Tempust85 Posted October 17, 2013 Author Posted October 17, 2013 When the demo is out and if I get a "You can't use those videos" then I'll do cutscene work. But, it won't be as good as the videos in terms of movement and it might end up losing that "DF2 feel".
hhunter6 Posted October 17, 2013 Posted October 17, 2013 I think if you credit LA/Disney with the original videos you should be ok. I had this conversation with Salv or Darth Linux, cant recall who a few years back about using original sound files. They used original dialog audio in their cutscenes as well as other aspects in the DFMod. You more then likely will not have any issues with using the original sounds/videos, etc. The problem will arise with taking credit or charging money for said material. Look at it from the aspect of the company. If DT finishes the whole mod, and it blows up and becomes amazingly successfull and sells a few more copies of JA, why would Disney go through the trouble to take legal action? But my major is buisness so that makes sense to me. Sorry to tangent off topic. Are you putting Gamoreans in the demo? I seem to feel they were in Nar Shadaa. Tempust85 likes this
Tempust85 Posted October 17, 2013 Author Posted October 17, 2013 I didn't see any Gamoreans in the first level, I think they are in the 2nd.
Tempust85 Posted October 17, 2013 Author Posted October 17, 2013 I've mixed it up a little with weequays and mercs. I disabled weapon dropping for anything but explosives so you can't get a bowcaster on level 1.
Barricade24 Posted October 17, 2013 Posted October 17, 2013 Yep...just lots and lots of grans...And some Rodians. I've mixed it up a little with weequays and mercs. I disabled weapon dropping for anything but explosives so you can't get a bowcaster on level 1. Or you can just give the Weequay an E-11. Onysfx likes this
NumberWan Posted October 17, 2013 Posted October 17, 2013 Funny thing, that grans were the main enemies in the first two levels of the game. Rodians were rarely seen and only with a small blaster pistol, usually waiting around the corner. In JO they switched the roles - rodians are more common perhaps, together with grans, that seem to have minor role now. And also weequays, which i think won't make an appearance this time.
Circa Posted October 17, 2013 Posted October 17, 2013 I think the grans should be remodeled to have smaller hands that don't clip as bad. The default ones look stupid. NumberWan likes this
Tempust85 Posted October 17, 2013 Author Posted October 17, 2013 The npcs are: Weequays with bowcasters (used sparingly)Trandoshans with repeaters (used sparingly)Rodians with blastersGran shooters/boxers/bombersMercs with blastersMark1 droid reskin (boss)
NumberWan Posted October 18, 2013 Posted October 18, 2013 I agree with Circa on the hands of Gran. According to encyclopedia, grans have normal hands, but it can be seen only in Prequel trilogy. The one from Jabba the Hutt's Palace is suffering from an illness, that made his fists swell so much. Dark Forces II actually wasn't calling these grans, as the name wasn't fully established by the time, I think. Instead the name of the species is unofficially called Ree-Yees (or something like that), which is a personal name of the gran from Episode VI, if I am again not mistaken. Circa likes this
MoonDog Posted October 18, 2013 Posted October 18, 2013 Do you have a combat mock up available for testing yet? Do that ASAP. Send it to me.
Tempust85 Posted October 18, 2013 Author Posted October 18, 2013 Still working on NPC placement due to adding more details in.
Onysfx Posted October 18, 2013 Posted October 18, 2013 Good....GEWD! Make sure to have some city traffic, and ships flying over the map once in awhile xD. hhunter6 likes this
Tempust85 Posted October 19, 2013 Author Posted October 19, 2013 Already setting that up, I have so far 2 areas where pod cars will go past complete with sound. hhunter6 likes this
ZanderNao Posted October 23, 2013 Posted October 23, 2013 Already setting that up, I have so far 2 areas where pod cars will go past complete with sound. That's fantastic atmosphere. It really made the Nar Shada maps in JK2 stand out, it'll be a boon for yours as well. Are you using the original sound assets from the original game? There were some haunting city sounds that I'll never forget until the day I die, especially of vehicles passing by. NumberWan likes this
Tempust85 Posted October 23, 2013 Author Posted October 23, 2013 I'm trying not to use the majority of JK1's sounds. Think JK2 Nar shaddaa, but a different part of it.
hhunter6 Posted October 23, 2013 Posted October 23, 2013 This is my opinion, But I think you should use a blend of both sets of sounds. I loved the setup of the original Nar Shaddaa. The sounds really made those levels come alive. I felt that JO really missed the mark when trying to recreate that feeling. Maybe it was the lack of civilians running around, who knows. I did like the air traffic they had though. I would suggest using a mix of both is what Im trying to say. :-) Onysfx likes this
ZanderNao Posted October 23, 2013 Posted October 23, 2013 This is my opinion, But I think you should use a blend of both sets of sounds. I loved the setup of the original Nar Shaddaa. The sounds really made those levels come alive. I felt that JO really missed the mark when trying to recreate that feeling. Maybe it was the lack of civilians running around, who knows. I did like the air traffic they had though. I would suggest using a mix of both is what Im trying to say. :-) Actually that's a very good point... We've seen Nar Shadda in a ton of games, including Kotor 2... It felt its most sterile in Outcast because of the lack of people and the fairly clean textures, both of which aren't very fitting for a hutt world. It's ironic that an older game was busier and made it feel more alive. It sounds like both problems have already been addressed though because NPC placement seems spot on from the samples we've gotten and the air traffic's being worked in.
Circa Posted October 23, 2013 Posted October 23, 2013 Yeah, Nar Shadda in JK2 felt so empty. They should have included a ton of civilians in the bar and on the streets and throughout the level. That was bizarre to me that they only had enemies, aside from the bartender. I guess that goes for the Coruscant level in JA as well.
ZanderNao Posted October 23, 2013 Posted October 23, 2013 Yeah, Nar Shadda in JK2 felt so empty. They should have included a ton of civilians in the bar and on the streets and throughout the level. That was bizarre to me that they only had enemies, aside from the bartender. I guess that goes for the Coruscant level in JA as well. I always forget that takes place on Coruscant because it is just so unpopulated... Circa and Jeff like this
Nikumubeki Posted October 26, 2013 Posted October 26, 2013 I always forget that it takes place in Coruscant because it's (in my view) the worst level ever made. Nothing in this screenshot reminds me of Coruscant. [/Cranky Old JK Fan] At any rate, good luck with this project! 8) Circa and ZanderNao like this
Circa Posted October 26, 2013 Posted October 26, 2013 I always forget that it takes place in Coruscant because it's (in my view) the worst level ever made. Nothing in this screenshot reminds me of Coruscant. [/Cranky Old JK Fan] At any rate, good luck with this project! 8)Exactly! Those buildings are disgusting looking and look nothing like Coruscant buildings. The level is pretty fun to play, but way too easy.
Tempust85 Posted October 27, 2013 Author Posted October 27, 2013 Working on a few secret areas while finishing up details. Circa likes this
NumberWan Posted October 27, 2013 Posted October 27, 2013 I must say, that I really like the way Nar Shaddaa changes its image from game to game. And every time seeing either lonely streets or noisy cantina I would say "Yes, that's Nar Shaddaa too". The city was very lonely in Dark Forces II, and it added a lot to the atmosphere, if you ask me. It was nice to see the quarters, that were somehow far from illuminated and crowded avenues of NS, as we know them now. It was just the right place for Kyle Katarn to meet 8T88: shadowy, unfriendly, rusty metal, empty streets with only a few citizens standing here and there, with a general feel, that the Galactic Empire is not yet gone. (I agree here with those, who've mentioned the sounds from DFII - the engines of Bespin car outside the windows in the first level - oh mine! Always to remember) In Jedi Outcast it gave a different feel: it was a bizarre world with lots of aliens (which is good for a change after so many Imperials), that seemed to be so familiar, but still full of (un)pleasant surprises. And then we see Nar Shaddaa in KOTOR 2 (for me - it was most unexpected), where it seems to be a very old planet somehow, trying to pursue its own - criminal - goals and ignoring other threats - the Republic crisis, death of the Jedi and crazy Sith on the run. Yet in SWTOR Nar Shaddaa presents the best this planet can offer - as if it was preparing to show us the most classical and traditional things, remastered to their perfection - its citizens, skyscrapers, casinos and of course the Hutts, that have never been shown on this planet before (though they should have been). ZanderNao, Circa, hhunter6 and 1 other like this
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