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Posts posted by Maksman
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Wow um I will say that I feel like the current list is almost perfect maybe a few stormies for TFU but otherwise I don' think we need to many more. Although a JK2 support addon for the mod where we use our installed jk2 assest but the devs make ui to use would be the only other thing I want.
Lancelot likes this -
Do you guys think you could use the fixed Class_galak_mech from Jedi Academy enhanced if no then I will understand.
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Oh, A lot of the maps and characters are missing and buggy in mp for me they jump around all over the place etc. I'm sure there is a console command for SP
I don't think so, SP wouldn't make sense for RavenSoftware to throw in plus i've haven't found a command for SP npcs.
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Here are my 5 cents; I am not a programmer, so I don't know how much these suggestions are applicable:
- Improved AI; similar to the Serenity Mod (or at least make Blaster-Users a little more active; not just standing around)
- New NavMeshes for the Maps
- add more Lightsaber styles
These are my suggestions for now.
I am sorry, if these are dumb.
Thank You for offering an opportunity to let us express our opinions on this already pretty good mod. It can only become better from now on; very promising.
Yours sincerely.
I agree about the npc nav meshs but I want galak_mech to be galak_mech and fix jk2 tavion cause all I get is a Error for npc.cfg which was used in jk2 and not jka.
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oh
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Wait but why does the Launcher have a patchnotes for an update on 3/11/18?
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Um the launcher won't update my kotf assets.
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The only one on the list I really want is Twilight on Tatooine. But I would love being able to use the JK2 mp/sp maps if you guys could, like if you could make them apear if you have them installed in your kotf folder or something. I just kinda want a easy way to load em without typing them in, but it is a want not a need so I will be fine if it isn't added. Also you forgot Darth Talon guys. Sorry for long post.
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Truthfully, I haven't noticed a change in blocking, we never touched it in the code.
I personally love base games saber combat and I can confirm that it seems like the base games on my end.
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One thing I noticed is when I spawned some of the KotF npcs in a regular Jedi Academy level, the friendly npcs were pretty good about following me around hallway turns and navigating other obstacles. Other than waypoints and navgoals, what would it take for npcs to be able to navigate the maps that well?
That is because it is all tided to the .nav files to maps. ALL JA/JK2 sp maps have .navs so npcs aren't that bad unless you got a map that doesn't have a .nav. So the only way I see fixing the problem is adding in nav nodes to the maps. Even just goal points could help it abit.
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I was reading something about maps having waypoints in order for npcs to know their way around. Could it be that a lot of the maps don't have any yet, preventing the npcs from really moving far from where they were spawned?
Of course waypoint or navpoints are on only JK2 and JKA sp maps. Yeah some custom sp maps have them but most of the maps are kinda sketchy on them. But I have always wanted navpoints for some of these great maps, but that doesn't fix the weird barriers that some maps like Mustafar v2 has.
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Now that's cool.
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The mod uses base Academy AI from what I can tell and that mod works to add alittle more to em but you need to know the npc's name in order to use them. Another note is that some of the maps have a weird barrier things which you can see with your crosshair as approaching them, which mean npcs can see past em.
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I will say the wording in the readme would kinda confuse players with less understanding of how to install mods.
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They will not, the game is a sandbox, you build your own world, let your imagination run wild.
Ok just wanted to to know thanks.
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Because most of us have been playing these games since release.
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Oh boy no outside npc selection. But im wondering if the maps will have navs for the npcs?
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@@Corto I just had a look at your recently updated E11 - your file includes two spec maps, one in .tga and one in .jpg if they were visually the same I would not ask this but: which one is the one you intended for use? I'd delete the other one.
especially considering that both are really not ideal. The TGA one seems to be better - mainly because the toher is jsut a itnreased contrast version of the diffuse (which is usually bad)
EDIT:
After all these years of messing with spec maps in JKA I found thy only really work for metals and not overly glossy but shiney plastic.
so for everything that should not give off a sharp refelction should be black in your spec map or its alpha channel.
as you can see in this example, the wood is pitchblack on my spec map. all the cavities that'd catch a fair amount of dirt are also black.
To make your spec map interesting try to avoid large evenly shaded areas and instead have lots of layered subtle variation to break up the uniformity.
Off topic sorry but I love the Bryar Pistol so much.
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So lovely I can't express it.
Corto likes this -
I have too many issues to play plain JA but I tried anyway and......
Remove some npcs that fixed it for me.
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Langerd do you think you could release your TL-50 by itself at some point? If not its ok ill extract it and throw it into one of my pk3 that i throw all my personal tweeks and additions in.
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Will you guys add the ingame nav editor from JK2 Enhanced?
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Don't know if it helps and if it will be "killable" but here is an idea (just an idea, I have not tried it) that might make it at least easier to defeat: create an NPC file called boba_fett (or just extract the NPC from the ASSETS files and change the class to another flying model like the rocket trooper, that way it should retain the flying abilities but then it might be too easy to beat, I don't know, this is just me thinking crazy thoughts......
Done this and it works but it isnt the same.
Darth Talon
in KotF Suggestions
Posted
There is a Darth Talon on this site that offers more customization.