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Everything posted by therfiles
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You can always compress your files down to lower file sizes...how long are the videos you are capturing, out of curiosity? I haven't used FRAPS in a long time. I've used Dxtory and Action! (the free trials, so there was a watermark, but not too bad).
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Personally, I wasn't a big fan of the decision to do away with the EU, but from a story telling standpoint: it's essential. In order to give Disney the storytelling freedom and power that it really needed to "reboot" the franchise, it needed to have no constraints on it, whatsoever. Once I understood that, I saw it as a sad event, but a necessary one that cleared the path for a new epic installment in the franchise. I never had a chance to see Star Wars in theaters. I can't wait to see 7 on the big screen. It just wouldn't be the same, even with excellent source material, such as Zahn's work.
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Sure! You mean like an ingame demonstration or one of those timelapsey things? I really want to make an epic trailer for v2...so that could happen!
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I think I may add some more beahvior options, but it's almost done!
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Please don't "bump" the thread. If you'd like to check and see if anyone's taken on the project, that's fine, but don't just keep posting "bump" in order to spam the thread,
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Implemented Primary and Secondary weapon support today. This allows the NPC to use two weapons. He/She will use the Primary weapon, but when startled, hurt, or when a victory is achieved, the NPC will take a 1/3 chance to switch to Secondary, and then a 1/3 to go back. It's pretty awesome. It just adds a whole new demention to the battle.
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I just don't think you spawn an NPC with a name "npc spawn jedi npcsp_jedi" run scripts that affect NPCs, etc. I'm not sure...@@eezstreet: are there any ICARUS fixes?
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Um I use mp/ffa1 for all testing, it's kinda freaky actually. I have the command devmap mp/ffa1 embroiled in my mind and I can type it and execute it before the game even starts lol. I'd love to support MP, and maybe I can adapt it for MP in a basic way (only the spawn commands are available, no way to kill, control, or player model) and you can't run scripts so Advanced mode won't work. That's why it's NpcSP because SP has a lot more flexibility when it comes to incorporating ICARUS and doing NPC stuff with console commands. I could make a NpcMP though...poke me when V2 is done. I'm working really hard and my goal is to have v2 out next week before school starts, so I can finish while I still have time and motivation.
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I guess for me being a canon fanatic, I couldn't except Anakin having an apprentice (I've heard arguments for it, and I'm kinda ok with it now, but it just deterred me from it initially). Of course the Clone Wars are now totally canon, but I just disliked a lot of the choices made (Brining Maul back, for example, revealing Sidious, etc). I'm sure it's great, especially as it progressed into later seasons, but I just had trouble with that initial metal block.
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While it's fine to share your opinion, please don't flat out insult other members who simply disagree with you.
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Interesting idea! A bit confused on how it would work though. There are just a handful of missions where you are even in contact with good guy force users. I can just think of Byss and Vjun off the top of my head. It could be easy to implement though using scripts. Add a script that checks the player's health, and if it gets too low, Kyle could do an animation and a heal sound with a "Take this, Jaden" or something like that and Jaden gets 50 health or something. I just don't know if you are with allies enough to really warrent that.
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So it begins...
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@@Omicron: Sorry bro! So progress on V2 is very exciting! Just got the system up and running in a bare bones sort of way today. You can now spawn an NPC with any weapon you like. For instance, I've been spawning Jedi npcs with Tusken Raider Rifles. Can't wait to expand on the concept and get it to work! If anyone is having any trouble getting 1.1 to work, please PM me! I'd love to help! I'll probably also need some beta testers for V2...if you are interested, please respond to this thread! Thanks so much!
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Yes. Both of them are there. I just showed that one as an example. Both entries are:
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We understand your difficulties communicating, @, but please do not continue to spam the forum with requests that have already been denied. @@ensiform already said that using q3map2 may help you, so do some research and googling if you really wish to convert the file, but we cannot help you any further. @@Apprentice: thanks for your help, but he does not deserve to be banned for speaking Spanish. He may have been confused about why the last thread was locked: who knows? But it should be perfectly clear now. Plus, we have nothing about speaking English only on our rules page, but we'll discuss adding that, if needed. This thread is now locked. In Spanish: Entendemos sus dificultades para comunicarse, @, pero por favor no continúe al Spam del foro con las solicitudes que ya se les ha negado. @@ensiform ya dijo que el uso de Q3Map2 puede ayudarte, así que hacer una investigación y buscando en Google si realmente desea convertir el archivo, pero no puede ayudarle más. @@Apprentice: Gracias por tu ayuda, pero él no se merece ser prohibidas por hablar español. Él pudo haber sido confundido acerca de por qué el último hilo fue cerrado y quién sabe. Pero debe quedar perfectamente claro ahora. Además, no tenemos nada en cuanto a hablar Inglés sólo en nuestra página de reglas, pero vamos a discutir y agregó que, si es necesario. Este hilo está bloqueado.
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I took a quick look, and the entry for the shader is in the file shaders/effects.shader. I then searched and found both the entries that @@Keyten mentioned. Then, I replaced them with clearness, for example Before gfx/misc/personalshield { deformvertexes bulge 0 0.75 0 { map gfx/effects/p_shield blendFunc GL_DST_COLOR GL_ONE rgbGen entity tcGen environment tcMod rotate 200 tcMod turb 0.6 0.3 0 0.6 } { map gfx/effects/p_shield blendFunc GL_DST_COLOR GL_ONE rgbGen entity tcMod rotate -600 tcMod scale 2 3 } } After gfx/misc/personalshield { { map $whiteimage blendFunc GL_ZERO GL_ONE } }
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They are entries in a .shader file within shaders/ (one of the gfx ones, I think). Try that.
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Simply awesome! This is incredible! Nice work man! Quick question: what did you improve in regard to entiry spawning? I've worked with that a lot and it's frankly terrible. What did you fix?
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Thanks for all of your feedback guys! I caught a few bugs and released v1.1 today! I also added custom npc spawning! This allows you to add your own npcs (lets say a Darth Maul npc you downloaded, or a cool stormtrooper npc you made) to the menu. Observe: You can add up to 12 custom NPCs, and the menu will automatically hide any entrys you aren't using!
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Would this be done via the profile menu? Or through a custom UI (where we can set and change cvars easily)? I suppose my real question is does this need to work for an undefined number of models? Or a set list? I've already got a few ideas! But no, there is no way to directly transfer one cvar to another, but don't give up hope. Give me a few more details then I can share what I have in mind (if I'm reading you right)