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eezstreet

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Everything posted by eezstreet

  1. Likewise, they say that 85% of CS graduates can't even program a simple Java program. But I digress.
  2. something dark plz
  3. eezstreet

    Entity bugs

    Some of these are already fixed. Some are fruitless feature requests which won't really see the light of day. Some are legitimate bugs (wasn't aware of the oneshot bug)
  4. There's currently no rend2 for SP (I'm kinda waiting on it too) Ideally, I'd like to make SP and MP renderers work as the same DLL, that way you can develop SP and MP at the same time.
  5. eezstreet

    Files Area Changes

    /me is still butthurt that nobody listened to foolproof plan
  6. eezstreet

    Files Area Changes

    So what you're saying is, as long as you don't get caught, you're fine.
  7. OH SNAP MOONDOG WHATCHU GON SAY TO THAT nct
  8. Hello, I remember you. However, your video doesn't load. :/
  9. all this talk of masters and slaves makes m- nevermind, I just revealed too much about myself ANYWAY. Yeah, the map looks good, hope to see more of it.
  10. http://io9.com/chewbacca-actor-peter-mayhew-unloads-stockpile-of-star-1499456019/@lukeplunkett
  11. Wow, this is a really awesome map. I love what you did with the trees and the sand. Absolutely brilliant! There's tons of little details that I could pick out of each screenshot, and I freaking love that. My main concern would be the relatively low quality textures on the ground, and how eclectic the theme is. On the one hand, you have some clearly Asian-inspired themes, and then you have some more Star Warsy stuff like in the second picture. Though, perhaps that's what you were going for, and I can't knock that. Overall I'd have to say it's like a 8/10 or so, definitely some good work so far.
  12. I think it's a brush, not an entity, and therefore you can't remove it (unless I'm wrong)
  13. I based the saber stuff off of numerous playtests with other people, and what we mutually decided "felt right" in terms of game play. Ultimately it produced a system which was easy to pick up, but difficult to truly master, and battles which are as slow or fast as the players dictate, not dictated by any timers (like in MB2). I believe we got a random person to play it, and he was able to understand it in three or so battles, no explanation required. I'd like to get JK2:HD done at some point. It'll contain my saber system. Buuut other stuff in the way.
  14. @@Boothand basically the only similarities: - attacks drain FP - blocks are directional (I don't understand how SJE's blocking works, haven't had a chance to play it) - there's attack feints (different combination of keys used to activate it) - attack feints cost FP (cost calculation is different) major differences I can spot: - Projectile blocking looks different (JKG is more timing based) - JKG doesn't have knockback - In JKG, attacks get slower with less FP you have, based on an exponential scale with diminishing returns - Resources in SJE are completely different from JKG - Almost all attacks via saber in JKG are one-hit kills (only very rarely do you survive a hit) - Furthermore, hits in JKG don't bounce off like they do in SJE (though it's a good idea on SJE's part, frankly) - Knockaways are mega rare in JKG
  15. (we still aren't changing .menu files)
  16. /me is still waiting patiently for a source release
  17. Are they uploaded anywhere?
  18. and why do you care if its secretive exactly coder
  19. I'm not a skinner. :<
  20. I googled around a bit and that's all I could dig up. The guy disappeared for 6+ months and didn't pay the bills.
  21. What? The guy behind the site disappeared and didn't pay the bills, it wasn't taken off the Internet for that.
  22. This is actually a legitimate question.
  23. Get on IRC and I'll send you a link.
  24. It's a legit mod. I don't know of anywhere that hosts it. I have the files and the readme here, in any case.
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