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therfiles

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Everything posted by therfiles

  1. Incredible work! Super visceral stuff, and it's super impressive what you could get out of a game from 2003 haha!
  2. Hmmm...This is a rough guess but I would say no less than about 35-40? I've been a bit non-stop this last week. What really takes up the most time is having to make such minor tweaks (cameras, nav_goals) almost entirely on guess work, and then rebuild the entire map to see if it worked at all. That, and working around Windows 10 nonsense It's just a lot of check, repeat, check, repeat, etc over and over to see what works and what doesn't. Edit: that number also includes the mapping process, too lol
  3. Haha...Yeah, you caught me! The timing of nav_goals can be super tricky, so instead of messing with those, I've been changing the walkspeed parameter instead. And yeah, I think I may have pushed it a bit too far. I'll keep messing with that.
  4. @@Lancelot: Thanks! It's funny, I work with video for a living (I hesitate to call it "film" at the moment) so these new angles and moments are really the things that keep me going and excite me! And excellent suggestion! That moment did feel a bit strange to me, but I didn't try and fix it for some reason. I'll see if I can get a more suitable angle that maybe shows more of his face haha. The angle is so severe at the moment because it's hiding the cluster-f rotation of the Emperor happening in the background ...but I'm sure there are more artsy ways to fix that! Thanks again for all the support, y'all!
  5. Alright! So here’s the full first cutscene (build 2): (also, sorry about the weird aspect ratio. Had some trouble getting this to run on my Mac for whatever reason) https://www.youtube.com/watch?v=QebOk2n8v2U&feature=youtu.be Fixed up a few of those janky animations (though the Emperor rotating with his chair and Luke’s handcuffs still need work). Some look a bit stiff, but I’m satisfied, especially with Dragon (a program from the dark ages apparently). I added a few more animated moments (@@Langerd, that little hand motion you love so much is in there!). Also, let me know if you guys dig the way I cut down the already super long scene! You’ll see in this version that I’ve started to depart from the 1:1 approach. Some moments look really good recreated exactly (camera position, etc) like the film, but others required a bit of tweaking. I took a few artistic liberties to add a bit more cinematic flare to the scene. Hope it’s not too annoying!
  6. Yeah I'm using Dragon right now...which is not my favorite program to say the least. All the animations could use some refining, that's for sure!
  7. @@DT85 - Will do! Thanks for bringing that to my attention. @@Noodle - I remember that...was it this one on Moddb called "Jedi Fighter"?
  8. @@Lancelot: Totally dug Star Wars Infinities line! Love the imagination and alternate story threads it set up. Great stuff, and I'll have to mine that for inspiration. And yeah, my thought is to take this one mission/level at a time, but really infuse as much gameplay and features as I can. @@Alvar007: I know! You should totally send me your work in a PM or something! I just love what people can do with this game! But you are right on the money - placing cameras and waypoints can be the most tedious process EVER. @@Noodle: oooh! I didn't think of that. I'm totally gonna have to try that! Good call. I wonder if that would work. Definitely worth a try. I'll have to get back to you. Thank you all for your continued support!
  9. Hey friends. So I've recently been on a huge modding kick, and I've really always wanted to accomplish some OT single player missions. They are so tricky because finding good source maps for the mission is difficult - as many mappers who've created great OT maps have gone inactive over the years. The Throne Room duel was a no brainer for me because (1) the duel is simply amazing and deeply cinematic, and (2) JKO has a pretty nifty Deathstar map (you may remember ffa_deathstar from JKO). So I decompiled Raven's map, retextured it, gave it a facelift, and added some details. Now, it still needs a bunch of work, but I'm not a mapper at heart, so I'm satisfied for the moment. Anyway, here is my progress: https://www.youtube.com/watch?v=vktCsZ1oeak As you can tell there are a few...janky moments: the Emperor rotating with his chair (such a headache), the Emperor's spaghetti hands (yeah...I'll need to reanimate that), and the simply bizzare saber hand off between Vader and Emperor (you have no idea how hard it is to convincingly fake this. Sorry for the terrible camera angle). My goal here is to be as 1:1 with the film as possible, but the scene is simply too long. I'm going to have to cut a LOT of filler lines, and distill it to the important part. The cutscene is already 2 minutes long, and I wouldn't want to go super long! Anyway, the gist of the gameplay will obviously be the duel between Luke and Vader, but I have some ideas how to make it a bit more special than that. I'll be manipulating the player's force powers, to reflect their current skill set (over the duel, you'll get new abilities, saber and powers, as you get into the force). I'm trying to make dueling A LOT harder than base JA makes it. I'm not a huge fan of how JA dueling in SP descends into just hack, slash, repeat. My goal is to give the player as many choices in the duel as possible. As Luke, you'll constantly be battling against the dark side, and will be able to turn at any point. There will be a bunch of neat "alternate endings" because of this. Hope you guys dig this! No idea when this will be anywhere near finished...but I hope to have more updates soon. Let me know your thoughts and how I can make this better! Credits:
  10. Good stuff man! Best of luck with that. If I remember correctly, there was a sweet little cvar called "tier_storyinfo" or "tierstoryinfo" that popped up a BUNCH in those mission selection menus. And the best part was: it could be changed by entities in Radient. I was looking through a source SP map and saw that one of the entities could change that CVAR. That means you could use that as your cvar test, and just have one, massive menu! But, I don't remember the specifics. I'm sure you'll figure it out. Shout if you need help
  11. Try this: Next time, when saving a game, try and do something like "save BLAH; writeconfig BLAH". Then, when you load the game, also make sure you exec BLAH (BLAH being the CFG file): "load BLAH;wait 30;exec BLAH". The "writeconfig" will save all your juicy CVAR information so it will be saved and reloaded. However, it only saves CVARS that are set with "seta" and not "set". For example, it would record "seta bob 1" but NOT "set bob 1". Now, using this technique will only give you a set amount of pre-existing save "slots," but you are a clever person and I'm sure you can figure out a way to spin that. Let me know if that works for you. And excellent work with the conversation menu! Really slick stuff. Love the animation on the NPC model. Out of curiosity (sorry if I'm being annoying haha), do you make a menu for each conversation? Or are you doing a set CVAR test to tell the menu which conversation to load? I only ask because JA has a stupid silly .menu limit, so making a bunch of menus will eventually crash the game. It's possible your coding wizardry could have fixed this error however!
  12. Excellent stuff as always, @@Noodle! I love how you are trying to adapt the classic JA menu style to your mod to make the experience as seamless as possible with the normal stuff. It just looks really pleasing! Also - I don't know how I'm just now seeing some of your SP and RPG work. Truly amazing stuff, man. You are really taking the SP game to it's full potential! Love all the gameplay elements you've added. You've done an excellent blend of CVARS and script stuff. Out of curiosity, will you need to write a CFG file for saved games? Since a lot of the skills (I'm guessing) are determined by UI cvars, do those need to be saved along with the saved game to make the game load alright on multiple playings? Or are you using some sort of set command (seta?) that keeps all of them in saved games? Thanks for letting me pick your brain!
  13. Woah. That was just so fun and accurate to the campaign. I think there's something really fun with LEGO stuff - it takes only the most important bits of the story and makes the emotions even more poignant. Really dug this dude's work! Nice find, @@Circa!
  14. Welcome dude! Hope you are able to do some of those awesome projects! I've actually done a few of those myself! I made a mod called NpcSP which lets you spawn base npcs in game. Also, CamSp lets you play with camera angles in real time. Hope you can get inspired by some of what I've done and make it better!
  15. This was a superbly done single player mission. The story was excellently placed between Academy and Outcast, and felt on-par with some of the Academy missions! The cutscene work was cinematic and smooth, as well as the voice acting. The mapping on the project was also really well done - the nightclub setting especially really wowed me with all the attention to detail. While the story is small, the protagonist's relationship to Kyle Katarn and the events of Outcast make for a super neat little adventure that is woefully short. The only complaint I have is that the ambiance in the sewers is super neat, but at times made it incredibly difficult to understand what the player was meant to do. I'd recommend this to anyone who loves some truly stunning SP gameplay!
  16. therfiles

    NpcSP

    Hey dude! Sorry - I made a minor update to the description since many people were having trouble with the binding process, and I really needed to clarify how it works. But I hope to have something to show for NpcSP V2 soon. All the mechanics I want in-game are built, but I need to do a lot more testing to get rid of some dumb bugs.
  17. therfiles

    NpcSP

    Hey man, please check your personal inbox so we can discuss this in more detail!
  18. Incredible work, @@Noodle! I've been really impressed by some of your UI/Icarus wizardry lately. It's really neat stuff! Sadly, I can't think of a fool-proof way to make the NPC's target what you are looking at with your cross-hair. Back in my Harry Potter mod, what I did to get around this was to give NPCs custom mind trick scripts that would be executed. So, perhaps you could use MT as a "trigger" for your commands. Each script could run on the NPC depending on which command you've selected from the menu. However, I may have forgotten if MT even affects allies, so that would bust the entire thing. Anyway, keep up the excellent work!
  19. @@NumberWan: Yeah, I get that. I was watching the Theed gameplay and they had Maul (epic), but also Rey, Boba, and Han...which is pretty odd. Why not Qui-Gon, Padme, Jango, etc? Kind of a head-scratcher. But the game-play looks utterly phenomenal. All that prequel stuff looks so good with the updated, modern graphics.
  20. Hey dude. Just a word of advice - what you are proposing is insanely difficult. Many modders over that past years have attempted to do what you are doing (including myself) and we've all failed. Not because it's super hard, but because the sheer amount of work is staggering. This is such a huge, labor-intensive project. It's important that you realize that this will not be easy, especially with little to no experience. I apologize if that's too harsh. Instead - why don't you start with just making one duel from the OT that you like? Start the project small and start it realistically. That way, you can learn about how difficult creating several missions will be and if you decide not to do the rest, you still have one playable mission. Just some advice.
  21. Absolutely wonderful. Fantastic work! Perhaps a list of "shown" and "hidden" itemdefs? Sometimes, a lot of elements could be hidden and not accessible immediately. In addition, some action/mouse-overs draw itemdefs to a set point of coordinates (think the "glow" that draws on the Base JA menus). Would this be changeable?
  22. Perhaps there could be easy-to-use templates available for these kind of threads? In addition, maybe there would be some easy way to categorize the WIPs for easy access (skins, mods, SP, etc). Something along the "tagging" system used in the file section.
  23. Hi @@Tompa9, My mods don't add any NPCs, code, or anything else that would compete with any other mods. As long as we can make sure that the .menu file definitions don't overlap (since it loads the ingame menus from only one file) there should be no problem. I try my best to make my mods as clean, and as compatible with other mods as possible. Thanks! If you want, you can test the current version of NpcSP with that mod to see if there are any problems.
  24. Bored over spring break! Added a "respawn" feature so your epic NPC battles can go on literally forever.
  25. @ I believe this statement was later debunked/clarified.
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