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Everything posted by NumberWan
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so it's been one year since JKG was released..
NumberWan replied to eezstreet's topic in Jedi Knight General Discussions
I can't say, that I actually player JKG, but what I saw - I really enjoyed. I had no opportunity to play per se, simply because I only tried some maps and demo-like materials before the release and after that the first version, where one could only check some of the many new options of the mod. It was awesome! But I wanted more. =) -
Yes, the texture is the one of the default assets of the game. The whole map is using the standard textures of the Jedi Academy game, because it was one of the first, and also it was intended to make it feel like the already familiar surroundings. We added some holograms and objects of our own as well.
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Well, Coruscant is planned to appear, as well as the slums district, I must say. Besides Ord mantell no other planets from SotE are to appear in our modification. However certain locations will bring good memories of what you've seen in Shadows. There is a level with sewers, and a Palace, but it's different planet. We also have one planet, which might remind of Gall.
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Oh, thank you! It's good to hear, that we've actually managed to bring back the feel of good old Star Wars games. To tell the truth, the nostalgic attitude is one of the main ideas in DP, and I'm planning to develop this idea in one of the later discussions.
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Well, SWTOR showed Ord Mantell quite differently, but I guess It's not a problem, considering the fact, that the events of that game take place some 3500+ years ago. And thus the planet could have changed a lot, slowly turning into something more barren and dusty. I read it still had some cities even during the Empire, but again - no problem here.
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Ord Mantell Ord Mantell is the first mission of Kyle Katarn in DP. After engaging Imperial Forces in space, the Republic sends the Jedi to find the escaping Imperial captain. It is believed, that he managed to escape from his dreadnaught and hide somewhere on the surface of Ord Mantell, among the many junkyards of this planet. This level by far is one of the most worked through. When I started working on it, I based the level design mainly on what I knew about Ord Mantell from Shadows of the Empire. There it was solely a large dirty area with toxic flooded areas and old ships, including star destroyers. Jedi Academy showed more of the planet, when Jaden Korr encounters Boba Fett there. So certain elements of the abandoned city were included into this level as well. Here is a screen, when we still worked with Jedi Outcast. Ord Mantell looked something like that at the time: This was the new variant after many changes and work with lights: Some more pictures: This map is 100% complete, but OlgO plans to improve some things there. You can check other screenshots of Ord Mantell and other locations here
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The works of Scico VII were both the object of admiration and inspiration for me, though it's a long way for me to create anything close to what he releases from time to time. I am not a big fan of space bases, but they are a part of Star Wars after all =) So I guess I have to cope with that. In any case - excellent work as always, name it - the lights, details or general design.
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Thanks, Circa! But as I said - those are mainly old screens. We want to add some elements into the levels. Sulon is also the first map to experiment on NPCs AI regarding the Player's ability to take away their weapons by Force Pull and thus making them almost mindless drones. I really hate that, at least in MOTS stormtroopers wouldn't give up without a fight! With fists, but they would still attack us. And that's what I tried to add to the game. To tell the truth, this work wasn't fruitless, but needs perfection.
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SULON Locations Sulon is a small agricultural moon of the volcanic planet Sullust, which is a home to Sullustans (perhaps one of the reasons we added them in the mod). It was once a peaceful world with farms and small estates until the Galactic Empire showed up. At one point it was under control of the Dark Jedi Jerec and also home to Kyle Katarn and his family. Morgan Katarn, the now deceased father of the legendary Jedi Knight, helped the Rebels and Alliance sympathizers escape from Empire. In Dark Pastime Sulon is one of the first missions. There are only a few screenshots, but we'll add more later. 01. Katarn's Home 02. Abandoned Residence 03. River Chase (cut) 04. Barons Hed 05. Governor's Palace All these maps are complete, but need renovation and in some places more details and better lights. =) It's not that difficult, but also takes time. From time to time I create new textures, as most of the old ones are based on those, seen in DF II, and as you know, they are not the best example of quality.
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I believe, that the window at the back of the room as seen in the screenshot above - there was the glassy picture, that can be seen as an ornament on the wall now. Perhaps it would be nice to add the same texture to the window there too? One more question: this room is actually seen on two levels in DF2. What about the next level with the whole Palace?
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I can't believe it, but it's been 10 years for me as well. I was a fan from the start, though I made pauses in admiring this wonderful game. Jedi Outcast seem to be more up to my taste though, and Dark Forces II is actually one of my favourites, not JA. =)
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Great model, though I am not much of a fan of Proxy (I expected him to be more droid that a living being, without the intonations he uses in his speech). How do you plan to make the Holo-effect of him? I mean, when he changes appearance from his own to that of Vader or princess Leia? I mean, it's quite easy to do that in JA, simply switching models via scripts, but what about effects?
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I won't be promising anything , but that's possible, that some models, including Bith might be released to the public prior to the completion of DP.
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[JAEnhanced] Gold Pack Discussion
NumberWan replied to therfiles's topic in WIPs, Teasers & Releases
The music in JO and JA are not the same files. JA uses some of the original tracks from JO, but also introduces new ones, including those of Hoth, and on Korriban among some other levels. On the whole - in JO the music from original trilogy was placed wonderfully. I really like the feel of Bespin music in JO, Nar Shaddaa is also made spectacularly. Yavin IV with Jedi motives was also a nice one. JA used most of this tracks on new locations, without adding genuine feeling of harmonic co-existence of music, level design, characters and events. In my opinion, one couldn't make a worse Coruscant version than the one seen in JA. It's been disproportioned and of suh low quality, that I thought it was an outside work, not from the original developers. I would really like to change that level, remove certain elements of architecture and make it broader perhaps, more detailed. Tatooine seems to be very fine, I like these maps. Unfortunately it was one of a few locations, where we saw unique NPCs, that could challenge us both in saber-fighting and blaster strikes. Noghri were not the same, though taun-taun, wampas and rancors were also good. To tell the truth I expected a real Hutt to be seen on of those levels, not just a pile of mercs and recolored prisoners, escaping from Rancor! -
Funny thing about the doors/walls. I was thinking about this back in 1997, trying to understand, how and why some doors like that could be used. I do understand, that the developers weren't thinking too much about doors and things like that at the time - it was mostly uncommon thing to see quite logical construction of corridors and streets in action games. Try to remember Level 5 - Barons Hed City. There were houses, that had no doors to the streets at all - you could get there only through a window, even seeing a local dweller there. In any case in certain cultures the doors had a simbolic meaning even if they couldn't be opened. For instance in Ancient Egypt, the tombs had quite often a pesudo-door with pictures. It was either a decoration and a nod to the trip to the world of the dead, or just a visual trap. In Asian cultures you could see that some doors looked very much like the walls - a good example is a Japanese castle. So, we might guess, that making such strange doors is kind of tradition in Sulonese culture and not that strange after all.
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About Duros. This alien was, perhaps, among the first, that we'd decided to include into our modification. The decision was made upon seeing these humanoids in other Star Wars sources, especially in KOTOR, where they had one of the most prominent roles so far. I also consider Duros to be quite fascinating and somehow charismatic villains. You might have noticed, that we pay a lot of attention to RPG elements in our mod, though the genuine action element also remains. This means, that most NPCs can be either neutral characters or adversaries, and this applies to Duros as well. I created several skins, including different skin colors to differentiate the Duros species in the game. I guess, it will make the whole action much better if among the already familiar thugs like rodians, grans, weequays and trandoshans you'll suddenly encounter new mercenaries.
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Thanks a lot for your help, Circa. We really appreciate that.
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It was mentioned before, that some maps were created as fas as many-many years ago. A lot of maps are complete, finished in one way or another. Some require more work on lights, some needed change of architecture (and that was done last year to a variety of maps). In recent years we've added several additional quests and characters to certain locations. Most of the NPCs have names and bios, and it's possible to read those via datapads or holocomputers. It's not necessary, but adds some realism of the game, I believe. Sometimes datapads will have hints on puzzles and traps you'll encounter. As fot the NPCs - there are many NPC files added by our team with the mod. Most of the NPCs have from 2-3 up to 10 or more skins, thus allowing yo create a more diverse atmosphere. Different people with different faces. It's novice in modern games, but JA has everything to make that possible.
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We've been thinking about changing our menu in Dark Pastime mod as well. I made some sketches and friends of mine tried to do smth, but so far to no avail.
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Differences Between Luke Models
NumberWan replied to Circa's topic in Jedi Knight General Discussions
When I played JA for the first time many-many years ago, I thought at first, that there was some kind of a glitch with Luke Skywalker model. Anyways I expected a new appearance of him in this game after I saw some pre-release pictures. One of them, showing Luke (as well as other characters), looked very much like this one. -
I haven't tried Radiant 1.6 as I mentioned once. But I used both 1.4 and 1.5. I can't say that I really like 1.5. in a sense of building a map. I miss some functions, that were originally quite time-saving in 1.4. So I prefer that version more. I can mention some differences as a mapper. For instance in 2d you could click on entity (like NPC or target_speaker, even under several layers of brushes) to select it. In 1.5. you will always select the closest brush. Texturing was easier for me there too. I could select one side of the brush and select the side of the second one, so that I could apply the new texture on the first one without looking for it in the list of textures or smth like that. There were some other things that I didn't like. However I might prove wrong, because usually most programs nowadays can be changed up to your taste.
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Thanks to everyone for their responses. As for a thread specifically about DP - we already asked JKHub about it. =) Olgo has been planning to release a complete demo for quite some time now. All the levels that can be added into it have been renovated, so I guess it can include as many as several levels, not just one. About the overall number of maps in the modification - there are limits to what we want to create. I won't say anything else about their true quantity, be it thirty or forty levels in total. In the past I had to remove some maps from DP, including one planet. Some maps were united into one (or on the contrary - split in two due to their size).
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Hi, everyone! It's nice to see old fans here as well as meeting new people, interested in our project. You might have read about our modification - the Dark Pastime here and there. Most of the news and pictures can be checked at the Dark Pastime modification page on moddb. However we plan to post some information here as well, including that exclusive to JKHub only (as the screenshots with new some new animations and totally new Imperial Commandos (or Death Star Troopers) as seen above). We appreciate all the support and warm wishes to our team. I must say, that DP is indeed a very large project, perhaps much more complex, than my friend Wuhan and I originally planned it to be. And in many ways we made it so far tanks to our relatives, friends and fans. For that we thank all of you. Regarding some of the questions, that have risen. There are indeed a lot of maps, dozens. But don't worry - we've had and have different mappers, who work on them. Some were completed quite some time ago, and after that these people eventually (and unfortunately) left the team, but remain as our greatest supporters up to this day. We also had some things done by independent artists and game designers, as I would call them =) For instance PSS, who was great help with some very complicated scripts. A lot was done with voice-acting, and I will not exaggerate by saying that it was possible thanks to Wuhan (who was recording most of the voices), Namelessone (he originally voiced Kyle Katarn, but also some major characters by giving them a unique behavior and tone), Paradamus (the current voice of Kyle Katarn), Lazysun (Jan Ors), my class mates and other friends who voiced a lot of other characters, whose part in the plot add a lot to the atmosphere of the addon. It's also good to have Olgo now in our team, as she sees things in a very profound and professional way both as a mapper, scripter and game designer. It would be very unjust not to mention all those, who were kind enough to give us the permission to use their models in our project. I would like to mention a few - Psyk0Sith, Chairwalker, Oddjob and HapSlash. There are just some names of the very talented people whose creations were not just models to be included into another modification, but also the example of genuine artwork and inspiration. Though some people left the team, they are still somehow part of it. I must say, that this Summer was not without certain tragic moments in my life: one of the dearest people, who both supported me through all this years as well as contributed to the project by voicing one of the characters in DP modification - my grandmother passed away. I think she would like to see the project finished after all these years of quite interesting work. And it would be fair to mention her participation now. Stay tuned. I promise to post some more details about DP soon, also some new downloads on the way.
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