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Dzon

Members
  • Posts

    6
  • Joined

  • Last visited

Profile Information

  • Gender
    Male
  • Location
    Poland
  • Interests
    Hard Surface 3D Modelling, Game Design, Open Saber Project.
  • Modding Interests
    Modeler
    Mapper
  • Gaming Specialty
    Dueling
    Competitive Play
    FFA
    TFFA
  • Operating System
    Windows 10

Contact Methods

Dzon's Achievements

  1. I understand where you are coming from and I most certainly endorse the idea, but, for example, our project's resources are limited to a point where making an interesting singleplayer game would be a far, far bigger undertaking than what we are making currently. Do not get me wrong, if we had the budget, or if our game ever proves successful as a multiplayer product, I would definitely consider adding some form of singleplayer gameplay to it. While the Jedi Knight series began as a singleplayer adventure, it is beyond question that the later games' multiplayer aspects are what made it shine, and what enabled it to outlive many other games. Sure, JKO's singleplayer is one of the best out of any other Star Wars games, but would it gain as much recognition if it was not for the longevity that the ability to play with your friends offers? I reckon this can be considered a rhetorical question. I am 80% sure Ravensoft noticed this phenomenon, which is why Jedi Academy's multiplayer aspects are so fleshed out, and why it's singleplayer campaign was pretty much mediocre.
  2. Sure, God of War was great. The thing is, though, that the game wasn't made by a group of 5 people, it had an enormous budget, and it took them like what, 6 years to finish? For a game to have a compelling, interesting story you would need: Great scenarists, great writers (for both dialogues and the story itself), great environment artists (so the world looks believable, and is pleasing to the eye). Then, you would also need voice actors (because nobody feels like reading through heaps of text, it's not 2002 anymore) and, of course, character artists + skilled animators if the game was supposed to have any cool interactions, and cutscenes. But, without being able to do any kind of motion capture (and they did have a loooot of that for Hellblade) it would still look mostly mediocre. It is far less risky for us to just use the concepts that we know from the JK series and improve on them, rather than reinvent the wheel and try to cater to an audience we know nothing about. If Jedi Knight players give us a green light, and I know our community is very picky about projects like this, then I think people who have played and enjoyed JKO/JKA in the past will enjoy our game as well. We are actively trying to fix some of the issues those games have had, and improve on the idea regarding the free flow of combat, we hope to make people stick around for longer with the stuff that we want to add. There is a lot of things which we would love to do, there are also lots of things we are dreaming of, that we can only hope will happen. So, I think you should really just give us a chance and put trust in an indie multiplayer project like ours. You will not be disappointed, but we need people to co-operate and throw tons of feedback at us if we want to have a resounding success here.
  3. Hey there! A quick update - As promised, we have made the current version of the game public. All the instructions on where to download it and how to play are now available on our discord server. (https://discord.gg/rXuAeNm) Let us know what you think could be improved, or changed! Thank you in advance!
  4. Thanks! We appreciate the kind words, and yes, we will definitely need luck to some degree. But, hopefully, with hard work the project will reach a point at which luck will no longer be needed. I'm very excited for this project, and I think every Jedi Knight player should be as well. I have tried many games to satisfy my need for something along the lines of Jedi Academy, and I could never find such thing. Therefore, we will try (and are trying) to bring you an amazing experience. The current prototype should be available for download very soon. We look forward to seeing your feedback regarding the game's feel, we would like you to love it. I reckon it is in a state in which dueling other players is really fun, despite the combat not being in a final state. Like afinity's said in his post, please reply to this topic or join our discord server if you have any questions, we will be more than happy to answer them!
  5. It's running in Admin mode, had no problems compiling before. Now i placed an fx_runner and it doesn't wanna compile the lightmap just like with the trigger, and it's funny because i have already placed fx_runners before and they were working fine o_O Edit: K now i deleted the fx_runners and the models for the torches on my walls and it still doesn't wanna compile the lightmap even though everything's like it was before when it was doing ok. Edit 2: I saved the file on a more open partition. So instead of saving it on C, i saved it on E and it worked like a charm. Thanks for pointing me to the problem, appreciate it. Problem solved.
  6. So i've recently started my adventure with mapping, i'm currently working on a little map for the clan i'm in and i am having a very strange problem that i could not find any information about. I searched through this forum, searched through google and it turns out nobody knows nothing or nobody's encountered this before, ooor i'm just doing something wrong and making a fool out of myself right now. Anyway, here's what i struggle with: I created a small underground area that's supposed to have switchable lights so that it can get more moody with a press of a button. Radiant 1.4 has no problems compiling the map until i try to point a trigger to a light. The moment i do that the map turns out fullbright. Here's what the error in the cmd looks like: If i delete any of the target/targetname keys, the problem disappears, but that leads me nowhere because i really want those switchable lights. At first i thought i have too many lights placed close to each other but then i just deleted the trigger and it worked like a charm (and i also learned that it shouldn't really matter how many lights i've placed, i'm still new to the whole mapping things, excuse me ) Another screenshot with a proof of (i think) correctly made button. The button's indeed a func_button, and it's target is light1. Radiant's running with admin privileges, operating on Win10. Any ideas what might be the problem? P.S. Excuse my poor english, haven't slept yet.
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