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Angel Soul

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Posts posted by Angel Soul

  1. Hey folks,

    So I recently installed from the CDs one of my fav games: Dark Forces 2, on a 64-bit Vista computer. It works rather fine except for the fact that menues of all sorts turn black... until I press ALT+TAB, then they show when I return to the game. And if I re-enter the menues, I gotta repeat the process. Anyone knows anything about this perhaps? I downloaded a ddraw.dll file from Massassi temple, but it made no difference.

  2. Mine must be "Uprising III" by El Cuko. You can find it for download here:
    http://www.massassi.net/levels/files/2896.shtml

    It is to me, by far the most ultimate level I've played on - in terms of gameplay. :D Basically, the bots are perfect here, and so is the level. You have a couple of buildings, two towers, and a bunker of sorts. The main building has many locations and its interiors are just plain beautiful. You have traps, you have places where you can teleport, you can spawn swoop bike, there are lots of neat camping places, you have jetpack and other inventory items, lots of items very nicely placed and the whole level is just plain awesome. I play on it constantly in ForceMod 3. If you don't have it, GET IT. It's fantastic!



    The second favourite of mine is "Taspir Power Complex v3" - by @@NAB622. Find it here:
    http://jkhub.org/files/file/425-taspir-power-complex/

    I don't even where to begin. This map is absolute perfection! The only reason I don't play on it often is because it makes my gameplay lag. You gotta have stronger PC for this one. But if you do, this will blow your mind! The map is HUGE! And you can spawn ships to travel to space. There you have two space stations, and an asteroid field. An absolute must. Bot routing is great.



    The third favourite of mine is "Blueice Nightfall" - by @@Szico VII. Here are the links:
    http://jkhub.org/files/file/1315-blueice-nightfall/
    http://jkhub.org/files/file/1432-blueice-nightfall-christmas-special/

    This is *THE* most well made level of any I have EVER seen for JKA. This is artistry of epic proportions. You're basically in some kind of town from the early 1900's. This has atmosphere, Soul, amazing beauty and even a sense of humor here and there (watch the paintings). Music and just about everything is sooo cosy! Like Taspir level, you should have a strong computer to play this. Bot routing isn't too great - they tend to get stuck and simply walk the same ways all over again. Still, this level is an absolute must for everyone's JKA! You won't believe the awesomeness this dude has brought! I play on this when I want to relax.
     

     

    The fourth favourite... again by the same author as before... is "Blueice Twilight"! Here's the link:
    http://jkhub.org/files/file/213-blueice-twilight/

    Huge level with amazing atmosphere and music. Bot routing is good! There's quite a bit to do here, and there are plentiful of secrets! Another MUST HAVE. Needs a good computer though!



    The fifth favourite is Yavin Hilltops (CTF) and the level where you play on Hoth CTF. :D I play that one with custom track.

    Smoo likes this
  3. No but never knew about that either, thanks for sharing :P

    Hehe, you're welcome. :D

     

    Was never a fan of the electro-binocs. I prefer to use this:

     

     

     

     

    And yeah, you can get a DEMP2 and a disruptor as well on that mission.

     

    I see. It's nice! Fov change. Less tech, and gets the job done. ^_^ Good one!

    I like the binoculars. Makes me feel like I am actually using a gadget like Luke did on Hoth in Episode 5. :D

    Yepsy. :) You get the disruptor in the dormitory, where an imperial officer has barricaded himself behind force shields together with a couple of stormys.

  4. I was playing through on Single Player on JKA, and I am absolutely loving it. Finally beat the "Jedi Knight" difficulty. Had most problem with Alora and a couple Reborn Masters, otherwise it went pretty well. :D
    While I was playing, I encountered two really surprising things:

    1.) I found a secret in Dosuun. You get a DEMP weapon which is pretty neat to destroying the AT-ST later on (unless you already got Force Lightning).

     

    It's found close to where you lock down the "lock down" in Jax's room. Just above a door, behind some cylinder crates of sorts.

     

     

     

    2.) If you bind a key with "zoom", you get the electrobinoculars as in Jedi Outcast. I find it a bit annoying that you can't really recharge the battery, nor that it does regenerate,
    as I really love scouting around in that game and using stealth to bypass or take out opponents.
    There is an exception though. If you use it, and deplete your batteries on the level Tattooine, where you have to find a droid in Jawas' sandcrawler... you can actually recover the batteries, by

    standing near those box-looking droids which were also found in DF2 (ammo droids BF2), and press the "Use" button. It completely recovers the batteries. :D

    Heh... I dunno about you guys, but I never knew about this lol :D You got more strangeness to share?

  5. There were some such objects in Dark Forces II: Jedi Knight. However they were distinguishable from other crates, stones, furniture, etc. 

    And it wasn't too much fun to throw them, but the game had other opportunities to amuse a Star Wars fan.

    I know. :D I absolutely LOVE Force Throw in that game. I am totally in Love with it haha. :D I only wish there were more of those things to throw around. In MultiPlayer. Force Throw and Deadly Sight are my fav powers. :D

    NumberWan likes this
  6. @@Angel Soul

    I guess that was never point of the game. So they never truly used it except for minor occurrence (like in JO, when you can move crates to push enemies, etc).

    Also such objects are quite unpredictable and often act unnaturally. In JO this was also used for R5 units, which lost gravity and were flying around on Doomgiver. I applied this to bottles and other things.

    Ahaa.... I see.... It's a shame really. :) Would be so much fun tossing crates and ships at your opponents with the Force Powers! *evil grin* hahah :D

  7. Heya.

    Basically what I have in mind is that each hilt has its own unique features. Now I've been playing with them, and I'm not as victorious as I always am vs bots. :P Sooo... I suspect that the sabers need some re-balancing. :) I am posting up code here so you can check out. If you wish to try them in game, let me know, and I'll put it up in my dropbox. :)

     

    
    single_1
    {
    	name		@MENUS_SINGLE_HILT1
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/saber_1/saber_1.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberLength	50
    	saberColor	random
    	moveSpeedScale	1.12
    	animSpeedScale	1.05
    	damageScale	0.9	
    	breakParryBonus		1
    	parryBonus		1	
    	lockBonus	2
    	drawAnim	BOTH_SHOWOFF_FAST
    }
    
    
    
    
    single_2
    {
    	name		@MENUS_SINGLE_HILT2
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/saber_2/saber_2.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberLength	40
    	parryBonus	2
    	lockBonus		2
    	returnDamage	1	
    	maxChain	4
    	saberColor	random
    	drawAnim	BOTH_SHOWOFF_FAST
    }
    
    
    
    
    single_3
    {
    	name		@MENUS_SINGLE_HILT3
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/saber_3/saber_3.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberLength	40
    	saberColor	blue
    	drawAnim	BOTH_SHOWOFF_FAST1
    	saberStyleLearned	staff
    	saberStyleLearned 	dual
    	saberStyleLearned 	desann
    	saberStyleLearned 	tavion
    	brokenSaber1	single_VaderEp5
    }
    
    
    
    single_4
    {
    	name		@MENUS_SINGLE_HILT4
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/saber_4/saber_4.glm"
    	soundOn		"sound/weapons/saber/YodaON.wav"
    	soundLoop	"sound/weapons/saber/saberhum5.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberLength	38
    	saberColor	green
    	damageScale	0.88
    	maxChain	-1
    	jumpAtkLeftMove	LS_BUTTERFLY_LEFT
    	jumptAtkRightMove	LS_BUTTERFLY_RIGHT
    	jumpAtkFwdMove	BOTH_ALORA_SPIN //LS_SPINATTACK_ALORA 
    	drawAnim	BOTH_SHOWOFF_FAST
    	//readyAnim	BOTH_SABERDUAL_STANCE
    	tauntAnim	BOTH_ENGAGETAUNT
    	saberStyleLearned	staff
    	//saberStyleForbidden	medium
    	breakParryBonus	1
    	disarmBonus	1
    }
    
    
    
    single_5
    {
    	name		@MENUS_SINGLE_HILT5
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/saber_5/saber_5.glm"
    	soundOn		"sound/weapons/saber_vader/saber_on.mp3"
    	soundLoop	"sound/weapons/saber_vader/saberhum4.wav"
    	soundOff	"sound/weapons/saber_vader/saber_off.mp3"
    	saberColor	red
    	numBlades		1
    	saberLength	45
    	saberStyleLearned 	desann
    	//saberStyleForbidden fast
    	readyAnim   BOTH_STAND1
    	disarmable	1
    	disarmBonus	5
    	lockBonus		3
    	breakParryBonus	5
    	moveSpeedScale	0.85
    	animSpeedScale	0.8
    	damageScale 	2.5
    	noCartwheels	1
    	noWallRuns	1
    	noWallFlips	1
    	noWallGrab	1
    	noMirrorAttacks	1
    }
    
    
    
    single_6
    {
    	name		@MENUS_SINGLE_HILT6
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/saber_6/saber_6.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberLength	40
    	saberColor	random
    	jumpAtkUpMove	LS_SPINATTACK
    	knockbackScale 	1.10
    	moveSpeedScale	1.05
    	animSpeedScale	1.05
    	returnDamage	1
    	lockBonus 		3
    	saberRadius 	4.5
    	maxChain		5
    	
    }
    
    
    
    single_7
    {
    	name		@MENUS_SINGLE_HILT7
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/saber_7/saber_7.glm"
    	soundOn		"sound/weapons/saber/dookuon-.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberLength	38
    	saberColor	red
    	drawAnim	BOTH_VICTORY_FAST
    	breakParryBonus	1
    	parryBonus	1
    	lockBonus 		3
    	disarmBonus 	3
    	animSpeedScale	1.125
    	saberStyleLearned	tavion
    	//saberStyleForbidden	strong
    	damageScale 0.75
    	
    }
    
    
    
    
    single_8
    {
    	name		@MENUS_SINGLE_HILT8
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/saber_Common-Jedi/saber_w.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberLength	36
    	saberColor	blue
    	drawAnim	BOTH_VICTORY_STRONG
    	parryBonus	4
    	alwaysBlock 	1
    	disarmable 	0
    	saberRadius	4.5
    	damageScale	0.88
    }
    
    
    
    single_9
    {
    	name		@MENUS_SINGLE_HILT9
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/saber_9/saber_9.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberLength	35
    	saberColor	red
    	disarmBonus	2
    	lockBonus		2
    	damageScale	1.4
    	knockbackScale	1.20
    	animSpeedScale 	0.90
    	moveSpeedScale	0.90
    	drawAnim	BOTH_STAND1_TALK3
    }
    
    
    
    
    dual_1
    {
    	name		@MENUS_STAFF_HILT1
    	saberType	SABER_STAFF
    	saberModel	"models/weapons2/saber_dual_1/saber_dual_1.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop		"sound/weapons/saber/saberhum4.wav"
    	soundOff		"sound/weapons/saber/saberoff.wav"
    	saberColor	random
    	twoHanded	1
    	numBlades		2
    	saberLength	32
    	parryBonus	5
    	alwaysBlock	1
    	moveSpeedScale	1.05
    	disarmable	0
    	damageScale	.64
    	saberStyle	staff
    	throwable		0
    	singleBladeThrowable	1
    	saberRadius	5
    	singleBladeStyle	medium
    	brokenSaber1	brokenstaff
    	brokenSaber2	brokenstaff
    }
    
    
    
    dual_2
    {
    	name		@MENUS_STAFF_HILT2
    	saberType	SABER_STAFF
    	saberModel	"models/weapons2/saber_dual_2/saber_dual_2.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberColor	random
    	numBlades	2
    	saberLength	36
    	saberStyle	staff
    	//noKicks		1
    	//throwable		1
    	returnDamage	1
    	singleBladeThrowable	0
    	moveSpeedScale	0.85
    	animSpeedScale	0.90
    	damageScale	1.3
    	knockbackScale	1.5
    	saberRadius	4.5
    	singleBladeStyle	medium
    	brokenSaber1	brokenstaff
    	brokenSaber2	brokenstaff
    	twoHanded		1
    }
    
    
    
    dual_3
    {
    	name		@MENUS_STAFF_HILT3
    	saberType	SABER_STAFF
    	saberModel	"models/weapons2/saber_dual_3/saber_dual_3.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberColor	random
    	numBlades	2
    	saberLength	35
    	saberStyle	staff
    	throwable		0
    	moveSpeedScale	0.70
    	animSpeedScale	0.70
    	breakParryBonus	8
    	lockBonus		5
    	damageScale	2.3
    	noWallRuns 	1
    	noWallFlips	1
    	noWallGrab 	1
    	noCartwheels	1
    	jumpAtkFwdMove	BOTH_ALORA_SPIN
    	singleBladeStyle	medium
    	singleBladeThrowable		1
    	brokenSaber1	brokenstaff
    	brokenSaber2	brokenstaff
    	twoHanded		1
    }
    
    
    
    dual_4
    {
    	name		@MENUS_STAFF_HILT4
    	saberType	SABER_STAFF
    	saberModel	"models/weapons2/saber_dual_4/saber_dual_4.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberColor	random
    	numBlades	2
    	saberLength	28
    	saberStyle	staff
    	throwable		0
    	disarmBonus	4
    	parryBonus	2
    	lockBonus		3
    	moveSpeedScale	0.90
    	animSpeedScale	1.20
    	damageScale	0.67
    	singleBladeStyle	medium
    	singleBladeThrowable		1
    	brokenSaber1	brokenstaff
    	brokenSaber2	brokenstaff
    	twoHanded		1
    }
    
    
    
    dual_5
    {
    	name		@MENUS_STAFF_HILT5
    	saberType	SABER_STAFF
    	saberModel	"models/weapons2/saber_DarthMaul/saber_w.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberColor	random
    	numBlades	2
    	saberLength	40
    	saberStyle	staff
    	throwable		0
    	moveSpeedScale	1.20
    	animSpeedScale	1.05
    	breakParryBonus	1
    	lockBonus		2
    	jumpAtkFwdMove	BOTH_ALORA_SPIN
    	singleBladeThrowable	1
    	brokenSaber1	single_118
    	brokenSaber2	single_118
    	twoHanded		1
    	drawAnim	BOTH_SHOWOFF_STAFF
    	singleBladeStyle	tavion
    }
    
    
    
  8. It's still possible to make objects, which can be affected by the Force in JA. But it is made in GtkRadiant and with scripts, so via new maps.

    Aww... I was hoping one could add it to SP.

     

    Anyway, thanks everybody for your reply. Wonder why they didn't put this in JKA in the first place. Force Grip could have doubled as Force Pull from DF2.

  9. Hey folks,

    I don't know if it works for you, but I downloaded this mod:
    http://jkhub.org/files/file/717-throwable-stuff/

    And supposedly, from what I understood, many map objects on SP should now be able to influence with force power such as grip/throw and pull.
    But it won't work for me.

    Does anyone know why? I would to be able to use crates and other map objects that are on SP (and MP) and just smash them into opponents,

    drop things on them... etc etc etc

  10. 2. Edit the OCR_A .fontdat file and the .png file which corresponds to it. One of the best tools to accomplish this would be JAFont, available in our file section.

    Yep. Got it. I will give it a go! ^_^

     

     

    3. No. Everything is projected onto a 640x480 surface which is mapped onto the surface of your screen. Some mods have fixed the issue, but by default, the HUD will be stretched horizontally and be roughly the same size.

    Phew.... thank goodness. I am glad it's streched and be same size! :) Coz I really want to finish this project once and for all without worrying about this and that.

  11. I believe you can simply change the color of them looking for the correct text in the .STR files, using the typical ^2 (green), ^4 (blue), and ^1 (red). It works with the briefing text, so it should work with that text as well.

    I just checked the sp_ingame.str. The Force powers name have no ^2 and ^1 kind of stuff - coloring of fonts...but in-game they are colored. Now I wonder, even if I do change this through the .STR files... will it be changing the variable number of the nr of times different force powers were used?

     

    BTW, thanks @@Circa

  12. I believe you can simply change the color of them looking for the correct text in the .STR files, using the typical ^2 (green), ^4 (blue), and ^1 (red). It works with the briefing text, so it should work with that text as well.

    Eek... I've never done that before. LOL How do I edit the .STR files? :)

  13. Actually there's only one I can think of right now :P But I'll ask more when I think of any. :) I know there were some. So... here we go:

    In SP, after you've finished a level, there comes a screen where you're shown amount of attacks you've been doing. And it also shows force power usage. Now I want to change some of the font color here. The force power usage of Light side to green, and Neutral to Blue. How and where do I do that?

    EDIT! Ahh... now I remembered :D

    2.) How do I change the font of the HUD numbers?

     

    3.) If I choose a higher resolution on JKA... will the HUD also look smaller? I am mainly concerned because I've made a new HUD mod for JKA. And it's small and beautiful. :D
    And I want it to keep looking just as good in all res.

     

    4.) When you start a single player map, and you are about to select a Force Power... once selected, all other force powers are darkened, to show that you have highlighted your current Force power.
    Where is this script that determines this? I wish to change icon blending, and also add a swirly circle on the highlighted force power. Like in JO when you got a new Force Power.

  14. Hi there,

     

    i have a question conceirning the different styles ingame. As you may know you have 6 different lightsaber styles in Singleplayer  (with one lightsaber)

    Is it possible to activate these 3 in Multiplayer?

    3 Styles are damn boring.

     

    Regards

    You could try out ForceMod 3 - Revenge of the Sith. If you play as "Jedi Aurorian" or "Sith Zealot" you can choose additional styles for your single saber. This includes, Desann's, Tavion's, Dual-, and Staff saber fighting style with your single saber! :)

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