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eezstreet

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Everything posted by eezstreet

  1. Nice work all. For the mercenaries, I was thinking of reskinning the base skins in such a way that they can be mixed-and-matched. Take the Rodian for example: Heads: - Base JK2 - Base JKA 1 - Base JKA 2 - Base JKA 3 (Color variants: Dark green, regular, light green, light grey/green, brown/green, orange/green, orange/brown) Torso/Legs: - Base JK2 (Color variants: white/RGB, light yellow/RGB, light blue/RGB, light green/RGB, light red/RGB, light purple/RGB, black/RGB) Vests: - Base JK2 (Color: base brown, light brown, dark brown, black, dark red) Accessories: - Boots and Gloves - or - - Shoes This is a rough idea and might be overkill, but I'm all for variety.
  2. Yes.
  3. Unless they make another one.
  4. Yes, because I'm sure SOE would be quite fond of the idea of letting people take assets from their games and using them in games which could be seen as a situational direct competition for their online MMO. (Incidentally, the same Sony that also threw a big fit and installed malware on peoples' computers over piracy)
  5. Hah. "Palp's Blue Ribbon". I love it. XD
  6. I gave it another look. Try this: static void ForceDestructionMissile( gentity_t *ent ) {//a fast rocket-like projectile vec3_t start; vec3_t dir; int damage = forceDestructionDamage[ent->client->ps.forcePowerLevel[FP_DESTRUCTION]]; float vel = 2800; VectorCopy( ent->client->renderInfo.handLPoint, start ); AngleVectors( ent->client->ps.viewangles, dir, NULL, NULL); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall gentity_t *missile = CreateMissile( start, dir, vel, 10000, ent, qfalse ); missile->classname = "destruct_proj"; missile->s.weapon = WP_DESTRUCTION; missile->mass = 10; // Make it easier to hit things VectorSet( missile->maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE ); VectorScale( missile->maxs, -1, missile->mins ); missile->damage = damage; missile->dflags = DAMAGE_EXTRA_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS; missile->methodOfDeath = MOD_FORCE_DESTRUCTION; missile->splashMethodOfDeath = MOD_FORCE_DESTRUCTION; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; missile->splashDamage = floor((float)damage * 0.75f); missile->splashRadius = forceDestructionRadius[ent->client->ps.forcePowerLevel[FP_DESTRUCTION]]; // we don't want it to ever bounce missile->bounceCount = 0; /* if ( ent && ent->client && ent->client->ps.powerups[PW_GALAK_SHIELD] ) { //has shield up missile->damage = 0; missile->splashDamage = 0; } */ // NOTENOTE: the above doesn't actually make any sense int modPowerLevel = -1; if ( missile->splashDamage || missile->damage ) { modPowerLevel = WP_AbsorbConversion(ent, ent->client->ps.forcePowerLevel[FP_ABSORB], ent, FP_DESTRUCTION, ent->client->ps.forcePowerLevel[FP_DESTRUCTION], 1); } if (modPowerLevel != -1) { if ( !modPowerLevel ) { missile->damage = 0; missile->splashDamage = 0; } else if ( modPowerLevel == 1 ) { missile->damage = floor((float)damage/4.0f); missile->splashDamage = floor((float)damage/4.0f); } else if ( modPowerLevel == 2 ) { missile->damage = floor((float)damage/2.0f); missile->splashDamage = floor((float)damage/2.0f); } else if ( modPowerLevel == 3 ) { missile->damage = floor((float)damage/1.0f); missile->splashDamage = floor((float)damage/1.0f); } else if ( modPowerLevel == 4 ) { missile->damage = floor((float)damage/0.5f); missile->splashDamage = floor((float)damage/0.5f); } else if ( modPowerLevel == 5 ) { missile->damage = floor((float)damage/0.25f); missile->splashDamage = floor((float)damage/0.25f); } else if ( modPowerLevel == 6 ) { missile->damage = floor((float)damage/0.12f); missile->splashDamage = floor((float)damage/0.12f); } else if ( modPowerLevel == 7 ) { missile->damage = floor((float)damage/0.06f); missile->splashDamage = floor((float)damage/0.06f); } else if ( modPowerLevel == 8 ) { missile->damage = floor((float)damage/0.03f); missile->splashDamage = floor((float)damage/0.03f); } else if ( modPowerLevel > 8 ) { missile->damage = floor((float)damage/0.01f); missile->splashDamage = floor((float)damage/0.01f); } } } void ForceDestructionShoot( gentity_t *self ) { if ( self->health <= 0 ) { return; } if ( !self->s.number && cg.zoomMode ) {//can't force lightning when zoomed in return; } ForceDestructionMissile( self ); }
  7. You can also get The Sims 2 Deluxe Edition by using the code "ilovethesims".
  8. They look like to me.
  9. Art, Media and Technology.
  10. Indeed, I think so as well. Thoughts on the current models? I mean, they don't actually look -that- bad. I'd just like to see more variety in them. Seeing the same green aliens using the same weapon gets a bit uh...awkward. Even things like simple reskins wouldn't be all that bad.
  11. Nah, not in this engine. Would make sense to do it in something better, like id Tech 4, 5, or 6. I think that that kyle skin makes him look much younger and uh..stealthier, which doesn't fit his MO. I'm not really into fan-fiction either; I'd rather have a professional writer on board. And JA's story thrown out completely because it's fucking garbage.
  12. If they have 3s instead of es and 0s instead of os, then they're definitely a hacker. @@Raz0r confirmed hacker, he even proved it by confirming how he hacks
  13. Nah, I just wanted to add more baddies to the current repertoire. More Chiss would be nice to see though, yeah.
  14. In JK2 strings, you can find some unused dialogue mentioning that Trandoshans were supposed to spawn in the bar on Nar Shaddaa. Also, you can find metallic bolt ammo on ns_starpad. Should I introduce Trandoshans to the NS levels? If so, where? Currently they only spawn in one actual level (Bespin Streets) so that makes them seem kinda out-of-place in terms of gangsters. EDIT: And I mean, just in general we need some more variety to the gangster line. I'd like to see some variation in the Rodian skins so that there's some with darker hues than others, and that there's lots of different weequay skins and gran skins. Discuss.
  15. I was thinking that we could make saber stance files a la JKG. Each file just defines a set of animation remaps, special moves, etc
  16. Nice. How are you on positioning? To me, the weapons in first person are too small, and I ultimately wanted to try and nail the same feel as Doom 3 has with their weapons.
  17. Whoa, that looks excellent. Are you using the same textures for the first person model?
  18. Well I haven't quite got the opportunity to look yet, but maybe check how Force Lightning does it? You'll want to poke around the direction/origin stuff.
  19. No, it's not 800 per object, it's 1000 per object and 32 objects per model. And yes, for the love of god, don't use that many vertices on a hilt if you want your game to be playable. The renderer for the game doesn't handle anything with any degree of efficiency.
  20. I honestly felt like that fight dragged on and on to the point of ridiculousness. All I can remember from ROTS were scenes of that fight, scenes of that fight between Obi Wan and uh that big scary robot dude, scenes of Yoda fighting some people, scenes of that one dogfight in the beginning, and Anakin saying NOOOOOOOOOOOOOOOO at the end. I think the whole movie was about fight scenes? I dunno, they really crammed that shit in there. I mean, I guess I can kinda see why people were into fight scenes I guess. I just wasn't emotionally invested in these fights. I know what eventually happens to Obi Wan, I know what eventually happens to Anakin, having watched those movies first. Even if I hadn't though, I didn't find a real grounding with the characters. A lot (and I do mean a lot) of the characters seem like they're bait for back story. Why do we have a cast of characters that recur but don't contribute to the storyline? Mace Windu, Ki-Adu Mundi, and so forth are just..random people tbh. But perhaps I'm rambling.
  21. So basically it's just like the prequels? I don't think the prequels took as much effort at all. Took more money, sure, but not as much effort. They had to struggle with shooting in very difficult climates (Deserts and blizzard conditions) and actually build the rigs/costumes and transport them across multiple continents. Stormtroopers in the desert were difficult to film in particular due to the heat + being in a costume. Lucas himself had nasty health problems during the filming of Ep4, including severe panic attacks. Now compare that to the prequels, which were all shot in studio with stupidly large budgets and Lucas sitting in a chair the entire time. I can appreciate the art style of Episode 1, but that's about it.
  22. This could be due to your country. The screenshots were originally linked from FF. I'll see to it that this file gets the images repaired.
  23. I definitely find many of the sound effects to be crap though. It's like the game has a giant high pass filter over it and no low peaks at all. Might just be me though. The weapons definitely need to have more oomph to them though.
  24. From a distance, it actually looks pretty much the same as the original model. That's definitely saying something, since you don't even have real textures on it.
  25. It's doable. Just add on whatever you see fit to the animations and I'll give it a go.
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