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Noodle

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Everything posted by Noodle

  1. Downloaded it and tested it. Had to edit my run jkgalaxies.bat to "jkgalaxies.x86.exe +set cl_renderer "rd-galaxies" +set fs_game "JKG" +set fs_cdpath "." +set fs_basepath "../"" to make it work. I also had to rename the folder JKG_Dev to JKG. So far I'm having a couple crashes whenever I select the new items (jetpack and armors) in the shop.
  2. I don't know if I can, but my siblings can for sure, so I'll let them know!
  3. We do, though. It's stated on The Last Jedi's visual dictionary that snoke has nothing to do with the sith. He's just a strong user of the dark side. It also gives insight about his gold slippers. Source:
  4. You can create a new animation and replace that one so it doesn't look so weird to you. Now that you mention it, though, it is odd how he grabs his lightsaber when he uses lightning.
  5. I'm pretty sure Movie Battles II does this when you have Saber Deflect 3, so it must be possible. Does anybody know what happens when the player level up his saber blocking skills in base JA?
  6. Search functions always work like dogshit, I'm glad you shared this since I hadn't seen those videos. I'm wondering if there was a way Star Wars Kinect saber system could have ever worked well, it just seems that motion controls for melee combat are a bad idea, no matter how cool it might seem in one's head.
  7. Some entities are lost, but not all of them. I'll send you a PM with my decompiled version of t1_danger so you can see!
  8. Common sense tells us they shouldn't, and yet, they still have them!
  9. You're perfectly describing Adam Driver's face, though.
  10. As far as I know, you'd have to decompile to .bsp file to see the .map file. However, you can study how the objectives work by reading the scripts "piece_pickup.ibi" and "piece_returned.ibi" on the scripts/t1_danger folder. It's not as hard as it seems!
  11. Very nice to see how you guys work! Wish I could implement the same item system for SP though
  12. It does seem as if Kyle's reacting to something that's there. Make sure his behavior isn't to follow the player, as that might cause problems.
  13. I don't think he changed the name. I think it was more like they were on a writer's meeting and George said 'and then Yoda goes to a sith graveyard planet' to which Dave said 'George, there's a sith graveyard planet named Korriban in the EU', to which George replied 'Korriban is a gay ass name, let's name it Moraband'. And then someone stapled an editor's note to say that Moraband used to be named Korriban in Star Wars history (source http://www.starwars.com/tv-shows/clone-wars/sacrifice-trivia-gallery). Not everything created in Star Wars was George Lucas' idea, but all the fundamental things come from his vision.
  14. I fundamentally agree with this, the new films are pure marxist deconstruction. The people in charge seem to hate the core idea of the OT, which was the monomyth, and they've done everything in their power to undermine the heroic deeds of Luke Skywalker.
  15. You've got that backwards. Moraband was George Lucas' idea and it happened when he had control of Lucasfilms. He wanted a Sith graveyard, didn't like the name Korriban so he changed it. Not really something bad since Star Wars is his creation.
  16. Jesus, so it's true that it's a quipfest like the Marvel movies? I don't think I'll go see this one.
  17. I think they must have a script_targetname name, otherwise it won't work. Not sure, though.
  18. This is my favorite mod of all time, so I hope I can participate! - GMT: -03:00 - Ideally during 14:00 to 17:00 - Windows - I'd try to bring at least 2 of my siblings. - I could record small bits, but not all the time.
  19. One of the ideas I had were items designed to fool the enemy team. Just like you can deploy in base JA those ammo cannisters, imagine if you could do the same with fake health/shield packs that resemble the normal ones, but instead of giving health, they take it away. It's always good when you can trick the enemy.
  20. As a map resource this can be very useful! I've been meaning to create ship interiors for my SP project for a long time.
  21. Sounds like an interesting concept, but wouldn't it make the game much easier unless you create a way for the enemy to counter stasis spam?
  22. I would think that the force, as George Lucas intended, isna lot like Ki. The force is a source of energy that's in all living things and it works best when it's at balance. I don't know about legends, but in canon, when Darth Maul when into a crazy frenzy after losing his legs, he didn't seem to be able to use the force as good as he could when he got back into mental balance
  23. If you want, you can PM me the .map file and the scripts to see if I can make it work on my own and then send you the solution.
  24. I think part of the problem is related to video game consoles. Can you imagine a game like Jedi Academy with play station controls? I remember Jedi Outcast was ported to the gamecube but it didn't seem to be popular at that platform nor did it seem to play that well.
  25. Then this must mean that the problem is that somehow it's not applying the SET_DEATHSCRIPT command. Try this, it will be a bit bloaty, but should work: Create a new script that's like this: affect ( "player", FLUSH ) { set ( "SET_DEATHSCRIPT", "test/deathscript" ); } Give it any name you want, in this case I'll name it use_deathscript and it will be on my 'test' folder. After that, replace on your script the SET_DEATHSCRIPT 'test/deathscript' with: run ( "test/use_deathscript" ); Since the run command doesn't need to be on the "affect 'player'" list of scripts, I'd place it before the camera fade. It'll basically run a new script that will set the player's deathscript to be whatever you want it to be. Basically, you'd have to create have 3 scripts to make this work.
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