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eezstreet

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Everything posted by eezstreet

  1. That's not what I said. I said if he didn't contact you back in 30 days then you may use the file. If I said that it was okay, it was because I didn't know that he contacted you back. Please review our rules about non-contact of the author. It's very apparent from his demeanor that he would like some space. Just relax. If he hasn't replied to you in two weeks, he's probably busy. There's no need to harass him. This is actually false, you don't need OpenJK to do entity modding, you can just modify the BSP. This is really the best option imo, just wait for Sith-J-Cull to get back to you and do it on his own time. Give him a few months to get life situated, and if he doesn't reply, then say something. I don't approve of people here harassing some guy to release his assets when he's indicated that it will be a lot of work to do so.
  2. This is not ever going to happen in OpenJK. OpenJK does not modify gameplay.
  3. Very nice stuff! I love what you did with that security room.
  4. That's very true. However just telling people to have an open season on ported models, or otherwise encouraging the behavior when the results could be a lot better is just...meh. I can accept it if a mod has to use ported materials to finish a feature, but I would consider it an absolute last resort.
  5. I think the first thing that should be finished is any sort of missing architecture, missing textures, areaportals being broken, that sort of thing. I think the missing textures are ones that are from Raven HQ that didn't ship with the game (this is a common theme) I think the room with four identical rooms is a "goodie area" similar to the beginning of cairn_dock2. Being able to jump between the bridges is fine, but it should still raise/lower the part in the middle. Anyway, once the architecture is finished, we can focus on the puzzles, and then the enemy spawns and pickups last.
  6. Well, I'm glad you figured out what was going on at least.
  7. Have you not played my first mod (Gunslinger's Academy)? You could literally blow people's heads off with the weapons.
  8. I think they mean ultraviolence a la Hotline Miami where it's almost ludicrous. It wouldn't really be appropriate for a stormtrooper to be bloodily dismembered and have entrails spew out when hit by a flechette gun.But hey, if someone wanted to make a mod like this and have it feature rampant nudity just to poss Disney off, I'm all for it.
  9. Merged thread from Ideas and Issues into this one @, "just port it from X game" is not always the best idea though. Frankly, if I'm being honest, a lot of the kitbashes and frankensteins that have been done lately have been of questionable quality and don't really compare to a hand-crafted model.
  10. @@Teancum you have permission to use the JKGalaxies weapon. But it will need to be rerigged to use JKA's tags and positioning system. It shouldn't be more than a few minutes of rearranging the model in Blender.
  11. Looks pretty cool. A samurai type of game would fit JKA surprisingly well, since Raven themselves have claimed The Matrix and old samurai movies as inspiration for JK2.
  12. Yes, that's correct. It wouldn't matter if it was a port in that case either. If you try to release a part of a mod without permission on JKHub, we're going to have problems.
  13. As long as what is uploaded is not the whole model and nothing else, you are fine. If you were to upload the Darktrooper model here, it would be denied. If you were to include it as part of the Dark Forces mod and upload the Dark Forces mod, that mod would be fine.
  14. This is how it was in the console versions of the game, so I will likely do it that way too.
  15. Errr...it says that there was an error with g_session.cpp. I can't really tell much more from that error log.
  16. I suppose so, yeah?
  17. Please read the original post.
  18. Nope. The objectives are the same as the ones in the other Cairn missions. As for any extra voice overs, here's the full list of spoken lines by Kyle that were cut from the game, not counting alternates for pain/death/falling/jump/etc:
  19. I couldn't actually find any design or any information on level flow. There are -some- design notes from Smartdraw files but they aren't talking about the flow. It seems like you've got Moondog's modified version of the map. I can tackle the NPC routing no problem because that's something that I have experience with. Here's how the routing of the level is supposed to work at the beginning, from what I remember. There's some unused (but very cool) prefabs in cairn_bay2 that you can use for the exit maze.
  20. Fun random fact: JKA actually does support Japanese. It just doesn't have the font files necessary to render it.
  21. I actually did do this for Gunslinger's Academy. Player models could have up to 99 of every type of sound and it had backwards compatibility with base models. I might implement it into JK2 Enhanced.
  22. So have you thought about what kind of map format you want to use? This is supposed to be an MMO mod, yes?
  23. Nope. This is a common misconception, but I totally understand where it's coming from. They're called BOTH_ animations because on the skeleton they modify both the bones above the waist from the root and below. They aren't meant to modify them on the code. Although I agree in this case, BOTH_STAND1 looks terrible.
  24. Unfortunately not, the voting for the background contest has already started.
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