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Old 11-25-2003, 11:57 PM   #1
mariners2001
 
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'Melee Mod' is awesome!!!

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?...on=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!

Quote:
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...


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.

Last edited by mariners2001; 11-26-2003 at 12:20 AM.
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Old 11-26-2003, 12:50 AM   #2
ChangKhan[RAVEN]
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Heh, now someone will have to make a "Kill Bill" mod...


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Old 11-26-2003, 01:06 AM   #3
Thrawn42689
 
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That's not the only possiblity, Mike...I'll have to look into this.

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Old 11-26-2003, 01:37 AM   #4
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When I try to start it, I get this message:

Quote:
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?

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Old 11-26-2003, 01:52 AM   #5
ChangKhan[RAVEN]
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Quote:
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...


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Old 11-26-2003, 01:53 AM   #6
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Quote:
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....


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 11-26-2003, 01:53 AM   #7
ChangKhan[RAVEN]
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Quote:
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"...


Michael Chang Gummelt
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Old 11-26-2003, 01:55 AM   #8
ChangKhan[RAVEN]
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Quote:
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!)


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Old 11-26-2003, 02:07 AM   #9
ChangKhan[RAVEN]
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It's also up at pcgamemods.com: Melee Mod , but I don't see it up at massassi.net or jk2files.com.


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Old 11-26-2003, 02:24 AM   #10
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Quote:
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.

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Old 11-26-2003, 02:24 AM   #11
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Quote:
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.
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Old 11-26-2003, 02:24 AM   #12
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Odds are you wont see it 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
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Old 11-26-2003, 02:32 AM   #13
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Quote:
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!


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 11-26-2003, 04:29 AM   #14
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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?


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 11-26-2003, 04:41 AM   #15
ChangKhan[RAVEN]
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Quote:
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!


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Old 11-26-2003, 06:48 AM   #16
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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
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Old 11-26-2003, 09:55 AM   #17
Lathain Valtiel
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Holy Toledo!

Thank you Chang, I'll make use of this.


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Old 11-26-2003, 11:41 AM   #18
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Arrow Fixed!

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?...on=file&id=327

Be sure to vote!


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Old 11-26-2003, 02:49 PM   #19
Lathain Valtiel
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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?


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Old 11-26-2003, 03:18 PM   #20
ChangKhan[RAVEN]
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Quote:
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... :/


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Old 11-26-2003, 03:26 PM   #21
Lathain Valtiel
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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?


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Old 11-26-2003, 03:31 PM   #22
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Quote:
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?


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Old 11-26-2003, 03:33 PM   #23
Lathain Valtiel
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Oops, yes, that key. In MP, yes. (I thought it was called a cvar, heh.)


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Old 11-26-2003, 03:35 PM   #24
ChangKhan[RAVEN]
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Quote:
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... :/


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Old 11-26-2003, 03:38 PM   #25
Lathain Valtiel
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Ah, i see. Oh well, the forbidden, learned stuff suffices rather nicely.


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Old 11-26-2003, 05:11 PM   #26
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I played this for a good hour or so in the ladder.... but are there any servers up yet that support this mod!? It'd be awesome to play online. Maybe there could be an official mod server or something.


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Old 11-26-2003, 05:30 PM   #27
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Maybe I'll try hosting it when I get back from Thanksgiving break (I get this week off).


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Old 11-26-2003, 06:01 PM   #28
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Awww, no server? Pity.


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Old 11-26-2003, 08:32 PM   #29
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Bug Kaia to toss it up. I've yet to try this mod, I will when I get a chance.


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I made a silly little program called Dragon, which is an animation tool for the GLA format, used in Jedi Outcast, Jedi Academy and Krakatoa.
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Old 11-26-2003, 08:40 PM   #30
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Man, I'm pretty chummy with Kaia but he won't listen to me on this one.


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Old 11-26-2003, 10:37 PM   #31
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Re: 'Melee Mod' is awesome!!!

Quote:
Originally posted by mariners2001
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).

Actually, the SDK is released at fileshack. http://www.fileshack.com/file.x?fid=4146

THis mod is awesome though.
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Old 11-26-2003, 10:45 PM   #32
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Quote:
Originally posted by Wudan
Bug Kaia to toss it up. I've yet to try this mod, I will when I get a chance.
Maybe Amidala from Chop Shop would run it, she has a melee server up occasionally.
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Old 11-26-2003, 11:14 PM   #33
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*eyes bug out* SDK???

Wooo hooo!!!

==============

PS: I tried out Melee Mod 1.0 online. Sadly the blood is greatly subdued (probably to cut cpu usage) and there's no blood on clothing or weapons. The weapons work like a charm though!

Plus the lightsabers are still available (and still act like lightsabers). Neat!


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Old 11-26-2003, 11:29 PM   #34
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Thumbs up nice job buddy

Sweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet i cant wait to try this, good find!


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Old 11-26-2003, 11:53 PM   #35
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Sword and sheild combo is great!!!!



the only problem is the claws are a bit wonky, you can just run up to poeple and hit the attack key and they die instantly.


Nobodys prefect perfect
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Old 11-27-2003, 12:41 AM   #36
Sam Fisher
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BLOOD!! GORE!!! YAYA!!!!

Ahem... cool mod.




stuck in an eternity of sunshine and chocolate.
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Old 11-27-2003, 12:57 AM   #37
t3rr0r
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the hammers and giant shurikens are my favourites of the mod. ^_^


overlord
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Old 11-27-2003, 01:00 AM   #38
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Im loving this thing to bits, shame you run out of enimies and have to suicide out into the cold vacuum of space.

All the varied weapons behaviours are simply superb, and seeing the wolverine claws made me want to go back to my aborted 'saber-gauntlet' idea i had playing outcast.

And the blood is amazing, no suitable for lightsabers which cautarise, but great for all the blades.

Some ideas that I may put to the guys that made this:

Kill Bill mod- I guess were all thinking the resturant and the Crazy 88 as a Ladder game?
Right-handed shield that uses the boxing/unarmed style and can be thrown for a Captain America effect.
Any kind of single player story game, or just normal levels.

I really hope we see more from these guys.
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Old 11-27-2003, 01:14 AM   #39
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Yeah, this is a very cool mod. I'm making a site to showcase screenshots I take while playing this!

One thing I've noticed, though, is that the mod really has a high gamma setting... so lighting looks bright and washed out.


I don't like quake, never liked quake, and don't like Star Wars quake. So basically jk2mp.exe never gets used on my computer.

Shaving is not a high priority with Jedi. Would you want to shave with a lightsaber?
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Old 11-27-2003, 01:17 AM   #40
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I think that can be remidied by starting the mod, saving, quiting, opening normal JA and then select the mod and open the save. It should look normal then.
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