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eezstreet

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Everything posted by eezstreet

  1. @@Xycaleth might incorporate this into his new ModView for Mac maybe?
  2. @@Boothand, There's only one song on that video that isn't custom content. @@spior looks like he's playing it on six-string bass, which I do not own.
  3. Yep, all of it was Iron Maiden that time around. I use Rocksmith primarily as a tone device/tuner/mixer, but also for some parts which I can't remember. As you can see in the video, some parts of the songs have their notes disappear, this is because I have played those parts perfectly enough times that they do not need to show me (ie, I have memorized them) Your stuff seems cool! Did you compose it yourself?
  4. It's tuned fine, it's just not that great sounding. At the beginning of the video is the tuner.
  5. So, anybody here play guitar/bass? I put out a new video recently with my bass. It was supposed to come out on March 15th but some technical issues got in the way.
  6. It's better that we don't speculate. The Mac version needs updating regardless.
  7. You'll need to make a custom stance mod which works with the modified JA+ (it's not JA++ specific) animation set. JA+ replaces the animations in the game, so you'll need something that has JA+ compatibility.
  8. All you need to make a map is GTKRadiant. The latest version is available from our downloads center. Later on you will want to make a PK3 to package your mod. This can be done with simple renaming of a .zip, but for good measure, you should probably use an archiving tool like WinRAR, WinZIP, or 7Zip. You can also use a specialized tool for making PK3s, like PakScape.
  9. Try after the force selection menu.
  10. I think Rosh could be kept as an asshole character, sure. A good cast of supporting characters at the Academy with their own goals would be nice.
  11. It's not actually that bad though. RPG mechanics aren't that difficult to code, the problem is getting the art assets to go along with it.
  12. You might think so, but when your work gets associated with filth, you'll start to think of things the other way. Let's say for instance that you start making stuff and you find out that you're really good at it. Everyone loves the stuff that you do. It's absolutely nuts. Now let's assume that some Joe Schmo comes along and uses your assets in a mod, and this mod is just absolute crap. They didn't use your permission, they just tacked it on as part of a pack. Now everyone thinks that your work is crap because it's included in Joe Schmo's mod. They think that you did work for Joe Schmo, or worse, that you ripped off of Joe Schmo. Or! Joe Schmo, the cheeky bastard, starts charging money for your hard work. You might think this is unrealistic, but this is precisely why I vigorously defend my copyright on anything that I've done because there's always going to be some other guy who's going to want to cash in on what you've done. I'd know. It's happened to me, it's happened to other people on this site, and I don't foresee it stopping. And fair use only goes so far. A lot of people like to wave around "fair use" but they have no idea what it means. Fair use grants limited use of the copyright without the permission of the copyright holder so long as the purpose of the work is not strictly nefarious (ie, it's a scholarly setting, not a commercial or personal one), the amount of work used is not substantial (but even then, this is a point of debate since stuff like samples have to be licensed), or the work is not fictional, etc.
  13. Or y'know, Tavion could've used the scepter to unseal the Valley like she uses it many times to destroy things in JKA. I still think it's possible for Shadowtroopers to exist though. We don't know how many there are left. Assuming that Tavion got the scepter (because let's be real for a second. This is just complete and utter BS reasoning to bring back an old boss) and I was in her shoes, here's what I would've done: 1. Stage a series of fights to distract the New Republic, primarily so that I can maneuver a stealthy and daring mission to steal the force from the Valley of the Jedi. Masquerade as some new type of enemy so that they are convinced that I no longer exist, and they are forced to move troops away from the Valley. 2. Now that I've got the Valley's power in a scepter, I can start to industrialize production of shadowtroopers on a grand scale. If the Artusian crystals are really like that of a lightsaber, it should be easy to find a similar material from some other planet. 3. Next is the Cortosis. In JK2, it's smuggled from Bespin. But where is this stuff normally found? How is it made? If it's only from Bespin, then I'm out of luck. At this point I still have the element of surprise. I'm lying low and building an army of super soldiers... 4. ...until Kyle Katarn on a monthly visit to the Valley discovers that all of its power is gone. Now I'd we constructed a game based on this framework, ideally Jaden would be inspired by the tales of those who fought against the (fake) enemies, and s/he's discovered his/her way with the Force. After Desann ravaged the Temple, there are much more stringent entry guidelines in place. Naturally because of these restrictions, Rosh would not exist. Jaden impresses them by building a lightsaber, and becomes Kyle's student. Kyle is the perfect foil for Jaden because he's intuitive and savvy (yet somewhat impulsive to act on emotion) and Jaden is a calculating and judgmental pupil (yet they're a bit of a nerd). Jaden overall is a bit arrogant, but over the course of the plot, they grow humble by the experiences with Kyle...or into a complete asshole who feels held back by the training and wants a fast track to success. Overall, the stake for Jaden is an overwhelming fear of failure, which ironically is the same thing that Kyle dreads. Anyway, the plot is simple. We have an intro where we don't actually play as Jaden in the present. We live out one of their fantasies as a Jedi. This draws the player in and we see what they want. Then they awaken from the dream as the ship pulls into the Academy, and we are wowed with the sights, etc. Then we see a few filler missions against generic evil baddies after some training. After that, we accompany Kyle on a trip to the Valley, and along the way we learn more about him as a Jedi Master. But we discover that the Valley's power is gone! And we fight our way out, Kyle and Jaden both kill a Shadowtrooper. On the way back, Kyle explains what a Shadowtrooper is. We need to figure out where Tavion is, because we need to stop her. And stuff. More filler. At the end, we raid a base with Kyle to discover the location of Tavion. At the end of said mission, a slightly hyped up fight between Kyle and Tavion ensues (I can play as Kyle?), and while they fight, Jaden places a tracker on Tavion's ship. Before Jaden returns, they are captured and placed aboard Tavion's ship. Kyle managed to elude Tavion before Shadowtroopers swarmed in. Tavion attempts to draw us into the dark side, blahblah, Kyle comes back, rescues us, and we have discovered the position of her base. Before we can strike, we need to take control of key positions, like mining camps, stuff like that to choke out Tavion's forces. In the end, a great battle ensues and Jaden chooses to either join Tavion in ruling the galaxy (and uses the control they have over the mining camps etc to assert dominance over Tavion. Tavion is once again someone's bitch) or crushing her once and for all.
  14. I was just starting to think about this earlier today. Each mission (including stuff like Hoth and Vjun) awards XP. Additional objectives (secret areas, enemies killed, perhaps added optional objectives) or specific playstyles (only guns, only force powers, pacifist run, speed run, etc) could award additional XP. After each level up you get a force point that can only be allocated while at the Academy (which could later be a physical location instead of just a static menu). While at the Academy, you can also modify your weapons and purchase new ones using credits. Credits are earned via collecting them from dead enemies or caches hidden in the world. You can also sell weapons picked up from fallen enemies or spare items. Since redsaurus' version includes my Ghoul 2 view model code, there's good potential for features like weapon attachments and skins. I think having multiple different sabers could be cool too. @ suggested having a starter saber with an unstable beam at the beginning of the game, but once you reach the Academy, you're given a better, nicer one without the unstable blade. Also note that I've recently found the code for different saber types like saber trident, etc, and this could be another route for customization. I also suggested adding semi customizable Droids to aid the player. Overall, I think RPG-lite features like these are a really good direction to go. I was personally a bit disappointed that you couldn't even explore the Academy like you could in JK2.
  15. Yeah, that's on the Doomgiver. And hmm. It seems that what happened at the Valley was never explicitly clear. I feel like this needs closure. Why didn't Tavion attempt to reclaim the Valley? What even happened there?
  16. The crystals weren't infused with the Valley's power. They were trying to use these crystals on subjects from Artus on Kejim. My understanding is that the crystals were basically just lightsaber crystals. ("Those crystals you're holding are not much different from that of a Jedi's lightsaber...")
  17. Ok, that's true about Tavion and Alora. It doesn't really change my point about Shadowtroopers though.
  18. A little background. The source code for JK2 and JKA was released almost 3 years ago. Prior to this, we only had enough code to create mods, but now we can produce full executables and also SP mods (Two of the first SP mods to use code are the Jedi Knight: Enhanced series and The Morin Mod, both of which were started after the code came out). OpenJK is a standardized executable produced by the community which has lots of bugs fixed. Some mods, such as the two I mentioned, are based on it. Jedi Knight Galaxies migrated their source code to run on OpenJK, and MB2 has produced an OpenJK - compatible release. OpenJK has lots of bugs fixed and some minor nuisances corrected. Bothered by the fact that there isn't an orange or grey color code? They've got that. Annoyed because /setforceall 3 breaks the force menu, stalling progression? That's fixed. Having an SV_MiniHeapSize error? Fixed. It also provides native Linux support. rend2 is a new, modern renderer for OpenJK. It's currently in beta.
  19. I actually kinda disagree. The ability to apply a grip quickly is great for making enemies stop shooting at you quickly. Unfortunately, this isn't as good as it can be, since the range is ultimately hampered. It's also not terribly quick to apply or kill people. I think if you simply made Grip 1 have a long range and take less time to apply, you've got the basics of a good power. At rank 2, it should slowly raise up and drag the enemy towards you as long as you've got the button held. Rank 3 is fine, no real changes necessary, but you shouldn't be able to drag them around unless the grip was initiated at a close range. The glow part is gfx/effects/whiteglow, which is used by a large number of other effects.
  20. Not quite. From what I can tell, there were several unused saber types, just like how there's a dual, staff and single saber type. Broadsword type is one of them and it has a shape like Kylo Ren. There's also Saber Sai, which look similar, but have the side blades pointed up, a Saber Trident, a Saber Lance (which is just a long saber), a Saber Dagger (which is a short saber), a Saber Star, an Arc Saber (arc as in, the saber is curved), among other things. The code above seems to enable them to function similar to how the JK2 destroyer cheat works.
  21. There was a weapons pack a long time ago on JK3Files which contained over 100 real world weapons as replacements for the base models. Unfortunately a lot of the content was ported from other games and it never saw much time on the web. I still have it on my dropbox, it's called the Extreme Weapons Pack. (shameless self plug here, I used to work on that mod)
  22. Thread moved to Modding Assistance I think the game Prey did something like this, and the JA Portal Gun mod showed promise. But basically in the current state, it's not really possible without a teleporter.
  23. This is somewhat offtopic, but what you describe is a perfectionist complex, not OCD. OCD is where you obsess about things to the point of self harm to satisfy compulsions. For instance, a germophobe obsessing about handwashing to the point that they cause their knuckles to bleed, or someone focusing on whether or not their table is set properly to the point that they will delay their meals by hours until the table is set properly. The distinction between this and a perfectionist complex is that someone with OCD will obsess about one thing and methodically act on a compulsion, whereas a perfectionist simply obsessed that everything they do must be correct. OCD interferes with day-to-day functioning, at most perfectionism causes severe anxiety or distress. That's not to say that it's a competition, they are just two different things. Same thing as being depressed and simply being sad. Both suck, but saying "I'm depressed," instead of "I'm sad," is an exaggeration, and more often than not it trivializes actual mental illness. But it's a common thing, I can understand the confusion. Can we stay on topic though? I don't know if there's much more that needs to be said about the subject.
  24. This is false. The Shadowtroopers are a totally different type of soldier. As explained on Kejim, the Remnant were using machines to artificially infuse the force into Shadowtroopers by using force crystals. They also gave them specialized Cortosis armor.The Reborn on the other hand were simple stormtroopers/imperials/people who were given the power of the force via the Valley. The cultists of Ragnos on the other hand are just straight-up Sith. It's a bit depressing to me that we only ever actually fight maybe two true Sith characters in either JK2 or JKA (Alora and Tavion, who are both incidentally female). The cultists are so weak that they can be killed off in one blow. Anyway, if that were the case, it still seems implausible to me that they would simply stop manufacturing Shadowtroopers altogether. While the Cairn installation was damaged, it wasn't destroyed, and there was no sign of them slowing down production. Since the Cairn Stockpile mission was cut from the game, we don't know the status of their supplies. There's also no guarantee that this is the only place they manufactured them. For all we know, they aren't even manufacturing them on Cairn, they could just be transporting them.
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