Jump to content

Project Updates


Recommended Posts

Posted (edited)

I will post any updates to the project here.

 

 

Updates:

 

- Cleaned up 01nar a bit by removing some lights & remaking the bar booth where Kyle starts as a model

- Added more NPC blocking so that cannot just walk off the edge to their deaths in 01nar

- Added a few buildings to look at from the bar windows in 01nar instead of just darkness

- Tweaked the briefings & objectives to make a little more sense

- Added 02nar - it's a heavy WIP but is still worth a play

- 02nar now has a WIP 8t88 arm in the sewer and now displays objectives 1 & 2

- Briefings are re-enabled

- Tweaked the loading screen menu so the briefing doesn't run off the screen

- Changed the default player model to my DF2 Kyle (my older one) & changed the sounds, sex, etc in the code. Make sure you remove any old CFGs

- Fixed misc_model_ghoul to use animation rather than just be static (will be useful later on)

- Remade a few textures & improved others

- Datapad menu now works again, just needs a DF2 facelift.

 

 

The link is now only provided to DF2 mod developers.

Edited by DT85
Posted

Or just try it with a clean base folder, no mods, add them in one by one based on what you use/like the most until you find out what's causing the conflict. It's normal, not all mods play together nicely.

Bek likes this
Posted

Updates:

 

- Fixed Gamorrean's attack & stand animations in the code

- Fixed Gamorrean's axe to have 0 "fire" delay

- Changed Gamorrean's weapon from the blaster rifle to his axe

- Fixed issue where you couldn't go to the load game menu when you died

 

 

Please allow 1 hour from when this is posted for uploading. I've also committed the code updates to GitHub.

hhunter6 and Archangel35757 like this
Posted

Is Kyle's model supposed to not have textures?

I'm also having weird sound at the end of the opening cutscene after which you start to play.

This is with yesterday's update.

GPChannel likes this
Posted

Ok this is weird, I thought it was apart of the base JKA assets but looks like it's not. No idea where I got it from but I'll change it to a base asset.

GPChannel likes this
Posted

Updates:

 

- changed from using "junk" to using "crawler_junk" in 02nar

- added 3rd objective to 02nar, where you need to clear the landing zone for the Crow

- you now have to kill every single thug (6 total) at the end of 02nar to end the level, rather than making a run for it to the Crow

- slowed down the "death" of the skiff in 01nar

- reduced Gran Boxer's walk & run speed

- added buildings to outside areas in 01nar instead of just darkness

- reduced how much light the nar shaddaa sky gives

- tweaked some lighting in 01nar

- deleted old boss scripts for 01nar

- updated the Kyle model with my latest version

- replaced the JKA base splash screen

 

 

Please allow 1 hour for uploading from when this is posted.

Posted

I have a minor comment I'd like to make. I'd like to see those cargo elevators on the first level where the warehouse key is I believe have their appropriate sound. I'd like to have certain bits of the mod have a bit of closer feel to the classic game.

Posted

I haven't paid as much close attention to sounds, but I will in the future. :)

 

 

Updates:

 

- Added the "DF2 GLA" which has all JK2 bones restored (minus the MC hand bones) & JKA lhang_tag_bone kept, while dumping the JKA tail bones

- Added code support for both JK2 & JKA models to be loaded against the "DF2 GLA", and the code has been uploaded

 

Please allow 1 hour for uploading from when this is posted.

Circa, Barricade24, Onysfx and 4 others like this
Posted

Crashes every minute now.

 

Any specifics?

 

I've removed the new GLA, until a later date when I'll re-rig every model that is used in DF2 Mod. Shouldn't crash now.

Posted

Just played through the Lost Disk. Looking pretty good but as you said it is still highly WIP.

 

Of the few things I noticed

 

-The switch with the hand on it should be default green and then turns orange when pressed. Right now the switches are reversed.

-The conveyor belts are hard to run on.

-The conveyor belt near the security key door (where the crate you ride on goes) doesn't move you at all.

-The big cargo lift that goes up to to the giant chasm section seems to run pretty slowly.

 

Not trying to bash your work in anyway. Just some recommendations I'd like to see fixed up. Keep up the good work.  :winkthumb:

Tempust85 likes this
  • 4 weeks later...
Posted

Tried giving this a run through.  I kept receiving an error saying cannot find weapon model for weapon.  Also for me after the story crawl it went into the JA opening sequence.  Not sure where I went wrong. 

Posted

No, having some different issues on my end and I'm using the exe and dll that was provided.

 

When starting a new game, it doesn't load the text-scrawl/video and goes directly to the level. Once loaded, the camera starts glitching from me standing on the table with the mercenary also standing up on the table stuck halfway into the ceiling. I have a lightsaber in hand that doesn't activate and I have to rush into the bar area to grab the E-11 blaster. I reloaded from checkpoint after dying and that started the text-crawl/video and then loaded me ingame with the default JKA pistol. It was also using the regular Kyle model and not the one you created.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...