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eezstreet

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Everything posted by eezstreet

  1. 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.
  2. 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
  3. Nah, I just wanted to add more baddies to the current repertoire. More Chiss would be nice to see though, yeah.
  4. 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.
  5. 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
  6. 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.
  7. Whoa, that looks excellent. Are you using the same textures for the first person model?
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. It's doable. Just add on whatever you see fit to the animations and I'll give it a go.
  16. That's doable. As I stated before, I'd like to make some changes to the whole charging mechanic of the bowcaster anyway
  17. Different crosshairs for each weapon, done through cvars. Also ~doubled the number of crosshairs in JK2/A with 12 new crosshairs. This exact crosshair and weapon setup were visible in an E3 demo of JK2.
  18. I hid your original post because it was a bit too intense/offensive. Your new one looks fine though. Just try and keep it civil, yeah?
  19. Alright, np. I do have access to tracks from the original OST fwiw, and it looks like Raven sped up/slowed down certain portions of the tracks.
  20. Not yet. I'd like to get something set up though. For now, if it's just a solitary file (and not like code or something) you can push it through the JKH file system and I'll approve it. Just needs a note saying that it's part of JK2:HD/JK:E
  21. I edited it, yeah. I normalized the audio, increased the bass/treble in key spots, and messed with the volume to make it louder/fuller sounding.
  22. - Cap the number of pickup sound effects - Make the ammo sound effect not play on ammo_thermal, etc - Add option for Subtitles to be on Always - Add Very High sound quality to menu - Add dedicated deploy key for thermals/detpacks/trip mines along with a wheel - Add inventory and force wheels - Text is missing for datapad display? - When imperials pick up better weapons, their new weapon will be bolted on to their hand on death. - Enemies should drop all of their weapons, not just the better ones. - More aggressive enemies should not stop moving when damaged - Hit indicators! Because why not... - Add EF crosshairs and add selective crosshair options in the setup menu - Fix broadsword.. - Don't tie firing times to weapon switch times - Add a cvar for the max number of audio channels - Fix cinematics FOV - Fix godawful bug with droids and cinematics - Saber can sometimes bug itself into the blue stance - Hide crosshair while saber is active - Give more saber swing sound effects Wookiee Bowcaster - Add UE3-like options to the charge mode DEMP2 / Lightning - Make electricity flow off of water and electrocute things better kejim_base - Missing sound effect for switch (the one which opens the bridge over the water) - Big goodie area has too many looping sounds - Raising the cloning pods has too many looping sounds - Missing subtitles ("These are droid control consoles...") artus_mine - Missing subtitles ("I better try not to attract too much attention...") - Missing subtitles ("What's this? Looks like the Remnant are using slave labor...") artus_detention - Randomly give prisoners and/or bowcasters artus_topside - Annoying lack of punctuation in subtitle ("...you'll have to do something about those Ion Cannons") - Add in objective about ATSTs - Make Desann less of a push/pull fiend yavin_trial - Missing subtitles throughout
  23. Hi, that sound effect plays on yavin1 during the shuttle crash. However why it's playing on yavin1b, I don't know.
  24. Comment out the bits of code which have traceEnt. It doesn't look like it's really used, anyway.
  25. Hi, Now that I have proper headphones worth a damn, I figured I would start working on making the sounds and music sound better. Would someone with some experience (such as @@Circa or @@Flynn) give me some opinion as to how I am handling the music? Here is a sample, with Bespin Streets: https://dl.dropboxusercontent.com/u/46626270/bespina_action__soundcheck.mp3 My version comes first, the original unaltered version comes second.
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