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Posts posted by eezstreet
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So, it would appear that Raven is pretty fun loving after all. Got this email in my inbox from Raven which discusses yoda saber and emperor hardcodes in SP:
Well, this is code I haven't looked at in about 10 years, so I can only speculate. I know I did a lot of stuff "on the side" for the Jedi Games - and after seeing all the mods made for Jedi Outcast, I recall wanting to make Jedi Academy as mod-ready as possible. So I made the lightsabers driven by external data files and made NPC external data files more robust.
References to Yoda and the Emperor were probably just me fooling around with community-made models for those characters, so I probably made NPC files for them with the appropriate characteristics.
Hope that sheds some light on things!
-Mike Gummelt
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If we can identify the differences between SP and MP when it comes to movement, we might have a chance to make SP movement more like MP movement.
I've been doing some research in what we have in the SP source code, and as it happens, we have pretty much all of bg_pmove.cpp disassembled here. As it turns out, PM_WalkMove (the function involved in 90% of the ground based movement code in SP) is totally different from MP, in several areas. I'm not sure what the differences exactly are, but I'll start a thread on the hidden coding section about what we have involving the SP movement code.
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Most of this is just common knowledge, and a lot of what is listed isn't demo specific (movement in SP has always been bad)
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So it would appear that there is multiple instances where Yoda and the Emperor would appear to be added to the game, but he is not actually in the game, how odd...
Force powers do not work on any NPC named yoda.
Likewise, any NPC named emperor will only use force powers, regardless of NPC class.
Yoda has an extremely strong saber lock (stronger than desann)
Yoda automatically inherits all qualities of CLASS_DESANN, regardless of current NPC class
Yoda's saber exists, buried away in one of the .sab files, named "Eternal". It is forced to be green and use Tavion stance, references a model that doesn't exist, and is shorter than normal.
Thoughts?
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I don't think it's creepy at all.
However it does emphasize the point that I was trying to get across ^^
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I've looked at several pictures of Liara from Mass Effect and she doesn't have near as dark skin as that under the eyes o.o
Also, what Inyri said. There's not a whole lot of definition in the cheek bones and the freckles on her face aren't very clearly defined compared to ME.
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Only $10? That's a pretty good pop-up book, I would imagine it would be higher.
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Seems to have some severe baggage under the eyes.
What about the eyelids too?
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I only have 186 GB on my desktop (1TB on second external harddrive), so I don't see the issue here
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Or just have the modmakers do it, because I cbf to deal with that (SP mods are excluded from my "cbf to deal with" list)
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The JKHub API won't be too intrusive when it comes to achievements. Probably will be like Steam, but in the middle lower quadrant of the screen, since few mods use that bit of screen retail space.
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$4000?!
might as well buy a mac with that kind of cash
Sentra likes this -
It just fails to load the DLL outright. which doesn't make any sense considering:
- the DLL is loaded the exact same way as JAMod.dll
- the DLL has only one function, which basically just does math
- the DLL is loaded the exact same way as JAMod.dll
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Source code repo:
http://code.google.com/p/jamod-plus-plugins/
All works, except for plugins, which currently aren't working (would appreciate some help as it pertains to a secret santa thing :!: )
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ah, you are correct @@redsaurus. That is an interesting point.
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i made it into a cvar more or less
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Not unless you hack the game, as I did here.
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Extra health probably comes from difficulty level.
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Cameras are exactly the same between the games. The only (major) difference is that the script_targetname for the player in JK2 is "kyle", while the script_targetname in JKA is "player". So anything that affect()s "kyle" will need to affect "player" instead.
EDIT: I'm talking about cinematic cameras and ICARUS, specifically
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I personally just have a loathing for them as they are an extra unnecessary step you need to go through to start the game. Its bad enough that you have to sit through a ton of lengthy company logo sequences on most games every single time you play them. (what's with that anyway? I know who made/paid for the game after I opened it the first time<.<) .
When people are completely incapable of using a .bat, it's a good alternative. Side note, if one hacks Windows to some extent, one can get the launcher to play the game for Steam AND CD version, something which is impossible under a .bat file.
And what @@Caelum said.
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If you're using the MP3 as a sound effect, it will have to be 44100 hz, mono. If it's music, 44100 hz, stereo.
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It's a launcher.
And? Launchers help make mods easier to install, since that is beyond some people's comprehension. It's not specific to JKG either. Proof: MB2, JKG and GSA all had or are getting launchers.
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I think that reposting files or sending PMs to links of files is okay. Doesn't seem like there's any real issue there.
Things from Raven that never made it into the final game: cont.
in Jedi Knight General Discussions
Posted
In addition, I received some additional clarification as to some pics:
Some of those pics are indicative of a missing "prototype" mission. Wanna know why there's a random Jedi Trainer with a red lightsaber? Because the Jedi Trainer was supposedly Tavion at one point, but was changed to be female (I guess Raven decided that the game was a bit of a sausagefest/too many male characters, I kinda agree with that notion)