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Everything posted by eezstreet
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[JAEnhanced] Enhanced Development Platform (EDP)
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
Yep. Sort of. AI modification and information gathering. It lets you see what the AI is doing in depth without having to set lots of breakpoints. In the future I plan on adding more features to this, like maybe setting navgoals or something. I was also thinking about adding a system of secondary waypoints which could be created in this tool, and loaded up when a map loads, like lugormod ents. -
[JAEnhanced] Enhanced Development Platform (EDP)
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
It's from having the game at windowed mode at native resolution. I'd do it at 800x600 like my others but that would lose detail D: -
Has ANYONE thought of this before!?
eezstreet replied to TheWhitePhoenix's topic in Mod Requests & Suggestions
oook, can we keep this on topic? thanks. This is something that's kinda cool. Not sure if they need to be wearing a form-fitting outfit or not. -
The AI Workshop The AI Workshop is a feature that will be in the first version of the JK2 Enhanced mod (and may soon find its way into the JKA version of the mod). Basically, it gives you a completely unparalleled AI debugging and scripting tool. I developed this primarily as a debugging tool while I was tweaking the R2D2/R5D2 AI, but you might find it useful for video making, or even just a fun thing to screw around with. The UI When the AI Workshop is toggled on, you will be presented with a great amount of useful information. Each AI in the game (living or dead) will have a bounding box drawn around it, in the color of the alignment. Red is for enemies, blue is for neutral NPCs, green is for allies, and yellow for an AI that you have selected (with the workshop_select command). You will also be shown a ton of useful information about both an AI that you have under your crosshair and the one that you have selected, including currently active timers, whether or not the AI is using the scripted combat move, and the current scriptFlags of an NPC. If you have an NPC selected, you will also see a grey bounding box around whatever their current goalEntity is (which could be a navgoal, item, or something else). Manipulating the AI Not only does the AI workshop let you see information on the AI, but it also allows you to manipulate it as well. In the current version of this code there are only a few things that you can do with it: Change the NPC's scriptFlagsChange the NPC's behaviorState (to like, BS_CINEMATIC or BS_DEFAULT for instance)Inject timersChange the NPC's weaponChange the NPC's goalEntity
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I think this is a cool idea also. Maybe allowing the player to equip these upgrade parts in the datapad also.
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I don't know what KotOR's system is like. Can you enlighten me?
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So I'm beginning to think that there should be two new weapons, that way each ammo type has 3 weapons which use that weapon. So here are the new weapons I have in mind (won't be available in first release): - T21 Blaster: Heavy, single-shot primary fire with rapid fire secondary. They are carried by Scout Troopers who are first seen on Artus Detention and later on Cairn Bay. Uses Blaster Pack ammo. - Stouker Concussion Rifle: Heavy assault cannon which uses metallic bolt ammo. It uses less ammo than its JA equivalent but functions similar to the BFG in Doom. Primary Fire can be charged up to travel farther. It's not carried by any enemy naturally, but it may be picked up by them. Can only be found in a few secret areas, and also on Doomgiver Detention Block.
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I don't know much about what you're talking about. Can you explain more in depth? Have you tried saving the part from Atlantica as a prefab?
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Well, which Cryengine and which Unreal Engine do you want to run? Getting a solid 60fps on UE1 is not that big of a deal. xD For Rend2 you'll need something that supports OpenGL 3.2.
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I don't really have much design space to work with. But here is an idea: weapon upgrades The idea is that between each set of missions (ie, after Kejim Base, Artus Topside/Yavin Trial, Nar Shaddaa Starpad, Bespin Platform, Cairn Dock, Doomgiver Shield Array) you are given a set number of credits to purchase some upgrades for your equipment: Bryar Pistol 250 credits: More Primary Fire Damage250 credits: Less charge-up ammo usage500 credits: Can be used while gripping enemies, faster switch-to rateBlaster Rifle 500 credits: More damage250 credits: Perfect Primary Fire Aim600 credits: Perfect Secondary Fire Aim750 credits: Less secondary fire ammo usageT-21 Blaster Rifle 500 credits: More damage750 credits: Faster alternate fire rateDisruptor 250 credits: More primary fire damage500 credits: Highlighting scope (highlights enemies)750 credits (or Highlighting scope +250): Thermal Imaging Scope (enemies become white-hot, allies become green, pickups become blue, background becomes dark)500 credits: Penetrating shots1000 credits: Less charge-up ammo usageBowcaster 250 credits: Less charge-up ammo usage100 credits: More bounces750 credits: Splitting shot: when bowcaster alt bounces, it splits into smaller shots that do less damage1000 credits: Smart quarrels (don't get hurt by your own bullets)1000 credits: Super alt fire (alt fire can be charge up like primary fire can)Repeater 500 credits: Ion propulsion (alt fire goes farther)100 credits: Bouncing primary fire250 credits: More primary fire damage500 credits: More secondary fire splash radius1000 credits: Smart shots (secondary fire doesn't hurt you)DEMP2 500 credits: More damage vs organic targets1000 credits: Less alternate fire ammo usage, faster chargeFlechette 500 credits: Smart shots750 credits: Double alt fire pellets1500 credits: Double primary fire pellets1000 credits: Half ammo usageStouker Concussion Rifle 500 credits: Half ammo usage500 credits: Make alt laser bigger, no knockback250 credits: No recoil500 credits: Primary fire can't be knocked back by enemy JediRocket Launcher 500 credits: Faster lock-on1000 credits: More damage, wider area of effect1000 credits: Can't be harmed by your own shotsThermal Detonator 250 credits: +5 max ammo, can be taken up to 5 times500 credits: Can't be hurt by your own shotsTrip Mines 250 credits: +5 max ammo, can be taken up to 5 times500 credits: Can use Force Grip on your own mines, can't be hurt by your own mines.250 credits: Can throw fartherDetpack 250 credits: +5 max ammo, can be taken up to 5 times250 credits: Can throw farther
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Possible solution to JA's terrible NPC way-pointing?
eezstreet replied to Dusty's topic in Coding and Scripts
Well either way, it's not a problem of the AI. The AI hasn't really changed between games, it's the pathfinding that has. -
JK2 Full List of Implemented Features
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
I won't be including any powers from JA/JK2 MP, and here is my reasoning: Sight (Sense): Not very useful. Would require map source code to make it really useful. Only useful to see mines (not seen on half of the maps), enemies behind walls (already buggy in JA SP), enemy health (not useful enough). No puzzles in JK2 would make use of this power, which really kills its usefulness.Absorb: Situational, and the fights where it would be useful, it would be extremely overpowered. Desann is hilariously easy if you can shrug off his Push/Pull spam, and Tavion as well if you can negate her lightning entirely.Protect: Overpowered. Would only be not overpowered if it reduced falling damage only at level 1, and don't get Level 2 upgrade until bespin_streets. It'd be stupid to just be able to tank all sniper shots.Drain: Kyle doesn't have it in JA. Also, it'd be way too strong, especially late in the game.Dark Rage: Stupidly overpowered and can break puzzles since you are immune to most damage. -
JK2 Full List of Implemented Features
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
Doesn't exist in JK2. -
Use bool instead.
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Maybe make a thread in the JK:Enhanced forums with what you've got, and we can include it in the project.
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Do you only do skyboxes, or other textures as well? I may have a use for you in my JK:Enhanced project.
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This is really cool. Are you going to remake any other textures?
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@@yeyo JK - wow, that is a beautiful sky box. Or is this picture photoshopped?
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*rubs hands together* Who's with me? The code for renderers would be stored in /renderer/<rd-renderer> at the top level.
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Can't download any files from JKHub
eezstreet replied to TMCchristian's topic in JKHub Feedback & Help
[red]Thread locked. [/red] The issue has been resolved. -
Thread moved to Coding and Scripts There was a PSA, perhaps you missed it?
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Maybe read Ensiform's response? That's what happens.
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JK2 Full List of Implemented Features
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
@@Teancum read the title, this is for JK2. -
JK2 Full List of Implemented Features
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
I have a new feature to showcase. Have you ever found it unrealistic how some droids just explode? Fret no longer. Probes, Interrogators and Sentry Droids will no longer explode when they die (although interrogators may still do so, randomly). They will instead fall to the ground, unless killed by a sniper or rocket launcher, of course. If they hit the ground hard enough, they may satisfyingly explode. -
**OFFICIAL** Dark Forces Mod revival topic
eezstreet replied to Teancum's topic in WIPs, Teasers & Releases
I'm not actually sure, I have similar issues with Jedi Knight Galaxies. Maybe your .ico doesn't have the correct size?