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therfiles

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Everything posted by therfiles

  1. Hey there! Your enthusiasm for modding is awesome!
  2. Ah, cool! You thinking that for the main menu? I like the idea of a hologram...should be easy with npcs and a hologram skin!
  3. I'm down for that! Quick question: for the menu, what will Boba be doing? Just sitting in the cockpit, typing...or what? But yeah man, I could totally see you using this many times.
  4. Well done with the cockpit! Looks really nice! Can't wait to script some cutscenes (if needed!)
  5. @@DerFürst I think I may have found it. And it's not good news. The link you posted is ftp://disk.karelia.pro/public/p/pelswik/GTA4/Star%20Wars%20-%20Knights%20Of%20The%20Force/Credits/vehicles/tie_series.txt Which means, this the mod was included in KOTF (the ftp directory is simply someones gamedata folder...slightly illegal, but hey, the FTP was unprotected). I checked on KOTF.com, and on his "credits" page, he references a "Hatrus, Michael Gummelt,NeoMarz" for the "Tie Fighter Series". So, you may have to download KOTF and extract the models, or find a member who has it to do it for you.
  6. That was pretty neat! Awesome!
  7. Quick question (I'm a newbie when it comes to JA+): does disabling saber or chatting automatically stop you from taking saber damage? Couldn't that be abused?
  8. @: I think DT85 has been perfectly clear that he is only focussing on what he sees in Episode 1 (Great work, DT!) If you'd like to skin the model with his permission, go ahead, but I think he's made his viewpoint quite clear.
  9. If push comes to shove though, you could fall back on those MB2 models, and use the models they were based on for that whole segment (to avoid continuity issues)
  10. My challenge to you is (as I think this is possible) find the maps you need, from MB2 if needed, and look into entity modding. This allows you to add in extra entities (such as weapons, ammo, and yes, even spawn points) after the final compile. It'll certainly take some work, but I have every confidence that you could figure it out. It should fix your problems (which may end up being a reocurring one). Also, check JK3 Files. I remember a handful of DS maps there...
  11. Me and @@Circa may or may not be already doing something similar to this, but in a playable level form...but that's all hush hush as they say.
  12. @@Darth Futuza: Great idea, but it just isn't possible in SP without coding. The scrollboxes (defined as "listboxes") use predetermined inputs, so I can't just make my own scrollable list, unfortunatly. However, that is a great idea, just impossible
  13. @@Jolly, the movie is in active development. They are posting practically daily, if not weekly on Facebook.
  14. @@NumberWan: In a nutshell, that's what I'm going for. I'm not a coder, so I don't know the specifics of the command, but unlikely sets g_surrender (?) to 0, which is the default. This means that they wont ever surrender, really, when they have no weapon or are outnumbered. When set to moderate, or likely, the the npcs surrender much more easily, dropping their weapon and raising their hands. I think it's a bit overboard, so that's why I included moderate and likely, however, I really don't know how the cvar works (level wise) so I can't be sure as to how likely it really is.
  15. Incredible work, @! I really enjoyed your cinematography. Some really beautiful shots! I also loved how much you were able to achieve with literally no diolauge. You kept the short (the last one) simple, understandable, and still aciton packed and intriguing! Can't wait to see more!
  16. Its close between Vader and Luke in V and VI, but the explosive rage Luke releases as Vader taunts him and the haunting music underneath gives me shivers everytime. The Emperor also adds such a new dynamic to the entire scene.
  17. *cough* NpcSP *cough*
  18. Great work! I can't really even tell that it was based on an Anakin model!
  19. I could help you make a couple of scripted abilities, to stand in for the code edits...maybe...
  20. You can...kind of. Looking at this amazing wiki article, there is a short section on force restrictions: Basically, if you say "hey, this saber needs two hands to wield", then it doesn't make sense for the user to be able to preform these force powers, commonly associated with a hand motion. But it looks like you need a cvar set to 1 in order to enable this feature. Usage: forceRestrict FP_SEE
  21. I could probably help out with the menus, if you'd like!
  22. Looks like coding, unfortunatly. That element seems hard-coded, as it's entry in character.menu is rather skimpy.
  23. I love the intricate details, like the small, colored buttons on the terminals. Phenominal work!
  24. Really loving those outfits, Chalk! They really look good!
  25. Love the song! As a UI guy, I could totally see this in a menu! (Maybe I can steal it sometime... )
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