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eezstreet

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Everything posted by eezstreet

  1. Number of code lines. That, or jampgamex86_64.
  2. JKA t1_surprise has an incorrect "count" number in its Secret Area counthoth2 also has an incorrect "count"Several caulking issues throughoutJK2 The imperial in the dark room on cairn_dock1 has incorrect earshot and visibility valuesOn cairn_assembly, the first pod you encounter has a walkway leading to it at the top. If viewed from a certain angle, a huge caulking error is visible on the bottom of the catwalkMinor PVS issues in doom_comm, cairn_assembly, cairn_bay and ns_hideoutMinor annoyance in ns_streets: If the speakers in the bar are blown out (yes, little known fact: you can actually destroy the speakers in the bar), there's no indicator that they're blown out, and while in the bar, there won't be any music periodDue to certain dialogue being absent, the password droid on ns_hideout will sometimes open the trapdoor without receiving an actual password.Continuity: It's obvious that there's bowcasters throughout artus_mine, but nobody uses them; even the prisoners won't touch them, despite a dead prisoner being the source for the first Bowcaster you encounter.There's several Metallic Bolt pickups in ns_starpad, even though at this point in the game you don't have access to any weapons which use them.Another minor annoyance on kejim_base (minor spoilerz): there's a secret area towards the end that has to be crouched through in a certain way in order to activate the secret area, but you're able to access the goodies in it while standing up. (If you know which secret area I'm talking about, this will make complete sense, honest) This is rather puzzling; even on the official strategy guide it doesn't list this secret area.Please submit more if you find them.
  3. *opens door, Reborn is at the other end* MISC_MAGLOCK IN SOLID AT X Y Z...oh.

  4. One thing that got me right off the bat is the neck. It looks just a little too long, I think. Also, the "veins". From the head-on shot, they appear to be going up-and-down vertically, but they ought to be more angled: Regardless, I like the attention to fine detail in this model. It looks great!
  5. So here's a room that I've spent a few days working on: I'm no mapper...could someone give critique?
  6. The sound files are generally named [AA][bBB][CCC], A being the level number, B being the character's name, and C being which line is spoken. For example, if it's their first spoken line in a level, it'll be 001.
  7. The mod requests forum exists as a place where people can request whatever they would like, or offer suggestions for things to make. It isn't called "The Magical Land Where You Can Ask For Things And Then They Get Made". It's called "Mod Requests and Suggestions." If you're so entitled to believe that people should drop everything to fulfill something that you really really want, then you're sadly mistaken. The "halfassed Do It Yourself" reply was never even employed. @Psyc0sith and @@DT85 both said that they have lots of work that they have to get done and that they weren't really interested in working on it. Crying and throwing a tantrum isn't going to get you anywhere. End of story. And speaking from experience here - your first model, skin, or code mod is going to be shit. If you don't even take the chance and say "I suck at it" then you're not giving yourself an opportunity to learn from the experience. You don't simply learn everything and become all-powerful. @@Boothand probably spent years learning how to map, yes? Many people spent six months or more learning how to model, and myself and others have spent years coding, and we still don't know all there is to know. Regardless, if this thread continues to devolve, I'll have no choice but to either lock this thread or hide posts. Your choice.
  8. Eh, tbh this left me with mixed feelings all around. The animations didn't look very fluid at all. First off, there's some really minor issues in the effects being played. There's a random green explosion behind him, with no reason whatsoever. Then, the stormtrooper on the right fires a shot, and it goes straight through his lightsaber and his arm and Kyle doesn't even so much as flinch. When looking at Kyle pull people and swing his saber, he almost slows down and speeds up rather jerkily and it looks really bad just in general. The lack of definition in his body doesn't mesh well with the really high definition of his face. The wall run scene could have used some slow motion for optimal effect. When he lands from the attack on the Mark 1, he quickly jumps up and then pushes them away, and then quickly turns around. This looks really really awful. There is virtually no delay between anything, and the animation comes off as very static, as if there isn't any blending at all. Then we see the scene with the Probe droids. He takes a very slow, methodical look at them and then quickly throws his hand into a lightning pose, no warning at all. This also looks very unrealistic as his face changes at precisely the moment when the lightning starts playing. Realistically, his face would have changed expression before the lightning was executed, in anticipation of the lightning force power being done. Also, wtf, why is Hoth music being played? Also, what happened to the other stormtrooper? He pulled only one, and suddenly the other one was gone. The same scream is heard from Kyle twice. The bumpmaps are extremely strong, to the point where it makes the scene look really terrible, most especially on the walls. Also, Kyle's clothes cause a rather nasty warping effect when viewed without any movement. Perhaps it's an optical illusion, not sure.
  9. No. Intellisense is turned on automatically.
  10. Right click on something, and try using Find All References. That might force a rebuild of the database.
  11. adminadd <user> <pass> <privileges> <rank> <login message>
  12. Nope.
  13. There's also @@Silverfang and @@Resuru making some stuff too I think.
  14. Well, if you add additional tiers, you'll need a storyline chunk to follow it.
  15. They exist and aren't used.
  16. Notable: in the XBOX version of the game, turning your character actually caused your feet to play animations. Maybe we could implement this?
  17. Were you hoping to add more missions to the original tiers? I have a thought as to how we can change the tier menu to make that work.
  18. The code is open source, but the assets still belong to JKG. Aside from that, their weapons are of a different style than the base weapons. I was hoping for something closer to the base weapons in terms of looks and feel.
  19. Either restart Visual Studio, or Clean the solution.
  20. Actually, I was thinking about taking red's code and working off of it. I can simply redo the changes I've made to JK2:HD, and make the JKA code work for JK2. (I've done it before using engine hax, should be easy with actual source code )
  21. If we get lots of weapons made, sure.
  22. Hi, Why don't you take a crack at the geometry while you wait? You may need some models, yes, but it would be important to establish a geometry foundation before worrying about the little details in models.
  23. So, @@Circa and I have been talking. He felt like he should take a new direction with the Gold Pack mod. Aside from the poorly chosen name, he felt it best to work on something which was more of an improvement mod, more than a collection of mods. This would coincide with my goal to make an improved version of JK2, called JK2:HD. Therefore, we've decided to align our goals and make an improvement mod for both JK2 and JKA. He will direct the JKA part, and I will direct the JK2 part as well as doing the overall coding involved. A full writeup of all the features will be coming soon.
  24. Note to uploaders: files won't be approved until downloads are fixed again. Thank you for your cooperation.

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