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Darth Martyr

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Posts posted by Darth Martyr

  1. Binny was a good guy because we always both wanted the same thing.

    Binny was always very persistent when it came to fucking with clans that were not base and had corrupt admins.  That was about the only thing that him and I did not share in common, as it was easier for me to just let bygones be bygones and let shit go.  Not Binny.  Binny was very good at that, and I always admired him for that.

     

    Binny was one of those few online friends that I had that I knew for a fact if I had known him in real life, we would've been able to hit it off quite nicely and get along really well.

     

    In a lot of ways Binny was kind of my guardian angel.  If I had been having issues with an admin on a plus server and Binny had joined, instantly the admin would be more focused on Binny......and of course, most of the time, Binny would always find ways to outsmart the admin.  Binny knew his shit and he was dedicated to it like no one else I've ever seen.  He also took much pride in his work.  Binny was able to point out many exploits to me in earlier builds of OpenJK. 

     

    I'm always saddened when I see a fellow JKAer pass.  No matter what entanglements I have with any of my JKA family, I still think of every single one of them as family.

    Yes, even you @@Jawfin.  Although we do not agree on a lot of things and the fact that you have banned any/every person with a -[DE]- tag (lol), I still think of you as family in a strange, convoluted, sort of way.   

    Despite the fact that we have all interacted with each other through a keyboard, we have to remember that on the other side is another human.  Just like yourself, your brothers, your sisters, your fathers, and your mothers.

    Behind the keyboard, you never know what kind of challenges the other person is facing in their life.  It's only until you see posts like this that it hits you right in the face of how human we all truly are.

     

    I don't remember the last interaction I had with Binny, but now I wish that I had.  

     

    May the force be with you, Binny.

    Circa, Hy Prð Glð, Smoo and 1 other like this
  2. Er, well, I can't get an MDL decompiler for HL2 that I found to work so I can't go forward with this unless someone with 3DS Max and the scripts that it has to import MDL files will convert the models for me.

     

    You need to use MDLOps.  It converts binary MDL-MDX combo files to ASCII MDL files, which you can then use NWMax to import into 3ds Max.

  3. I finished the mod, i fixed the problems and it works great (From my point of view xD), but i didn't realise the sounds are ported from the movie, so it is not legal.

    Unless i figure a way to change the sounds so they are legal and accurate to the movie ones, the mod won't be released, sorry.

     

    With the sounds being snagged from the movie making it illegal, this means there are a great many people out there committing copyright infringement.  

    You've got the custom FX saber guys who port the sounds from the movies and build soundboards for their custom lightsabers on prop forums.  (Technically building any Star Wars props of any sort that are of the likeness of the films is copyright infringement.  There are only a small amount of exceptions to this.  e.g. a "modified" Graflex 3-cell)

    You've got mobile application developers who have made lightsaber iPhone/Android applications that emulate a lightsaber that use Lucasfilm's sounds.

    It really depends on your purpose for Lucasfilm to send you a C&D.  Normally if it is something nonprofit, Lucasfilm tends to look the other way.  

    For example, the 501st Legion is a nonprofit organization that raises money for different charities all across the world by dressing as the villains from the Star Wars universe.  Lucasfilm does not C&D them because they like what they're doing.  

    Quite frankly whereas you are providing the sound files for the game free of charge, I don't think Lucasfilm really cares.  I've really only seen C&D's from them when someone is making money off of their intellectual property.

     

    Besides, there is absolutely no way to make the sounds in likeness to the ones made in the movies and have them legal at the same time.  If a custom sound from scratch even sounds like the ones in the movies, Lucasfilm could still C&D.  The closer they sound to the ones in the film, the easier it would be for Lucasfilm to win that battle ;)  So there's really no difference in the end.   

    Darth Sion likes this
  4. I'm actually a bigger fan of the Jerec fight at the end of DF2. The statues always gave me a panic attack because on hard mode they moved extremely fast. You had to be quick. I loved the backstory that leads up to that fight. Kyle is fighting his father's murderer and that makes it feel like a very intense battle. The fight is best with the CD music turned on though, without it the fight seems to be missing something. I also like how the events at the end of DF2 tie into the events in Darth Bane: Path of Destruction.

     

    Also, trapping Jerec in between the statue and the wall was always fun too ;P

  5. Some mods that come to mind for the essential list: Patch 1.01 for JA or 1.04 for JK2, OpenJK, JK2 model + taunt restorals

    Just my little two cents here, It's a toss up for me on whether I agree that the official patches should be "essential."  Whereas updating the game changes your list of available servers to join and can damage different communities in older versions by helping people bypass the chance to play with those previous versions, I may have to disagree with including these patches.  

     

    But then there's the point that some mods are incompatible with older versions of the two games.....

    Like I said, it's a toss up, but it's something to consider I suppose.    

     

    In my opinion, the JK2MV Project should be an essential for Outcast because it supports these older versions as well as the latest.

    Circa and Merek like this
  6. You're thinking too hard about the player models aspect of the game.  The player model's purpose is to differentiate players in the game to make it more interesting.  The purpose isn't to pick a character that has different traits and skills.  This isn't an RPG or Battlefront.  The model is simply just another customization feature of the game so that everybody isn't jumping around as Kyle (Ironic).  The point of the game is to do what the gametype says upon connecting.  For FFA it's to kill anyone and everyone to score points and get more points than everyone else.  Look into the different game types, maybe you will find one you like.

    Circa and Smoo like this
  7. I am compiling the JK2 source code from the repository located here

     

    I am using Microsoft Visual Studio Ultimate 2013

     

     

    After compiling it, when trying to start jk2mp.exe or jk2Ded.exe, it crashes when trying to load the Quake 3 Virtual Machine file jk2mpgame.qvm

     

     

     

    jk2mp_crash.PNG?dl=0

     

     

     

    If I extract and run the files within the Release folder that were already present when I extracted the code from the jedioutcast-master.zip, it runs just fine with no problems.  

     

    Anyone know what's going on?  If there are any jk2mv developers here, any suggestions? Or maybe @@ent could be of more assistance?

  8. Ahh.. I see. That part about;

     

    "The only problem is because I changed the blade effect for red, it will change it globally.  So everyone with a red blade will have that effect.".

     

    I see where you're coming from now. Unless, there's some way you can make it so that only Kylo's saber has that "unstable" saber effect? If not, then I'll leave you to decide which is best. I'd agree that it'd be a little weird, with other enemies in the game (Reborn's, for example) having the same saber effect as Kylo's hilt.

    Unfortunately I can't change it so that a hilt has a unique blade effect, that is hard coded into the engine.

     

    This is why I will make it optional though, some people may not like others having the blade effect.  

  9. Yeah, I think it would probably work out a bit better actually. I just thought that, if you can have one .pk3 file with everything included (blade effect, sounds.. the works. etc.) and one .pk3 file without. It would be easier to differentiate between the two and it'd also be a little less confusing and you're not moving multiple files between your downloaded folder and your base folder.

     

    Me, personally.. I'd just go for the complete mod itself, especially when using it with the Kylo Ren model. 'Cos I mean, if you're gonna use Kylo's hilt, you might aswell just use his "unstable" blade effect and sounds, too. It just wouldn't seem right, otherwise. That's my thoughts on it, anyway.

     

    I agree with the last part you said for sure.  Kylo's saber is unique and should have the blade effect by default.  The only problem is because I changed the blade effect for red, it will change it globally.  So everyone with a red blade will have that effect.  

     

    I'll think about which way I want to play it.  I'm actually probably going to release it in the next few minutes, just have to make sure I'm not missing anything ;D

  10. Awesome! So will the first one .pk3 file:

     

    "1. This one will include the saber as well as the sounds."

     

    Include, both the new blade effect as well as the sounds and hilt? That's essentially what I'd be looking for.. To recreate the exact saber likeness from the movie, with just one file (if possible).

     

    So you'd rather have it set up so that there will be 2 .pk3 files.

     

    PK3 #1:  This will include all the saber files including the new blade effect

    or

    PK3 #2:  This will include all the saber files excluding the new blade effect

     

    So that you will only need to install a single .pk3.  This would double the file size because I would basically have two of the same file, excluding the blade effect.

     

    Rather than my original thought of: 

     

    PK3 #1: This will include all the saber files.

    PK3 #2: This will include the blade effect files to add on additionally.

     

    This option would make the file size much much smaller.

     

    I'm not worried about file size too much, but it just doesn't make sense to have two of the same file rather than have one copy of everything and just split it up.   

  11. I agree! And personally, this is overall much better than those other two versions. @@Darth Martyr, is there any chance you could release this as just 2 .pk3 files? So that you have

     

    - .pk3 file of Saber hilt with red "unstable" blade

    and

    - .pk3 file of Saber hilt without red "unstable" blade

     

    That would be a much easier and better way of doing it, rather than adding additional .pk3 files on top of what you currently already have.

     

    Can I just make a suggestion though.. In the image shown (below).. The length of the blade is a little too long and could certainly do to be shortened a little. Other than that I can't fault it at all

     

     

    @ Thank you for the feedback!

     

    I was planning on including 2 .pk3s 

     

    1. This one will include the saber as well as the sounds.

    2. This one will include the new blade effect (If this one is not in your base, the only thing you will not have is the blade effect)

     

    Also the reason the blade looks so long in the picture is because of a perspective illusion.  The blade is the same length in game as every default saber (40)

    Darth Sion likes this
  12. We already have two of those.

     

    And this will be your third.  This one is more accurate to the actual design of the saber in the movie.  This one also has custom sounds and blade effects.  Mine is different,  I will not take the feedback of one person to tell me if it is unwanted here or not.  This is the impression I am getting from your comment though.  

     

  13. This is a WIP that I've been working on for the past few weeks. 

    It is just about complete, it is currently in the polishing state.

     

    It has a custom blade modification that will be an optional .pk3 file

    It also has custom sounds including the ignition sound from Kylo Ren's Lightsaber in Star Wars: The Force Awakens.

    Most other sounds are not accurate to the movie as of yet.  (They will be after the digital release of TFA)

     

     

     

    one.png

     

    kylo_rens_hilt.0.jpg

     

    two.png

     

    three.png

     

  14. You have a fast cap flag fun on youtube of it that looks like it loads in ups server, which is the same server the run I posted was done on. ups has g_forceregentime 0.

     

    At the time Blackout did his run, the forceregen time was 0 yes.  ent's talking about doing it with forceregen of 200. 

     

    Don't worry about it though Acrobat, more is to come in time >: D

    Xanemus and Circa like this
  15. It took a bit of work, but I finally got the caps to work for this model.
     
    Either the tags being in the wrong place, or the screwy hierarchy was the problem.  In any case, It's fixed now w00t w00t.
     

     

    cap.png

     

     

    Circa likes this
  16. So I tried loading the demo without chopping it in jaMME and it wouldn't load, I would attempt to load it and jaMME would crash to desktop with no errors.  I chopped it down a bit and it does in fact play in jaMME now, but after like 30 seconds of playing it the players go bouncing around everywhere and eventually everyone is stuck in the air or in the position they were standing in.  I am still jumping around like normal and it shows that I am hitting the players because of sparks, but the player is like not in the spot.  It just STOPS.  I have no idea what to do about this issue.  The demo was long to begin with, I should have just recorded it in segments.  Is there any way to fix this?

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