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swegmaster

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Everything posted by swegmaster

  1. actually there is, the team forgot to finish the difficulty menu, it changes how fast npcs can shoot, how often they move, how high their health is(yes, the difficulty can actually boost their health, even though npcs have their health set, like have an npc health at 1000, set diff. to very hard, and i think they have like a bonus amount of health), how many enemies there are in a level, health and shields, and how many items are placed, it was in the original df too, i have some more things to say tomorrow in the original df, if you played the jabba's ship level on hard, YOU FACED LIKE 5 FREAKING KELL DRAGONS, MAKING KYLE MORE AWESOME THAN HE IS, with only FISTS, there were also more enemies and i think maybe more i.m. mine traps the original mod team did get difficulties in, but not fully implemented, like theres supposed to be less items on harder difficulties, but theres still the same amount of items in each level
  2. i seem to have discovered a bug with the df difficulties menu in the mod where it doesn't change your difficulty no matter which option you choose, its in the backup build and the normal version, but i've fixed that bug
  3. well now your name's not just going on the list of credits in the df mod revival for porting the p3 darktrooper, but also for rigging general mohc
  4. wait, if i think correctly, then almost all the enemy models are done, only thing we need is a phase 2 dark trooper
  5. anything to help revive the dfmod , also, what did you get done with outcast kyle?
  6. hold on, actually, he could be used for the final boss fight in the final level, as i looked in the ambience sound folder in ARC, and i found some mohc and kyle voice lines that aren't used, it seems they were gonna talk before they started the fight, the files are in sound/ambience/ARC
  7. could you do haps general mohc? its in the df mod source files available for download here: https://jkhub.org/files/file/2594-dark-forces-mod-source-files/, look for HS-Mohc_2.zip
  8. the dark trooper, @@Jolly didn't like the idea of using ported models in the dfmod to revive it
  9. ok, but will you have the mortar stay at not being as powerful as in the original game? and what about using the ported model from bf3? edit: some more issues: - openjk didn't work 100% with the dfmod, as audio actually had some issues, like with eax turned off, the menu sounds sounded a little wierd, and the roq cutscene audio was completely f*cked up because it sounded so low-pitched, and because the new darkjedi build is just openjk with some code changes for the dfmod, it carries the same issues
  10. i think i could, i have a tfuaudioextracted.zip that contains all the sounds of the characters like vader, kazdan, maris, starkiller, tutorial proxy, proxy/darth maul, stormtroopers/imperials, kota militia, all of that and more, which i got from here: http://www.vg-resource.com/thread-28215.html
  11. now all we need is a phase 2
  12. maybe the dark forces soundset, as the phase 3 was the final boss, and it seems to support humans, as well as endoskeletons
  13. now, a couple of things @@Teancum: 1. i tried a bunch of things to get the phase I darktrooper to hurt you without having to kick, like - giving it an actual saber, the arbiter retextured to be black, but it didn't work, as it seems the noblade flag is a bit glitchy with npcs - making it not have a sith sword, as its saber type just makes the user undying - having it use the cyberninja blade, which was actually successful, but i would like to make it invisible 2. were there textures you had that aren't included in the backup build or dfmod source files? because this: there were also a couple of other missing textures 3. make some changes to the code when you decide to: - make the mortar gun more powerful, as its real weak, it takes like 3-4 hits on an enemy to kill, when in the original it took 1 or 2 depending on the enemy type, i would rather use thermal detonators than that - what i found with the demp2/fusion cutter is that it acted really wierd with secondary fire, like when i fire one direction the shots went toward each other, but when i looked to my right and fired they were in a 4-formation like it was supposed to, when i look up, it makes the 4-formation go sideways, so when you do get to fixing the jeron fusion cutter, fix it - modify the assault cannon to have a blue version of the bowcaster wall impact instead of being a concussion explosion, and make the secondary fire not be a pulse rocket with a concussion explosion, and make it have its original impact from ja - readd the galak_mech class and have it fly and be able to shoot rockets out of its shoulder-rocket launcher(when its added onto the actual model) - make the blaster rifle's primary fire be as accurate as its secondary fire, as it seems to be rapid fire with almost accurate shots, unlike the original sorry if i sound like i'm criticizing, but i'm just pointing out some of the things you could do to make it better
  14. looks just like the one lt. claim from mbII beta team ported
  15. GUYS, GUYS, GUESS WHAT, IN JEFFS NEVER ENDING WIPS, THERES A PHASE III DARK TROOPER FROM BF3 AVAILABLE FOR DOWNLOAD, AND CONVERTED FOR USE IN JEDI ACADEMY! https://jkhub.org/topic/5134-jeffs-never-ending-wips/page-19
  16. Thank you! this will come in useful for the df mod recreation!
  17. ok so um when i replaced the char texture in the mcsteve folder, this happened: Edit: fixed, i just needed to set bit depth to 32 instead of auto in paint.net
  18. THANK YOU! WHEN I RESIZED MY DEADPOOL SKIN TO 512x256, IT WORKED :D
  19. thank you, now i know how to do skins
  20. custom anims are never compatible with mp, so thats why theres aversion with normal anims
  21. what editor did you use to modify the skin textures? and what do you mean by zoom them out big?
  22. you misspelled r_texturemode wrong, as well as option also i kinda don't like the gl_nearest option, as it makes almost EVERY texture look pixelated, i wish there was a shader that could fix that edit: now what option in gimp preserves the pixel quality
  23. so now comes the question: how do the skins get resized without getting blurred, or if they are resized and blurred, how do you make it look more pixelated?
  24. so it does support overlays, awesome!
  25. new download link to my tfu stormtrooper soundpack: http://www.mediafire.com/download/pmuqxvxdojqc3jp/tfustormtrooper%282%29.zip they're direct rips of audio from the force unleashed, renamed and converted to work properly in ja just updated to 1.1, adds new gurp and drown sounds to st1, new gurp sounds to st2, so anyone who downloaded the soundpack already, redownload it now
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