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Oobah

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  1. I was thinking jump maze like jump specificly even with tight areas to hit the teleport to the next area or the specific platforms that have a tele portal to start/kill trigger. I'm sure a server in ja (ups) does that with there jump mazes. Haven't tried there latest version but I remember the one time I tried it being a quake 3 port of one map whatever it had a jump maze whatever. Unlike doom jump mazes you have more breathing room in later versions of the quake 3 on up. Doom ones 1 person could stand on a platform and basically render everyone behind them stuck completely. When I think more in depth puzzles the basic level is yavin_trial from jo with push sliders to open the door to the next area and so forth. But that is scripts and for SP that works fine but for MP it gets very work aroundish to get the same level of effect which might make some people pull there hair out vs. others just dealing with it, even with hair being pulled out or a bad amount of tobacco smoking (which is what I did with the yavin_trial portion on massassi temple).
  2. Is this on the JK end code wise or more in line with ID Tech 3 in regards to quake 3 arena? It looks like JKs with the jumping in the video not as fast whatever. Here's a quake 3 arena of a jump maze if it helps give you more ideas.
  3. I can't speak from the technical level just a general level of how I view it, like anyone else minus those who have in depth knowledge of it. Either way, it annoys and inconvinences people and blah blah blah is the best summerization I got.
  4. Apply this to Jedi Knight games as a whole as well as the big names in it from Hapslahs to SJC.
    1. Show previous comments  5 more
    2. Ping

      Ping

      I don't see how it relates to JKA. There is no money, fame, whatever to be gained from making stuff or playing well, and anyone who is looking for external goods like these would do much better to go and look for them elsewhere.

    3. Oobah

      Oobah

      Tell that to people who still think 10-0 scores are relevant or people who still use maps released what, 2 or even 5+ years ago? I don't think this is in terms of a massive scale but what pertains to JK series as a whole. JA has a community of its own and files that speak specific to community or methods/ways that are about server/clan advertising and so forth. Things on forums don't reflect what is always going on in game.

    4. Ping

      Ping

      I don't know what you are trying to say.

  5. We're again, dealing with a very old game. A bot network for something more or less obscure in the eyes of major public related people and gaming as a whole. I just can't see a major bot network adding into this. Perhaps a lot of older folks all compiling there resources together. But again, what is the point? We have ouneds and jkhub. If those ones are still up but only 1 out of those 3 master servers is going down, this is most likely in the ballpark/field of a single person or a few others taking down one master server without the energy/resources to do other ones. Even if all went down we have master lists. What makes something like JK great is we have absolute control over the modding capabilities regardless. We can adapt to the situations and even with what we have left with modders they can ALWAYS also aid in an alternative means. Even not to long ago with gametrackers servers being attacked we still had the community and such in place to aid in those issues and remedy it now didn't we. Old ID games from the wad era not only have there own out of game server browser BUT also master list and that probably through the years has been hit with attacks, but it is STILL up and going. So quite honestly I give more credit to the injenuity of the community coming up with ways to survive so long as the spirit and interest is there to prolong the life of a game and in regards to JA it is obviously there, same with JO to a certain point. I don't wanna think or assume that it is some large group cause I highly doubt it is. We're dealing with a small minority. Who with more advance deepweb levels of knowledge would go after/attack an older programed video game? Such people have no interest in something like JK series as a whole and even if they did consider we even have jkhub.org up it's safe to say this is a narrow minded person/individuals who think taking the master list down will effect anything. People around the clock are playing on some shape or form so it honestly hasn't effect a single thing. Think about it, a lot of what is left still use the master lists, not word of mouth, to keep activity up and going not just for there servers but for all people still playing. None of those active players want to see the game die outright because there is still a deep love for the core game regardless of how anyone plays whether it is MBII on one extreme to the basic lighter end mods of FFA to the basejka of duel servers. Who ever is doing this is a minority even for what is left with a community, this is a minority that is most likely smaller than what is left with full forcers on ffa servers or hell even ctf and duel server players. See the server in the ffa list with the penis emoticon or the other one with the starting ip of 184? I seen the recent what is on your mind posted on jkhub and one of the ips posted for the ddos attack on jkhubs master list also started with an 184 ip. Also the ips attacking even jkhubs master list was literally limited to about 4 ips or so. I know this might border on conspiracy for some folks but it really is a small minority/crowd. Even back to the days of botting which might still happen to some servers, those people who did that were using someone elses (luigis) content to do that. These aren't organized or really strong/power people. These are people who probably even visit jkhub or have others be a mouth piece to post/talk through on community forums and jkhub as well as browse these kinda forums to see the kinda reactions they get out of people. I feel sorry for such people cause again this leaves a paper trail and honestly bot networks require knowledge to pull off, I don't see people in a game like JK with bot networks pulling off any of the DDOS with the fact you can get ANY DDOS information or potential program to do that stuff. I feel these kinda things are done from specific peoples computers, no point proxy that crap cause it will slow up your connection to much to slow the master lists up, but considering even the hub posted shout was from specific ips which was like what I seen 4 unique ones this is a very small group of people doing this for whatever stupid reason it might be. I think these people should openly talk cause all they do is at the most maybe piss people off, but we can still play. If these people have a problem they should talk with it, even if it is at the hub. I'm sick of baby sitting admins but if these people are willing to go to this exstent these are most likely people who probably played for years and are on a junkie level of burned out and miserable. A game you knew/loved didn't go in the direction you wanted it to, we all feel that way and pain but the fact is DDOS doesn't stop a single person from playing. They go after the master list but how many servers do people regularlly visit do you see down? They go after the bigger target that might slow some people down but with the proper information in place, it doesn't stop anyone from getting to the community as a whole anyway which a few of us have done via the steam forums. This is purely childish and it only ends when we either engage these people in a proper conversation or they get busted. I would personally prefer a proper conversation because we can all learn something from one another. If it gets to the point that borders on legal action, that is just gonna personally make there lives a living hell and I have better things to do than wish hell fire on a person who is either missunderstood, waving a dick around which borders on attention, and someone who just wants a serious discussion without all the childish crap with the community kinda is these days in a sense but things change/evolve with time we need to accept that. We have brains/mouths and we do more justice putting them to use rather than think we're doing the greater doing doing crap which might actually kill something faster, and I outright refuse to believe anyone DDOSing for example wants to kill the game itself, no one I feel who hits skilled enough levels in JK even would do crap if it outright killed it cause what is the alternative to a game as open as the FFA variation of JK games? There isn't any. No cash shop crap, no p2p, no skill bars, etc. If you have to restore to script kiddie levels of attention, you aren't worth anyones attention minus "oh look, the master list is back up" which is ultamitely more so what people talk about than the specific people doing this crap. That's how much they care or have interest in the people pulling this crap. They're an inconvinence and nothing else. They will be forgotten as soon as they started.
  6. All the servers that use the alternative master lists such as hubs or ouneds means there is still some real people hosting those servers at least, someone took the time to setup use of the alternative master lists. Only thing lost with the default master list down is over half the servers up on that list are dead and just left hosted for who knows what reason which is more depressing than the master list being down. Considering I seen the master list show up for a split second, it's obvious that it is not only being DDOSed but the person can't even keep the list down on a constant level which means it's just a script kiddie who can't do any real achievements in life to be known and has to resort to bring down a pointless server list with programs/etc that he didn't even make in an old/dieing game. That's as pathetic as kotf mod. Either way they're broadcasting ips and if people want they can just foreward there DDOS antics/logs to the proper authorities and such so they can be dealt with. This crap is as pointless as the modern swatting crap. People are willing to use simple programs/take time out of peoples days to deal with there crap all for a risk of a mixture of attention and spending 5+ years in jail or prison. Trust me when I say this, the people doing this are absolute morons and the more they do it the more they will slip up and be easier to be caught. No matter how much you proxy or delete your history or wipe your harddrives, you still leave a paper trail even on the internet. Considering how many alternatives there are in place plus it doesn't stop anyone from being able to play in the least, this is an absolute waste of time. Boohoo they got kicked out of a clan or they didn't get council level admin or the server they play at has rules they don't agree with, big deal. Whose the one resorting to this level of childishness, that's the real big baby for you. Raven has probably most likely been contacted anyway and just use one of the alternative lists, see actual servers that still have a real brain behind them and hosted still in the spirit of the game itself and not just tons of dead servers left up to rot like over half the servers on the master list.
  7. Total of 5 maps consolodated into a single .zip file for people to download/use, some extra side stuff you can take it or leave it in the zip file. Makes easier getting all the content in 1 convinent package than having to download everything individually all the time plus it saves me having to only update 1 .zip file instead of 5 or whatever. If you wish to share this content with your personal little forums/clans/communities I recommend you use the .zip file link I put here simply because it's the only one that will get updated with most recent map versions that include any bug fixes. Following maps are contained in this .zip files. -Massassi Temple (Has Day/Night version) -JO Yavin Temple (Has Day/Night version) -Korriban Sith Academy -JO FFA Deathstar -JO FFA Bespin JO Yavin Temple relies heavily on Massassi Temples assets so you need Massassi Temple in your base folder as well to make full use of that map also. These maps are intended to be in a persons base folders. If you run into any bugs or issues such as missing sounds, that is on your end, same with missing textures. All maps were setup in line with my base folder, which is relatively empty so it does not rely on any other content besides that is in the core games base folders. I test these maps and look for those kinds of bugs. If you have to edit map entities of these levels for your server, you should be taken outside and beaten. I will personally just keep recompiling all maps in this .zip if I hear/see anyone has to .ent mod any of this content or I visit a server that hosts any of these. Each map has its own specific/unique look or style and this .zip has specific maps that offer more than enough content, just switch to those specific maps that offer the content you want. If you think adding fire/stupid glowing clan tags/edits of level textures/etc to any of these maps will increase your server popularity or make your server advertising to pull in people better whatever, you're a fool and should be treated as such. This content is made/shared for everyone. If you want something personal for your group, stop being lazy/stupid and create something yourself. All that custom .ent work on any base maps people do are an ABSOLUTE eyesore/nightmare to look at, it's also a good way to know what community/group is into being gaudy, gimmicky, and tacky. Basically I have 5 maps here that should cater to peoples specific atmosphere/attitude type for certain things such as maps for clan based structure, smaller scale maps for more ffa, or something that really doesn't cater to a jedi/sith look or mindset aka bespin. You can consider these my Raven equivalent to bonus maps for JA. JO Yavin Temple is basically a light end version of Massassi Temple as FFA Deathstar is the sith equivalent light end for the Sith Academy on korriban (yes I am going to add on at least the starport and sith valley to it). Best part of using this pack? All these maps are relatively up to date with 2015 and all across the board have solid enough stability/map portals/level lighting and in this pack there is more than enough content to satisfy anyones group who needs something a bit more modern/newer but doesn't take 3+ minutes to load and fits perfectly into the star wars theme. I also include a notepad file that says the last time any of the content was updated aka fixed bugs/shaders/map recompile. Just shows the last date which the new version was added to the zip file. If you don't see a map in the notepad file, that simply means that I haven't updated it since the last version which for Korriban and Massassi is the last time I updated those specificly for jkhub. I will also update this first topic with the same dates from the notepad file anytime a map is updated/improved upon in regards to bug fixes. Last Updates: FFA Bespin - 02/17/2015 FFA Deathstar - 02/22/2015 FFA Yavin Temple Day/Night - 02/24/2015
  8. No one talks about laming, till things go wrong on a server.

    1. Show previous comments  2 more
    2. Ramikad

      Ramikad

      Lamers wouldn't be a problem in maps wide enough to discourage them. :P

    3. Merek

      Merek

      Agreed @Ramikad

    4. z3filus

      z3filus

      the word "lamer"

      is still used???

       

      that's so lame! :D

  9. I do agree fully with the sense of it adds to the map. But I feel for something like JA/JO/DF2 we aren't on the same level with the creation scale with an mmo hence why we offer tons of creations so each one is used for specific use because we can't put it all in one piece of creation. I feel it is better to flesh out specific content rather than trying to make content be anything or everything to anyone. I think it would do better to have a trial map for the sith tombs be specific to that. Where as with the sith academy which is what I setup, it's better to tag on things that speak to the specific core of the map. Things like the caves/tombs are like apendages can function and flow with the core map itself, they aren't always or necessarily needed. It's all a matter of trying to keep more so in line with the core map and what will live/used for the core map vs. things that may add to a map but wont truly give the map more life. It's optional level of content which in a sense I think would be great for a map, but since we're dealing with a core map idea, would do just as much justice on its own terms rather than trying ot sandwhich in the content into a map also. Basically it's better that all content is givin the same level of life/work rather than wedging it in because wedged in content don't do as much justice as something fully fleshed out with proper level of bug fixes. Wedged in level for things with the tomb comes with needing to setup traps and npc spawns which wont truly give more life to the map but might go unused and it can be painful for anyone to create content but people mgiht overlook the content depth or addition to it. So my focus goes back to the 3 core basics to this map which I personally feel will be used or given life which are the spaceport/shops, academy, and the valley itself. Now of course I did Massassi Temple with the yavin_trial addition despite lacking in some sense compared to the original SP variation, but I run into the same problem of trying to work into the hard cap game limits (which the tombs might border on with lights/ent usage), and that means people having to go out and use specific content to make full use of it provided I wish to stretch beyond the limits in place and I'd rather people use the core game over custom content because the core game alone is great regardless simply because JA hit a cap that people have greater breathing room vs. JOs. My aim is to work within the core game limits more so rather than pushing the hard cap because adding more content to make use of game 1 specific basis of content being the priority might detract from what I'm trying to portray which is basically and overall picture which I think has more life to it than 1 thing being the pirority. I hope that makes sense aka an overall picture instead of 1 thing being the core basis of the entire content given. Also I'm glad you enjoy the hard work I put into the creation also.
  10. The red player spawn ent is already a good size indictation (even models aren't perfect so bare with me) of rougly the ceiling height to that of the floor and such. But sometimes a specific player model spawn can aid as well. But it all comes down to specificly what people are trying to create and give to the community. Even crouch positions you can look at anyones map sources to get an idea of things like that. Most people start out creating maps for example on a larger scale. But people who map on smaller scales are getting into specifics such as filling more rooms with specific things like chairs, desks, bookshelfs, etc. And specifics take a lot more practice than the larger creations due to things needing setup that aren't in a way but don't make an area/room feel empty. This is why the red ent still works fine regardless of how big or small of the size. The best people don't create work souly upon other peoples works but also upon there interpretations of it and how they portray that. But it takes practice and work to reach higher points to breath more life into it. But I do applaud people releasing works in ANY way shape/form that aid people to reach those points of things that brings more peoples imaginations to life.
  11. Glow only plays a part in dynamicglow being on as it is so brightness will vary depending upon more or less the brightness of the texture used for the glow itself. So that's more or less the way you make it come out even shinier. If you're using the same texture as you do for the one that glows. Simply make the texture for the glow its own individual texture and just bump the brightness up on it till you are satisfied with how high the glow on it is. Textures in general, even with mapping, function the same way with the core game with glow shaders and its really only there to make use of the dynamic glow command. See little brightness without the dynamicglow on but that's really where the glow comes to life honestly but it can impact fps pretty heavily. I do still recommend using if you run into errors/bugs the shader tool that comes with the original sdk because it points out individual errors to you, usually just a matter of where things are typed/placed in the shader setup.
  12. That's just due to the colour of the original texture itself, that's all the glow does is mimics the texture colours. Easy fix is just change it to a more red texture. To be honest lot of the colour comes through them, supposed to be floor grates so the colour doesn't actually come from it but from what is under/above the grates itself. I still gotta tweak a few more lighting bits, but the pit darkness looks fairly well for the most part. I also added switches to turn on the emp and board room chairs on and off. Beyond that the rest of the map it is setup/working fine and looking quite nice honestly in JA. Took me a while but I also got bespin cleaned up as well for JA so that's 2 maps that'll be a great addition to my server. Gonna do some live server tests to see if I find any other specific bugs, but beyond that the only other ones I know of are the lighting on some of the elevators need tweaked.
  13. Basically what they did was ToR turning it into a full scale sith temple on korriban. The problem isn't the fact it is more of a fusion of imperial with the sith. The real problem is it turns to much into a Jedi off shoot. I just think it's kinda lazy if sith have an archives and a big council room and such. I think the sith academy as it is happens to be a bit more defineable to the sith instead of just a carbon copy. Even the jedi enclave on dantooine had an underground area with training areas and archives where as with the sith academy it just had core things since it's more in line with survival of the fittest, I don't see sith having an archives because that means more information for everyone to have access to, a dark council kinda area is just a mimic of the regular jedi council where as the main center hub of the academy as it is can be used for a mixture of meetings and fights. Kinda a lot more get to the point and cut the crap off. Even a torture chamber area and jail cells make the place come off as more definable. Kotors sith academy is iconic so it adds to the overall atmosphere. As for lighting under under the floor, in the original model none of the hallways had a floor but due to the camera not being able to look all the way down or up you wouldn't see that. Probably most likely just a plain diamond style light source like JA. Even the central ceiling pillars had lights and would of most likely went up to a sky of some sort. But the core focus here was on the academy itself, little things alter/change like in kotor 1 there was no corner rooms or the floor lights and ceiling skys simply due to the fact it wouldn't add to the map in any way. Only way floor light would work is if there was some kinda light source down there but this is a place built into a cave, you have to literally look down into those areas to see what is making the light and I doubt anyone is gonna spend all day, like the sky in the ceiling, looking at these things. The ceiling torches in a cave kind of area do make more sense honestly, still means some kinda oxygen source coming through not to mention the fire light and the kinda dim bleak lighting as it is now is more atmospheric but this is just my opinion. Instead of just little ceiling cuts can just use your imagination and say there are vents cut through the temple all over the place to feed in oxygen. I can also always change the texture of the ceiling torches if need be so they fit more in line with the academys built into a cave style look. With any kind of exterior added onto the map as well kinda negates the need for those little things anyway just cause people have more breathing room/areas to visit or go to instead of just sitting in the academy all day long. People wont focus as much on things like the torches in the academy anymore at that point cause they got more leg stretching room. Caves kinda get to the point like more specific RP sorta maps. For example: someone could literally setup an entire empire ship with all the imperal computer based areas, but it would come off more like walking through a small corridor office kinda deal. What would be the fun or interest in literally walking around an imperial equivalent of an office? Outside of RP it would probably not get used or simply overlooked once the novelty of it wore off since most people want areas for solid ffas these days which the main sith academy centera does provide. Maybe a corridor shooter but how many servers for specific ffa light end mods are using any sorta guns to do that kinda stuff? None that I'm aware of. Not to mention the caves were apart of sith tombs so that = traps and that means needing to add more light sources and traps to fit in with the tomb theme. Problem is I don't see much use out of anyone using the caves beyond a specific amount of RPers and people who wanna explore. It's like sith council v2 cave under the bar. Novetly to it because it's new or no one knows how to get through. But the magic wears off fast when people burn through the content in a matter of minutes and it can just end up like a dead weight. Content I wanna setup has specific use or function. Sure you could argue that point about any area for a map. But my key focus is on things I see what will more likely to be used vs. things that would only speak to people on the fringes of the community who are into specific play styles. With focus on the space port and at least having access to the main valley I think is more than enough on top of the current sith academy. These areas would make more sense in regards to function and usage. The caves are more like a stretching/blood from a stone when I get to that mapping point. It would probably make a lot of people happy but in the long run its usage would dimish in comparison to the rest of the map. But again it means higher map ents and more light sources and considering for the more specific cave I would have to do a lot of curved/specific brush work. Sith tombs really only went to graves which from a gameplay stand point maybe for RP sure it would add to it, but for most players there really would be no point in the room usage. Not like you get a magical achievement in an older game like this cause you found a sith tomb Not like you can ransack the graves for loot like in games with item systems or actually make use of the other tomb with the star map either. I think in general it would be great to map out whole temples/cities for usage but even without the engine limitations what would really be the point? You have a smaller limitation of people who can access a full server hosted, even with 64 player support, you would most likely end up with a lot of chat spam and people just sitting in hub kind of spots like people do in stormwind in WoW. RPers and curious people would be the ones who wanna get more into the atmosphere and so forth but this is something that caters to a smaller group in the grand scheme of things. As for being curious, it wears off once people go through everything which anything is new to people they will do everything in there power to see every little bit of content but in the end the curious folks will eventually evaporate anyway. Like jedi's home v2, they aren't map secrets anymore, most everyone knows about them these days and more than likely most areas go dead empty now anyway beyond the usual break the walls to just open all the content up but at that point it's just a standard area anyone can use which again, no on really does. Anything I've mapped out is stuff I know I would wanna use and test and get the full amount out of it. I don't just make content to show off because that's really boring. I find it stupid to make content I'm not gonna get life out of or enjoy or actually think ot myself about hosting on a server. What would be the point in producing work like that? Just feels dead and empty as a reflection on the creator who produced the piece of work as well. Even on my server I got recently I've been doing plenty of live map testing because sometimes finding bugs that way works better than isolated tests cause it gets you in the mindset of being on a server with players and people who walk around to take in the view, what kinda bugs/issues are they going to see or run into? Only one real way to find that out. Creating content alone for looks and throwing it out there is just bland, no real fun in doing that. I'd rather be a bit more practicle than that.
  14. The lighting still needs fine tuning in areas, the bright lights is from dynamic glow, with it off it's not so in your face and looks perfectly fine. Fixed up the elevators so they now work like standard JA elevators with the use button, as well as added a small trigger on all the doors, they still open without the use button but this just makes it so you have to be closer to them now before they slide open. Distance at which doors open automatically without the trigger present on a map with small corridors like this, wont cut it. Got all the main shaders for specific windows in the throne room and the coolant all setup, I changed also a few wall textures to make use of the moving wall coolant as well instead of just a black space on said textures. I also added a few more pipes in the throne room, regular JO had a few gaps I merely wanted to close up. With the entire map properly cleaned up/caulked it should be even more stable now than the JO version. Also the map file/download is still under 10mbs with all the cleanup and resetup as well. Same level spawns and item drops. I added 3 little alterations to the core map. 1. A door for the detention cell. Only opens from the consol outside. I don't see abuse in this simply because you gotta be pretty senseless to get caught in something this obvious. But does make a nice cell for trouble makers (as if anyone would use it for that purpose). 2. Chairs in the big board room table area. They require a mod with chair sit emotes to make use of them. 3. A proper chair for an emporer to sit in at his throne.
  15. I think lot of the past stuff was just cause it was new to us, and a lot of the places we joined up with already had communities of sorts as well so it meant more focus on playing and less on recruiting and advertising or even tons of people editing game files. But we have the other problem now of a lot of "masters" around and no one really focusing more on lowering themselves to get in the trenches. More people wanna prop themselves up than just integrate into the mass and be apart of the crowd, hard to know when you feel with all the knowledge and experience that somehow you shouldn't get some kinda fancy title or cookie.
  16. Strong is popular in JA, JO it's more balanced but you still get the occasional spam in the use/form of people picking specific styles to kill people which is not any different from JA. Had a friend in JO who just killed people with regular blue spam and also got away with it on a constant level that rivals that of someone good with red saber in JA (that was souly with OVERHEAD blue swings also), you can't get away with that in JA as much just due to how the sabering itself was changed to be a little more touchy. But I purely attribute that to the more sensitve location based saber hitboxs as well as the lock out animations alone. Nothing else beyond that is really different beyond the added saber styles on top of that. Pretty simple when you break it down to that level isn't it? Hell, force flip kick is STILL in the core game code just */ /* out in the code. Imagine what base JA would of been if the devs allowed that in the initial 1.00 or brought it back in the 1.01 patch? Just gonna spoiler most the post, it's to long for lazy people to read/look at.
  17. Those wall run animations (left and right) are specific to JO. They aren't in the _humanoid folder for JA. Someone would have to specificly rip the animations or recreate them for JA. It's doubtful someone would go to that work less they want some brownie points with JO folks. Front wall run is just the force flip kick animation, you can already do that anyway with just setting your force jump level to 2 in JA. Red spam is more prevelant in JA simply because your arm swing animations lock out when they hit the mid point in any of the main swings. Where as JO just does the full/complete swing. It's a matter of debate whether it is better. But that is the core reason for pokes in JA. You can still do it in JO but without the animation lock up it does mean you have to time your swings a little bit more than just spam the red stance all the time. This is more of the reason why yellow is used more in JO vs. JA regardless of code changes and what have you. Yellow is the middle or the core saber stance. It's in all saber styles for that very reason. If you remove the locking out of the swing animation you more or less revert back to JO with people relying more on the speedy swings/stances and less on reds arms locking up at the swing mid point. Is that better from a gameplay stand point? Eh, considering how many people NOW in JA are used to that animation lock up, I consider more might complain despite the fact going back to JO it didn't do that. You can do lockup animations on all the swing styles though, where as JO just cycled through the whole animation regardless of the stance you were in. It was a lot more "fluid" I would say. Same with even in MP of JO, the characters had a fluid/smoothness about them when they spun around and walked just due to how the animations were setup to be read/played. Base JA actually has that to a certain degree/point. It's more so something from the SP portion but changed for MP/other players simply because in SP you kinda move like you're in an ice rink. Where as with MP it was a lot more grounded. But this is my opinion. I'm sure some who play will notice that if they take 2 seconds to pay attention to any animations play from SP to MP between both games as well as how MP animations moved/flowed in JO compared to JA and the mods done for JA. JO also had the problem of swinging from the left red swings it would skip the animation when you did a 3 swings in red and just cut to part way through the animation. This was fixed in JA but we got the animation lockup for the midway swing points in place of little things like that. I imagine like the animation skip in JO red swing to the left, the animation arm swing lock up was probably something they overlooked as well. I don't think it was there original intention to have it so people can lock up swings and wiggle around like crazy to do high end damage stacking. But this goes back to older JO patches, people still play the older versions for little animation glitches cause some feel it's apart of the "core" design despite later patches removing that stuff because it obviously wasn't apart of there design to have people exploit things to get an advantage based souly on gimick or obvious fighting. This is the MAIN reason why the best people who saber between both games, don't stick to one style and have a good firm setup with use of the yellow stance. Not just due to fan/wiggle spam either. Basically person just has that kinda stuff commited to muscle memory and it's really no longer just brain thinking and processing, but there body knows how to move the mouse and keyboard keys to a point it becomes simple clock work to them. Best saberists I've seen to this day, still knew there way around yellow out of all other stances. But it's a game, anyone who plays long enough and pays attention even drunk can get good at sabering lor what have you. But that's the appeal of JK2 to JA with the hands on combat itself. It's achievements didn't come in flashy gear, high levels, who did the best raids like other standard games. But in the skills that people accumulated through actualy playing. But lot of people hit the point where they don't wanna learn new stuff or are happy in what they got aka that cap point. But the cap in JK games was always based on the individual and not an over arching system. It's an individual cap system so it does add to the diversity when every person who plays has distinct styles of play, despite doing same old gimick stuff, but it speaks volumes in that it makes people more distinct when the game is built in such a way everyone can stand on there own merits and not a system saftey net to fall back on (raid runs, gear, etc). That's the main appeal I feel that makes these games and it's still unique to this very day because of that system. I also feel people don't fully appreciate a self building up kinda system like this. Hence why you got the people who talk about 10-0 score crap which just dragged people into the mud instead of encouraging more growth in terms of gameplaying. Want a more over the top kinda sabering system you can try OJP Enhanced. Lot more based on the movie stuff but I'm sure if people played at it long enough you'd probably run into the same kinda people using same moves over and over with fights even in that mod. It's just what happens. People find/pick out what gets the fastest kills or can boost there e-peen fastest and everyone else either has to do it or kinda be left in the dust cause crowd mentalities can have a major effect on socialization for folks.
  18. So it's a single player based map then perhaps? If that's the case, I recall looking at a few maps that had misc_model_breakable. For JO they more or less functioned like misc_model_static. For JA I recall those kinda things being tied to scripted based events. Such as on vjun2 with the water room right before a cutscene. Haven't done a whole lot of digging on it or use of it so I'm just commenting off the top of my head on this.
  19. No regular community folks care for kotf, especially those who've been around at least towards the early part of JO/JA or at least the mid point of JAs life span. Simply because this mod really didn't bring anything great/new to the table despite at the time promising alterations to the source code (which was pure bs). Movie hype is more or less died down from the prequels to the original trilogy. Recreating things we already knew that happened in the movies to play them out is kinda meh, you already know what happens so why play it out yourself instead of watching it the movies over again? The mod is a black stain as a whole on the community and was more so for the creator to get some e-peen points. Just represents the worst thing any modding community can turn out, less for a hobby/fun and more for profit and a name. No one will ever take such a creation seriously due to what was done to produce a frankenstein piece of work like that. Frankenstein work bugs people when it's more so lazy or just pure offensive. It doesn't really bug people when enough time, energy, and work is put into it along with being on good standing as a whole with the rest of the group. Rest of the group being the people who regularly mod files in JK. From a player standpoint it can be great if you want to re-experience the movies in a gameplay aspect, but again, why do that if all you have to do is watch the movies and or you already know how it all plays out? Creator suckered a meager sum of cash overall from the project for a new computer (far as I know) and if anyone is trying to milk this black stain at this point/promote it for the creator, it's purely trying to get blood from a stone. If you wanna play it, go nuts. But no one outside of the very small group interested in it is really going to want to talk about it, anyone who knows of the mod in general, it's just shameful and the creator got hype off this. If he's even still commiting to the project at this point I would just say, I feel sorry for him, might be the only thing people really pat him on the back for. But any kind of digging via simple search engine will show you that he doesn't even deserve a simple pat on the back, just pity for trying to have some sorta name for himself via this project. With that stained history already tied to it, would you really want your name tied to that sorta thing?
  20. Not sure if that's JA, models make me think it belongs in another game. misc_model_breakable can be found in SP maps for JA and JO but people don't use them for mp. Besides the obvious it wasn't setup for mp usage by default, most models used in MP are things like chairs and detail related things. Doesn't really enter a persons mind to have those kinds of things destroyable. Only map I can think of that had a destructable main area was sith council v2 but those were brushes and again that's like the only mp map I can think of that did something like that. Basically functions the same way as a destructable brush but for level models. Plus again models used in mp are mostly for looks or detail. I doubt anyone is gonna want a chair they can amsit in that blows up if someone bashes against it for 5 minutes or whatever health is put on it. Really rather useless less you have something more "specific" in mind beyond a standard ffa map. Something siege based comes to mind, but how many people are falling over for siege mode these days? Plus for standard ffa map the other problem is you have to restart the map every time you want the brush/model to respawn again for usage. Can probably make some weird script that resets everything in a map but that's a big overreach with little pay off simply because I doubt whatever uses breakable models is for something specific, not a casual/clan/rp sorta map which would get more usage in the grand scheme of things. But something new or different never hurts. Might generate player interest, only one real way to find out about that though.
  21. There actually was one one pcgamemods.com years ago (Dreshdae) but like a lot of early maps it was a mixture of big open spaces mixed with a lot of empty sorta rooms. Same with Telos and the jedi academy tied into the telo map. I'm doing some ffa_deathstar cleanup then tests on my personal server, after that I might look at sith academy again. Maybe not. Regardless there is already a good core map people can use if they want to. Don't get your hopes up for another version less I put out the screenshots or start updating this post some more with content related to that map itself. Everything is either gonna be from here on out is "great map" or "needs more content" or "this needs fixed" sorta deal. Spaceport and the the main valley itself will fit in fine with the map though, that I do already know in terms of the entity's and so forth. Just takes a while to make aestetically pleasing content. I was using comparisons from the actual models from kotor in 3ds max while mapping to get this as close as I could to kotor. I thought of experimenting with using actual models in place of brush work but the problem I seen was you might hit LOD rendering issues and see gaps in the map itself at certain points as you walk around. On an off note:
  22. The black model issue is purely due to the shader, nothing else I can figure beyond that. Doesn't happen to all models also so that's what I point to as the culprit. Easy fix for that is I would say if you're doing any kinda personal map, setup models SPECIFIC for the map itself and tweak the shaders of those specific models. That simply means that you take base models, you resetup the texture paths to the new folder, and do new specific shaders to the model. This is purely so people don't run into alterations to base files, which is a pet peave of mine and I'm sure it annoys some people almost as badly as people forgetting to put textures in there pk3 files and people test out a map but are missing the files less they download the extra specific files. misc_model_static works fine in general BUT the problem you may run into with that also is the lightmap doesn't build around it in the same way as a misc_model because misc_model itself is basically baked into the map like the brush work. misc_model_static is basically an ent placeholder and the model is put into the map after the fact so the lighting wont effect it in the same way. But if you do say custom shiny shaders and so forth on a model, can kinda texture so people overlook the lighting difference and blend it in, sorta. But you can basically use same shaders on textures that you do models. So a shader with a simple glow in the shader path will work the same on a standard model. Can probably go lazier and just put your models in with your standard texture path and have it all ready from 1 folder instead of a specific model folder if you want to kinda improve map loading times, slightly. Little tricks like that can streamline the process more. But I wouldn't recommend more hands on stuff like that till you really know your way around the basics. Simply because people who edit your files (it will happen no matter what you say or do) might get confused as to why you did certain things and so forth.
  23. Well judging by the looks of it, I think this map is basically done and cleaned up of most of the bugs I could find. But as for a release, meh don't really care to. But I did have fun showing it off. Plus a nice addition to my server for another map to use besides same old standard base maps (which I also removed all of including SP ones).
  24. Back on topic. Added some of the bespin wind noises on the main kill trigger and few more texture touch ups. About it for now.
  25. Code itself might be open source, but the assets are not open source (otherwise people could get full source files to all the game models, animations, etc). People still have to pay for those when they buy the digital copies of the game also. Those are still under the copywrite itself.
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