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Everything posted by eezstreet
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Could you do me a favor and make note of any AI oddities that you find in JKA? I have noticed that their AI seems...off in JKA, but I can't put my finger on it. Wouldn't suprise me if they fucked up the AI somehow, seeing as how they screwed up the hazardtrooper hardcore (animations are broken; they give it a "kneeling start" anim, and a "kneeling end" anim, but they don't have a "kneeling sustained" animation, so they look like they kneel and fire, and then snap back to standing; this is extremely noticable on vjun1)
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Working on prone sniping in singleplayer JKA
eezstreet replied to Serenity937's topic in WIPs, Teasers & Releases
This is in the wrong section. If you're asking for coding help, you should be posting in the Coding & Scripts section. That animation looks pretty cool though. I'm really digging the way you animated that. As far as prone is concerned, unfortunately it isn't going to be so easy due to the way bounding boxes work. Essentially, bounding boxes cannot physically rotate. This is a problem with prone because when in a diagonal position, it makes the bounding box incorrect in all kinds of ways. @@Scooper suggested making a bmodel and using that as the player's bounding box, and then in turn rotating the bmodel, which can be done, albeit it requires engine modifications to work properly. -
Wouldn't that be "great file approvals" though, technically speaking? *shrugs*
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[JAEnhanced] Gold Pack Discussion
eezstreet replied to therfiles's topic in WIPs, Teasers & Releases
If you replace Mind Trick with Force Blinding, that kinda unbalances things since you have then 5 dark side powers and 3 light side ones. Mind Trick is cool, but useless. It was still pretty useless even in JK2, but it had some uses (in the original design documents, the designers wanted to make it so that you could sneak through 90% of Cairn totally undetected, of course this really didn't come to fruition, but I think it'd be nice to put it back in there). There's absolutely no point to putting anything into Mind Trick though now as it is, because it is incredibly weak and the maps weren't really designed for it. It would make a lot more sense if it required any sort of skill/strategy to get through the maps anyway, other than "KILL ROOM FULL OF X ENEMY, KILL ROOM FULL OF Y ENEMY" ad nauseum. -
[JAEnhanced] Gold Pack Discussion
eezstreet replied to therfiles's topic in WIPs, Teasers & Releases
Nope. JKA is different musically. The themes are totally different, and coming from JK2, you're taken completely aback by the choice of music. For instance, the music to the second-to-last level in JK2 serves as the music to the second level in JKA. Which is weird, because that particular track happens right at the end of Ep6, and it's great ending music. Hearing it in JKA where it's at weakens its effect. -
JK2 was good, so I tried JKA. I was disappoint.
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Clearly the evil twin of Chuck. This little fat ass-stain of a human being doesn't even have a beard.
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Building a secondary computer for development
eezstreet replied to CrimsonStrife's topic in Art, Media & Technology
Aha. Thanks for the background information. -
Major Milestones Over the Past Decade
eezstreet replied to Circa's topic in Jedi Knight General Discussions
JKG: September 17th, 2012 -
[JAEnhanced] Gold Pack Discussion
eezstreet replied to therfiles's topic in WIPs, Teasers & Releases
Wishlist: - Remove Rosh and replace him with a different character, making Rosh an unlockable character after the game gets beaten - Re-voice Jaden and give him lines which don't make him seem monotone - Add new species - Replace music, the stuff in the game isn't catchy or awesome like stuff in JK2 - Improve first person weapon models - Replace force icons so they're monotone a la JK2 again - Replace Mind Trick (It's totally useless) - BETTER textures (not "HD") - More hilts - Better saber dynamics - Make it optional to choose weapons at start - (Maybe?) more weapons and better weapon stuff Wishlist: - Remove Rosh and replace him with a different character, making Rosh an unlockable character after the game gets beaten - Re-voice Jaden and give him lines which don't make him seem monotone - Add new species - Replace music, the stuff in the game isn't catchy or awesome like stuff in JK2 - Improve first person weapon models - Replace force icons so they're monotone a la JK2 again - Replace Mind Trick (It's totally useless) - BETTER textures (not "HD") - More hilts - Better saber dynamics - Make it optional to choose weapons at start - (Maybe?) more weapons and better weapon stuff -
Jedi Academy mod: Star Wars ~ Episode VII
eezstreet replied to hka1894's topic in General Modding Discussions
Sure, go search YouTube for modeling tutorials. -
Building a secondary computer for development
eezstreet replied to CrimsonStrife's topic in Art, Media & Technology
They're completely relevant if your reasons are completely asinine.What are your reasons though? All I've heard is "render farming" and "perforce", and both of those aren't particularly useful (do tell what you plan on using a render farm for exactly) -
I don't think releasing a demo is such a bad idea if it contains content that will be shown later. However I do find it a little bit disappointing that the first few missions will serve as the demo, as opposed to a small selection of missions from the campaign - especially in this case where the story really doesn't matter. It just means that I'll have to replay the whole of the demo when the full thing comes out.
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inb4 black market of ported models
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Building a secondary computer for development
eezstreet replied to CrimsonStrife's topic in Art, Media & Technology
Perforce? LOL. Probably half of your problem lies right there. While Perforce is nice and all, wouldn't something with less of a footprint, like Git, Mercurial, or Subversion get the job done just as well? I wouldn't even recommend Perforce unless you're working at like NASA or EA or something. Git and Mercurial both have the option of hosting local repositories with remotes that can point to a server. (And look - Github can host one free private repository for your organization..) If you're using this for stuff like render-farming or running Apache/MySQL then yeah, this kinda investment would make sense. But a dedicated Perforce machine is the most ridiculous thing I've heard of for a group that's your size. -
Jedi Academy mod: Star Wars ~ Episode VII
eezstreet replied to hka1894's topic in General Modding Discussions
Seriously, just google some gmax tutorials or something. Or use a different tool. gmax is shit anyway. Giving up at this stage is a tad bit ridiculous. Here, have a link: http://www.vmbollig.de/msts/tut_en/construction_1/construction_1.html -
Should be no more than 2-3 files being edited, plus a new file in the main code, and the xvid codec code itself. I'll try to steer clear of boost specifically for that purpose.
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so it's been one year since JKG was released..
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
I triple dog dare you to make maps for JKG! (Just kidding, of course.)As far as servers are concerned, anyone can make a server now, and there's no more restrictions on /devmap, so you can fool around all you want. The admin system has been revamped heavily and unified, also it's scripted in Lua, meaning any server can (potentially) have their own cool commands for their admins. This gets even more interesting once you figure that the building system is also scripted in Lua, making for some cool user-created content like racing games and the like. Everything (sans the launcher and our private master server/authorization hybrid monitor schema -- more on this in a minute) is also open source. I already have a master plan in place for the MMO stuff going forward. The major engineering hurdles left to go would be the actual engine breaking that I want to deal with -- stuff like modern graphics is in the pipeline, but it's way far out. There's also some really neat experimental concepts in the design phases, stuff like shaders that can play SWFs exported from Flash, AVI support, Skyrim-style mapping (+ DLRG). But yeah, that stuff is pretty far out. What we've been working on is mostly saber stuff. Currently dealing with some blocking bugs right now, such as the nice way that base spews memory all over the place. Trying also to get the game as polished as can be, with lots of little nuances fixed and generally smoother animations. -
I like the way you alter the wall geometry like you do. However, I think there could be a few more details, such as doorframes and railings that could add to it. The sky ceiling feels underutilized, in my opinion. Some buildings to serve as a skyline would be a nice addition, or perhaps something to break up the floor a little bit.
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Does it count if you played JK2 before JKA came out?
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JKG will eventually add support for AVIs via xvid codec. Just can't really say when.
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so it's been one year since JKG was released..
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
We were supposed to have a trailer out but it got delayed due to RL issues. We don't have any idea when the next version is out, but we're getting close to releasing it. -
so it's been one year since JKG was released..
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
Shouldn't be an issue once our new "standalone"-ish version comes out (it checks for JKA assets when installing but does not copy them). Also our download servers are based on JKHub instead of crappy TG servers so it should all be nice and stable.