-
Posts
406 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by Angel Soul
-
-
mp/ctf4
MP/CTF4? Is that the Hoth level by any chance?
-
Expedition by Acrobat.It has several "mountains" that you should concuer.Although my fav is v1.03 but this one is cool too.
Haven't played it. I might give it a go. Does it have bot support?
-
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. -
Thanks! But I'm still confused. There are so many files for the Sith customization pack, and I wonder if I am deleting the * on the right parts! xD
-
Racearena
LOL what's that?
-
Atlantica. Beautiful map. Heck, probably the biggest in JKA, besides perhaps midgar. There are so many maps I want to list here, but it would take me over half an hour and don't want to spend that time atm .
Hahaha xD Allright
You know any nice with botsupport?
-
Haven't played that Uprising III -map -- I hardly ever use massassi.net
My all time favourite is the legendary Massassi Temple- map, from Jedi Outcast
Yep. Me too. But there are goodies there too - and Uprising 3 is PURE gem!
Ahhh yes, that one. I Love that map too. Big, spacey, lots of hiding spots, a little fort in middle. Yeah I dig!
-
I have a problem with the Sith Customization mod on jasp. When I choose dual sabers, which is my favourite saber style, the second saber is seen, but not its saber blade. Furthermore, since there is no saber blade - blocking and attacking won't do anything. Do you perhaps know what this bug is?
Thanks guys for the help. Cheers!Bek likes this -
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. 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. I play that one with custom track.Smoo likes this -
No but never knew about that either, thanks for sharing
Hehe, you're welcome.
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.
Yepsy. You get the disruptor in the dormitory, where an imperial officer has barricaded himself behind force shields together with a couple of stormys.
-
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.
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, bystanding near those box-looking droids which were also found in DF2 (ammo droids BF2), and press the "Use" button. It completely recovers the batteries.
Heh... I dunno about you guys, but I never knew about this lol You got more strangeness to share? -
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. I absolutely LOVE Force Throw in that game. I am totally in Love with it haha. I only wish there were more of those things to throw around. In MultiPlayer. Force Throw and Deadly Sight are my fav powers.
NumberWan likes this -
Updated to 2.01b. This is most likely the final version. The new here is a new HUD.
Omicron likes this -
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
-
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. 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 }
-
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.
-
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
-
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.
-
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
-
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?
-
Actually there's only one I can think of right now 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
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.
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. -
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!
-
Well, I think the numbers don't fit this HUD. Maybe try without them?
Yep. I agree. The thing is, I am not sure how to change the font of numbers into others.
-
Here it is. It's for my Ultimate Force Icons Mod I have made. What do you think guys? Is it too small, or just right?
https://imagizer.imageshack.us/v2/908x681q90/673/HQ0qFf.jpg
https://imagizer.imageshack.us/v2/908x681q90/673/pGt1LA.jpg
https://imagizer.imageshack.us/v2/908x681q90/904/UUS7ZC.jpg
https://imagizer.imageshack.us/v2/908x681q90/673/lqx0gU.jpg
https://imagizer.imageshack.us/v2/908x681q50/905/GOlvKv.jpg
https://imagizer.imageshack.us/v2/908x681q90/537/XE1Euq.jpg
https://imagizer.imageshack.us/v2/908x681q50/910/4R1iVY.jpg
https://imagizer.imageshack.us/v2/908x681q90/673/PASWCG.jpg
https://imagizer.imageshack.us/v2/908x681q50/908/nxNd17.jpg
My Darth Vader digital painting
in Art, Media & Technology
Posted
So I decided to make Darth Vader. Used only PhotoShop and a mouse. No wacom pens. No presketch. Here you go:
http://mytheriadesigns.deviantart.com/art/Darth-Vader-Rising-495754629
EDIT: Here is the Lightsaber version as well:
http://mytheriadesigns.deviantart.com/art/Darth-Vader-Rising-Lightsaber-Edition-495891423