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swegmaster

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Everything posted by swegmaster

  1. dark trooper/purge trooper sounds done, get it here: https://jkhub.org/topic/6867-character-soundpacks/page-5
  2. new soundpack: tfu purge trooper, did it the same way i did my tfu stormtrooper https://www.mediafire.com/?lluyb878nfjcfc9
  3. oh my god, we have almost all the dark troopers done, and it was just in a couple of days i'm also doing tfu dark trooper or purge trooper sounds at the moment
  4. well, with the dfmod, this could somehow be seperated so you could adjust health and shields seperately heres an idea about difficulty: -make easy mode have 100 hp and 200 shield, with lesser enemies -make normal mode have 100 hp and 200 shield, with the same amount of enemies, also make them actually chase after you like when g_spskill is on 2 -make hard mode have 100 hp and 100 shield, with a bit more enemies -have very hard mode have 50 hp and 50 shield, with a lot of enemies
  5. i know, just throwing some ideas out for if someone decides to do a force powers level 4, like possibly jedi academy enhanced
  6. did you reconvert them all?
  7. heres some ideas i have: - level 4 lightning: make it so that other enemies that are near ones that you're shocking with lightning will also get shocked as well - level 4 grip: make it hold more than one enemy - level 4 heal: make it insta-heal like in df2 - level 4 protect: make you invincible like in df2, and take force power away when you get damaged, as well as make it look like a bubble - level 4 speed, make it so when you roll while you use it, you perform force dash like in tfu - level 4 saber throw: make it go at farther distances i realize this is merely a post for answering @@Tompa9's question, but this could go in force pwr level 4 ideas
  8. them cheeks look a little wierd, but it looks great
  9. yes please send it to him! it will help finish the enemies in the dfmod
  10. OH MY GOD, THE CVAR HANDICAP AFFECTS THE LIMIT OF HEALTH AND SHIELDS, EX. I SET IT TO 200, AND MY HEALTH AND SHIELD LIMIT WAS SET TO 200 :O :O
  11. 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
  12. 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
  13. 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
  14. wait, if i think correctly, then almost all the enemy models are done, only thing we need is a phase 2 dark trooper
  15. anything to help revive the dfmod , also, what did you get done with outcast kyle?
  16. 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
  17. 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
  18. the dark trooper, @@Jolly didn't like the idea of using ported models in the dfmod to revive it
  19. 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
  20. 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
  21. now all we need is a phase 2
  22. maybe the dark forces soundset, as the phase 3 was the final boss, and it seems to support humans, as well as endoskeletons
  23. 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
  24. looks just like the one lt. claim from mbII beta team ported
  25. 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
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