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Boothand

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Everything posted by Boothand

  1. A year ago I tried to play through JK2 on Jedi Master, using only checkpoints. Nar Shaddaa on Jedi Master mode is a nightmare. Every new door is just an opportunity to disintegrate at the hands of a super trained sharpshooter Rodian, always ready, never sleeps. This is far as I got.. The mission where you fight ATSTs for the first time was really hectic on Jedi Master as well. The beginning of the mission must be planned to every exact detail. I probably needed 20+ retries before starting to get it down.
  2. I have some good memories from Galactic Battlegrounds. Age of Empires but Star Wars. Might get it only for that.
  3. Is this still a thing? Does it have servers/players? https://jkhub.org/files/file/1453-opensaber/

  4. Boothand

    Opensaber

    Are there still any Opensaber servers around? Did it get used/played? As an outsider to JKA who only ever enjoyed single saber duels, this sounds like something I could give a try, granted there are any willing players (I'm european fwiw).
  5. Fau/V-tec made something like this. It's possible you could get code snippets or even some kind of port, if you ask, though the code is on Github. Good luck! https://jk2.info/viewtopic.php?f=38&t=435
  6. So you didn't want this for multiplayer, but singleplayer? If it was MP, there would be no need for a conversion if you had JK2MV, but won't work for SP.
  7. Looks SO good! If Battlefront 3 was moddable, I'd suspect you could get some serious results in that engine! However even with baked maps, I'm confident this will look exceedingly amazing for Jedi Knight. Would be interesting to see this on Sketchfab, since it supports normal and specular maps and so on.
  8. Maybe this would be @ShenLong Kazama's cup of tea? He had some great stuff in this thread: https://jkhub.org/topic/6884-need-an-idea-for-next-pictureartwork/ Especially the Kyle beats Desann one.
  9. I would begin by trying to modify force push to stop the bullet instead of sending it back. Then most of the work would be done for you already. You would also need to find a way to keep it from timing out, but I'm sure one of the structs for bullets have some kind of timer you could modify. One of the entity structs should have an array called "velocity" (use ctrl F to find usages of it). Nulling out the velocity should be a matter of bullet->something->velocity[0] = 0; bullet->something->velocity[1] = 0; bullet->something->velocity[2] = 0. Then if that works, you could perhaps try to make it a new force power afterwards.
  10. Ouned did this with JK2. As for me, I haven't even figured out what a raspberry pi is yet, other than a.. chip Source
  11. SDL2.dll is missing from the Release build too, though. So still can't run it.
  12. Yeah, building all three, but I don't get any SDL2.dll generated or something. As for a process being used, I tried closing Cmake, restarting computer before opening visual studio again etc. Though only Release stops mid-compile, debug also says cmd.exe exits with code 1, but I'm left with the three files. VS2015 community.
  13. Generated with cmake, JK2sp engine, game and renderer -> Debug gives files but they tell me SDL2.dll is missing from the system. I try Release, they tell me, in the middle of the compile: The latter happens consistently, taking it out of git directories, restarting computer etc. To clarify, JKA isn't needed to run JK2SP on OpenJK, right?
  14. Two new swing animations that can be used to intersect incoming blows to the head (block button not being used). https://jk2.info/viewtopic.php?f=32&t=378&p=2943#p2943
  15. The best fight from a test yesterday. Also I guess the first little teaser: Thanks ent!!!!!! For more info about the mod, see here: https://jk2.info/viewtopic.php?f=32&t=378 That's where I'll post updates, but I might poke some videos etc here every once in a while too.
  16. If I can join (with european ping), that would be cool. Like, today? Tomorrow? There's another event 5 pm tomorrow (central european time), other than that I'm free today and tomorrow I think.
  17. That's a 5 hour session done. Whew.. Made mouse movement blocking available through ss_blockingMethod 2, for each client's own preference, and lots of testing with fau/vtec. Mouse movement blocking not perfect, but not horrible.
  18. Will be streaming some modding at http://www.twitch.tv/boothand
  19. Yeah, no singleplayer. I don't feel that would be much point without delving deep into JK2's AI, and this is a lot more interesting vs humans. At a later stage, it's possible I could do some light modifications to the bots, but it's not a priority until the mod is stable and well, and until I know how it's like for humans to play vs each other. The animation you saw in the start of the video was removed after the first time I tried it in-game and was gone by 0:13 btw!
  20. I'll send you something in a little while (today). Doing some changes to a couple of start/swing animations now.
  21. I've left DFA, dbs and special moves out of the game. They kind of break the gameplay. In the old version I made DFA only possible from a range, not when close to someone, but from a game design perspective, that's pretty weird and suggests it shouldn't be there at all
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