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Lancelot

JKHub Staff
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File Comments posted by Lancelot

    Boga

       70    3
    On 1/29/2024 at 2:35 AM, bigphil2695 said:

    About time someone made Boga. I blame the original game devs for someone not making this sooner. They should have put the rancor riding level in the base game, and then everyone would be making beast riding mods

    Remember, this game is called "Star Wars Jedi Knight: Jedi Academy", not "Kyle Katarn's Awesome Beast Riding Park". If the developers had intended to make it an important feature of the game, they probably would've fleshed it out to make it appear less like an afterthought. But instead, the game was given only one year of development time, which was probably not enough for them to add a lot more.

    Also, this game was released in 2003. The Boga wasn't introduced before "Revenge of the Sith", which was released in 2005.

  1. Just a little information for those who might not know about it: It's not based on the series (which was released six years later), but on the video game that was released on Gamecube, PS2 and Xbox, in the same year as "Attack of the Clones" was released.

    I loved this game back then and played it very often. As I missed out on watching "Attack of the Clones" in cinema (which I deeply regret to this day), this was one of the ways I could experience anything based on the film before I could finally watch it on DVD.

    GamerRedNeck, Lwkill and Chansta like this
  2. 51 minutes ago, DrXann said:

    All they need now is different helmets.Other than that not bad.

    The helmets are accurate, as they represent the Praetorian guards from The Mandalorian, not the ones from The Last Jedi (those were aleady made by PreFXDesign).

    ZelZel likes this

    Tye-Wing

       32    2
    On 2/21/2023 at 10:57 AM, Lazarus said:

    Who cares about a Y wing, if you have a Tye-wing ... does it class as a bomber?

    Now we wait for the X-fighter, the Millenium-Destroyer, or the Star-Falcon. Oh and dont forget of course fan favorite the Tie-95 😛 

    The funny thing is that those kind of ships were a thing in the EU continuity. The type of ships were called Ugly, or Uglies, and the concept and the term found their way into the canon.

    Jeff's creation is based on a ship from the EU.

    https://starwars.fandom.com/wiki/Ugly

    https://starwars.fandom.com/wiki/Ugly/Legends

  3. I'm not into the High Republic stuff yet, but I've seen the many memes about the character. First I thought it was a joke, but now I've seen that it is a sentient species!

    And to be honest, I'm not even mad about it. Why should I? I actually find it both hilarious and fascinating, because it shows that a species in the Star Wars universe doesn't necessarily have to be a humanoid, or made of flesh and bones. Kinda reminds me of Monol from the Monster Rancher anime.

    mjt and ZelZel like this
  4. 9 hours ago, NumberWan said:

    Thanks for posting this mod! In fact, it's quite helpful in terms of understanding some JA limits with FX and entities. As I experimented with these on my own maps, I came to an interesting conclusion, that mines' lasers don't like too many other FX. I tried to place 2 EWEB turrets on a map and for some reasons the tripmines didn't like being the first to lose the effect (probe droids being the second after them exploding without explosion FX). There were other specifics too, but in any case that wasn't normal to have only 2 tripmines in one base with two turrets.

    Is it possible to port this mod over to Jedi Academy? It would actually be interesting to see, especially in combination with OpenJK.

  5. 14 hours ago, Futuza said:

    Would be great to see an improvement to this mod, so that it supports dynamic allocation of new entities, so it'll support as many mines as you have RAM for.  I'm not sure 250 mines is enough for a mod that claims to have "no limits" 😛

    As the mod was released in 2003, there weren't the possibilities like we have today. So, in terms of "no limits", 250 mines was still huge.

    And now that we have OpenJK and the likes, it shouldn't be a problem to increase the limits.

    Nina Anthology

       1,075    15

    If you're planning to rework the voices, I recommend xVASynth. You can find it on Steam, but you have to download the voice models from Nexus Mods. And once you get the hang out of the software, you'll get much better results. In fact, the voices are really convincing.

     

    KyleRendar and zahar like this
  6. On 6/8/2022 at 7:14 PM, dan992 said:

    Nice Plo Koon. Now we need a Mace Windu JPB and Adi Galia JPB.

    Mace Windu in Jedi Power Battles is almost identical to the models and skins we already have of him. All he needs is a blue lightsaber, which he has in the game.

    As for Adi Gallia, I think nobody has done a model based on her appearance in this game. It would be interesting to see.

    dan992 likes this
  7. 10 hours ago, Chansta said:

    but how do i run it if it requires the og kotf

    That's easy. Just take KotF_TheForceUnleashed.pk3 and put it in the base folder. Then change the name to _KotF_TheForceUnleashed.pk3. As the first part of the mission replaces yavin1.bsp, all you need is to simply start the game as usual. And that's it.

    And here's the thing: While the mission is mostly playable that way, it can't be played to its full capacity due to the lack of the KotF codes that are required. The first part can be finished, but the second part is broken. That's why the original KotF is needed.

  8. 3 hours ago, Chansta said:

    if it requires the og Kotf then how are we supposed to run the mod? Didnt that mod go up in flames long ago?

    Not really. While development of the original mod has been abandoned in 2013, it can still be found on the internet. However, the mod and this expansion pack has become rare, especially because the websites that hosted it either went offline or removed the files entirely. And many people still have the mod installed (or at least the installation file), simply because they enjoy it.

    GamerRedNeck likes this
  9. 11 hours ago, Asgarath83 said:

    I played this years ago and it was a fantastic mod!

    amazing battle. engine boosted to his limit.

    impressive the dogfight single player part! if you study assets, you can see fighters use basically swoops logic deeply hacked.

    i suggest to all modders to study asset of this mod for learn stuff that can be useful for new projects. so the heredity of this mod will be double useful, for entertainment, and for production. 🙂

     

    Because of its reputation of only consisting of stolen content (which is only partly true), nobody really paid attention to the actual effort that has been made. The developer(s) somehow managed to break free from certain restrictions of the engine to actually add something to the mod - years before the source code was published! Nobody has ever done that before. Regardless if the developer(s) stole content from others, I still find it horrible how he was treated by many members of the community.

    I do hope that someone takes this expansion pack and make it work somewhere else.

    Asgarath83 and GamerRedNeck like this
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