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eezstreet

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Everything posted by eezstreet

  1. No, but I got a better idea.
  2. Thank you for the clarification. +1
  3. Too expensive. Also, it's quicker+easier to use simple bounds checking for a lot of things instead of dealing with rotation also.
  4. You still have to rotate it, because think about it. If you flatten the bounding box, you would have to account for when the player is facing a diagonal, and a simple flattened bounding box isn't going to cover things correctly and result in lots of collision issues.
  5. Check and make sure your firewall isn't interfering with the ports in question. The firewall might be in place by your ISP.
  6. So what you're saying is, we're not trying to help him, and we should do everything for him? I don't have time myself to really offer too much help, let alone actually physically do anything to help.
  7. BOTH_STAND1 looks stupid imo. And it's used for when you don't have a saber unholstered.
  8. I'm not happy they changed it. The JK2 one is perfectly fine in my opinion (and it looks pretty slick actually, because you look like a badass). The JA one is stiff and awkward.
  9. Reelo still looked pretty cool in that stance, I think. And either way, Reelo doesn't appear in JA SP, so maybe not an issue.
  10. I'm getting the warm fuzzies from this thread. What a strange feeling, that.
  11. You should replace the base standing anim with the one from JK2 also, because it was a lot cooler (confirmed by me)
  12. See if you can dig anything up from Filefront. I know that Kouen pretty much called Tim out for who (or what) he is.
  13. Wasn't bad, actually.
  14. Yeah, it's unfortunate. I hope someone can offer more information, because those anims seem really cool.
  15. Try registering the models when you're loading the game then. Shouldn't be too difficult to find where they do that, hopefully.
  16. 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)
  17. 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.
  18. Wouldn't that be "great file approvals" though, technically speaking? *shrugs*
  19. 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.
  20. 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.
  21. JK2 was good, so I tried JKA. I was disappoint.
  22. Clearly the evil twin of Chuck. This little fat ass-stain of a human being doesn't even have a beard.
  23. Aha. Thanks for the background information.
  24. JKG: September 17th, 2012
  25. 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
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