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Everything posted by Cerez
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LOL! Since when did Luke turn out to be the overly protective, motherly type? Where did they get that idea? Because he believed in his father's good side, and in his own family? But the way the whole thing is laid out, really makes you wonder if it's not meant to hint that way on purpose. Even Luke's movement in this scene is quite motherly. Perhaps it was meant to be a mother-father parody/joke, but to introduce the characters in this light to newcomers is still a bit... what?? After all, the story is meant to be taken seriously, to a degree at least... Anyway, I've never really been able to get over it. Every time I start a new SP game, I get this sudden intimacy happening between Luke and Kyle, and my mind goes: what did I just witness? What's going on here?? At first I thought I had missed something personal between them from JK2, but then I played JK2, and I realised that this has nothing to do with Kyle's story after all. Now I just can't fathom what exactly was transpiring in the writers' heads when they wrote this. Perhaps it's a combination of the bad acting/emphasis and the intended joke in the writing, but the way it comes together it still makes for one big suggestive experience. It is more defined, actually, than Jaden's and Rosh's friendship, LOL! What in the world indeed...
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If you could change Rosh Penin,...
Cerez replied to Mert-K's topic in Jedi Knight General Discussions
Sorry for the double post (and the slightly off-topic). I couldn't resist... Every time someone mentions Rosh, I think of the scenes with him in these parodies: -
Luke: "I sense a disturbance in the Force." Kyle: "You always sense a disturbance in the Force... but yeah, I sense it, too. It could just be residual Dark Side aura from the Temple." Luke: "Perhaps. Kyle, why don't you..." Kyle: "...stay here and investigate? I'd love to! Why don't you take the kids back home now." Luke: "Be careful Kyle..." I've always wondered what exactly is happening between Kyle and Luke in this scene? And it's not even about the acting; it's in the writing itself! 1. What would make Kyle say to Luke that he's always sensing a disturbance in the Force, in this context? 2. What's up with Kyle's attitude when asked to investigate the disturbance, and why the belittling "kids" remark? 3. And then Luke's overwhelming care for Kyle's wellbeing... Am I the only one who's getting a strange notion about these lines? I thought Luke was supposed to be in love with Mara, and Kyle with Jan. What on earth were the writers thinking when they wrote these suggestive lines between Kyle and Luke in the original JKA script? And they said Juhani was way out there...
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If you could change Rosh Penin,...
Cerez replied to Mert-K's topic in Jedi Knight General Discussions
Hmm... if you ask me, a character like Ahsoka (later in the series) would be fantastic. A kickass Padawan that you look up to at the beginning of the game, who then suddenly turns on the Jedi Academy and joins the dark side (with good reason, of course), to your great shock/surprise. That would have made the plot a lot more emotionally involving. First there needs to be a connection between the player and the supporting character, and then the sudden twist happens to stir things up. It would have made the dark side ending a lot more interesting, as well as the light side. Rosh's role/performance is key in that regard. I honestly didn't feel much when I chose to kill him -- maybe relief -- in the game. It should have felt a lot more tragic... KOTOR But I think we may be too used to his whiney butt by now, that JKA would not be the same without him. That said, I would welcome voice acting alternatives. Not just for Rosh, but for all the characters; especially female Jaden -- she has as much expression in her voice as a rock, and let's not mention the acting... Even Bob Bergen's voice acting was absolutely awful. Which leads me to believe that the audio production was kept on an all-time-low budget with horrible management. I'm pretty sure there was close to zero quality control involved. Edit: What's funny is that they kept the voice actor for Rosh to appear later in KOTOR, though in a more fitting role (the arrogant and annoying antagonist, Brejik). LucasArts was recycling many of their voice actors -- which is nice to see happen for the actors. -
I've heard that the family bond idea developed as he was working through the trilogy. Which would explain a lot of things, but it also makes Star Wars an incredibly lucky production. Either someone on George's team -- or he himself in his younger years -- had very good insight into emotional storytelling, or he was on a lucky trail, on destiny's trail, as he developed the story. So no, he wouldn't have seen the ending relationship coming during the making of the second movie. It was still in development. He was probably thinking there needs to be an emotional connection between Luke and Leia, and Han, and that the easiest way to do this was to make Leia feel something for Luke and vice versa. That later developed into a romantic relationship between Han and Leia, and a family blood relationship between Luke and Leia. But it does have to be one of the most awkward in-development scenes in movie history.
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I haven't experienced this. I was able to adjust the volume level properly using the slider for music, voice, and sfx in the latest version of OpenJK. I've paid close attention to this because I was trying to match the voice to music audio level in comparison to my other games (I like my voices/speaking to be heard clearly). I've adjusted all the sliders to a lower level. I don't have hardware sound enabled, though. Could it be a sound card driver issue in your case, @@DT85?
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Try it and see. I expect the Chromebook (a laptop) should have better tech specs than the Nexus (a phone), which should make up for the performance cost, if any. If you want to get lots of native code games working on a Chromebook, it's a worthy attempt to get a full version of the Android OS working on it first, though. Can one dual-boot Android and Ubuntu? Edit: http://www.theinquirer.net/inquirer/news/2390180/google-will-now-allow-android-and-linux-usb-boot-on-chromebooks Be sure to backup all your files before attempting such an operation.
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Yes and yes. Sounds good. I can't see any defects myself. Thanks @@Xycaleth. Edit: For convenience's sake, I'll post the solution/fix here: In "code/ui/ui_shared.cpp", change line #7231 to read: ent.renderfx = RF_NOSHADOW; And recompile the game.
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@@Xycaleth, the fix worked! Thank you so much! https://github.com/JACoders/OpenJK/issues/636 The handling of the lighting in the comms window is now identical to the retail version of the game. Is there any disadvantage to having RF_LIGHTING_ORIGIN removed?
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Oh, LOL! Okay! That makes sense now. I was starting to panic! (I saw your message on the bugtrack. Thanks. I'm trying it now.)
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Wow, that's something I haven't seen yet! That's as bad as my Luke, if not worse. What's going on here? Why would the shadows/lighting be playing up like this only in the comms window, with completely unpredictable effects? And what makes the retail game's handling of this any different? (I've never come across something like this with the base game.)
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On detailed visual comparison, your game actually seems to have no lighting at all in the comms window, @@ensiform. I take it that you are running the latest version of OpenJK? I wonder what is different in your setup that's removed the lighting effect. Perhaps it is the older graphics card driver? I would still prefer what you have (no lighting) to what I have now (weird lighting).
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Okay, here's a screenshot of the original scene in the retail version of the game: http://s30.postimg.org/45f0gzlpt/original.jpg I was wrong, the original had a direct lighting source, too. One thing is clearly evident: the lighting in the comms window is completely messed up in OpenJK -- in all comms windows, as @@Kessno rightly pointed out. Edit: And, yeah, it looks like the lighting source is moving around, and that's the cause of the strange shadow effects. I think you're right on, @@DT85. Edit: Made a bug report: https://github.com/JACoders/OpenJK/issues/636
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Good point. I'm not sure, it could be. That would explain why the shadow is changing each time the mission selection interface comes up. However, the same doesn't happen in the base JKA game. I think there the lighting is either always neutral/diffused, or not there at all. Worth noting that I have my cg_shadows setting set to 0 (disabled), and these shadow/lighting effects are still present, so it is likely that they are not technically a shadow. Edit: I'll see if I can get a shot in of the same model after Yavin2 in the base (retail) game for comparison. Might give us a clue as to what's happening.
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Here is a screenshot of the same Luke model later in game. http://s1.postimg.org/d6tu3tpxr/later.jpg There's no glitch at this point, so it must be that there is an extra filter or something on that first comms window that's causing this phantom shadow effect...
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I have an NVIDIA GeForce as well. GT 520MX. And my other computer is an Intel. Hmm... strange. I could almost say it's a problem with the Luke model, were it not for the fact that later in the game he appears in the comms window just fine. I've tried toying with the model's shaders and skin files, but it didn't seem to make any difference. I think this phantom shadow problem is there even in the default Luke and Kyle models, guys, it's just that it's not so obvious on them. I think I can see what appears some lighting distortion on your last screenshot, @@ensiform. Edit: It's certainly a very peculiar visual glitch...
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Hmm... Interesting... Could it be a setting after all? Or graphics card related. What graphics card do you have, Ensiform?
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Not even in the comms window? Before Tatooine? You should be seeing a shadow-like glitch there on both Luke and Kyle.
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Yep, that was my first thought, too, but I realised it didn't matter which model I used or on which computer (graphics card) I played the game. It's funny, because it makes this Luke look quite evil. It doesn't happen later in the game. This shadow is only apparent on their first appearance in the communications window. Also, changing the shadow settings in the game doesn't affect this shadow at all, so I presume it is something on the programming side of things. It may be a small error somewhere in the code at this point that's producing it. Edit: It almost looks like the lighting is somehow inverted here... Also, that line between the face and the hair is not there at all in the actual model (or at least not visible).
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Has anyone else experienced this strange problem with OpenJK (JKA SP) before? There is a weird shadow glitch on the characters in the communications window. It only happens the very first time Luke's (and Kyle's) face pops up after the Yavin2 level (end of Yavin training). It's starting to get on my nerves. I've tried everything I could think of, on multiple platforms, but it seems like it's a long-standing bug with OpenJK -- not to do with graphics cards at all. I have the source ready here, if anyone knows how to fix it, or work around it. Thanks.
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GPL is for code licensing. You'll need Creative Commons for the assets/artworks like maps, 3D models, skins, etc. That or exclusive copyright with specific creative sharing permissions. As far as I know, GPL doesn't legally (fully) cover the art/assets. The best thing would be to have two license fields, one for the code, and the other for the assets -- but I'm not sure if that's something we can do here...
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Wow, that's great modelling, Mando! Very impressive. Keep it up! B)
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The duck!!! The duck!!!!