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Posts posted by Stoiss
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@UniqueOne have maked some more improvements to it so i can tell him to upload a newer build and see if that helps you on you crash
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here is some small info for the game
http://www.tweaktown.com/news/57151/battlefront-2-screenshots-released/index.html
Full singleplayer campaign that bridges Return of the Jedi and The Force Awakens, play as Imperial special forces commander Iden Versio
New heroes from across all three eras: Darth Maul, Yoda, Luke Skywalker, Kylo Ren and Rey confirmed Maps from all three eras: prequel, original trilogy, expanded universe - Theed, Takodana, Hoth, Endor, Kamino, Mos Eisley, Yavin-4 and Starkiller Base confirmed
20 vs 20 multiplayer mode
Galactic space battles
Offline 2-player split-screen co-op
Customizable characters and heroes
No season pass, but may have microtransactions
EA Access and Origin Access subscribers get 8-day early access trial starting Nov 9 Releases Nov 17, 2017 on PS4, Xbox One and PC
Read more: http://www.tweaktown.com/news/57151/battlefront-2-screenshots-released/index.html
General Howard likes this -
good start @@SaberBlade83 but you should make him less spammy with that grip.
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Hello, i have a question regarding NPC stats (aggression, move, aim, evasion, reactions and intelligence), as for now you can set them in the .npc file between 1-5, i'd like to edit the code to increase them to maybe 1-20 to make an Npc more dangerous.
Can you help me with this?
im pretty sure that stuff is hard coded, and if you should have more dangerous npc's out of this i think it would need more then just edit some numbers, but also increase the damage output and more coding to it
Asgarath83 likes this -
you might not have the correct same way the saber lock system is done in jko from how it is in jka @
i have not looked at it my self, but i know the code change in jka and might not be they same calls for it in the saber lock code
plus a lot of other stuff. i know the mp code from jko over to jka is very diff from each others so could be same thing here for the sp code.
you haft to remember stuff can have been rewrite and networked in new and maybe better ways from how it was done in jko. just saying
a change i notes when i had a look at the jko code was the way saber stance used to be call from anims and not from stance names like SS_DESANN and so on, and if i remember correct which i might not do, but then they are call in the jka code for each stance name to know what anim can be play in the saber lock
MGummelt likes this -
i have no clue. i have not seeing the code for years, and i don't know what has been messed up after i worked on it.
as said those cmds there should do the job if it doesn't work then contact the Dev of the mod and ask why it not is working as intended
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if they still have that sort of code in the mod full dismember should work at 1000
server side set g_dismember "1000" and client side set cg_dismember "1000" in the console
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i would say there is a lot better options then this old mod, it was a hacky way making manual block work in Sp at that time. im not sure if @@Dusty has manual block in his single player mod but you could try that one out
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hey guys i tested out some stuff today and wanted to make a small video of me playing abit, there is really nothing new in this video that not has been show before from our videos. but Uniq did a small video the other day and i wanted to show some more of it. i have most of the GFX settings set up on this for my likeing of how i think it runs best and smooth on my PC
its has more or less stable fps at the cap of 60 fps and shows it when i do a fast map run in this first video. there is also some combat with some npcs but is really that a big deal with that i will at some point show some more cool stuff when it is time for it.
hope u like what u see and plz lets us know if there is something u would like to provide with, can be models for rebels npc's or empire, or even animals or bounty hunters, can even be objects of models we can use like a empire/rebels base with parts of models that can be place in the game world with our system that can auto generate and place the models in the world around the player . if u have some good links for this on the forum you are more then welcome to post them in here for me so i can have a look at them
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i did this for a year ago with a saber system i was working on, using manual block and beable to hit away the blaster with timing, but is for MP ofc
click on link to see the video
https://www.dropbox.com/s/pncdx52dhtw2ei5/mbdeflect.mp4?dl=0
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well its a good start if this is the version of ioq3 if this is the results from it
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put cg_dismember 1 -100 on also as the client needs to know how to see it.
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plz tell us what spec you are using on u pc m8 and what u are doing when u started up the game, how your folder looks like and so on
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Well, if they can make something of the Serenity engine you and him worked on, then by all means, let it be so. I'd like to see where it goes and it does look pretty good so far.
i never worked on serenity engine at all. i started EoC and in my days this was not a thing at all i gave him the project in 2011-12 becours i didn't have time and a real life going on and me and serenity didnt have the same gaols for it anymore so i left.
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this is not serenity's work anymore... what ever he have to say is really up to him, go on with u own stuff and leave this behind really, there is no reason to pull this topic even more up then it was. the man did something he might not should have done and left it behind becours of other reason, leave it to that, no matter what and didn't care if he used of other ppl stuff or if he really did forget to give the credits is something there have been taking care of. he left his work behind to this new guy and he try's to make it new again with out credits issues. lets see what comes out of it
swegmaster and TheWhitePhoenix like this -
cool at least it can be use for some of it keep up the good work
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would the bullet physic engine be able to do particle physic like snow and rain or any other stort of effect there use tiny small physic particles, like fill up a empty hold with water with tiny rain particles, and also destroying walls and what else there could be a option for it to be used hope that was a bit more clear
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@@Cagelight will you add some mechanic to effect particles and destruction in later on also ?
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Nice job on adding bullet engine to this old game, looking forward to see more awesome stuff from you guys on this project this is something jka has been in need of for many years
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i know that but its not like im a all skilled man for all this sort of stuff and nether is Uniq. maybe some day who knows but is a nice site, with a few good things in it
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would be nice @@Archangel35757 but they are to high poly from what i could understand from Uniq
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hate CTF so im off.
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WzMap - The Enhanced Q3MAP2 alternative.
in Star Wars: Warzone
Posted
maybe we could talk about to put that in good use for Warzone some day if you are intressted @@AngelModder ?