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therfiles

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Everything posted by therfiles

  1. Shucks...I think all I've had is the .BSP...I can look though. I know we needed to decompile the map (just for reference), so I don't think we had the interior .map, atleast.
  2. So excited for you, eezstreet! It's awesome that your modding experience has helped you land get this opportunityurtunity.
  3. Yeah, I agree, @@Circa. You'd really have to make it clear what the objective is, so the player doesn't feel like he's just aimlessly wandering...that's no fun! Maybe we can brainstorm some challenges...like evading some jawas...or something. That's a tough mission to sell. In fact, maybe just have a quick portion in the desert, and then complete the mission in the sandcrawler, fighting off droids, etc.
  4. This is pretty darn sweet!
  5. It will require some coding...I know some modders figured out how to do it with some animations and .sab files...but I don't really know the particulars, sorry! Don't panic! It takes people a while to sift through all the topics.
  6. Moderation Note Antagonistic messages removed. The purpose of this thread is to brainstorm effective ways to reach out to areas of the community that may not be actively involved with JKHub.
  7. This makes a lot of sense...let's just make missions that make sense for each event. There are some things that just don't work for the other side. I was thinking of a couple of objectives for an Imperial side of the Tantieve mission...there's a whole lot of dumb fighting and not a whole lot to be done.
  8. Sounds cool! One thing we'll have to figure out is perspective. Were we thinking that the player would only play rebel-aligned characters? Or just anyone? For a full-fledged campaign, we may have to choose a side.
  9. I love the Wiki. The problem is just what you are all saying: it just doesn't get the love it needs. People won't contribute if no one reads it. And yes, we've had quite a bit of trouble with the Wiki over the last few months. Trying to make it a seamless part of the website is incredibly difficult. We've made some software changes and layout changes, and keeping those consistent with a software package that is, quite honestly, a pain to manage (and not as easy for non-coders to jump into) is difficult. I've always pushed for more integration with the wiki. I really wanted the tutorials to be converted to the wiki. That way, the tutorial would be rich with extra information, hyperlinks to more info, and more technical information than anyone could ever want. Many brought up good arguments against this (a wiki is a collection of things, tutorials are a guide how to do things) but I think a key part of keeping the Wiki relevant and helpful is making it spill over into non-conventional areas. Would I love to see the wiki re-envisioned? Of course. I just don't want to pour time into it without an assurance that this is something that can be an investment, something the community really wants...that it needs.
  10. I got this to work by editing the flesh_impact.efx files. You mean when the edges of the screen flash red with pain, right?
  11. NIce work, @@Lazarus! This is some pretty incredible progress! I loved how you made the stormies come in and crouch/fan out, etc. I think with some more work, you could have them try to surround the player, run up to him (set the player as their leader) and attack, and make them even more tough. Very exciting!
  12. This looks pretty darn neat! Nice work! It feels pretty dark and spooky, and I love that the crystals are providing most of the light.
  13. I've had this problem a ton! I'll set everything correctly but the NPC just won't move. I've tried moving the nav_goal closer (but that shouldn't make a difference, really) and adding chains of nav_goals, and that sometimes fixes the problem. Really eager to hear anyone else's advice!
  14. That would be really neat! With OpenJK, I can add whatever I want to the HUD, so we can finally do that!
  15. Really loved some of your WIP shots. Simply beautiful!
  16. Excellent! We need lots of rebels. We especially need to design some Rebel classes (for the player to control, like commander, technition, soldier, etc) and make unique models for each. Yeah, I think frankensteining would add that variety I'm looking for. Here's the original Tantieve mission topic I posted ages ago: click me. The opening space cinematic is nearly done: it just needs a new skybox. Ashura was working on it for me, but I became inactive and the project was dropped. Here's a link of the two in-ship cinematics, and here's the BETA of the space battle (again, has been updated since then). I've been having some minor mapping problems (from the past, really). A strange gradient bar stretches across one of the map's corridors. I have no idea why it's there and even Several Sided Sid had no idea what happened. Crazy! Heres a quick copy pasta of the PM I sent earlier. Basically, I'd love to hammer out the mission (and the game's mechanics) so we can really understand what we want for this mission. Opening cinemeaticYou are a rebel soldier, you must get to the guns. You must take out some tie-fighters.The ship is overwhelmed and is captured.You start as a rebel soldier, and you have to defeat X amount of Stormtroopers. You quickly realize that they are an endless wave.You retreat to a nearby chamber, locking the door. You find several other rebels who were also overwhelmed. You split yourselves into two teams: one (yours) will get all the diplomats to the escape pods, and two (the NPCs) will hold the imperials here as long as they can. Then, they will activate the security lockdown, isolating the intel and blocking off the boarded section of the ship.You can use the party system to control 3 unique rebels. You have to escort 5 diplomats to the escape pods. Also, you have to deal with computer/technical repairs as the ship is bombarded.You return to the breach to find that the rebels are almost defeated. You manage to take a lot out, but there is no hope. As you hear Darth Vader's ominous breath, you manage to seal off the side they breached...but trapping yourselves there. The rebels sacrifice bought some time for the rest of the ship. Darth Vader executes your rebels.You then control Leia. You use the cameras to see that Vader is cutting through the blast door. You hurry to the Bridge, knowing you need to download the Death Star plans. You get their wipe out the info, and save it to your datapad. Around this time, Antillies is being tortued by Vader.You learn that the imperials managed to get past the security defenses. You will now need to use stealth and get to R2D2.You upload the message and the plans to R2. Leia is captured and presented to Vader.You now control R2 and C3PO, who must evade capture and get to the escape pods. Once you're there, your home free!
  17. This sounds pretty neat! It would not be very difficult to implement this, it would just take a bit of work to set it up and make it look pretty. I could help with some scripting, but I'd need some help coding-wise. I'd need some sort of "hook" to capture variables (like what mission you came from, where you're going next, what you've bought, what you've done, your points, etc) and allow them to be saved in .sav files and be used by ICARUS scripts. This is a neat concept, especially if you tack on little "side quests" and give the player a lot of stuff to do there, things that will make the player feel refreshed after a particularly tricky mission. I liked the idea about building you defenses...and then maybe having to defend it against a Cultist attack (basically what happened in JO but with Cultists )? Could be really neat.
  18. Hi there, friend! Welcome to JKHub!
  19. My gosh...I used to love Yoshi as a kid! Definitely one of my favorite childhood Gameboy games!
  20. That looks cool! We could even use some use-scripts, so you can toggle whether or not they follow you by using them.
  21. Remember that this was Lucas and crew's first attempt to create a lightsaber duel. They did spectacularly well, considering that the concept had never before been attempted. Also, the conflict is not in the duel, but in the relationship between Vader and Ben.
  22. Nice brushwork! Like what you've got so far.
  23. Here you go: click me for a script. Put this in your scripts folder. It's called "dont_follow". You need to run this script on all the NPCs you don't want to follow you. For insance, in the console, spawn your NPC: "npc spawn rebel [name]". Replace the [name] with a name, like Bob. Then, do "runscript Bob dont_follow". This will run the dont_follow script on all the NPCs named Bob. There is no blanket "don't follow me" command. This is how I acheived it in NpcSP.
  24. Lets make a topic there and discuss this. I know Jason still checks in often.
  25. Nice work! Those mando customizations look awesome!
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