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Everything posted by eezstreet
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Yes, but I also don't want to make people feel like they have to put X points into skills just so they get a really nifty top tier skill. The lower tiered skills should be useful in their own right. As I mentioned before, it should be completely possible for people to make builds which are mixtures and still be good. I can't think of many skills on these trees which are useless. For the build I mentioned above (a dual-carbine wielding gunslinger that totes around a GNK for ammo), it would probably look something like this (assuming 50 skill points): Scavenger: Repair Droid 3 / Junkdog Supreme 5 / Droid Whistle 2 (10 points) Commando: Sprinter 5 / Minor Acrobatics 3 / Rapid Reload 2 / Weightless 3 / Quickthrow 2 / Carbine Specialization 5 / Dual-Wield Specialization 3 (23 points) This means that you would have 33 points spent with 17 remaining, you could probably put some in Leader skills as well or maybe fill up Scavenger a bit more to get a better droid. You might also go for a Fett build which has more of an emphasis on flamethrowers, darts and jetpacks. Or maybe focus more on teamwork. All of these are valid options.
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Maybe. I feel like that promotes putting points into filler skills to reach the top of a tree rather than investing in skills for their own benefit though. Capstone skills are pretty fine though. I think adding bonuses when the skill is completely leveled up adds extra incentive to put points into them and simply not spread points around. The tricky part here is not making certain skills overpowered.
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Sorry, I'm not familiar with the terms. Can you explain?
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I actually considered the trees as more or less complete, although I suppose another tier wouldn't hurt. Ideally the player should be able to reach top tier in one tree and have enough left over to either go top tier in another tree, or distribute them amongst other trees. So hypothetically, the player could get something like 50 skill points to distribute. Hopefully that is not too overpowered. I want to have a Brute skill tree which is based on Chewbacca. It would include rifle/bowcaster/sniper skills. Here are some vague ideas: Endurance: (your skill, Endurance Hardening) The effect your armor has on you is increased. At max level, worn armor could maybe not weigh as much or something else.Over Heal: I think this skill needs some clarifying, but basically you mean consumable items right? I think this might be a little underpowered actually. Maybe increase the effect by 10%-20%.Combat Training: No change.Physical Strength: Your health is increased with each rank.Charged Weapon Specialization: Charged weapons take less time to charge with each rank. At max rank, your charged weapons can knock people down and knock flying targets out of the sky. The effects of this skill stacks with other Specialization skills.Bowcaster Training: Gain ability to use bowcasters at Rank 1. At Rank 2, you gain the ability to use special quarrels. At Rank 3, the recoil from bowcasters is reduced.Bowcaster Specialization: Bowcaster quarrels have increased effects with each rank (either by more bounces or area of effect of explosives, etc). At max rank, bowcasters gain the ability to penetrate targets.Rifle Specialization: Rifles and Sniper Rifles (except bowcasters) have reduced recoil with each rank. At max rank, they consume less ammo and can penetrate targets.Intimidation: Your buff appearance makes it hard for vendors to give you anything but their best price. The cost of all items is reduced with each rank of this skill. The benefit of Junkdog Supreme does not stack, and that skill only affects crafting materials (and the effect is higher). Also in some later iterations of the game this could give unique dialogue options.I think that Kamikaze is weak and nobody would really pick it. I think that the effect of Engineer's Knack is good and could be rolled into the existing skill Repair Vehicle which imo isn't a very strong skill comparatively. I think Bayonet Training can be merged into the Scavenger skill for melee damage (or maybe it could be a part of Commando? not sure) but it's a good idea and I like it. Group Morale seems weak, and I'm not sure that having more than one skill that provides bonuses to nearby teammates is a good idea, especially since it increases damage (which is something we want to avoid).
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Isn't the W-90 based on something else though? Or am I confused with something else?
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- 7 comments
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OP updated. I also added some ideas for a Leader tree.
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I agree. I think that Light Weapons Specialization can go higher in the tree (perhaps top tier or near the top), and be a more general Pistol Specialization skill, with all the carbine bonuses removed. Carbine bonuses can go as a separate skill (Carbine Specialization?) with no damage bonus. I think the pistol damage bonus should remain though, because pistols can easily get weak comparatively with all the new stuff you are able to find in the lategame. Pistols being given some buff as a late tree bonus seems good on paper at least because most players will be using pistols at the start of the game, and by the end they will gravitate more towards rifles, repeaters, and other heavier weapons, lightsabers nonwithstanding. I will be updating the OP with a more balanced and complete Commando tree.
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Forks have to get updated manually. Do you have just your fork cloned? Updating is rather simple.
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Evolution of Combat IV - Main Topic
eezstreet replied to MattFiler's topic in WIPs, Teasers & Releases
Hey, @@MattFiler, thanks for the information and giving your side of the situation. When Serenity is referring to source, is he referring to source code, or mod source? Because the PK3s themselves are actually openable with 7zip, winzip, winrar, whatever. I'm not sure if you knew that. Btw, I really actually quite like what you did with the EoC site, it looks pretty good. -
Evolution of Combat IV - Main Topic
eezstreet replied to MattFiler's topic in WIPs, Teasers & Releases
There is no conspiracy here. I've laid out the facts. MattFiler has contacted me and said that he will contact Serenity about removing the content which was against copyright. Simple as that. If the content is removed, that's great, no problem. It's not like I have a motivation to see them fail or whatever. I just want my content removed. If this thread continues to go off-topic, I might be tempted to lock it again. -
Truly I did not know what else to put in the tree that wasn't a droid skill Scavenger is modeled after Rey. Most skills in the tree are designed for soloing, but if you spec it, the whole team can benefit. In WoW it would be analogous to a Hunter.Commando is modeled after Boba Fett and Jango Fett. They are designed for mobility first and foremost. I don't know what the WoW equivalent is.Crafting stuff will probably not be its own tree. I'm not even really sure what crafting will entail, I just know it will be there for (at minimum) a money sink.There are some other ideas for trees. Force Powers will have their own tree, although I'm not sure if they will be three separate trees or just two or just one. Or something. Lightsaber proficiency/general Jedi skills would be another. These would have to be unlocked before you can dip points into them. As far as non force-users go, I am thinking of a tree for team stuff (like being able to convert your consumables into medic/ammo bags or use them on others, etc), a tree for general combat skills, and maybe one for RPG stuff, like "Speech" or "Seduction" or something. You can mix and match skill points from different trees as long as you meet the prerequisites (you have the tree unlocked and whatever the skill itself requires). So a lot of the utility skills are lower in the tree, while the more advanced, class-defining stuff is at the top. So a potential build might involve investing really highly into Commando to get the dual carbines, and having a nice little GNK droid companion to power those puppies with extra points spent in Scavenger. I should clarify more about droids. Droids can be purchased from special merchants and are like pets. When they are broken though, you will have to get them repaired...unless you are skilled enough to do it yourself. Each one, from the humble Mouse droid to the very expensive and rare CIS Super Battle Droid serves a different purpose. All of them have a carrying capacity as well, although this varies (and the Mouse droid can only carry maybe a pound of gear, tops).
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Evolution of Combat IV - Main Topic
eezstreet replied to MattFiler's topic in WIPs, Teasers & Releases
Let's really not bring MB2 into this. This is already confusing enough. -
Skill Trees will be available as early as Phase 2. In Phase 2, players will be given a certain flat amount of skill points to spend on their build. In Phase 3 skills will be rebalanced to fit an RPG better and new skills will appear. Some skill trees in the final game will require certain criteria to be met before they are visible. These are just some ideas for trees and skills. Nowhere near final. Scavenger Tree "The scavenger specializes in collecting and repairing droids, vehicles and equipment with scrap. Their primary focus is resilience and staying alive, rather than raw firepower. They thrive in Outer Rim worlds. In terms of gameplay, the Scavenger is a highly soloable tree. The ideal Scavenger is Rey from Jakku, or perhaps a young Luke Skywalker." Junkdog Supreme (5 ranks): Crafting materials are worth 10%/20%/30%/40%/50% more to vendors (not cumulative). Crafting materials purchased from vendors cost 10%/20%/30%/40%/50% less (not cumulative).Repair Droid (3 ranks): At Rank 1, you gain the basic ability to repair droids with scrap. At Rank 2 and 3, droids cost 10%/20% less resources (cumulative) to repair.Repair Vehicle (3 ranks): At Rank 1, you gain the basic ability to repair vehicles with scrap. At Rank 2 and 3, vehicles cost 10%/20% less resources (cumulative) to repair.Droid Whistle (2 ranks): At Rank 1, you gain the ability to order friendly/owned droids to follow you by standing at a distance and pressing USE. Pressing USE again will order them to wait. At Rank 2, droids which are following you move 40% faster. Requires 5 points in Scavenger and Repair Droid (Rank 3).Smash n' Bash (5 ranks): Increases damage done by melee weapons (not including swords and lightsabers) by 10%/20%/30%/40%/50% (not cumulative). Increases block rate by 10%/20%/30%/40%/50% (not cumulative). Note: Block Rate cannot exceed 75%. Requires 5 points in Scavenger.Scrounger (2 ranks): At Rank 1, enemies you kill or containers you loot will have increased ammo drops. At Rank 2, this bonus is extended to your entire party. Requires 5 points in Scavenger.Scraper (3 ranks): At Rank 1, minor injuries are no problem for you. Any physical damage you take (excluding when ignited on fire) which is less than 5 is completely eliminated. At Rank 2, your body takes abuse much easier. You have +20 maximum health. At Rank 3, you begin to self-heal much faster than normal. Requires 10 points in Scavenger.Droid Combat Upgrade (3 ranks): At Rank 1, droids can be ordered to attack specific targets by pressing USE at those targets while a droid is following you. At Rank 2, droids with a weapon can have it replaced with one from your inventory. At Rank 3, all droids can be outfitted with a weapon. Requires 10 points in Scavenger.Loot Finder (2 ranks): At Rank 1, enemies you kill or containers you loot will have increased credits in them. At Rank 2, this bonus is extended to your entire party. Requires 10 points in Scavenger.Strong Back (3 ranks): Add +10/25/40 pounds of extra carrying capacity (not cumulative). Requires 15 points in Scavenger.Master Hacker (3 ranks): At Rank 1, failed slicing can no longer permanently lock you out of a terminal. At Rank 2, some of your friendly droids can be sliced into for additional functions. At Rank 3, your droid can remotely access other droids, including hostile ones. Requires 15 points in Scavenger.Explosives Expert (3 ranks): At Rank 1, explosive weapons deal have increased force. Recoil is slightly increased with explosive weapons, but a direct hit can knock an opponent down. At Rank 2, trip mines and shaped charges can be used to blow open containers. At Rank 3, this is extended to doors as well. Requires 15 points in Scavenger.Supercharged (1 rank): When your droids kill people, they become supercharged for ten seconds. All nearby players friendly to the droid will slowly regenerate blaster ammunition. All enemies near the droid will take extreme electrical damage. Requires 20 points in Scavenger.Commando Tree "Commandos specialize in unconventional weapons and tactics, including wrist-mounted and dual-wielded weapons. They are also masters of parkour and have the unique ability to use jetpacks both offensively and defensively. Boba and Jango Fett are both Commandos." Sprinter (5 ranks): Stamina drained by sprinting is reduced by 10%/20%/30%/40%/50% (not cumulative).Quickthrow (2 ranks): At Rank 1, you can assign a grenade to your Quickthrow slot. At Rank 2, you can assign other equipment, such as trip mines and detonation packs, and your grenades start half-cooked when thrown.Minor Acrobatics (3 ranks): Your accuracy rating penalty from firing while in midair is reduced by 15%/30%/45% (not cumulative). At Rank 3, you also gain the ability to fire some weapons while rolling.Rapid Reload (2 ranks): At Rank 1, your reloads with carbines and pistols are 25% faster. At Rank 2, you can reload these weapons while sprinting (except when dual-wielded). Requires 5 points in Commando. Rank 2 requires 5 points in Sprinter.Wrist Weaponry (3 ranks): At Rank 1, you gain the ability to use wrist darts, which function like consumable items. You must be crouched when using wrist weapons. At Rank 2, you gain the ability to use wrist shotguns and lasers. At Rank 3, you gain the ability to ability to use wrist-mounted grenade launchers. Requires 5 points in Commando.Jetpack Specialization (7 ranks): At Rank 1, you can use jetpacks. At Rank 2, you gain the ability to use weapons while in flight. At Rank 3, 4, 5, 6, 7, your jetpack fuel usage is reduced by 10%/20%/30%/40%/50% (not cumulative) Requires 5 points in Commando.Jetpack Arsenal (4 ranks): At Rank 1, a new weapon with 0 weight is added to your inventory (it cannot be destroyed). This weapon will allow you to scorch your enemies using an equipped jetpack's fuel (it does not work with electric jetpacks). At Rank 2, this weapon gains the ability to ignite targets in addition to the regular damage it does. At Rank 3, you can use this weapon while using your jetpack. At Rank 4, you gain the ability to fasten rockets and other weapons to your jetpack. Requires 10 points in Commando, and at least 2 points in Jetpack Specialization.Weightless (3 ranks): At Rank 1, all of the consumable items in your inventory weigh 75% less. At Rank 2, this bonus is extended to ammunition. At Rank 3, this bonus is extended to grenades and small explosives like trip mines. Requires 10 points in Commando.Major Acrobatics (3 ranks): The effect your armor has on your speed is reduced by 5%/10%/15% (not cumulative). At Rank 1, you gain the ability to sprint in any direction. At Rank 2, you gain the ability to backflip off of walls and vault over short obstacles. At Rank 3, you gain the ability to walk sideways on walls for a short distance. Requires 10 points in Commando, and Rank 3 in Minor Acrobatics.Pistol Specialization (5 ranks): Your recoil with two-handed pistol use is reduced by 10%/20%/30%/40%/50% (not cumulative). Your damage with two-handed pistol use is increased by 5%/10%/15%/20%/25%. At Rank 5, the accuracy penalty from using an offhand melee weapon with a pistol is eliminated. Requires 15 points in Commando.Wrist Weapon Specialization (5 ranks): Your wrist-mounted weapons reload 10%/20%/30%/40%/50% faster (not cumulative). Your wrist mounted weapons also incur 0/4/4/4/4 damage when they strike a target (cumulative). At Rank 5, you can fire wrist weapons without striking a pose. Requires 15 points in Commando.Carbine Specialization (5 ranks): Your recoil with carbines is reduced by 5%/10%/15%/20%/25% (not cumulative). At Rank 5, carbines use 10% less ammo. Requires 15 points in Commando.Dual-Wield Specialization (3 ranks): Your accuracy penalty from using two weapons at once is reduced by 10%/20%/30% (not cumulative). Your recoil when using two weapons at once is reduced by 15%/30%/45% (not cumulative). At Rank 3, you gain the ability to wield two carbines at once. Requires 20 points in Commando.Leader "Every team has one. They specialize in pure support, rather than keeping their killcount high. Commander Cody and even Obi Wan Kenobi were considered great leaders for their time." Shock Force (3 points): Party members who are near you suffer 10%/20%/30% less damage (not cumulative). This does not stack with other members who are using Shock Force. At Rank 3 this benefit is extended to friendly droids and NPCs as well. Damage reduction from skills and armor cannot surpass 75%.Combat Swap (2 points): At Rank 1, you gain the ability to trade with other players while you are in combat. At Rank 2, all damage received while trading is reduced by 25%. The damage reduction stacks with Shock Force. Damage reduction from skills and armor cannot surpass 75%.Ammo Toss (3 ranks): At Rank 1, you can toss a spare magazine to your ally as long as his/her weapon accepts your current ammo type. At Rank 2, thrown magazines travel 50% faster. At Rank 3, enemies cannot intercept your toss and your ally gets a 25% reload speed boost upon catching your magazine. This reload speed boost only applies for the next reload and is lost upon switching weapons.Direct Injection (3 ranks): At Rank 1, you can use most consumable items on nearby allies, as long as they are not more than 10 levels below you. The effects of the consumable item are reduced by 50%. At Rank 2, the range at which you can use the item is increased and you can use consumable items much faster. At Rank 3, the effect penalty is removed. Requires 5 points in Leader.Inspire (2 ranks): At Rank 1, you gain the ability to shout at your teammates to get them to move 25% faster. There is a 1-minute cooldown before this ability can be used again. At Rank 2, inspired teammates will also fire their weapons 25% faster. Requires 5 points in Leader.Ammo Bag (3 ranks): At Rank 1, you can sacrifice some of your ammo at a crafting station to create an Ammo Bag, which can be placed and later used by you or your teammates to recharge their ammo. At Rank 2, the amount of ammo in the bag is doubled. At Rank 3, Ammo Bags cost 50% less resources to produce. Requires 5 points in Leader and Ammo Toss (Rank 1).First Aid Bag (3 ranks): At Rank 1, you can sacrifice some of your Bacta Canisters at a crafting station to create a First Aid Bag, which can be placed and later used by you or your teammates to completely replenish their health. At Rank 2, the First Aid Bag will also replenish their health beyond the maximum amount (and their health will slowly tick down). At Rank 3, First Aid Bags cost 50% less resources to produce. Requires 10 points in Leader, and Direct Injection (Rank 1).Second Wind (5 ranks): At Rank 1, when your health reaches between -20 and 0, and you are not under a status effect, you will enter a Second Wind for a short amount of time. While in Second Wind, you cannot move or use most consumable items. Suffering more damage will kill you. Your teammates can help you up, which will bring you to 10 health. At Rank 2, 3 and 4, the threshold is increased to -30/-40/-50. At Rank 5, you gain the ability to use your weapon while you are in a Second Wind. Requires 10 points in Leader.Suppressive Fire (2 ranks): At Rank 1, when enemies are hit with your heavy weapons, they suffer from decreased movement speed. At Rank 2, enemies who are near the impact of your heavy weapons (or are hit by them) will suffer a large recoil and accuracy penalty. Requires 10 points in Leader.Friendly Detected (3 ranks): Reduces the damage that your weapons cause to your allies by 20%/35%/50% (not cumulative). At Rank 3, your shots will pass completely through your allies (still damaging them), but won't be able to damage any more friendlies (but will still pass through them). This skill ignores any damage resistance caps, and as a result, the damage you do to allies can be completely mitigated by their armor or other skills. Requires 15 points in Leader.Third Wind (2 ranks): At Rank 1, while in Second Wind, you can use a nearby First Aid Bag to revive yourself. At Rank 2, the range for this ability is increased. Note that you still cannot place Bags while in a Second Wind. Requires 15 points in Leader, First Aid Bag (Rank 3), and Second Wind (Rank 5).Heavy Weapons Specialization (5 ranks): Your recoil from heavy weapons is reduced by 10%/20%/30%/40%/50%. At Rank 5, the movement speed penalty from heavy weapons is reduced by 40% and you can never be knocked down from firing a heavy weapon. Requires 15 points in Leader.Bag Trap (3 ranks): At Rank 1, you have the option to booby trap your First Aid Bags and Ammo Bags for a small sacrifice of explosive weapons or ammo. Enemies who use the bag will be blown to smithereens, but your allies will be unaffected. At Rank 2, the cost of trapping the bag is reduced by 50% and the blast radius of the trap is increased by 50%. At Rank 3, the bag is not destroyed from the trap going off. Requires 20 points in Leader, and Ammo Bag (Rank 1) OR First Aid Bag (Rank 1).
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Evolution of Combat IV - Main Topic
eezstreet replied to MattFiler's topic in WIPs, Teasers & Releases
This is starting to get a little bit off topic. And I think you and I are talking past each other here. In JKG: You can't regenerate block points in most circumstances like running or jumping, yet you can regenerate Force passively and without effort. It doesn't make sense that your blocking should somehow become better simply because you haven't been sprinting (read: not running; sprinting) or jumping around. You can still be running around and have good blocking prowess. That to me doesn't make any sense. I'd like you to actually try JKG's saber system at some point and see how much you like it. I'm pretty sure you'd argue that it's very different from what you've experienced in JKA from other mods and you might enjoy it. -
This seems to be an issue with MP3 code. Paging @@ensiform to see if anything has changed with OpenJK. Also updating the first post.
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Do you have reference screenshots? Usually that helps with people who are interested.
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The cvar is now cl_renderer I believe
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Evolution of Combat IV - Main Topic
eezstreet replied to MattFiler's topic in WIPs, Teasers & Releases
....how can you "not be able to prove it," I literally laid out exactly where and what files to look for. There are folders named "JKG" filled with our assets. And Serenity is clearly lying through his teeth or is incompetent (or both), because the stuff is there and he seems to have a weird blood feud with me anyway. Not sure why. Well I can't personally comment on the Serenity Saber System because I've never played it, I've only seen videos and screenshots and (to me) it seems similar if only because of the presence of three individual bars for saber-related stuff. I think you are slightly confused - Jedi Knight Galaxies doesn't use OJP (and OpenJK doesn't modify the saber system) and instead everything was written from scratch from the base code. Let me clear up some things regarding the saber system though: Force Points are in fact used. Each swing of your saber drains Force. The lower your force points, the slower your swings in general and the less damage they do. Force Points are also used for sprinting (although it's commonly referred to as 'stamina' in this context) and some basic acrobatics.We also have block points and direction-based manual blocking. By manually blocking in the correct direction, you will lose less block points. If you run out of block points, you are open to a swing. Unlike MB2 though, block points regenerate very quickly and incorrect blocks lose lots of block points.You kinda unintentionally answered why the fights in JKG aren't as choreographed: it takes place between Episode 3 and 4, during a time where Jedi aren't nearly as prolific and are actively killed on sight. Some people even think that Jedi aren't real. Therefore it's highly unlikely that fights would be as complicated and drawn out as the prequels.Why would having block points encourage using Force Pull? Keep in mind that we aren't aiming for an MB2-like system, and force powers are also completely different in JKG. -
I am curious, how many samples are in the low/medium/high qualities? I added something a long time ago in Gunsligners that did not look so good, yours looks much nicer.
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Wow, I just saw this and that's pretty cool. Is this an extension of rend2?
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Development screenshots: cool things that are being worked on
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
git branch and long hash are now part of the console (shown in the lower right corner) so I'll know exactly what version people are running -
imgur.com
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It seems you forgot to mention another nice thing about Ghoul2 models: they can be skinned like the player can. Meaning we have the option for retexturing an entire weapon (maybe as a unique weapon variant) without copying the model several times. You could maybe even condense a lot of the weapons that we have now which are different models (such as the Slugthrower Carbine) of the same gun with different attachments. In case people didn't notice by the names of those animations: Dual Wielding will likely drop around the same time that this feature does.
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Evolution of Combat IV - Main Topic
eezstreet replied to MattFiler's topic in WIPs, Teasers & Releases
The mod is back on Moddb. To be fair, all Serenity (or MattFiler) had to do was respond to the accusations that they have content ripped from other mods. Whatever they told to Moddb admins apparently worked, but they have literally not answered to my post or to my private messages to them regarding the situation, only saying that they will not post here because they're afraid of haters. Saying nothing is making themselves look more and more guilty. If they had simply stated that they were going to remove the offending content, all is forgiven. It is not me making a big deal out of this, it is them. The reasoning that he had his house flooded and therefore can't acquire permission is nonsense. It's plainly apparent that MattFiler has been posting updates, and yet neither I nor other JKG devs have been asked permission by him for the content being used. Or maybe he could've done what any sane human being in this situation would've done and asked permission first. If you're going to include content with a huge release of your mod, it really doesn't hurt to ask permission from the original authors of that content before even including it in your project. The JKHub File Submission Rules have a good guideline that I'd recommend for other developers: if you can't obtain establish contact with the author within 30 days, it's safe, unless they specifically ask you to remove the content. And to be fair, Serenity did have a whole folder full of credits and attempts where he did get permission, but there's tons of instances where he didn't. So let's talk about ego for a moment since you brought that up. I'm vaguely reminded of a comment that Serenity posted on the Jedi Knight Galaxies Moddb page where he bragged that he had cracked JKG's PK3 protection and was going to give all the assets included therein away to the public. Apparently using WinRAR makes you a master hacker, but okay. We later decided that PK3 protection was not a good idea and we wanted to open-source the mod so that other people would learn from it. Bear in mind here that Serenity has refused in the past to make his project open-sourced, which is legally required under the GNU GPL since his project is based on the engine source, and I can actually physically enforce it since I've confirmed that it's based on OpenJK. I'm not going to, because that would be childish and petty and I have no monetary stake in either OpenJK, JKG or Jedi Academy in general, aside from the $20 I think I've spent in purchasing the game on CD (and maybe another dollar or two for the Steam distribution). Bearing this, and the fact that he's made several public ad hominem attacks against me so hateful that they've had to be filtered by other admins of this site, and ask yourself who's really the more ego-driven one here. I've merely laid out facts. Serenity stole the work of not only myself and other OpenJK devs, but the work of my friends, some of which are close enough that I could call them family. I have a right to be pissed off about this, I think. No, I don't think I will work on a mod with Serenity, even if the goal of competition between ourselves and MB2 is tasty. I have way too many projects on my plate anyway. Let's face it though- if it were between me and him, who do you think would be doing most of the work? inb4 "sick burn" Edit: ninja'd by Ramikad