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Circa

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Everything posted by Circa

  1. I disagree. Overall I think people would rather play a DFII SP mod, because they'll try out a MP but everyone goes back to the 3 main MP options: base, JA+(+), and MBII. People want a DFII remake. This mod is the only hope for that at this point, and has potential to turn out really good.
  2. Ah, but are the textures ported? Maybe that's what I'm seeing then.
  3. Welcome! Good to see you around!
  4. Yet you're using a ported model for this anyway.
  5. Nice! I'll go ahead and post my ideas as well. Force Insanity: Dark side power almost identical to Mind Trick, but drives the victim insane. Level 1 would render them inactive, just going insane. Level 2 would be the same as Level 1 but would eventually kill them or maybe force them to jump off a ledge to their death? Level 3 would do as level 3 mind trick does, turns them against their own team, but eventually die instead of turning back to normal. And I can't remember my other ideas... @@redsaurus did you write my ideas down?
  6. .warnbox { background: #e3f6e5 url( images/icons/exclamation.png ) no-repeat 9px 10px; border: 1px solid #b4e3b9; color: #475949; } Moved to Coding & Scripts forum. Here's a tutorial on adding a force power in MP. http://jkhub.org/tutorials/article/134-create-a-new-force-power-mp/ Not sure how different that is from doing it in SP. Summoning @@eezstreet or @@ensiform or @@Xycaleth
  7. Yes it's possible. And yes, it's all through code. Do you have coding experience? If you check out the Jedi Knight Enhanced project, we will be adding a few new force powers for that. Feel free to give us some ideas like this for that.
  8. You mentioned this was your first map, so was just pointing out some resources. Rich Diesal's Mapping University is a great one.
  9. WAV is the best option in my opinion because it's lossless (uncompressed) and I care more about quality rather than file size, but if you want to cut back on file size I suppose MP3 would work. But really, if it's a short sound, just go with WAV. Those settings you had should work, as long as it's actually mono and not just joint-stereo or something weird like that. Also, MP3 sounds can't loop, as far as I know.
  10. Looking good. Don't forget about all the resources that are gathered here: http://mapping.jkhub.org
  11. Blame @@Caelum and his bribery
  12. We are going to go through a huge renovation around here soonish, so yes, the files will be available on mobile devices. You can still use the default theme on mobile devices though.
  13. Circa

    OpenJK Launcher?

    It has a new icon, .exe, folder, and .cfg. I don't see why it can't have an innovative launcher too. You could always modify it to look like the original one if you wanted.
  14. Here is a decent tutorial on that. http://jkhub.org/tutorials/article/9-installing-editing-and-managing-pk3s/ Basically you need to put the contents of the OpenJK folder in your GameData folder.
  15. Welcome! You can find the OpenJK FAQ here: http://jkhub.org/topic/2220-frequently-asked-questions/ Assuming you're using Windows, installing it similar to any other mod, if you're familiar with them.
  16. Well for the beginning of the mission, I was going to have it fairly simple. Get from point A to point B, with some cutscenes mirroring the film in some way, to give some orientation to the stormtrooper part of the mission, which will be more in depth. I like the idea of having to fend off tuskens throughout the mission, like in KotOR.
  17. Circa

    OpenJK Launcher?

    I stopped reading after this paragraph, but just like to say that the Dropbox bandwidth limit is probably not enough either. Maybe with @@Caelum's hosting but that might be up to him to allow such things.
  18. Link beat me to it. Yep, using that button will notify us instantly. Fixed.
  19. @@Scorpion take a look at our ideas for the Tatooine mission(s) we've got here and maybe work from there. Keeping it close to how it looks in the movie might be tricky in this case, since it's a large never-ending desert. Could be difficult in JKA.
  20. We were considering adding it for the JKA Enhanced project actually. http://jkhub.org/forum/106-jedi-knight-enhanced/
  21. Looks great so far. I noticed in MT that the "council" chairs weren't solid. Was there a reason for that and will those be like that as well?
  22. If all you're wanting is to spawn NPC's for fun, giving them more health might be the only option. There may be a script method but not sure. @@therfiles @@eezstreet
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