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Everything posted by eezstreet
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Jedi Knight 2 Enhanced: List of TODO
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
WOOhooOOO -
I'm not certain if I have permission to make it (the .map) publicly available. If someone is interested in working on it they are welcome to PM me.
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Any news? It's been a few days.
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Yes.
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Is this a request, or...?
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People can't see the voting results unless they've voted or have opted to see the results. There's requirements in place like what you describe though. People can't vote unless they've contributed to the community in some way (not in terms of content uploaded, but other ways).
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The forum for the background contest has been created. The voting for the background contest will start on June 1st and conclude on June 17th. Good luck to all! We had a good number of people participate in this contest as well.
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I'm not sure. Since that mod implements it, it might be a simple matter of adding to the NPC parser. @@redsaurus knows more about his code than I do, though.
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In order to give an NPC an unstable or black crystal, you first need to code it in. The tutorial for that is a bit similar to Asgarath's tutorial on adding a new lightsaber color.
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**OFFICIAL** Dark Forces Mod revival topic
eezstreet replied to Teancum's topic in WIPs, Teasers & Releases
I don't think that staying on the bleeding edge is completely necessary. But seeing as how we're talking about replacing ~5 year old, free software that...even in the newest iteration mind you, still lacks support for features of the C/C++ spec that were available for GCC in 1999...yeah, it's silly. But blame Microsoft for these shenanigans, not the maintainers of OpenJK. Also worth noting: no, we're actually not really talking about mid-milennial code. The source release from 2013 did not compile on modern compilers even back then, and two new standards of C++ have become prominent since then. Myself and others had to spend weeks making it work because it used wacky tricks from the '90s when C++ didn't have a spec written for it. OpenJK takes advantage of modern programming practices and principles to deliver optimizations and bugfixes. -
green = complete, yellow = started, red = not started Jedi Knight 2: Jedi Outcast Characters Kyle Katarn Jan Ors Tavion Lando Desann Luke Bartender Scouttrooper Levels cairn_stockpile Various texture improvements Improved ns_streets bar scene More movie-like Bespin Weapons/Force Powers Bryar Blaster Pistol E-11 Blaster Rifle T-21 Repeating Blaster Tenloss Rifle Bowcaster Repeater DEMP2 Flechette Stouker Concussion Rifle Merr-Sonn Rocket Launcher Imperial Pistol
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This is a good idea. I will start work on such a thread.
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It begins when Raven released Heretic.
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We need new weapon models before this is possible. The first person view models that are in the game now have the faces on the right hand side culled. The new weapon models are also holding up sprinting.
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So I'm pretty sure a lot of you who played Jedi Knight 2 were a little bit curious about the map "Imperial Labs: Raven Software". In addition to being the only FFA map in the game available for Duel under Create-A-Server, it was also placed last in the list, and therefore required scrolling the map list to see. It wouldn't surprise me if a lot of people didn't actually see the map in the list because of this. It's the only stock Duel map in the game that has a weapon other than the Blaster and Bowcaster available (although those are both present in this map too) and it's the only one with holdable items. So what's the deal with this map, and why does it feel so out of place? It turns out there's a lot more to this story than just a random bonus map that got thrown in. Our story begins in 1994. Doom - the video game that is - has taken the world by storm, and everyone wants a little slice of the pie. It became a system-seller for DOS. It has the unique honor of selling more copies than Microsoft sold of Windows, and it was also partially responsible for the death of the Amiga platform. Raven Software, then a modest company with a few games under its belt and a previous collaboration with id Software in their ShadowCaster game, which ran on the Wolfenstein 3D engine, proposed to John Romero of id to work on a new game. This game later became Heretic. The evil monsters from another dimension were still present, but this time with a high fantasy setting to work with. It proved successful enough of a game to warrant a sequel: Heretic: Shadows of the Serpent Rider. Of course, this is pretty well known information if you played any video games at all on the PC during the '90s. What you probably didn't know is that Heretic had a few secret levels of its own. Three of these levels, built for multiplayer deathmatch, encompassed a sixth episode and could only be accessable by a console command. One of these levels - E6M1 - was known as Raven's Lair, ostensibly named as such because it was based on the layout of Raven Software's offices. So, it's become somewhat of a gag to include the Raven Software offices. It didn't appear in Hexen, the sequel to Heretic, but it later made appearances in Star Trek: Elite Force, Soldier of Fortune, Soldier of Fortune 2, and Jedi Knight 2, where it made its last appearance. Here's the map in Soldier of Fortune 2. https://www.youtube.com/watch?v=_NMWzKF3jHQ
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Anyone ever tried trenchbroom level editor?
eezstreet replied to Psyk0Sith's topic in General Modding Discussions
That's gonna be a 'no' -
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He means the circle-shaped blur that appears from the player's hands when you push someone.
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You could try turning off that effect in the game with cg_renderToTextureFX. Try: seta cg_renderToTextureFX 0 in the console. Although this will affect other things that use a similar effect (cloaking, notably)
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The biggest problem that I have with Radiant is with workflow. It's extremely annoying to use the clipping tool, and the selection tools aren't great. I feel like the differences are only plainly apparent when you've actually used a tool designed to make models and compare it to Radiant. Or even the earlier Unreal Editors were a lot easier to use once you understood the editor.
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I'm 100% positive that there's a cvar for this.
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[red]Thread moved to Art, Media and Technology[/red] Jedi Knight Modding is for Jedi Knight games -only-.
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You have two days to submit your background for the background contest...better get on that!
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Reminder that the deadline is coming up soon!
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I have been tossing a few ideas around for a new force power, and Slow Fall could be a good one, although pretty situational. It could be merged into my idea for Force Slow, though. Others that I have thought of are: Meditate (neutral): Gain force power but are forced to sit down. Higher ranks regain power faster and can sit down faster.Weaken (dark): Enemies near you become weak and deal reduced damage for a duration. At rank 2, they take more damage. At rank 3, they are dealt a small dripfeed of damage. Note, dark jedi may resist this power and droids are immune.Ghost (light): When killed while this power is active, you will become an invisible force ghost for 30 seconds. You cannot attack while as a force ghost and move at a reduced speed. After 30 seconds, you are revived at 1hp. At higher ranks, you gain more health points and move faster as a ghost. Note: dark jedi may have the ability to sense your force ghost and kill it.Shadow (light): While this power is active, your footsteps are completely silent. At rank 2, stealth kills do more damage while the power is active. At rank 3, enemies have reduced field of vision and your lightsaber can be thrown without alerting enemies. Note: dark jedi have heightened force senses and may resist this power.Stasis (dark): At Rank 1, you can hold the force power button to slow enemy projectiles that are near you. At Rank 2, enemy projectiles that are near you can be slowed to a stop. At Rank 3, by tapping the force button you can create a wall of pure force energy that freezes enemy projectiles in their tracks.Grip (neutral): At Rank 1, you envelop a target in pure force energy, making their movements slower and more laborious. The target moves and fires slower. At Rank 2, the power level grows, and the target is rendered completely unable to move. At Rank 3, this ability can affect a group of enemies, although the power is weakened in this state. Also by holding the force button, you can tighten the grip even further, slowing all affected targets even further (or crushing their internal organs). Note that dark jedi may use this power on you, and that Push can remove it. (Force Grip would be renamed to Force Choke)Jump (neutral): Actually this would still work the way it does now, but with another addition: Jump would be on the force wheel like the other powers are, and when used, you launch yourself high into the air like how the AI does.And some changes I still need to make to the other force powers: Force Grip/Choke should allow you to shoot while it's activeSpeed should have nicer physics and last longer. It makes the game feel unnecessarily floaty.Show active force powers on the HUD.