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Futuza

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Posts posted by Futuza

  1. ^^I've always liked OJP and really can't fathom why it isn't more popular.  Sure it's got some quirks about it, but overall its far superior in my opinion to things like JA+.

     

    I like the combat system, it's neat, so many of the newer mods these days are gun focused like gunslinger and JKG where as I <3 saber combat.

    This is a little off topic, but I just wanted to point out that it is not really JKG's intention to focus on guns (though admittedly that might be what it appears we're doing), they just happened to be finished first (so that's what the initial release contained).  Trust me, lightsaber combat will be huge in JKG when it's finished, and awesome.  We're trying to create a pretty equal balance between guns, the force, and sabers, not really focus on one aspect over the other.

  2. Just to reiterate, as @@eezstreet doesn't quite seem to see what I'm getting at...

     

    I don't mind if i cant actually own the guns or buy a specific set....because they're randomised... what I do mind is having to assign ANY gun to a specific number key EVERY match.

     

    Every time I buy say....a stormtrooper assault rifle, I have to buy it, then assign it to number key 1. And then the same for every weapon I buy. And repeat this every game!

    Now, why cant it just remember that if I own this gun, i want it mapped to number 1? In the next game its not there then i can go for a different main weapon, but I can just assign that to 2. As long as it remembers it :P

    The issue I think that you'd have is, if we set it up like this, what should the program do if you already had a different weapon assigned to that slot?  Overwrite and immediately unequip the first weapon?  I'm just not sure how implementing your idea would work out without introducing a whole host of other problems. 

     

    Eg situation:

    Suppose there are 40 different weapons.  You have numbers 1 - 0 assigned to a specific weapons.  So far that covers only 9 of the 40 possible things you could equip.  There will still be 31 other possible weapons you could equip.  So the question is if I want to equip a weapon that isn't a "default favorite weapon", what should ACI do?  Delete the aci slot for your "default favorite weapon", so there's room to equip the non-favorite weapon?  Or refuse to allow you to equip it until you manually change your default favorite list?    There's also the case of what happens if I have a bunch of weapons equipped that aren't my 'default favorites', and then I buy a 'default favorite', should it immediately remove the current weapon (which isn't a 'default favorite'), or just ignore the fact that you have a default favorite until you manuall unequip the current weapon?

     

    Do I make sense?  Or am I completely off the wall and not getting what you're saying?  :unsure:

     

    I understand the frustration of having to go to the ACI every time to equip something though, I'll try and see if I can think of something else that'd alleviate the problem without too many drawbacks.

  3. Do you do any events on your JKG server, just because I've been wondering about trying to do an event for some of the JKG players (since we don't have an official server up yet).  I don't think I've ever seen more than 12 players on a JKG server yet, and I really want to see how well it will handle with an excess of 32 players.  Especially the Coruscant map.  Not sure if it would get crowded or work out alright.  Who is your server host by the way?

  4. @@MoonDog, go hang out on our IRC and try to get people to play JKG with you on a server so you can experience it and give us some feedback.  I might be around the next few hours if you want to do 1 on 1, but I'm also busy with school so in that regard I'm kind of flaky. 

     

    Trust me this feedback is important enough to us, that I want you to play so you can give us honest feedback.  :D

  5. Hi, Darth Futuza from JKG team, just thought I'd repost this here:

     

     

    We are looking for dedicated, talented individuals who have experience in the following fields:

     

    - Level Design
    Applicants must have spent extensive amount of time designing levels in
    Valve's Hammer software, 3DS Max, UnrealEd, or Radiant (preferred). This
    covers all aspects of level design, from geometry to custom texture
    generation. Certain aspects specific to JKG level design will be taught.

     

    - User Interface Construction and design
    Applicants must have spent a significant amount of time designing user
    interfaces in Adobe Photoshop, and have a basic understanding of how
    design works. Some experience in Quake 3 engine menus or Scaleform is
    preferred.

     

    - Concept Art
    Applicants must have a general idea of painting, sketching, or creating
    artwork which is both technically acceptable in the engine and able to
    be entered into the game. Experience in programs such as Adobe Photoshop
    is nice, but not required.

     

    - Video Editing and Filming (both JKA and otherwise)
    In the video editing track, this is broken up between JKA video editing
    as well as documentaries and trailer sections where video assistance is
    required. Applicants must have experience in editing Quake 3 videos, or,
    alternatively, creating videos using CG applications. Either way,
    experience using video editing programs such as Sony Vegas is preferred.
    Documentary film producers must have a constant devotion towards the
    project.

     

    - Modeling
    We are not accepting any more weapons modelers (we have more weapons
    than we can deal with at the moment) however skilled environment
    modelers are always in demand. Specifically skills working with Rocks,
    Trees, and metal objects / junk.  We are also looking for character modellers of high calibur!

     

    Additional Info:

    skills: Level design in Blender will be accepted as long as you have a
    basic understanding of how BSP brushes will later be used. (mrwonko's
    blender to .map patches plugin allows for the export of very efficient
    map objects)

     

    I'd also like to encourage anyone who is hesitating about
    applying to apply, the worst that can happen is we'll say, "Sorry, try
    again in a few months."

     

    For more info visit: http://terrangaming.com/forums/developer-applications/jedi-knight-galaxies-is-looking-for-more-staff/2001

     

    Application Guidelines: http://terrangaming.com/forums/developer-applications/application-guidelines/802

     

    Thanks!

    Odeyseis likes this
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