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RJA

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Posts posted by RJA

  1. Hello there,

     

     

    Well I'm already working on the next chapter of my SP mods journey, Epic Challenge Mod IV: Temple Of Time.

     

     

    Asgarath83 already created two new classes (really good ones), but I would like to create new classes because I was thinking about:

    - A character (an old and wise jedi) who will always wait you to attack (never move and attack first) but who will always look at you, lightsaber on, and wait for your attack to strike you down. He will be strong (as strong as the desann class) but with less moves (his moves need to be violents and efficient, like Obi in Rebels).

    - A Vader class, who will always walk and will jump really really few but will be very skilled with lightsaber and use grip and push/pull really efficiently.

     

     

    Anybody who wants to be involved in the mod ? :D

     

    Smoo likes this
  2. Go under and find something like

     

    "nameofthesaber

    {"

     

     

    Kyle_enhanced

    {
    name "Katarn Enhanced"
    saberType SABER_SINGLE
    saberModel "models/weapons2/saber/saber_w.glm"
    soundOn "sound/weapons/saber/saberon.wav"
    soundLoop "sound/weapons/saber/saberhum4.wav"
    soundOff "sound/weapons/saber/saberoff.wav"
    saberLength 40
    numBlades 2
    saberStyle strong
    throwable 0
    singleBladeStyle desann
    saberColor blue
    saberColor2 green
    }
     
     
    it's in the saberstyle line
    Smoo likes this
  3. Yeah, it would be very difficult to get a good representation of Scarif in JKA. Other big maps like Hoth or Geonosis have the benefit of being able to use mountains/other impassable terrain to help block off the horizon and cover the transition from map-to-skybox. Scarif however is surrounded by nothing but open water so you'd just end up wading out to sea and hitting the skybox in short order.

     

    Szico found an amazing trick about this in Atlantica. ^^

    Archangel35757 likes this
  4. You realize that with Rogue One, they'll have to either skip the Death Star plans' part from his biography, or remake his story outright, if they do decide to make him canon, right?

    I wanted them to keep KOTOR, but set it some 200 years before the prequels, that'd make sense in what concerns technology, but then they had to go and make a different Malachor and remake the Mandalorians (though I suppose the latter wasn't such a serious change, Mandalorian society could just as well have become humanocentric at some point -_-)

     

    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.

    LucyTheAlien and Cerez like this
  5. 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 !!! :

    Cerez likes this
  6. 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. ^^

    Mizore and Aldro Koon like this
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