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Ramikad

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Everything posted by Ramikad

  1. Apparently dual pistols were implemented, at least technically. Quoting from this tutorial:
  2. It's incredibly unfair that I didn't drink any alcohol, but still got bad dreams tonight. Not cool, Psyche! Not cool!

    1. Cerez

      Cerez

      Try doing some meditation (in safe and peaceful surroundings) before heading to sleep. Clear everything from your mind, and concentrate on breathing and feeling, and the space inside and out.

    2. Ramikad

      Ramikad

      Absurd amounts of alcohol fixed me up. Must've lost too much energy, although it was for a good reason. Feeling a lot better today.

  3. I don't know. In the books she's always a lone wolf, and always having a hard time to trust just anyone.
  4. This might interest you anyway.
  5. I can take a look. PM it to me.
  6. All I can think about seeing this:
  7. This error comes up every now and then in the forums, especially with who just got started with Blender. Loosely quoting myself from another thread: Hope this helps.
  8. Will also be a lot of fun to change gravity in-game, because you could activate braking thrusters in the original game that would slow down the fall and give more time, and a higher gravity effect.
  9. Why increase the gravity? Being inside a falling ship would feel like a (slightly) reduced gravity for whoever is on it.
  10. It's all very theoretical, but my idea would be that the level would be made by models for the most part. I'd say that the most problems we'd get would be from clipping and culling, but it should work. It'll also need a func_ moving entity for the terrain down below, and perhaps a lower gravity, to create the illusion of the ship falling down.
  11. I seem to remember that the dynamic light created by lightsabers can only be decreased, not increased. Maybe a hilt with a saber length of 0 and a strong light effect when ignited could do, along with a damage scale of 0.
  12. Cause the girls and Roshes are meant to be kidnapped As for the rest, they're set in 12 and 14 ABY, so I guess Mara already left his academy to work with Karrde again. In the Hand of Thrawn Mara mentions leaving the Academy soon enough. Jan is mentioned on Corellia anyway (t1_rail), and again on Nar Kreeta (t2_rancor). "Then Jan punches the Weequay right in the..." "Y'know, normally I'm the one going into danger while Jan flies the ship. But this'll work too. Find those prisoners, and bring them back here for pickup."
  13. You'll have to be more specific on whether you'd want it for SP or MP, and if by specific animations you mean something like Movie Duels 2. As far as I remember, the MD2 team managed to switch animations hex-editing the various model.glm and pointing their skeletons to specific animations. No coding required, but I guess this would only work in SP. For example, the Clone Trooper (models/players/cloneclassic/model.glm) was hex-edited so that it points to the specific models/players/_humanoid_clo/_humanoid.gla with its own animations set.
  14. You can run a check on a random number: //(BHVD) if ( $random( 0, 1 )$, $<$, $1$ ) { }
  15. Now that he mentions it, the first three are all theoretically doable with scripts. For 1, as he said, simple SET_WEAPON (timed and looped) commands in BehavED. For 2, in theory you could check the weapon it is using, and in case the weapon switches to WP_NONE, you can set the NPC to use the other weapon, and losing that you can set it to use melee. Would need to get a bit creative whether the NPC has lost all weapons or just one, but it might be doable. For 3, you can check the distance in BehavED (SET_DISTSQRD_TO_PLAYER) and set main or alt fire accordingly.
  16. Just out of curiosity, were vehicles supposed to play a much larger role in base Jedi Academy than they did in the end, especially the starfighters?
  17. Where's the first image from?
  18. From the wiki: -samples <N> Enables intelligent antialiasing of shadow edges in lightmaps. A value of 2 both looks good and compiles quickly, while a value of 3 looks great but compiles somewhat more slowly.-samplesize <N> Writes the prescribed samplesize argument to the .srf surface file. The .srf file (and thus -samplesize) affects the -light phase of compile. A lower -samplesize value produces more sharply defined lightmaps. The default samplesize is 16; a samplesize value of 8 produces a blurry, but good quality compile, suitable to call "final" if you aren't looking for extreme detail. A value of 4 produces a more detailed one, but small artifacts may start appearing occasionally. A samplesize value of 1 produces the most possible detailed lightmap, but also creates "stadium lights" artifacts, a much larger BSP file size and lower game performance.Note that the .srf surface file is generated by the -bsp phase of the compile, so -samplesize must be added to the -bsp phase aswell as to the -light phase to make any effect.-super <N> Enables arbitrarily ordered grid supersampling of lightmaps. This is much, much, much slower than -samples, by the way.
  19. I remember trying my hand at that, a long time ago. From what I remember there is a huge f***-up in terms of design: first the windows are shown from the control room to the outside of the base, on the landing pad, and right after it the droids break in, the window well above the door, enter the corridor and it ends up right in the control room, just below the window. It basically needs a corridor that can't physically fit or match with the other scenes.
  20. Sorta. I'm trying to get the second half of the level properly rotated, but most of the map is complete, except for furniture, some details and a couple of areas that need to be fleshed out; and of course the various items / keys / tricks. On a side note, I've experimented with Mailoc and Water Cyc placeholders, and beasts will really need an upgrade code-wise. It's a mess to make them fly and attack properly, or swim and attack / chase underwater without severe AI problems. Could also use splitting between upper and lower anims, so that they use the basic flying or swimming animation and it's seamlessly merged with the main attack animation, much like the _humanoid animations.
  21. Ramikad

    Spoder

    Sure thing, go ahead! Thanks! The error happens because it essentially is a "joke-WAD" style mod. It's meant to be completely unserious, hence the naming, and the incredible amount of geometry of the base model, which suits this for MP only use. I'll eventually make a better version, with a better geometry that allows for SP use too.
  22. Or give them WP_JAWA, which is basically an E-11, that you can edit in weapons.dat so that it doesn't show any model.
  23. Gonna go ahead and vote for Han, even though DT85's already working on one.
  24. I liked Thrawn's voice from the HTTE Audiobook as well, calm and cold: https://soundcloud.com/r-kris-fortune/star-wars-r-the-thrawn-trilogy
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