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Everything posted by eezstreet
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I was thinking that maybe the crane is necessary to unlock the doors on the other side of the giant lift. When the lift has a certain amount of weight on it, the lift will raise and the opposite doors will unlock. A numeric display (with different textures: "0/45", "15/45", "30/45", "45/45") indicates how much weight is on the lift. I think if it comes down to it, I might use cinematics for the crane movement so the player can see what they're doing. So perhaps room placement won't be an issue.
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Got it. Sorry, for some reason it didn't mark the thread as unread! Here's my impressions of the map: Entry room: very nice, very well lit. It seems like you used some more precise shadows. What was your q3map2 line like?First room, generators and flanking stormtroopers: Missing texture on the buttons that control the lifts. The blue power lines (the hole in the floor that you can get into) don't seem to connect into the walls all the way. I would've picked a different texture for the floor here also.All of the doors don't have sound, and there's lots of areaportalling problems. More of a quirk/optimization problem. The tall green doors seem to open a bit quick, but the rectangular grey ones are awesome.Goodie room: I really like what you did with these rooms. They have such a dark and forboding presence. Really good job. I have no complaints. Every time I look, there's always some minor detail that catches my eye. Amazing stuff.Stairway room: I think the cylindrical crate in the middle of the floor was a bit odd, it maybe perhaps should've been to the side. In order to improve gameplay, consider adding some crates next to the stairs that the player can take cover behind. The stairs also need to be moved a bit, because the player can slide between the stairs and the wall. I have a feeling that some people will get stuck here.Stairway room, upstairs. One of the grates was bugged and I can pass through it, while the other one was properly breakable. Otherwise, I have no qualms. Looks great.Proceeding upwards. The side areas of each T-junction feel a bit drab, like perhaps they need something on the floor. They all sorta felt the same and it would be pretty hard to tell what room I was in. I also feel like the breakable section of floor was not very noticeable at all, and perhaps needs something a bit more obvious. I like what you did with the little power pipes, I thought it was a nice touch.Proceeding down the rabbit hole. I really like these hallways. They have lots of color and vary just the right amount. The area that they spill out into though, felt a bit drab. Again, maybe it needs just objects on the floor here, like control panels or something. The lift didn't seem to work, so I'm using noclip here.Oh my gosh. This control room is awesome. I really really love it! The top floor is really well done. I think the bottom floor could use a bit darker lighting though for more contrast between the upper floor and lower floor. What do you think of this idea? Also, something about the walls coming up from the lower level on the ramp bothered me, but I don't know why.The room that this leads to is also really awesome, and I have no complaints about it. Pretty much none. I really love what you did with the pipes.The pit has a bit too bright of lighting. Also there needs to be some way to get to cairn_reactor from there. Maybe some doors or something.In terms of level flow though, I'm a bit concerned. I'm not sure how we're going to work the crane puzzle in. Maybe it's required to open the doors on the other side of the big stockpile lift?
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You should submit a pull request with those changes to the code, if you haven't already. Also I'm about 90% sure that issues with SDL are fixed in latest OpenJK.
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Except when the situation isn't ideal for it. OP, what are you using the vector for?
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KOTF had a few scripted levels from other people's stuff. The one I remember was Kamino.
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Why not make your own mod? The KOTF handle is tainted by the name. I don't understand why you didn't take other people's advice to heart.
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Thread moved to Mod Requests and Suggestions Welcome to the forum. Please take the time to read any stickies in the forums before submitting a topic. @@JBuNNy
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Looks very nice. I can't find many complaints. The only thing I would suggest changing is the upper level of the big room. I rather liked the old white/grey/brownish lighting, it makes it a bit different from the rest of the level. I'm not sure how you feel about that though. What's the last room that needs to be finished?
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They're the same animations from JKA....they just tweened them with other animations and adjusted the easing. That's it. And I take issue in particular with the animations because they're very jerky and unprofessional IMO. This whole attitude of "rend2 eh? it won't ever be as good as X" is really toxic imo and it's what drives a lot of people away. People like you are why I hesitate in modding this game.
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The Scout Trooper model is pretty bad by 2016 standards, yeah. We could use a new one.
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Here's what I'd like to address
eezstreet replied to the_raven's topic in Mod Requests & Suggestions
Y U NO HAVE RESPECT FOR OTHER PEOPLE'S TASTES??? You don't have to like what people are requesting. But people are still allowed to request things. It's when people excessively spam the forum that I take an issue with requests. Otherwise...what's the issue here exactly? It's a Star Wars game. Asking for original requests is really stupid tbf when 90% of the requests are going to be Star Wars related. [red]Thread Locked. [/red] -
You can't control that through ICARUS. However the saber that's given to the player through SET_WEAPON is always the one given to them via character creation.
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Idk. I'm really just parroting what's been said on other sites.
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The guy is named Sergio. It wasn't legal issues as far as I'm aware. Some kind of logistics/hardware/financial issue, I don't really know the details. The site temporarily went down as they were transferring stuff over to new servers and never came back up for reasons unknown.
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The owner of pcgamemods.com had server issues I believe and couldn't make ends meet. I don't think it's a matter of being C&D'd, rather finance.
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https://discord.gg/gFKwH85 Chat with other people in the JK community here.
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Yep, the background got darkened just a tiny bit and was given a new sky. Helps a lot.
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I took a look at the file you sent me in PM, and the issue is actually not related to your animsounds.cfg, it's actually because your sound file is not the correct format (it's 22050hz, not 44100 hz). Try using just a dummy file from the assets, like Jaden saying "Take that!" and see if you can get it to work there, and then try converting your sound file to the correct format using Audacity.
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Idk, there's really not much difference between a fork and a branch. The only difference being that you can branch and fork a fork, but you can only fork a branch.
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Sure, that works.
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Yeah, that sounds good.
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This is already possible. This is an interesting idea. OpenJK has a few minor enhancements for Mind Trick Level 4, which should be available as a separate power or something if we go this route. Well, ideally everything should be RGB compliant, since JKA Enhanced (not JK2 Enhanced) has this feature.
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Stupid question, but have you checked to see that the file it's asking for (sound/chars/obi-wan/misc/trick) exists?
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Where are you including this file in your pk3? Are you running SP or MP?