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MoonDog

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Everything posted by MoonDog

  1. No war really. I didn't see anything too provocative until about post #13. I'm sure you can find quite a lot of people that agree with your points, but I have a feeling you are going to have more to say after you've looked a bit more at OpenJK to see what they've already done. Some very talented guys are contributing, and they have made a ton of progress.
  2. Sounds like a good choice. Are you still decided on going standalone? I know there is a list of legal problems when one decides to do something of that scope. ( Such as manufacturing all your own assets. ) That in itself is a gigantic time murderer for a small team.
  3. When did I ever claim you could or could not do something because of where I work? Also, please indicate where I ever said I recieved an email that says, "NO". You seem to have a habit of fabricating quotes from supposed Raven employees, so if you need to do so please take your time. I'll wait. But you are right. I definitely NEVER went around talking to people about the game I was passionate about and got me into modding. I would NEVER do that.
  4. Really? Please enlighten me as to who told you that and I'll ask them directly on Monday.
  5. Er.... So you want openjk?
  6. Oh that's what a Lobot is.
  7. First off, let's talk about the quality in this expedition in plagiarism. The textures, models and geometry from JKO are terrible for use in the UDK. If you'd like to know why, research the basic differences in technology between the UDK and the modified engine in JKO. Observe assets actually made for use originally in UDK. You can find many examples on Deviantart. This casual observation should lead you to the conclusion that making your own assets for a project in the UDK would produce much more high quality results. Aside from that, you are talking about completely decompiling levels, with all their brushes and patches, and directly moving them into a different engine. No modification, just straight porting. They may make spec and shitty looking normal maps from the original textures, but aside from that and actually telling the UDK what to do with these shaders, no original work is done. It's the same exact story with the model meshes, textures and sounds. It's a straight rip. I don't see how you are not understanding that it's plagiarism stemming from a lack of ambition. Perhaps you don't understand the word. http://en.wikipedia.org/wiki/Plagiarism So please, elaborate again how this isn't plagiarism. If you can't, then please enthrall me with your mind expanding discourse that justifies it.
  8. Right, do you have anything to say that is based in a logical argument, or are you going to continue your discourse in stupidity?
  9. I tell you what. Go make a bunch of custom textures, sounds, models and levels. I'll decompile all your levels and take everything you made and use it for myself. Don't worry though, I'll just be making a movie. K?
  10. Wall of text, tldr. Come up with an organized pitch wish visual aides. Jacob Minkoff from Naughty Dog has a couple really good templates you could look at on his portfolio site. http://jacobminkoff.com/personal-work/ If you had a good production document that shows your creativity and organizational skills, I think it'd be a great boon in your search for contributors.
  11. I want to learn who the fuck Tyler Perry is.
  12. lol. u srs bro?
  13. Did you know that Jolee Bindo from KotoR and Principal Lewis are the same voice actor? I didn't.

  14. Well so far, you've pitched some sort of standalone competitive saber thing. With you being a leader of some sort. Do you have any documentation, or evidence of planning? How about a real well put together pitch? You are going to be required to completely provide all of your own original assets in order to do standalone. Do you have any current evidence that you have people with the capability to do so? Level design documents, screenshots of prototype levels, art assets, models, sounds, etc.. etc... etc... ? You can hardly be surprised if no one responds favorably to a pitch that seems sort of half-hearted and in the clouds with nothing to back it up currently.
  15. JA++ works just fine with OpenJk ded. I got them working together on Linux and Windows. What is in "exec jk2.cfg exec vstr.cfg" <--- these two configs? Are you sure you have the binaries properly packaged and in the right folder? Methinks you might not.
  16. It's been a pretty good discussion so far, let's just calm down a bit. Doesn't need to turn into an attack on the JKHub staff or other members. I like it when the discussions let reason prevail and good points are communicated on both sides. Lets just try to keep it like that for a bit. I can concede pretty easily to these constraints. This seems to me to be the most reasonable discourse regarding rules about ports. Technically, my entity mods can be construed as ports, but I've sufficiently altered the original BSP structures to create a work very much different from the originals while retaining that I did not make the original levels. Situations like that I'd be okay with. A ported asset, original flare, 110% acknowledgement of source material with no claim whatsoever to have had anything to do with's creation. Pretty much the definition of modification right there.
  17. So it's basically a series of videos capturing roleplay scenarios? Or do you plan on adding custom dialogue recordings?
  18. Would be sick to have the dismemberment from SOF. Not sure if that's possible however.
  19. I was just some what irked by the knee jerk reaction to delete a bunch of mods based solely on the ambiguous "rule" mentioned previously. It confuses that it's okay, but it's not okay depending on some sort of untenable point of view that each moderator is apparently entitled to have. Maybe this policy specifically is a problem. Being as there are no apparent ceilings for how heavy handed a moderator can choose to be here, and there have been some extremely heavy handed moderation in the past here. I don't think it should be surprising if the rules are approached loosely by random people, when it is so ambiguous as to how they are being enforced. It's also confusing that, like I previously mentioned, the behavior of porting is acceptable in certain cases, but a bunch of models get deleted as soon as brought to attention.
  20. I'd recommend using one trigger_always and then a bunch of target_relays instead of a huge amount of triggers. Example: { "classname" "trigger_always" "target" "shader_relays" } { "classname" "target_relay" "targetname" "shader_relays" "targetShaderName" "textures/shader/shader" "targetShaderNewName" "textures/shader/thisHasToBeAShader" } { "classname" "target_relay" "targetname" "shader_relays" "targetShaderName" "textures/shader/shader" "targetShaderNewName" "textures/shader/thisHasToBeAShader" } { "classname" "target_relay" "targetname" "shader_relays" "targetShaderName" "textures/shader/shader" "targetShaderNewName" "textures/shader/thisHasToBeAShader" } { "classname" "target_relay" "targetname" "shader_relays" "targetShaderName" "textures/shader/shader" "targetShaderNewName" "textures/shader/thisHasToBeAShader" } { "classname" "target_relay" "targetname" "shader_relays" "targetShaderName" "textures/shader/shader" "targetShaderNewName" "textures/shader/thisHasToBeAShader" }Other than that I'd check the files on your server. Do you have two versions of the bsp in the same pk3? Do you have a different version of FFA3 in a different PK3 that is alphabetically senior? If so, get rid of them. Place your version of FFA3 in a fresh PK3 following the correct file path to reflect the original. maps/mp/ffa3.bsp. Ensure that your pk3 is loaded last by adding a bunch of Zs to the file name. I usually just do z_myMapMod.pk3. (You really only need to ensure it's loaded after assets*.pk3 to overwrite the original ffa3. You could do b_fileName if you wish.)
  21. It's a discourse of opinions and a discussion about the morality of blatantly ported assets until some one cries, or using all their lives and must use a continue. That is when it becomes an argument. Might be easier to just split the thread into a new discussion.
  22. You should provide links pertaining to information regarding Path of Destiny for people who don't know what it is. That way there's a good frame of reference for what you mean. (I have no idea what Path of Destiny is because I live in a cave.)
  23. This rule does appear to be selectively followed. Example: The JK Outcast rip thread is lauded and acceptable, because apparently it has a "cool" factor that justifies overlooking grossly ripped copyrighted content. As eez pointed out, there are models and or maps that use ripped sounds and or clips from movies. Another example of something being okay if it's "cool" enough, or held up on a pedestal by the sycophantic masses that occupy the JK scene..
  24. I don't understand the hype around The Last of Us. The gameplay is atrocious.

    1. Show previous comments  1 more
    2. MoonDog

      MoonDog

      That is one of the only redeeming factors of the game. Consequently, also the reason the gameplay feels like a recycled chore. It's just obligatory, repetitive stealth/tension/cover shooting gameplay between cutscenes. It hides behind, "SERIOUS THEMES", and the argument is "WELL IT'S NOT SUPPOSED TO BE A GAMEPLAY GAME. ITS SERIOUS GAME AND IF YOU DONT LIKE IT, YOU DONT GET IT". Super weak excuse for lackluster gameplay.

    3. katanamaru

      katanamaru

      I don't care how good a narative is;if the game plays like crap then I won't play it. No excuses.

    4. Onysfx

      Onysfx

      That's why I love metroid prime. The gameplay is not only awesome, but the story is optional, told by scanning old ancient texts or reading space pirate logs. The story is pretty sweet too :D.

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