eezstreet Posted August 10, 2014 Posted August 10, 2014 - Cap the number of pickup sound effects- Make the ammo sound effect not play on ammo_thermal, etc- Add option for Subtitles to be on Always- Add Very High sound quality to menu- Add dedicated deploy key for thermals/detpacks/trip mines along with a wheel- Add inventory and force wheels- Text is missing for datapad display?- When imperials pick up better weapons, their new weapon will be bolted on to their hand on death.- Enemies should drop all of their weapons, not just the better ones.- More aggressive enemies should not stop moving when damaged- Hit indicators! Because why not...- Add EF crosshairs and add selective crosshair options in the setup menu- Fix broadsword..- Don't tie firing times to weapon switch times- Add a cvar for the max number of audio channels- Fix cinematics FOV- Fix godawful bug with droids and cinematics- Saber can sometimes bug itself into the blue stance- Hide crosshair while saber is active- Give more saber swing sound effectsWookiee Bowcaster- Add UE3-like options to the charge modeDEMP2 / Lightning- Make electricity flow off of water and electrocute things betterkejim_base- Missing sound effect for switch (the one which opens the bridge over the water)- Big goodie area has too many looping sounds- Raising the cloning pods has too many looping sounds- Missing subtitles ("These are droid control consoles...")artus_mine- Missing subtitles ("I better try not to attract too much attention...")- Missing subtitles ("What's this? Looks like the Remnant are using slave labor...") artus_detention- Randomly give prisoners and/or bowcastersartus_topside- Annoying lack of punctuation in subtitle ("...you'll have to do something about those Ion Cannons")- Add in objective about ATSTs- Make Desann less of a push/pull fiendyavin_trial- Missing subtitles throughout Circa, Maksman, therfiles and 4 others like this
katanamaru Posted August 15, 2014 Posted August 15, 2014 Force lightning is bugged. If you use it continously with a gun or the saber holstered the loop won't play. Sorry I don't have a animation.cfg to check right now what the proper names are.
Archangel35757 Posted August 15, 2014 Posted August 15, 2014 @@eezstreet -- when you say Hit Indicators... are you referring to the character hit-map? Like in SoF2 where they use that to trigger certain animations? E.g., shot in arm, subject grabs/nurses arm... or shot in leg-- subject walks/hobbles with limp... that kind of stuff would add more realism IMO.
Circa Posted August 15, 2014 Posted August 15, 2014 He means a graphic that appears when a body is hit by a bullet, a la Call of Duty. eezstreet likes this
Circa Posted January 27, 2015 Posted January 27, 2015 @@eezstreet @@redsaurus are we still on two separate forks of OpenJK or what's going on with this? Seems eez was in charge of JK2 and red was on JKA. Are we planning on merging at some point, if so?
eezstreet Posted January 27, 2015 Author Posted January 27, 2015 Dunno, really. My code is still out there and I don't have either JKA or JK2 installed. I'd rather take on a consulting position as I'm busy with a different project and I'm engaging with a publishing company atm
therfiles Posted January 27, 2015 Posted January 27, 2015 He means a graphic that appears when a body is hit by a bullet, a la Call of Duty. I got this to work by editing the flesh_impact.efx files. You mean when the edges of the screen flash red with pain, right?
Circa Posted January 27, 2015 Posted January 27, 2015 I got this to work by editing the flesh_impact.efx files. You mean when the edges of the screen flash red with pain, right? No, hit markers, like this: Tells you that you hit your target. In CoD Ghosts and above, it turns red when you successfully get a kill. Not something necessary in JK2 or JKA SP in my opinion. therfiles likes this
Raz0r Posted January 28, 2015 Posted January 28, 2015 Not necessary at all. It's been added by a few people and doesn't suit the game. Same with the accompanying hit sounds. Evulant, Circa and LucyTheAlien like this
Archangel35757 Posted January 28, 2015 Posted January 28, 2015 Not necessary at all. It's been added by a few people and doesn't suit the game. Same with the accompanying hit sounds.Maybe we should hear `em sizzle when hit by a laser bolt?
Raz0r Posted January 28, 2015 Posted January 28, 2015 Sure, but the hit indicator is not localised to the world, it's a stereo sound purely for feedback, not effect.
eezstreet Posted January 29, 2015 Author Posted January 29, 2015 It was something I considered adding when the FPS part of the game felt more tight. It would be a toggleable feature. Circa likes this
Dusty Posted January 30, 2015 Posted January 30, 2015 Way late for me to say this but... Eez, just looking at the first post (which I see is from months ago), I think you may be trying to do a bit too much. I tend to be the same way but little details aren't always that important. Sometimes you have to trust player's abilities to adapt or just deal with an ever so slightly unrefined feature. I mean props to you, but just don't drive yourself crazy
eezstreet Posted January 30, 2015 Author Posted January 30, 2015 Too late, I'm already crazy. Sentra and Rooxon like this
eezstreet Posted January 30, 2015 Author Posted January 30, 2015 Also, a lot of that stuff has been implemented.
LucyTheAlien Posted February 23, 2016 Posted February 23, 2016 An option to toggle force repulse please? I'm not a fan.
Tompa9 Posted May 5, 2016 Posted May 5, 2016 Does that list of JK2 maps means that JKE is compatible with Jedi Outcast?
ensiform Posted May 5, 2016 Posted May 5, 2016 JKE is JKE (Outcast version) and JKE Academy version from red.
eezstreet Posted May 6, 2016 Author Posted May 6, 2016 Or er, to be more clear, there are two versions of this mod: Jedi Academy Enhanced (which is maintained by redsaurus) and there is Jedi Knight 2 Enhanced (which is maintained by myself). The Jedi Academy version currently has a release out; the Jedi Outcast version does not. I hope to amend this soon but I need mappers to finish The Lost Mission (cairn_stockpile) before I am content with releasing what I've got. They can be shortened down to JK2:E/JKA:E or just JKE which refers to the project in general.
Guest Redemption Posted February 19, 2017 Posted February 19, 2017 @@eezstreet - Hi, I noticed with JK2:E that menu descriptions are not displaying at all. I wonder if you are still working on the mod, if not I'll post this question in the coding section of the modding forum. Thanks once again.
eezstreet Posted February 22, 2017 Author Posted February 22, 2017 @@eezstreet - Hi, I noticed with JK2:E that menu descriptions are not displaying at all. I wonder if you are still working on the mod, if not I'll post this question in the coding section of the modding forum. Thanks once again."Menu descriptions" ?
Guest Redemption Posted February 23, 2017 Posted February 23, 2017 When I mouse over new game, a description comes up saying what that means. It no longer does that in JK2:E.
Lancelot Posted February 23, 2017 Posted February 23, 2017 "Menu descriptions" ? When I mouse over new game, a description comes up saying what that means. It no longer does that in JK2:E.In other words, the descriptions of certain functions in the menu(s). Example: When you move the cursor over "OPTIONS", you will see a description that says "Configure game options." at the bottom on the screen.
Tompa9 Posted March 2, 2017 Posted March 2, 2017 When enemy Sith using dark rage, game will crash. It happens really often
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