Fire Phoenix Posted November 15, 2016 Author Posted November 15, 2016 Sorry if I missed this in an earlier post, but what is the plan for SP? Are you really going to try and create all the missions that Tim promised? Or are you going to update the features he worked on?All will come in time. At first I will just focus on making SP playable. By adding new player menu into game so that people can choose their favourite characters and lightsabers to play the original campaign. Of course, In the future I will make sure to improve the mod with new missions. TheWhitePhoenix likes this
Darth Shaxx Posted November 15, 2016 Posted November 15, 2016 All will come in time. At first I will just focus on making SP playable. By adding new player menu into game so that people can choose their favourite characters and lightsabers to play the original campaign. Of course, In the future I will make sure to improve the mod with new missions.Do you plan on keeping the SP models just to the movies or are you adding some EU models into it?
Fire Phoenix Posted November 15, 2016 Author Posted November 15, 2016 Do you plan on keeping the SP models just to the movies or are you adding some EU models into it?EU models as well, mostly from kotor
Darth Shaxx Posted November 16, 2016 Posted November 16, 2016 EU models as well, mostly from kotor There is a pack on Modb with lots of the models from both kotor games if your in need of some.
Tompa9 Posted November 16, 2016 Posted November 16, 2016 I hope for better maps tham in original kktf
Domino5555 Posted November 20, 2016 Posted November 20, 2016 I've enjoyed playing the Alpha, even though I don't traditionally use Multiplayer, as I prefer not to fight other players. One problem that was particular to Tim's KOTF was that in singleplayer, there weren't a lot of vehicles you could spawn.
Tompa9 Posted November 20, 2016 Posted November 20, 2016 When is singleplayer ready, i will work on NPC optimalization. That means Jedi/Sith characters would obtain rank system. Each rank would have own FP and HP. It is because there are lot of models from different authors and every has different stats but we need optimized stat system. For example: Padawan: 100hp, 100fp - Rey, Luke Ep4, Temple Guards, Knight: 200hp, 150fp - Anakin EP2,Obiwan EP1, Kanan, InquisitorMaster: 300hp, 200fp - Plo Koon,KiAdiMundi,LuminaraHero: 400hp, 250 hp - Luke Ep6, Kyle, Anakin ep3, Obi wan ep3, Dooku, Darth MalgusBoss: 500hp, 300 fp - Sidious, Vader, Starkiller, Darth Revan,Yoda DarthDementous likes this
Domino5555 Posted November 20, 2016 Posted November 20, 2016 When is singleplayer ready, i will work on NPC optimalization. That means Jedi/Sith characters would obtain rank system. Each rank would have own FP and HP. It is because there are lot of models from different authors and every has different stats but we need optimized stat system. For example: Padawan: 100hp, 100fp - Rey, Luke Ep4, Temple Guards,Knight: 200hp, 150fp - Anakin EP2,Obiwan EP1, Kanan, InquisitorMaster: 300hp, 200fp - Plo Koon,KiAdiMundi,LuminaraHero: 400hp, 250 hp - Luke Ep6, Kyle, Anakin ep3, Obi wan ep3, Dooku, Darth MalgusBoss: 500hp, 300 fp - Sidious, Vader, Starkiller, Darth Revan,YodaThat sounds like a great system. But what about the non Force-sensitives or droids?
Lancelot Posted November 20, 2016 Posted November 20, 2016 @@Fire PhoenixI just tested this mod using OpenJK. No crashes so far, even with widescreen settings (for that, I made an autoexec.cfg with the needed settings).I also tried the SP mode with OpenJK. Still not working. Maybe it's just me, but I think that the customization menu has access to more skins than running the mod without OpenJK.
Fire Phoenix Posted November 20, 2016 Author Posted November 20, 2016 @@LancelotWhat do you mean SP is not working? It's not starting? It works for me but it's just incomplete. I didn't even touch SP so there is no new menu like in MP but I will get it pretty soon. Don't need OpenJK for that.
Domino5555 Posted November 20, 2016 Posted November 20, 2016 @@Fire PhoenixI just tested this mod using OpenJK. No crashes so far, even with widescreen settings (for that, I made an autoexec.cfg with the needed settings).I also tried the SP mode with OpenJK. Still not working. Maybe it's just me, but I think that the customization menu has access to more skins than running the mod without OpenJK.I have another question, how are you getting OpenJK to play this?
Lancelot Posted November 20, 2016 Posted November 20, 2016 @@LancelotWhat do you mean SP is not working? It's not starting? It works for me but it's just incomplete. I didn't even touch SP so there is no new menu like in SP but I will get it pretty soon. Don't need OpenJK for that.With "still not working", I meant that the SP mode is still broken. Some things were working, some things not. As you said, it's incomplete.I could even play the first mission on Yavin, but Rosh was not there (actually, this is not that bad ), but the game stuck on the cutscene when they tried to open the gate. @@Domino5555Here's the latest version, just in case you don't have it. https://builds.openjk.org/openjk-2016-08-22-cdfdb5ad-windows.zipLaunch the multiplayer mode with openjk.x86.exe. After the game has started, just go to Setup and then to Mods. The KotF folder should be visible. Select it and load the mod.
Domino5555 Posted November 20, 2016 Posted November 20, 2016 With "still not working", I meant that the SP mode is still broken. Some things were working, some things not. As you said, it's incomplete.I could even play the first mission on Yavin, but Rosh was not there (actually, this is not that bad ), but the game stuck on the cutscene when they tried to open the gate. @@Domino5555Here's the latest version, just in case you don't have it. https://builds.openjk.org/openjk-2016-08-22-cdfdb5ad-windows.zipLaunch the multiplayer mode with openjk.x86.exe. After the game has started, just go to Setup and then to Mods. The KotF folder should be visible. Select it and load the mod.How do I get openjk.x86.exe to work? It didn't exactly come with a readme.
Lancelot Posted November 20, 2016 Posted November 20, 2016 How do I get openjk.x86.exe to work? It didn't exactly come with a readme.Does the game start as it usually would without OpenJK? Well, that's OpenJK. Technically, this is not a mod, just a seperate engine that is based on the source code.So, all you have to do is to put the files in the GameData folder, start the game with openjk.x86.exe, and that's it. Then you can load KotF through the setup menu. Apart from that, OpenJK is not needed to play KotF. It's only useful at the moment if you want to play KotF with widescreen settings or if you own a Mac.
Domino5555 Posted November 20, 2016 Posted November 20, 2016 Does the game start as it usually would without OpenJK? Well, that's OpenJK. Technically, this is not a mod, just a seperate engine that is based on the source code.So, when you start OpenJK and it loads the game as usual, that's it. All you have to do is to load KotF through the setup menu.Well, I run on a Windows 8 converted into a Windows 10, so I thought that compatibility mode would be the problem. But I can load the singleplayer mode of OpenJK, just not the multiplayer mode.
Darth Shaxx Posted November 21, 2016 Posted November 21, 2016 Huge question do the clones still twirl around like jedi dodging blaster fire?
Basil Bonehead Posted December 2, 2016 Posted December 2, 2016 Huge question do the clones still twirl around like jedi dodging blaster fire?hopefully, the ones with jet packs will be given the ability like the jettroopers because it's not there when you use the NPC tool
Basil Bonehead Posted December 2, 2016 Posted December 2, 2016 weird question: do you also plan on incorporating the scrapped ideas of the cancelled KOTF 3.0 update that Tim was going to have? his old account: https://www.youtube.com/user/TimFxarchive of the old website because it's been shutdown: https://web.archive.org/web/20150519055212/http://www.kotf.com/main/manual/download.htm
Fire Phoenix Posted December 2, 2016 Author Posted December 2, 2016 I'm not really following Tims ideas or trying to include the same promised features. Some of them may randomly be the same, but the main idea of the mod is to make it the most Authentic regarding star wars universe. This includes realistic SP missions, characters for SP as well as for MP. Basil Bonehead likes this
Basil Bonehead Posted December 12, 2016 Posted December 12, 2016 another weird question (lol): do you plan and replacing character models for a more updated look. for example: replacing mars marshalls darth vader (the vader model the original KOTF used) with something like toshi's vader
Lancelot Posted December 12, 2016 Posted December 12, 2016 another weird question (lol): do you plan and replacing character models for a more updated look. for example: replacing mars marshalls darth vader (the vader model the original KOTF used) with something like toshi's vaderActually, KotF 2.1 already has most of the best models available. Even Toshi's Darth Vader is in it, as well as many other high quality models. TheWhitePhoenix likes this
Basil Bonehead Posted December 14, 2016 Posted December 14, 2016 Actually, KotF 2.1 already has most of the best models available. Even Toshi's Darth Vader is in it, as well as many other high quality models.I definitely show i haven't played the alpha yet XD Good to see that stuff's been updated
Jameson Posted December 18, 2016 Posted December 18, 2016 This is such a cool mod I just can't wait for it's SP version.
Darth Shaxx Posted December 26, 2016 Posted December 26, 2016 Dang I was hoping you would release SP as a Christmas present to the community lol
StarwarsFan001! Posted December 27, 2016 Posted December 27, 2016 fire pheonix i got questions.i play this mod consistently against the multiplayer botswill you make the bots tougher?will you fix the bot ai to where they will act normal and fight aggresively in all of the maps you have added? because they pretty much do not work on any of your maps.will you make every single model have bot support?will there be a way to have the ai just use guns instead of using both?
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