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McGroose

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Posts posted by McGroose

  1. I originally thought that Sony won E3, but thinking about some more, their conference was just O.K and Microsoft did the best of the main 3. Nintendo's quality varied from absolute shit to mediocre. They did get some laughs from me though because of the whole muppet thing, I'll give them credit for that.

     

    FFVII was a humongous surprise, especially since they're still focusing on other FF games in development. I thought that FFVII being exclusive for the PS4 would have been thing Sony needed, but then I found out it's soon coming to the Xboner. Shenmue 3 was also a massive surprise, but the whole kickstarter campaign ended up being a more of a scam to see the game's demand, rather than actually being needed to help develop the game. A shame that some people lost $1,000 - $10,000 because of that. I think if they knew the truth about the kickstarter, the amount raised would have been significantly less than what it is now, which is around 3.5 million.

     

    The Xboner's compatibility sounds fantastic and I hope it means that I can play games like Halo Reach on an XO someday. That is, if I ever get the console.

     

    Nintendo just killed it's E3 with Federation Force. It's both laughable and sad.

     

    Battlefront 3 looks like a gift from god.

  2. Rosh is an obnoxious hypocrite who most people would grow a disliking for by the time the Hoth mission starts.

    Escape From Yavin IV, while not utilizing the best audio equipment to record his new lines, presents a new version of Rosh that's 5X better than his previous vanilla JKA self.

     

    I would be immensely fond of that idea. Overwriting Jaden's at the same time would offer up a lot of opportunity!

     

    Today I was having a tinker with him:

     

    https://www.youtube.com/watch?v=95Mrs0nU18s

    That... surprisingly looks so much better. You really should consider editing all of his lines and making a full mod for this. I'd download it.

    I can't tell what it is about this version of Rosh I like the best, that his voice no longer sounds high pitch and whinny, or the fact that I've grown such a disliking for his face that seeing literally anyone else in his spot is an improvement. 

  3. I'm a bit late to the game, I first played got my hands on JK2 during either 2007 or 2008. Didn't discover MP until a few months later because my launcher didn't include MP as an option, but of course it was still a part of the game.

    I got JK3 2 years later on the PC just because I wanted to play with VM's Vader model in SP. Yes, I got the game just for that. The model was amazing to me, at the time. I very rarely play jk3 MP.

    I even had the Xbox version of JK3 prior to getting the PC version, and I bought JK2 for the Gamecube two years ago because I wanted a console experience for JK2. Gave that shit away pretty quickly. 

  4. Just to make sure that everyone knows: I suggested it for 2 reasons, one being that opening a door only to find a destroyer on the other side while being chased by godzilla would be great lulz, the other reason is that using grip + push the destroyer could be used against the mutant rancor, to slow it down at least.

    Maybe the Destroyer should also have force grip or pull to try and hold the player down so that they don't escape the explosion.

  5. There is another cultist variant that's not used, the cultistcommando. He has dual blaster pistols. I think the commando could be used on Vjun3, while the destroyer could have its place on Tanaab (t3_stamp), or Kor1/2. 

    My cultist and Reborn NPC files are heavily modified. I already replaced some of the more rare cultist variants and the cultists with E-11 rifles with the Commando. Now plenty of them appear on Vjun, a few of them appear in Tier 3 missions and some of them are on Korriban. Very rarely, I may see one guarding the tractor beam on Tatooine. I also replaced some regular saber cultists with the E-11 cultists to ensure they appear more because I always thought they should be the most common cultist seen, and to an extent, they are now.  

     

    Yes, the Commando would be a good replacement for the E-11 cultists on Vjun 3, and a few of the strongest saber wielding cultists could also be replaced with either more Commandos or a Destroyer. Ensuring that the Destroyer appears very rarely on specific missions will still be a problem with the map's npc layout, not just an modifying an NPC file itself. I can't recall any specific cultist NPCs that appear only in Korriban and/or Tanaab.

     

    I actually think T3_Rift would be a more suitable level for the destroyer, but I can see why you suggested Tanaab.

  6. The hard part of messing with the Cultist Destroyer, I think, would be finding a way to make him appear very rarely in game. While the cultists do have many different NPC types, all of them are either used to often or not used at all to be a good fit for the Destroyer. Based off of the JK3 Prima guide, the Destroyer was so rare that he's existence was only justified through rumor and speculation.

    "its rumored that they exist and those who encounter them have not lived long to tell the tale of what happend and no trace of a Cultist Destroyer has ever been found."

    He would fit well for a Tier 3 mission or somewhere on Korriban, though I can't think of any way to make him appear only once or twice throughout the entire game other than modifying a map's npc spawn list itself. Unless someone can recommend a rare Cultist variety that appears hardly any times whatsoever. I honestly don't know how often the strongest cultist varieties appear in game.

    Anyway, I agree that a vehicle explosion, maybe with a red glow to match Nihilus's death, would fit well for the destruction power. We may not be able to use it yet, though I don't see why we should leave the game's NPC left to rot unfinished.

    While we're talking about finishing the NPC, why not give him a different skin? Maybe recolor give him a black or grey outfit to make him stand out.

  7. I'm all for someone adding force Destruction into the game. There was a cut Cultist NPC who was supposed to have Destruction, though what we got in game was just a suicide bomber who activates force rage and vanishes seconds after spawning but creates a very strong explosion that covers so much space that it's hard to escape from him without taking any damage. Unfortunately, no graphics accompany the explosion. Maybe someone could bring back both force Destruction and fix up the cut NPC so that force Destruction regular is always available but the Cultist has a much stronger version of it.

  8. I've only really played 1.02 once or twice, but I'm very tempted to switch permanently because the 1.04 player base is nearly dead. Most of the videos of jk2 MP are from 1.02 anyway (my favorite uploaders of these videos being tvpath and flov9). I always knew how awesome 1.02 was when I was younger, though I never wanted to try to readjust to the different playstyle or the possibility of some 1.04 mods not working properly for 1.02. Maybe it's time to finally make the switch permanently. :)

    Hell, A lot of my favorite texture mods and favorite maps come from 1.02 players, so...

    Boothand likes this
  9. I've noticed an abnormal trend shared by some of the original game's models, with the first examples coming to my mind being Tavion_new,  the original Tavion, the saboteur, and the merc. Each of these models has a texture that appears normal on one side of their model, but appears invisible or transparent on the other. For Tavion, both new and old, her hair feathers appear normally while looking at her front, but the feathers can't be seen from the backside of her head for whatever reason. For the saboteur and the merc, the back of their lower jackets show normally, but looking at them from the front shows nothing behind their legs. Using Tavion as an example:

    q8PlsaU.png

     

    I was told that a solution to this would be to add the lines "cull twosided" or "cull disable" to the texture's shaders, so I tried to add the twosided line to Tavion's feather textures. I added cull twosided to the Players.shader file found in the Assets1.pk3. Keep in mind, I have no prior knowledge of modifying shader files. Here's what the modified section for Tavion's feather shaders looks like after I added the additional line, which will show is bold:

    models/players/tavion_new/feathers_glow
    {
    cull twosided
        {
            map models/players/tavion_new/feathers
            blendFunc GL_ONE GL_ZERO
            glow
            rgbGen lightingDiffuse
        }
        {
            map models/players/tavion_new/feathers_glow2
            blendFunc GL_ONE GL_ONE
            glow
        }

    (The space between cull and twosided matches the spacing the other "cull twosided lines" have in this shader file, it's just that copying and pasting the text from the file to here messed up the spacing).

     

    Did I use the wrong file, or do I need to do something else? Was there another file I was supposed to use instead?

    I remember a mod that ported the Tavion_new model to JK2 SP actually fixed the issue with her feathers, so it's strange that Raven Software didn't notice and fix the issue.

    Any help with fixing these transparency issues, especially for Tavion, would be greatly appreciated.

  10. I believe KOTF was one of the first mods for JKA I downloaded when I realized how large the modding community for the JK games is. I've downloaded the mod several times over the years, and I enjoyed the mod for the dozens of characters I could use in the SP campaign, and the few SP missions that were included with KOTF 2.0 Part 1. I never cared about the rest, but I remember anticipating the release of Part 2, which would contain all of the unreleased SP missions. Alas, it wasn't meant to be. I actually remember Tim, the main director of the mod if I'm recalling correctly, changing the release date for part 2 multiple times, eventually causing me to not care for the release all together.

     

    A few months ago, I tried to install KOTF again for the redesigned SP and to replace some of the old models/skins with new and improved ones. I managed to complete my replacements for all of the Sith Lord characters before I decided that the idea wasn't worth it and I uninstalled it. Trying to mod KOTF was a pain in my ass, and the mod's contents were all over the place and unorganized.

     

    The mod as a whole was a great concept at the time, and still could be if someone decided to create something similar, but the mod's cancellation may be for the best.

    Lancelot likes this
  11. Well yes, a great deal of effort is needed. Though I do seem to recall playing a mod once in the old days, where you could pick up sabers from defeated opponents and use them, though after you ended the level, you were back to using your own one. Now with the source code I think pretty much everything is possible IN THEORY. 

     

    Are you referring to the Escape Yavin IV mod?

    http://jediknight3.filefront.com/file/Escape_Yavin_IV_The_Lost_Maps;58958

    In this mod, you are able to pick up and use the saber of every enemy you kill, from Reborns to Desann to other bosses.

    After you collected a new saber, your lightsaber inventory screen would add the additional optional of said saber to the list. When a new level started, you were free to choose a different saber that you've already discovered. It was both a great and innovative concept for a SP mod, but I remember having a difficult time trying to setup the saber system to work properly. Now, as for picking up sabers after someone throws one at you, that'll be a lot more trickier.

     

    I have my own little request for your mod: is it possible that you could replace a few of the cultist NPCs with the Cultist Commandos?

    cultistcommando.jpg

    They're a good and difficult challenge, but are never actually used in game, which is a waste of such a well programmed NPC. I think they would fit places like Coruscant and Tanaab well.

    Rooxon likes this
  12. I always thought that the Nar Shaddaa from JK2 was such a downgrade in quality compared to its Kotor II counterpart. Than again, Kotor II's atmosphere, story and NPCs gave the level a feel that JK2 just couldn't replicate with what it to work with.

     

    Anyway, I noticed that the screenshot you're showing us shows about half of Kotor II's content on Nar Shaddaa. Did you intend to include places like the Jekk'jekk tarr and the Refugee Sector?

  13. A few days ago, I finally managed to get the officers to wear their proper badges to signify their rank. I made it different than how Hapslash originally intended, though. Here's a comparison of Hapslash's imperial rankings to mine.

     

    Hapslash

    Imperial (regular): 2X3

    Imperial (officer): 1X4

    Imperial (commander): 1X6

     

    349362.jpg

     

     

     

    My version

    Imperial (regular): 2X2

    Imperial (officer): 1X6

    Imperial (commander): 2X4

     

    HaDPIsV.jpg

     

     

    I started working on fixing the badges in Jedi academy first, and had little trouble doing so. Moving my fix over to JKII took more time than expected and confused me on multiple occasion, but I eventually found out what the differences I had to make from JKA when fixing the problem in JKII, and fixed the problem. Now I have my desired ranks for both games, both in SP and MP.

     

    I actually took the officer's badge colors from a different imperial officer mod and used them in mine.

     

    http://jediknight3.filefront.com/file/Original_Trilogy_Elite_Imperials;72993

     

    Ironically, the majority of the author's imperial skins load the badges incorrectly in game. Still, I'm gratefully he made the custom badge texture for my availability, for he/she saved me the trouble of having to make a new one myself. I couldn't find a satisfying rank to give to the officers out of the rank textures provided by Hapslash; they were either, in my opinion, ranked to high, or to low for someone like an officer. Cryptaea's 1X6 blue and yellow badge texture suits the officer perfectly well, I think.

     

    I know that a minor detail like the badges may seem insignificant to some people, but I thought that this issue was too noticeable to just ignore, and I'm happy to say that the end result will satisfy me indefinitely. That is, unless I feel a proper change needs to be made to ensure the accuracy of each skin's rank.

    Circa likes this
  14. Simply put, they didn't do it because its not just an individual player model and many many different saber choices.

     

    The way it works in JK2 is because that it's just an extra skin for kyle to render the hand and the saber.

    This is especially noticable if you have a replacement model for kyle and/or his lightsaber hilt. Both the hilt and the model will be a mess of textures in 1st person mode.

    therfiles likes this
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