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Everything posted by DerFürst
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All I did was examine the marketing tactic. A worse assumption here is to think examining marketing tactics means I think that this game will be bad. imo, I'm expecting this to be a good looking game that's fun for a month or two but overall disappointing. This is not an unfair discernment considering EA's track record in meddling with franchises. This kind of attitude just doesn't cut it if you want a decent game from people you can't trust. "Just wait guys everything will be fine!" turns into waiting so long that you do nothing at all. By the time you're done waiting the game is done too. It's not impatience wanting a company to be honest with you. So far all EA has shown from DICE is positive, positive, positive. Their press is painting the game in a good light by SPECIFICALLY trying to. If a game is truly good, you can release both positive and negative information and the people, whom in this rare circumstance are thinking for themselves, will themselves paint the game in a good light without it being told to them. That's how press should work, but you know how these things are. Even though EA is a corporate giant who can afford to be honest even if it costs them a few pennies (though in the long run makes them more money by helping their image), they won't. How many times do you have to fall for the positive press brigade marketing you a game until you realize that this part of the gaming business is a scam? People might be hurt by seeing something unfinished because they're not used to it. But in actuality, the pain they feel is GOOD because it's deprogramming them from thinking something has to be 95% finished before someone can show it to them! I don't care if something is "unfinished" or "clearly has tons of work to be done," because I take this into consideration and judge them on the merits of what they have AT THE TIME, not just what I expect the finished product to be. Something might be really bad early on, and that's a good reason why to show people so it can be changed in a better direction. These games SHOULD be for the people that play them, but they're not, as evidenced by the consumer having no say in what the product looks like. Instead, you're expected to accept whatever a company gives you on the fallacious logic that "they're the developers, they know better than you about what you want."
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Here's the problem, DT. We've literally only 'SEEN' DICE have impressive quality. All that we've 'SEEN' are pretty trailers, nice renders in engine, and words with positivity and enthusiasm. Other than that, we know absolutely NOTHING about how this game is going. EA does this purposefully. They tell you nothing about the actual development, don't give you anything about the game that can be critically examined and critiqued before release, then give you the game however it is on release. By keeping information at a bare minimum, you have no actual knowledge of what goes on, cannot critique these companies while there's still time to change direction, and are expected to buy these games based off of visual spectacles and promises. How good a game looks is SECONDARY to how well a game plays, and how well a game plays isn't literally "seen" but felt as well. All you get from the marketing teams are superficial and NOT representative of how the game feels to play. I'm tired of these bullshit marketing tactics. Stop falling for them.
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Star Wars Battlefront 3 Pre Alpha Gameplay Xbox 360
DerFürst replied to Stoiss's topic in Art, Media & Technology
Haha, look at the goofy droids with their scooby doo run cycles! -
Star Wars Episode VII Discussion
DerFürst replied to Circa's topic in Star Wars Franchise Discussions
Why do people keep calling it "Leaked." It's clearly controlled. -
Turret is stationary but can still rotate and shoot people. Playermodel is shown operating the turret though it's a little buggy (shooting the operator does no damage)
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- 16 comments
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- JKHub Exclusive
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- 17 comments
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- Male
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The fact that his head looks slightly smaller gives the illusion that the rest of his body is larger and bulkier than it is, even when you've edited the proportions a bit. Take for example Kenshiro of Fist of the North Star. Despite the fact that Kenshiro is both taller, wider, and bulkier than the man in this image, his head is actually about the same size or smaller. Personally, I thought the first image was fine, save for the calves which were slightly larger in diameter than they should be. The shape of it was fine though, as bossk has reptile features and doesn't have clearly defined calf muscles like in humans.
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That's Bossk alright!
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I like to hear practically anything about MB2. Thanks for your continued support of the mod and community guys!
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I don't care about the assets being ported. I love the work that you're doing and I'm glad you've decided to do it. The fact that you don't get much out of this shows that it's a labor of love, which always turn out the best kind of results.
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The helmet topology is different and the rest of the armor likely will be too. Best to wait until the full costume emerges.
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The NPC_vehicle entity in the map editor must have teams specified in the keys, otherwise the guns will shoot everything that even comes close. That goes for player spawns and other npcs as well. So auto turrets are only useable in team games. I finished up that space map I was doing for MBII and I thought the turrets worked extremely well in that. Perhaps we had different experiences. The only issues I found were that turrets wouldn't always "shut off" after an enemy was gone, and might loose some low frequency shots in the last direction it was pointed in. That, and turrets had a hard time shooting things beyond their range of movement but would keep trying anyway, though that's expected. Surprisingly, they were extremely accurate, even when the server I was on was stress tested with 12 people. So they're not "very buggy," but they could definitely be better.
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Here is what I'm trying to do. I want to import Mars Marshall's republic gunship model, reposition the guns directly under the cockpit to be front facing, add more muzzle tags for weapons, re-rig the two turrets to act as automated guns (from what I can tell, you only need two bones for each gun) and making sure the muzzle tags follow the turret, all while keeping the original texture coordinates. Before you point me at a few tutorials and say "good luck," I'd like to know if what I'm asking for (particularly texture wise) is possible, and which programs would be best suited for the job, considering ghoul2 is only supported by plugins and milkshape.
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Hapslash was gonna. A billion years ago...
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As of today, I've made my first ICARUS script using one of this site's tutorials. Hooray. And with that comes basic knowledge of how it functions. I'll try to describe my intentions as simply as possible. I want an npc_vehicle entity to spawn a vehicle, but only when a player has spawned at a specifc info_player_siegeteam entity. I also want to make sure that the vehicle will spawn again if a player spawns on the specific info_player_siegeteam entity again. This sounds like a very simple thing to do. How would I go about this?
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Alright, so I have vehicle files I'm editing and I've come across an interesting point. It says here that setting a vehicle weapon file to the value "ionWeapon 1" will damage enemy shields and cause their ships to malfunction. However, every time I have tested this (alone in multiplayer against stationary, shielded and shieldless vehicles of all types), it seems like nothing is happening. Is this just another one of those broken/missing values left over from development or am I missing something?
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Luke vs Darth Vader in episode 6. I was genuinely worried Luke was going to die when I saw this at age 4.
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The old all-in-one TIE-Fighter pack
DerFürst replied to DerFürst's topic in Mod Requests & Suggestions
What you gave me has a boatload of cool vehicles. I'm very thankful and am already using them. However... there were no tie fighters in this pack. lol. Do you have them somewhere else? -
The old all-in-one TIE-Fighter pack
DerFürst replied to DerFürst's topic in Mod Requests & Suggestions
Turns out that the original files are credited but Tim only decided to use the tie defender and interceptor from the pack, which are already available on jk2files. No matter. I thought I might have been spared some of the work by finding the original files, since I was planning on using them in a current project. What Hatrus did was a pretty quick job anyway and it would not be difficult at all for me to follow a similar process and make these things myself. -
The old all-in-one TIE-Fighter pack
DerFürst replied to DerFürst's topic in Mod Requests & Suggestions
Found out more information. This pack was originally made by Hatrus. I found an archived text file here. Is anyone still in contact with Hatrus? I know that minilogoguy and darth zappa used to, but probably aren't in contact with him anymore. -
The old all-in-one TIE-Fighter pack
DerFürst replied to DerFürst's topic in Mod Requests & Suggestions
I wish it were that simple. Yes, I've searched jk2files, gamefront, jkhub, a few old JKA clan pages, and google. I did mention that this was from PCGameMods, after all, which went down a long time ago. My last hope would probably be someone who has it laying around their hard drive. -
The old all-in-one TIE-Fighter pack
DerFürst replied to DerFürst's topic in Mod Requests & Suggestions
Does anyone even have a clue of what I'm talking about? -
You can do this without a tool fairly easily. You'll need a file opener like WinRAR to open pk3's, and I suggest getting a notepad program like Notepad++. Go into your gamedata/base folder and look for a pk3 called Assets1. Using winrar, open assets1, double click the "ext_data" folder, then you should see a folder called "npcs". In it are, you guessed it, the NPC files for vanilla Jedi Academy. For a list of all the commands, look on the wiki page here. Make sure to back up your files!