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RJA

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Everything posted by RJA

  1. When you upload your mod which has 1 year and a half making and it takes hours to load...

    1. Show previous comments  6 more
    2. Aldro Koon

      Aldro Koon

      Damnit how long do we gotta wait XD

    3. RJA

      RJA

      Idk, they test it before the release. So wait patiently. :P

       

      Just after the release, I'll release a little bug fixes. :)

    4. RJA

      RJA

      I think it's about to appear in one hour, not more than two btw.

  2. Maybe it will works, I'm uploading on a website, it's 8% and I started it less than 20 minutes ago.
  3. HAAAARD to upload. My google upload has failed last night. I'm trying with another website but it's very long... does anybody have site which I can upload 1,3GB without taking 6 hours because I'm not premium user ?
  4. File is huge, don't expect it to be uploaded until tomorrow ! (1,2GB to host with my connexion, it takes time ! I'm gonna sleep, hope it will works ! )
  5. I had connexion problems... Now it works, but I need to sleep (France hours). I don't want to do it too fast. I'm gonna take screens tomorrow and upload it tomorrow. I just need to take screens, make sure everybody is credited and do the .exe.
  6. I think it will be ready to submit it in one hour or two !
  7. Of course I'm not so dumb haha Stealing the plans is just a little part of his biography. Class, badass, but small. I prefer DFII, MOTS, JKII part, a lot more intense and ambiguous.
  8. I was in High School during these times. This day I was home with me new girlfriend (I'm still with her and she tests all my mods <3 ), and I remember at these times she wasn't into Star Wars but I was so happy about the new trilogy that I was just saying to myself "I understand why they do this". But I was sad just for one thing... my favourite SW Character was, is, and will always be Kyle Katarn. GIVE HIM THE MOVIE HE DESERVES !!!
  9. And sheeeeeeeeeeeee nailed it !!! I am fixing one or two maps. If everything works I can send it to the site tomorrow or saturday.
  10. My tester almost finish the mod, one night of hard killing remaining After it, just recompiling some little maps for avoid bugs and it will be correct to release it. Feel free to tell me if you see a bug when it will be here.
  11. Well, ECMI is and always will be in this way I think, because the disk whenever it's located has crashed years ago... so I don't have .map files anymore... or any of the files of the mod... ECMII is on my computer, and I think the most important to do for it is a TEXTURE PACK for all gray squares you get playing with it ! I am listing all the bugs of ECMIII. It will allow you to not be blocked in strange areas. By the way, I am fixing those who need real fixing. Yesterday, my girlfriend found an item_seeker in the Vinegar Sith HQ... which caused the maptransition to do an error report. So step by step, I am fixing some problems. Some others which can't be really fixed without an ammount of time I don't have unless months will be released. My way of thinking is that if the bug doesn't block you to progress through the mod without cheating, it is not a primary necessity. So when the third will be released, you will be SURE you never have to use noclip. NEVER. Sometimes I will write down If there are difficult platforms which need a certain ammount of tries, particular ways to get to an area. All those minor bugs will be in the download file. All will be precised, for those who have difficulties. All will be playable. I remember the only one thing REALLY not playable was in the last secret map of ECMII called "Dream". The player was so much tall he couldn't get the little area. Awkard. The list will prevent the player from minor problems. It only concerns a part of the mod, not the entire mod. It concerns the part with a central map which allow you to visit all ancient maps updated by your progression. Because I have compiled too many versions, If I have to modify one at this state, it will take months and months late. So I would only modify MAJOR problems in the maps of the "Zone Of Trouble" area. ^^ Others maps, like Lawn's Castle or the Land can easily be updated and fixed. To the question of MP, a coder from here is trying to port the mods to MP... can't tell more... I don't know what's going on, as I'm specialized in SP. ^^ I know the mods are playable with OJP but... the keys remind the essential problem. We always have to use noclip to pass the doors which need keys. By the way, any update or new content will be slowly released, because unless one or two coders help me with the source code, I remain alone to do all the mods. That's why I took my a year and a half to get ECMIII done. ^^
  12. Mod on test. Once it is finished, release will come.
  13. We'll see ! And now the official Poster of the Mod: I'm doing the last cinematics. After that, the release will be good. We could expect it to be released between sunday and wednesday I think.
  14. Two maps have been remade. Now doing last modifications and voice overs on cinematics. ^^
  15. All is done. Now changing some things, correcting some problems on certains maps.
  16. About to release something BIG in like few days...

    1. Show previous comments  1 more
    2. RJA

      RJA

      Don't worry. Today, it's about less than 1GB, far less. Only 33 maps, 5-6 cinematics, 35 musics, at least 50 new skins and 100 new npcs and textures.

       

       

    3. Bek

      Bek

      Sheesh that sounds like a lot of work, hope it was all worth it :).

    4. RJA

      RJA

      Nobody hopes it better than me ! hahaha ! This is a SP Campaign in old game style a la Rayman 2 or Tonic Trouble. I think this mod is going to be a lot better than the first two I already released. ^^

  17. EPIC CHALLENGE MOD II Epic Challenge Mod II is the second single-player mod based on action, adventure, platform, skill and ability to find secrets. It follow the first one in the graphisms, with more various environments and ennemies, and a better lightning and mapping in general. The Story Like the first one, ECM is based from an old platform adventure game. While the first one was based from Croc: Legend Of The Gobbos, ECM II is based from Rayman 2: The Great Escape. The story deals with the invasion of The Destroyer, a dark jedi who has retrieved Marka Ragnos's scepter and his minions, the Death Soldiers. Kyle must stop this new villain and to get to his secret lair, he must reunite 4 crystals, hidden in 4 majestic sanctuaries. The story is a pretext to action and adventure. The Ennemies With the Reborn and Stormtrooper/Rockettrooper from JKII, you will find new ennemies. - The Dark Mercenaries: These black reborns with yellow lightsabers are those who follow The Destroyer because of his known richess. The legend says that in his flying ship, he got a pirate treasure so big that you can litteraly walk in. The Death Soldiers: They are soldiers with force abilities who are designed based from New Reborns from Jedi Academy. They are the troopers of The Destroyers and believe he is a God. - The Prime Soldiers: Red and White with red lightsaber, they are sent in the begining, helped by the dark mercenaries to kick your ass... but they will fail, of course. They are weak and easy to beat, but less than the dark mercenaries. - The Ice Shadows: Blue and Purple with blue lightsaber, they are specialized in dark areas for basic assassination. They also can survive in really low temperatures and they are more connected with the force if the ocean is not far from them. - The Spirits Of Darkness: Green and Brown with green lightsaber, they are more force users and have better skills. Years of meditation in the nature give them a true connection with the force and the nature. - The Fire Razors: Yellow and Orange, they have yellow lightsaber and their skills with the weapon is far stronger. Deeply in the dark side of the Force, they are sent in the most unpracticables ways, like in the air or in the Fire and Lava Sanctuary. - The Wise Masters: Black and Red, they have red lightsaber. They are the masters of the Death Soldiers, sent in the final case to destroy Kyle before he acces to The Destroyer's Ship. The Shadow Troopers Initially the minions of Desann, and after this of Darth Lawn (ECM I), those who have survived decided to work for The Destroyer as his guards. SECRETS In this one, secrets are randomly placed and allow you to find new maps. In you have all the secret maps, you can have a complete code to type in the console. Because in every secret map, you have part of the code. The only thing I have to tell is that at the end of the code, you must add " 90" after. LINK TO DOWNLOAD THE MOD: https://jkhub.org/files/file/2525-epic-challenge-mod-ii/
  18. Only the final boss map remaining !
  19. Times for pics... And this time I come with some generosity... Now under the Castle, ready to enter Darth Lawn's sumptuous and scary Lair... But before you need to beat them down ! And now, pics from Inside The Castle Inside, you will play three different characters with the same mission but doing different things to achieve it. First Of All, you'll go through the common way and in some lost places with Duncan... Enter of the Castle... This prison seems really funny. After, with Kyle, you'll go though the spectacular way, looking at Darth Lawn's mad mind achievements... Strange ways... Remaking of a Garden, with a statue and new ennemies photobombing it. Here you'll have one of the hardest fight of the Mod... in the green Cube... With Lana, you'll go though Lawn's personnal appartements, including the darkest parts of the Castle... completely FORBIDDEN... This Zone with a Cathedral's Aspect. And a really funny evening room... at least, there is a piano ! ONLY 6 MAPS + BOSS LEFT BEFORE DOING THE FINAL MODIFICATIONS TO THE RELEASE
  20. RJA

    Mace Windu

    Dude... how did you come in only few weeks from the poor Obi to... this ! This skin is probably one of the best I ever seen here. His face... is really Mace Windu.
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