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therfiles

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Everything posted by therfiles

  1. After I finished this, I'll totally do that! And I was shocked the discover that the map opened in MP and the horde spawned and actually was WAY harder than SP. So maybe there is hope! The respawn and attack mechanics were working!
  2. Sadly no! SP is my wheelhouse. MP is weird! But I would love some Co-op gameplay...
  3. @@IrocJeff: Thanks, but sadly I couldn't find it in BehavED! Very possible that I'm blind though!
  4. Hello all! I've whipped up a fun little mod that I'll hope you all will enjoy very soon! Mission: Jedi Knights JADEN KORR and ROSH PENIN lead a strike team to the Imperial stronghold, Taspir III. After the collapse of the Disciples of Ragnos, the IMPERIAL REMNANT retreated back to maintain their iron grip on their outer-rim planets. Taspir III, where Penin renounced the DARK SIDE, is home to an invaluable power facility that fuels the imperial war machine. Deployed by MASTER SKYWALKER, the Jedi’s mission was to cripple the base and defeat any Remnant forces they encounter. While the plan was successful in destroying the plant, the rest of the team was unable to defend the landing pad, leaving Jaden and Rosh’s escape plan compromised. Now, it’s up to the Jedi’s mastery of the force and sheer willpower to survive the full wrath of the Imperial Remnant’s forces and her MERCENARY allies, marshaled by a familiar foe… Gameplay: This is a new SP gamemode: survival. You and Rosh must survive an infinite (or limited, if selected) horde of Imperial and Merc forces. It literally is just an arcade game mode where you can see how long you can survive and how many enemies you can take to hell with you. While the core mechanics are finished, I'm building the cinematics and menus now. You will face 15 constantly respawning enemies, that use a variety of weapons and attack styles. They will randomly select from all the classic JKA weapons, making each encounter unique. While these enemies are still classically stupid, they will be more aggressive than you're use to. In addition, 9 advanced troops will spawn randomly, spicing up the gameplay. On your side will be the infamous Rosh Penin, now a Jedi Knight. He will fight alongside you with a full arsenal of weapons, force powers, and, of course, his yellow light saber. Screenshots [WIP]: Anyway, enjoy! I hope you guys are interested in this! Let me know if there are any features/gameplay styles you'd like to see implemented.
  5. Hi all, Quick scripting/modding question. I'm wondering if there is any way to prevent NPCs from dropping weapons when they die. I'm wondering if there is a way to do this via scripting? I've tried adding a no weapon command in the deathscript, but it didn't work sadly! Also, I'm totally fine with a solution that removes weapon spawns/items outright! This fix is to help me with a project I'm working on with a high volume of NPCs. When they all drop guns, the game lags as the game continues to render every weapon drop as they pile up! Anyway, thanks everyone!
  6. Incredible work, MagSul! Absolutely delightful stuff. The gameplay here is just so solid - all the areas to explore, the well-developed NPCs, and truly head-scratching puzzles. This is just so high quality. The cinematics were also pretty legit, and the angles you chose were simply...cinematic. Great stuff here, and I really can't wait to see what this leads to. I really enjoyed the open world quality of this build.
  7. therfiles

    NpcSP

    Impressive work dude! I'd download that mod!
  8. therfiles

    NpcSP

    Haha! Good job! You can definitely add more, but I just had to have an arbitrary cap to program the menus around. I'm so glad you enjoy using it!
  9. Hi there! When it says that, is the screenshot still taken? It's been a while since I've played around with CamSP, but I remember adding that junk command (literally it's a NULL command) as a buffer against some sort of error I encountered. Should be harmless, but I don't recall it ever displaying that before. Maybe it is OpenJK.
  10. I mean it sounds like you are on to something, but I wouldn't contest Luke's status as an awesome Jedi. I think the prequels take away a LOT from Luke retroactively. Before the prequels, what was a Jedi? A knight that promoted justice, peace, tranquility, and used the force to help others and maintain balance. So, an angsty farmboy had a lot of heart-work to do: to be calm, to not act rashly, to be in control. That's what being a Jedi was all about - controlling yourself and, therefore, controlling the force around you. So his quick training makes a lot of sense once he got those principals down. But the prequels jazz it up: all of a sudden, it's this 20-40 year full process with all these ranks, traditions, and silly rules. No love. No emotion. No real "feeling". They substitute abstinence for control. Instead of controlling what's around you, you shut it out. And that's why the old Jedi suck and Luke has a hard time bringing his experience to bear with the traditional tenants of the Jedi Order. Luke came really far - he's powerful since he knows himself so much, but he's flawed. His failure undoes his progress. I loved his arc in the new film. I kinda wish I had more time with him, to see his new outlook play out more. But he represents the old way, and maybe it's necessary for him to move on. I don't think he died of exhaustion, I think he let himself go in a moment of peace. His time had come: he has secured a place for the next generation, and needed to transcend himself in order to help more (in a Ben in 5 and 6 way). Anyway, hope that makes sense.
  11. While I too would appreciate more about Snoke, I do understand his role as a "prop" that Kylo Ren can push aside to assume his rightful place as Supreme Leader. That scene was awesome!
  12. HOW?? Dang dude, you are so good. I love your work so much. You never cease to amaze me!
  13. Yeah those big maps may confuse the game since you are always in a constant state of conflict, save for a few parts. May be worth playing those maps clean without your mod and listen to how the music is handled. This isn't perfect but when you are in developer mode (developer 1 in console) you can see when the game tells the DMS to change states. That's as far as my experience with this goes...good luck!
  14. Yeah I wouldn't think it should be determined by how long the file is...it seems like the game isn't registering that the conflict is done. Are there other enemies/NPCs nearby?
  15. therfiles

    NpcSP

    Sadly, not in this version. In version 2 you can change their alignments, but work has stalled at the moment! So glad you like it!! And yeah, sadly it requires exec'ing before each new game session.
  16. Great stuff! Love the flashback visualization, and your camera work and character animations are sick. Love the shallow depth of field - really makes it feel cinematic.
  17. What element of "cinematic" are you trying to get? The only thing that happens when you enter a cinematic is the black bars that crop the screen. The rest are just camera manipulations (like field of view, angle, etc).
  18. Woah woah...@@Ramikad are you saying that the SET_VIDEO_PLAY key lets you just input console commands, change CVARS, etc?
  19. therfiles

    NpcSP

    Sorry man - there is no way. The way MP handles NPCs is completely different, so you can't use a lot of the commands. I suppose you can still spawn a bunch of NPCs, but they will be completely broken. Tell me what you think: go into MP, enable cheats (devmap a map), and spawn some NPCs. Tell me what you think of their behavior!
  20. Clever stuff! I had a similar idea a while back. VERY useful for mods spanning several eras. You can give a Stormtrooper an Imperial E11, a droid a droid blaster, an SBD his wrist rocket, etc etc. Thanks for sharing the idea! You can honestly do this for any weapon in weapons.dat
  21. Woah dude! Stunning work as always! I just love how you've made all those moody shadows and really dynamic lighting. Love the look of this place! Can't wait to try out this new version! This is such a cool expansion of what we see in the film.
  22. @@Langerd: Thank you for the praise! I'll look into that moment. Fine tuning their facial expressions has been difficult, so that moment may have slipped by. @@Lancelot Great analysis of the scene, and I'm glad you see it similarly. My goal has been trying to remove some of the more gimmicky JA/JO saber mechanics that turn duels into a mash button fest: by limited the use of Katas (the right and left click button) and building the player's force powers and saber abilities throughout the duel. But I agree - I think a defense against Vader, with Vader going bezerk could be sweet. @@Noodle I like the Dark Side option there. I've also added the ability to kill the Emperor throughout the duel: doing so allows you to either join Vader or continue the fight against him with renewed Dark Side abilities. I think giving Vader something like 50/30ish health, so that a fluke strike won't turn you to the dark side: rather, a pattern of intense aggression will. I'll need to figure out what happens when you strike Vader down: do you then fight the Emperor? Or, perhaps more story-like would be having Luke kneel before the Emperor, accepting his dark side apprenticeship. I think this portion will force me to use OpenJK (not a bad thing lol) because then I can put a 1:30 or so timer on the HUD (with CVARS) so that the player knows how long to resist.
  23. Quick question for y'all: After studying the scene from Return of the Jedi closely, I noticed something quite dang obvious. Something I totally overlooked somehow. For the first part of the duel, Luke and Vader fight until Luke kicks Vader down the stairs. After this portion, however, Luke ONLY uses his lightsaber in self defense. Then, Vader brings the bridge down and taunts his anger, and Luke attacks again. Forgive me if this is obvious, but I never quite picked up on the "self-defense" nature of the middle portion of the duel. So my question is this: would is be more accurate and (more importantly) FUN to have the middle portion of the duel be a "defend yourself against Vader" and you need to survive a set time against him? Perhaps a 1:30 time limit? Or would this be boring, tedious gameplay? Vader would be invincible during this portion, or he could have a set amount of health that, if you killed him, you'd turn to the dark side for fighting in anger... Any opinions are welcome!
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