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eezstreet

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Everything posted by eezstreet

  1. Regardless, it's beyond the scope of OpenJK.
  2. There isn't any one particular problem with the story that can be fixed easily. Instead let me try and break down what was wrong with JKA's plot; Zero motivation behind the main antagonist of the story. We're told that they're evil because "reasons." There's no underlying motivation other than maybe power, but that's not explicit.Luke and Kyle are written as (basically) the same character, and so is Rosh and Jaden. You only notice how annoying Rosh is because of his voice actor and because he serves no real purpose in the plot other than to be a nuisance. But really when you look at their dialogue, they're basically the same character. They're both an overly ambitious student, only one is seen as a bumbling idiot and the other is a success. If you ask me, one way to fix this is to make Rosh become jealous of Jaden. Give him a reason to go to the dark side, other than...well, no reason at all.The missions are only loosely connected to each other. Why again are we on Tatooine for two missions? The storyline is incredibly incoherent.
  3. EA's newest Star Wars game is set to be released soon. Do you plan on playing it? If so, why not?
  4. They exist. They're a little worried about releasing them or other stuff because of that Android port where they charged money.
  5. Maybe, but I just want to be sure.
  6. Could you do a side profile where Kyle is facing forward? The cockpit doesn't look like it can fit two people in the pilot position, which seems incorrect.
  7. Just to clarify - Luke's robotic hand is because Vader cut it off at the end of ESB. He wore a glove over it in ROTJ because of tech limitations at the time. It's an important plot point at the end of ROTJ because Luke in turn chops off Vader's hand and looks at his robo hand, realizing that he's following in the footsteps of his father by doing this. /aside
  8. 16m/20m is grossly undersized and 26m seems more accurate. Do another comparison with the ship scaled up to 26m and see how it compares. Also keep in mind that the ship model is only seen in a few specific cutscenes (it's only shown in one ingame cutscene in JK2).
  9. Gah, so many artefacts...
  10. Do you have a vert count for the model? Also is this in SP or MP? Because the limit is halved for whatever reason in jasp.exe (OPENJK fixes this naturally)
  11. @@MoJo JoJo: Just to clarify, do you mean kor2 in MP, or mp/ffa2?
  12. Hello, JKHubians! We have some new staff to announce following last week's staff changes. Congratulations to our two new moderators, afiNity and mrwonko, and our two new editors, Ping and Cerez. We hope to bring you more articles from both the modding and competitive communities. JKHub Turns 3 Another date silently came and went over the last week - JKHub turned 3. On September 17th, Jedi Academy will have been out for 12 years. We have some features planned for these special occasions. You will hear more about these in September. Click here to view the article
  13. Hello, JKHubians! We have some new staff to announce following last week's staff changes. Congratulations to our two new moderators, afiNity and mrwonko, and our two new editors, Ping and Cerez. We hope to bring you more articles from both the modding and competitive communities. JKHub Turns 3 Another date silently came and went over the last week - JKHub turned 3. On September 17th, Jedi Academy will have been out for 12 years. We have some features planned for these special occasions. You will hear more about these in September.
  14. It's hardcoded to display a shader, gfx/effects/whiteglow. You have to either replace the shader (it will change other stuff) or replace the code that draws it.
  15. You say you've opened ports, but have you cleared your firewall?
  16. Merged thread "♫◄⌬₰ỽϗƹß⍛⍺⌬►♫" into this one.
  17. So...copy/paste tutorials? I disagree. The Code3Arena tutorials didn't really explain the systems at all, they just gave you some code to copy and paste. I think we need more tutorials or guides that explain how the code interacts and less junk.
  18. This is my primary motivation for the tutorials here on the Hub. I am tired of people asking others to code something for them or to give them an arbitrary copy/paste tutorial. While yes, there are tutorials on the web for this, it's better to work with real/practical examples and where this knowledge can be applied.
  19. Is this a custom compilation, or using the builds?
  20. Nice job. I wouldn't think she would reply.
  21. Let's keep it civil. I don't want to have to lock this thread.
  22. The Apache cockpit looks most correct. I think you should use that as a base with the control panels of the Bell 525 and the steering column of the craft above that one. The Bell cockpit has a nice spot in the middle where the Mon Mothma hologram would work. As for the gunner position, the Apache works best again here, with minimal modifications. The top three side windows of the Raven's Claw ought to be where the pilot position is, and the lower two side windows ought to be where the gunner position is located. The gunner's position can be accessed via a hatch in the floor of the pilot's position (underneath the copilot's feet), allowing for quick access when the going gets rough. The rest of the ship is located behind the nose, and there ought to be a small barracks for extended flights. But I don't think that needs to be modeled (we aren't going for a full interior, just what is going to be played) As for the guns, I think there are four laser cannons on the outside of the engine (like an X-wing) which are operable by the pilot, and a gatling laser which pops out beneath a blaster shield beneath the gunner's position. There's also definitely a torpedo launcher somewhere on the ship but I don't know where.
  23. Nope, but I believe it is seen shooting at some ships on t1_rail in JKA.
  24. You can take whatever creative liberties you want with it, as long as it matches the exterior shape.
  25. Yes, just enter the name of the track instead of the folder. So like "music hoth2/hoth_action"
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