I can come up with.
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Old 09-30-2003, 07:37 AM   #243
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Thanks to some help from ChangKhan, I've gotten ragdoll physics to work in MP.

Here it is (for those who haven't already discovered it):

\broadsword 1

That's it (client side), and it's done!

Now make a kill and before they respawn, you can push or pull their body around, plus they will fall more loosely and lean against walls and such.

Adds a little bit more realism to the game. ; )

Turn it off and they will clip through walls and act like a mannequin again.
Attached Images
 


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Old 09-30-2003, 08:34 PM   #244
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List of all key descriptors?

Might be a dumb question, but I'm trying to bind a few keys with non-obvious names (like the left "shift" key, the numpad "+" key, etc.)

Excluding the obvious ones (the "a" key, for example), does anyone have a list of all the keys' names?

Thanks,
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Old 09-30-2003, 10:35 PM   #245
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helpusobi 1 doen't work with the dismemberment either

I did it like this:
devmapall
helpusobi 1
sabermorerealistic 3

got nothing
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Old 09-30-2003, 10:38 PM   #246
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p.s kurgan your games are always full
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Old 09-30-2003, 10:41 PM   #247
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Not exactly, but if you go into the Controls part of the menu and bind whatever that key was to some random action, you can then go into the console and type "bindlist", and the actual name of the key will show up there. Then you can bind to your heart's content.

That's how I figured out stuff like KP_PGDN for the '3' button on the number pad and so on.

EDIT: Bloody people posting between me andwhat I was replying to. This post is commenting on the one by DuncanFeldane.
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Old 10-01-2003, 01:10 AM   #248
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Duncan, try this bind list from Quake3. Should be the same:

http://www.planetquake.com/thebind/bindlist.shtml
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Old 10-01-2003, 04:20 AM   #249
dragon457
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Re: Re: rebornboss with saber staff

Quote:
Originally posted by Zem
No need to use "thereisnospoon" if all you want to do is position things for a screenshot. Use:

cg_thirdpersonangle degrees
...to change the camera angle around your character. 0 degrees is the default, directly behind your character.

cg_thirdpersonvertoffset height
...to raise or lower the camera. Default is 16. Note that you can put in negative numbers if you want a really low angle shot looking up.

cg_thirdpersonpitchoffset degrees
...to pitch the camera up or down. While you can do this with mouselook, using this pitchOffset variable does it without having your character bend at the waist to look up or down.

cg_thirdpersonrange distance
...to move the camera towards or away from your character. Default is 80.

There's a horizontal offset too if you want to frame your character to one side or the other for that artistic effect. Forget the exact spelling... type "cg_thirdperson" and hit tab a few times to cycle through all the camera commands.

Oh, and if you want to do an action shot, use "timescale 0.1" to slow things down to a crawl. I bound a couple keys to "timescale 0.1" and "timescale 1.0" for convenience.
Dude, this all worked like a charm! Check it out!
Rebornboss

Thanks a lot guys. Now to make some more interesting shots.

***Edit***

Oh, and I know there's a thread for screenshots and such, but I wanted Zem to see the fruites of his help. Cheers.
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Old 10-01-2003, 04:43 AM   #250
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How did you get the rebornboss to use the staff?

playermodel rebornboss?




Xbox 360 Gamertag: cr0wnes7
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Old 10-01-2003, 04:47 AM   #251
dragon457
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Quote:
Originally posted by |GG|Crow_Nest
How did you get the rebornboss to use the staff?

playermodel rebornboss?
I had the same question. Check out Tesla's post at the bottom of page 5 of this thread.
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Old 10-01-2003, 12:51 PM   #252
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Glad to be of help Dragon. Nice shot, too!
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Old 10-01-2003, 01:39 PM   #253
DuncanFeldane
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Smile bindlist

Thanks, all.
Jaden looks good!
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Old 10-01-2003, 03:08 PM   #254
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Re: Re: Re: rebornboss with saber staff

Quote:
Originally posted by dragon457
Dude, this all worked like a charm! Check it out!
Rebornboss
How did you make everything blurry except the player model?


"He was a wise man who invented beer." - Plato
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Old 10-01-2003, 03:27 PM   #255
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Blur effects in Photoshop I think.
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Old 10-01-2003, 03:47 PM   #256
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What is the command to freeze all NPCs? I tried npc freeze all, but I suppose it is wrong command
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Old 10-01-2003, 04:19 PM   #257
IIGuns
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Jawa sounds

Can some 1 please tell me how to bind a key for the jawa sounds in MP.

Thanks
Guns
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Old 10-01-2003, 05:15 PM   #258
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Quote:
Originally posted by Scoundrel
What is the command to freeze all NPCs? I tried npc freeze all, but I suppose it is wrong command
"d_npcfreeze 1" to freeze, "d_npcfreeze 0" to unfreeze.
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Old 10-01-2003, 06:13 PM   #259
The_Cheese
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Re: Re: Re: Re: rebornboss with saber staff

Quote:
Originally posted by Avitor
How did you make everything blurry except the player model?
seems like he took a screencap of the background, blurred it and then put the reborn over top.
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Old 10-01-2003, 06:22 PM   #260
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In Photoshop, it'd be easier to isolate the character with a selection mask or other selection tool and then blur everything but the character.
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Old 10-01-2003, 06:53 PM   #261
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Re: Give E-Web/Items

Quote:
Originally posted by WaR_ShArK_aX
Hey if anybody has got they're hands on an Entity list for JA, I'd really appreciate them e-mailing it to me (I'm betting you have one Chang but I don't know if your allowed to send it out ).

Or better yet, if you can answer this up front:

What is the "Give" cheat for getting the E-Web turret inventory item?
Lil help plz? :<



Quote:
If you could read my mind you would have ran screaming by now....
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Old 10-01-2003, 08:37 PM   #262
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Does anyone know how to set animations in the middle of a game (i.e like talking or walking or running anims)? Thanks in advance!
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Old 10-01-2003, 09:00 PM   #263
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Re: Re: Re: Re: Re: rebornboss with saber staff

Quote:
Originally posted by The_Cheese
seems like he took a screencap of the background, blurred it and then put the reborn over top.
Actually, it's what Trikshot said. I used the lasso tool in Photoshop to select the reborn, inverted the selection, and used the radial blur tool (set to zoom) to create the effect. Though now that I've given out my big secret, I'll have to think of something else to do. LOL.
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Old 10-02-2003, 05:04 AM   #264
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Re: Jawa sounds

Quote:
Originally posted by IIGuns
Can some 1 please tell me how to bind a key for the jawa sounds in MP.

Thanks
Guns
model jawa?




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Old 10-02-2003, 10:21 PM   #265
Kurgan
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mikamu, my game has room now! ; )

Yeah for a bit there I had too many bots in, but that's fixed now. Still it's been a popular server with forum people, so you're all welcome to join! (see the current IP in my signature).

The dismemberment thing is posted earlier in this thread (use the shortcut with +commands method, it works best, trust me).



And now another awesome trick somebody found in another thread:

Quote:
Quote:
Originally posted by Master William
Man, look what I found...

Have you sometimes wanted to get a certain color for your character, but you notice it isn't there?

Well now you can get it, with the use of these three commands...

char_color_red
char_color_blue
char_color_green

I really don't know exactly how to tell you to use them, but after a minute I managed to get the green color with my usual character... Which normally isn't even a color to pick to begin with.

As I know, you can type in numbers like 300, or 200.
Experiment for yourself and see if you find your favorite color, and then you can perhaps bind it to a key.
Everyone can see your color.
I also managed to color myself into a black Twi'Lek once!

Here is some pics of me in green, which without these commands wouldn't work... And best of all, everyone else can see you having it, so it's not a 'skin' thing.

Everyone can see it... Same thing goes for this screenshots I took, I guess...

http://www.angelfire.com/comics/will...4/shot0321.jpg
http://www.angelfire.com/comics/will...4/shot0332.jpg

Remember to enlarge them (I forgot how, but they tend to minimize and makes it all look ugly, but click on the screenshot once, and wait for this icon in the down right corner to appear, click it and the image will be resized to its original size)
Quote:
Originally posted by Sabre9
Yeah, I've been using it for a while to... valid numbers for all 3 variables are 0-255... However, I was not able to get black clothing, so I figured it wouldn't work for the Twi'Lek either, but it sounds like I was wrong...


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"The Concussion Rifle is the weapon of a Jedi Knight Player, an elegant weapon, from a more civilized community." - Kyle Katarn
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Old 10-02-2003, 10:35 PM   #266
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I just use:
playertint [red] [green] [blue]


For a while actually.


Cheers, NVShacker
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Old 10-02-2003, 11:26 PM   #267
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NVShacker, the playertint command works for single player only, the char_color_red etc cmd's are for changing the color in multiplayer.

As an addition to the char_color_X command, the console command for changing the custom models in MP ('playermodel' is for SP only) would be:

model jedi_<race&sex>/<head>|<torso>|<legs>

example: model jedi_tf/head_b2|torso_f1|lower_a1
is a twilek female in a black leather outfit

Changing the custom model via console isn't very user friendly (why use the console, when one can access the menu just as easy) - so the above is something for players who might want to bind several custom models to keys via script or so.

the different custom-models, heads, torsos and lower sections where listed by ChangKhan[RAVEN] in the

Question about customization...-thread
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Old 10-03-2003, 12:16 AM   #268
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Wink Increasing force amounts

Don't know if this has been discovered yet but if you add this line to the npc file you can increase force powers..... forcePowerMax 900 Here I set my jan to 900. Maybe if you add this in the player.npc it would work as well. Happy Forcing
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Old 10-03-2003, 12:35 AM   #269
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Re: Re: Re: Re: Re: Re: rebornboss with saber staff

Quote:
Originally posted by dragon457
Actually, it's what Trikshot said. I used the lasso tool in Photoshop to select the reborn, inverted the selection, and used the radial blur tool (set to zoom) to create the effect. Though now that I've given out my big secret, I'll have to think of something else to do. LOL.
I happen to be in a Photoshop class (as I type this), I'll have to try that.


"He was a wise man who invented beer." - Plato
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Old 10-03-2003, 03:09 AM   #270
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ack, im stuck in a EOD-Comp Graphics class but its a freshman level class (im a junior) and its so easy boring. What makes it worse is that its Elements and not full photoshop (ahem, elements is horrible elements is horrible elements is horrible elements is horrible elements is horrible elements is horrible).

The only reason im taking it is because i really do have to learn photoshop. I completely skipped 2d graphics on my way to 3d stuff with programs like POV-Ray (ray-tracing) and blender if you've heard of them. Besides, its good to know how to touch up my images post-rendering.

heh, sorry about the OT but just read photoshop and had to rant.
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Old 10-03-2003, 07:55 AM   #271
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photoshop

hi

I know this is off topic but regarding photoshop, did you know that John Knoll, the special effects guy on Star Wars (and thats why we are all here) actually wrote photoshop! and photoshop was originally owned by LucasFilm and was sold to Adobe..!!!

John Knoll is always credited in the About Photoshop splash screen, On version 7 hes listed under "gone but not forgotten" you have to wait a while but check it out if youre bored.

Star Wars gets everywhere.

Fantastic thread and fantastic game by the way and sorry for slightly off topic.
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Old 10-03-2003, 09:55 AM   #272
razorace
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Quote:
Originally posted by ig64
but, i guess now ill just find something else to do, so dont worry about t
You can probably just make a surface file for one of the models (so it turns the model's head surfaces off).

Anyway, for anything that would prefer better saber dueling in SP I recommend the following.....
Code:
HelpUsObi 1
Turn on cheat mode.
Code:
g_saberanimspeed .5
Slows down the saber attack animations by 50%. Trust me, this makes the saber duels MUCH, MUCH better. I'm surprised Raven didn't do this in the first place. There are some downsides however:

1. The yellow single saber special doesn't really work correctly. The animation goes too slow and the camera flips out when you try it.

2. The saberlock kills often doesn't work. The loser regains control before you can complete the animation and kill him. On the plus side, it's not a big deal and it looks cool when your opponent dives out of the way of a fatal strike.

3. The saber staff wielders in the last few levels are tuff to beat. Unfortunately, it looks like Raven made the last level dual/staff dark jedi have faster saber swings than the earlier levels. That coupled with the way the later level AI spams the saber twirls makes them very tricky to beat.

Anyway, if you decide to go thru the game with the saber animation speed turned down, I suggest you use the single saber thru the whole game for the full experience. It's totally worth it.

FYI, I've found that the Blue Stance works best on Red single saberers and dual saberers. The Red Stance works best on double saberers and Yellow Stance works on everything else.

To return the saber speeds to normal, just use g_saberanimspeed 1. The cvar is a simple fractional scaler. 1 is 100% normal speed.
Code:
g_corpseRemovalTime 0
Makes corpses never vanish. However, dead bodies that have collided with the skybox don't disappear when this is turned on. It looks a little weird but it's minor.
Code:
sv_fps whateveryouraverageframerateis
This will speed up the number of times the game updates the "world" objects. This improves saber/weapon hit detection. To have the most accurate sabers possible, I suggest you set this to your average framerate. Any higher than that and you wouldn't see any difference. This might cause a slight fps drop but I've never had any major fps loss because of it. However, in the demo, I know that one of the cutscenes locked up the game when sv_fps wasn't set to 20. Keep that in mind if you suddenly have problems with cutscenes or other lock ups.

I've also noticed that dropped sabers/gibs sometimes seem to jiggle in place if sv_fps is not set to 20.
Code:
g_saberAutoAim 0
This disables SP's saber "auto aim". Basically, it tries to pick the right attack swing to hit nearby opponents. I don't like it because it ends up giving you weird swings instead of the swing you were trying for.

EDIT: Added g_saberAutoAim to the list.
EDIT2: More info about g_saberanimspeed + sv_fps
EDIT3: Info on how to turn sabers back to normal speed; explain the way the g_saberanimspeed scale works.


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Last edited by razorace; 10-04-2003 at 12:30 AM.
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Old 10-03-2003, 10:03 AM   #273
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corpseremovaltime doesn't work for me. Whats the problem?




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Old 10-03-2003, 12:05 PM   #274
razorace
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you probably typed it in wrong.

When you type in "g_corpseremovaltime" (no number), it should give you the current value of the cvar and the default value. If it doesn't, you screwed up. Dispite what others have stated, I've found that putting "/" before your command/cvar screws things up in SP. Try it with and without the "/".


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Old 10-03-2003, 12:55 PM   #275
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Quote:
Originally posted by razorace
g_saberanimspeed .5

Slows down the saber attack animations by 50%. Trust me, this makes the saber duels MUCH, MUCH better. I'm surprised Raven didn't do this in the first place.
Wow, this looks really interesting. I'll definitely have to play around with this. Thanks razorace
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Old 10-03-2003, 01:26 PM   #276
razorace
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Quote:
Originally posted by Prime
Wow, this looks really interesting. I'll definitely have to play around with this. Thanks razorace
You're welcome. I've also added some more information about it above....


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Old 10-03-2003, 08:07 PM   #277
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Quote:
Does anyone know how to set animations in the middle of a game (i.e like talking or walking or running anims)?
Can anyone answer this?
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Old 10-03-2003, 10:26 PM   #278
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From another thread:

Quote:
Originally posted by friss
Hi peeps, i was reading a thread on the forum b4,it inspired me somewhat.
So i started to mess about with the sabers file's, ive seen a lot of posts asking for twin saber staffs so without further a do here's how:

Open up the assets 1 pk3 (maybe 0 i cant rember coz mine are both open), go into ext data then open "single_9" with notepad & change the txt so it reads:

single_9
{
name @MENUS_SINGLE_HILT9
saberType SABER_STAFF
saberModel "models/weapons2/saber_dual_1/saber_dual_1.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 25
saberColor random
numBlades 2
twoHanded 0
}

Save it then go have fun with your new dual saber staff's

If you change "single_1" the computer seems to always have saberstaff's & make a horrible noise, if you change "single_9" they dont

It also lets you have a single saberstaff from the start if you choose hilt 9 (or whatever number you edited), when you get to the point where you can choose to have two saber's, chose hilt 9 (or the number) for both saber's & you can have twin saberstaff's in the one player too!!

If any modder wants to try and sort this out into a proper mod it would be soooo much easier to do than messin bout with the pk3's.

nb: (9 = hilt number, if editing "single_1" change 9 to 1)

For the non-believer's out there some pics at:

http://www.geocities.com/team_gkh/twinsabers
As to setting those animations (I assume you mean like for cutscenes right?) I don't know... sorry.


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Old 10-04-2003, 12:12 AM   #279
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how to back to normal speed?

Quote:
Originally posted by razorace
You're welcome. I've also added some more information about it above....
Originally posted by razorace
g_saberanimspeed .5

Slows down the saber attack animations by 50%. Trust me, this makes the saber duels MUCH, MUCH better. I'm surprised Raven didn't do this in the first place.

what should I type to back to normal speed ? I want to bind key so... thanks
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Old 10-04-2003, 12:25 AM   #280
razorace
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Just use g_saberanimspeed 1.


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