Tempust85 Posted January 20, 2014 Posted January 20, 2014 Here is the source code link: https://github.com/DT85/OpenDF2 Everything I've done can be found via the DT EDIT comments. Archangel35757, Smoo and Circa like this
minilogoguy18 Posted January 20, 2014 Posted January 20, 2014 So wait, enemies will only drop explosives?
Kessno Posted January 21, 2014 Posted January 21, 2014 Why did you remove all other weapon types from being dropped? If I remember correctly, most enemies dropped whatever weapon type that they were using.
Tempust85 Posted January 21, 2014 Author Posted January 21, 2014 So wait, enemies will only drop explosives? Yes, but I added back blasters. I did this so players can be attacked on the first level by enemies with bowcasters but not being able to use them. This in my opinion makes everything less "blaster rifle, blaster rifle, blaster rifle".
GPChannel Posted April 26, 2014 Posted April 26, 2014 What's up with the mod? Dead? ( I hope it's not )
Tempust85 Posted April 26, 2014 Author Posted April 26, 2014 I was actually going to post in a few days, but I guess nows a good time. I'm pretty much sick of modding JKA. There wasn't a whole lot of interest from other modders in the community and while a few did join to help, there just isn't enough people onboard to really get this done. So I'm bowing out of this project but if someone would like to take over, let me know and I'll hand over everything I have. What would be a better idea though is to make a DF2 MP mod instead.
minilogoguy18 Posted April 26, 2014 Posted April 26, 2014 I haven't had the time before but I may take up the mod but I'd want to find a coder first. Circa, Boothand and Tempust85 like this
Circa Posted April 26, 2014 Posted April 26, 2014 @@DT85 sad to hear that. Are you leaving JKA completely? Darth Sion likes this
GPChannel Posted April 26, 2014 Posted April 26, 2014 DT85, are you serious??? Oh, that's inpossible! NOBODY CAN CREATE A JKA MOD..... (sry for eng)
Kessno Posted April 26, 2014 Posted April 26, 2014 @@DT85 really sorry to hear that. I had thought there were more people working on it, but apparently that isn't the case.
Tempust85 Posted April 27, 2014 Author Posted April 27, 2014 @@DT85 sad to hear that. Are you leaving JKA completely? Modding yeah, most likely but I'll stick around the forums.
MoonDog Posted April 27, 2014 Posted April 27, 2014 It's cool that you learned a bit of coding, level design and environment art at least. That's a handy set of hats to have. eezstreet, Tempust85 and Futuza like this
Circa Posted April 27, 2014 Posted April 27, 2014 Well I'd love to see this mod finished nonetheless. Or at least get that DF2 Kyle finished and rigged separately.
Shadzy Posted April 27, 2014 Posted April 27, 2014 A shame to hear this DT85, I was keeping up with your progress here with what you were doing, its sad to see how it could turn out like this!As Moondog says, you can take away with it skill that can be used and adopted elsewhere on the net!! This community does have a skewed ratio of programmers/modders to users, which can discourage developers from continuing work like this (I am a user as well, so I am part of the problem) How about taking on something that can take your mind off of it DT85? Like another kind of modding/programing!
Tempust85 Posted April 27, 2014 Author Posted April 27, 2014 A shame to hear this DT85, I was keeping up with your progress here with what you were doing, its sad to see how it could turn out like this!As Moondog says, you can take away with it skill that can be used and adopted elsewhere on the net!! This community does have a skewed ratio of programmers/modders to users, which can discourage developers from continuing work like this (I am a user as well, so I am part of the problem) How about taking on something that can take your mind off of it DT85? Like another kind of modding/programing! It's an issue of manpower & the fact I'm sick of the engine after working hard on every part of the large project. I still think converting DF2 Mod to an MP mod would be best. As for me, I'm going to stick to smaller projects from now on. I'm currently working on this: http://jkhub.org/topic/3920-terminator-apocalypse If anyone would like to help out, PM me.
Shadzy Posted April 27, 2014 Posted April 27, 2014 It's an issue of manpower & the fact I'm sick of the engine after working hard on every part of the large project. I still think converting DF2 Mod to an MP mod would be best. As for me, I'm going to stick to smaller projects from now on. I'm currently working on this: http://jkhub.org/topic/3920-terminator-apocalypse If anyone would like to help out, PM me. This looks nice, and a smaller project that would revitialise your spirits!! That model of Arnie looks awesome!!! @@Vulcan Interested?
MoonDog Posted April 27, 2014 Posted April 27, 2014 As Moondog says, you can take away with it skill that can be used and adopted elsewhere on the net!! Companies love modder applicants with a lot of different talents too Futuza, eezstreet and Tempust85 like this
Tempust85 Posted September 12, 2014 Author Posted September 12, 2014 Updated the code to add Gamorean stuff, so he can belt the sh!t out of you. hhunter6 and Archangel35757 like this
ensiform Posted September 12, 2014 Posted September 12, 2014 Glad to see you are keeping it up to date =] Most forks are behind/stopped grabbing updates.
Tempust85 Posted September 12, 2014 Author Posted September 12, 2014 I had to redo my changes on a fresh copy of OpenJK last time, there we're merge conflicts and I'm too noob to work out git commands.
Tempust85 Posted December 3, 2014 Author Posted December 3, 2014 I've fixed misc_model_ghoul to do animation (animated black mesh): It doesn't do skin files however. Say hello to animated map props. Smoo, GPChannel, TheWhitePhoenix and 6 others like this
Futuza Posted December 3, 2014 Posted December 3, 2014 I know that feel. I think most of us do. It seems to happen at about 20-22. Or about 4 years into modding a game.
Tempust85 Posted December 6, 2014 Author Posted December 6, 2014 Update: You can now set the skin file via the misc_model_ghoul entity.
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