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Community Answers
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Is it possible to adjust weapons behaviour in a mod?
KyleFan replied to Cellprocesses's topic in Coding and Scripts
@undeadslayer No worries. Thanks... I think I'm gonna need that luck. I'll let you know if I figured it out. I started reading some tutorials about coding on here, but it's quite overwhelming. -
Is it possible to adjust weapons behaviour in a mod?
KyleFan replied to Cellprocesses's topic in Coding and Scripts
Thanks, @undeadslayer. I tried it but nothing changed though. Perhaps because the disruptor and the concussion rifle are both blaster type weapons while TDs are throwable type. That's why I thought that one would need to mess around with the game's coding itself, like the weapons.h file Cellprocesses posted earlier. -
KyleFan started following Is it possible to adjust weapons behaviour in a mod?
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Is it possible to adjust weapons behaviour in a mod?
KyleFan replied to Cellprocesses's topic in Coding and Scripts
That is great to hear! How difficult is it to change the code though? I admit I'm a little afraid of messing around with it, I don't want to break the game. -
Is it possible to adjust weapons behaviour in a mod?
KyleFan replied to Cellprocesses's topic in Coding and Scripts
Hey, sorry for dropping in with a question, but does this mean that it would be possible to modify the thermal detonators to disintegrate enemies like the disruptors do? That would be an old dream of mine coming true. Nar Shaddaa in JO would be hell, but seeing how people reacted to TDs in ROTJ at Jabba's Palace, I was always disappointed by their effect in the game. -
gabtrucker liked a post in a topic: [WIP] Dark Forces mod remaster project
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[WIP] Dark Forces mod remaster project
KyleFan replied to undeadslayer's topic in WIPs, Teasers & Releases
I'd prefer YouTube videos. -
[WIP] Dark Forces mod remaster project
KyleFan replied to undeadslayer's topic in WIPs, Teasers & Releases
I, for one, would be interested. -
DarthValeria liked a post in a topic: Mercenary Kyle but actually looking like a younger Kyle from Dark Forces
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Huh, I've never even noticed that fan. Anyway, thank you @SomaZ!
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[WIP] Dark Forces mod remaster project
KyleFan replied to undeadslayer's topic in WIPs, Teasers & Releases
Thanks! We'll see how it works out. -
So @mjt, what would be your diagnosis of the issue? Is there anything else that can be done? Perhaps the fact that the door textures don't have any shaders have something to do with it? If your idea regarding the func_doors is true then I guess I'll have to accept this door the way it is. Maybe I should play around with the fog distance and color to try and mitigate the problem.
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[WIP] Dark Forces mod remaster project
KyleFan replied to undeadslayer's topic in WIPs, Teasers & Releases
Sounds interesting. I wish you the best of luck with the project. -
[WIP] Dark Forces mod remaster project
KyleFan replied to undeadslayer's topic in WIPs, Teasers & Releases
Oh, sorry. My thought process was that everyone on JKHub surely played at least Jedi Academy, therefore knows about that plot point through that callback. What I meant was that I'd be happy to be a voice actor in your English version. By auditioning I meant that I can send you a sound file with my voice so you can decide which character I would be good for (I don't know if you plan to include other characters from the radio drama or just Kyle and Jan) or whether you would like to use my voice at all. If not, no problem. I just wanted to try it. But of course, this all depends on your poll's results first. -
[WIP] Dark Forces mod remaster project
KyleFan replied to undeadslayer's topic in WIPs, Teasers & Releases
Using the radio drama can be difficult though, as you would need to get rid of music and sound effects played during dialogue and that can worsen the quality. Also the radio drama is not that widely known. I do know it and I love it, however I'm not that big fan of Kyle's voice there. Nothing against the acting, it's just not a Kyle-ish voice for me. About the inconsistencies between the game and the books, I'd say it is good if you add more story to the game but don't change it in favor of the books. As I mentioned, the books and the radio dramas are not that well known but the games are. And fans of the game wouldn't be happy if you removed Boba Fett. At least that's what I think. Another argument that in the gaming universe Boba fought Kyle on Coruscant. Kyle even mentions this to Jaden in Jedi Academy. So personally, I would keep him in the game. On a sidenote, I'd like to mention that although I'm not a native English speaker, but I happen to be a working actor who grew up with these games and I actually made Hungarian voice acting for both Jedi Outcast and Academy, including the 6-level demo of the Dark Forces JA mod. So if you go with voice actors, I'd like to audition. I voiced Kyle in my Hungarian version, but I'd happily do any character you would need and think I could be suitable for. Free of charge, of course, the honor would be mine. -
LeonBabcock liked a post in a topic: Door not affected by fog
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Smoo liked a post in a topic: Door not affected by fog
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KyleFan liked a post in a topic: Door not affected by fog
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Thanks for the grating shader, it worked perfectly! I doublechecked every shader file but found only one of the textures you listed. That is 'textures/bespinnew/bluecarb' which is the fog itself that is in the room. Here's that shader: textures/bespinnew/bluecarb { qer_editorimage textures/bespinnew/bluecarb.tga surfaceparm nonsolid surfaceparm nonopaque surfaceparm fog surfaceparm trans q3map_nolightmap fogparms ( 0 0.54902 1 ) 4000.0 } I decompiled it with GTKRadiant's.
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mjt liked a post in a topic: Door not affected by fog
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I've found the shader for the grating but for the door I couldn't find any. You can look at the shader and the .map file here: https://drive.google.com/drive/folders/1YS1KgD9Bicd9TfwQ1_ko_LhSv4Ivg6FW?usp=sharing
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KyleFan liked a post in a topic: Door not affected by fog
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mjt liked a post in a topic: Door not affected by fog
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Smoo liked a post in a topic: Door not affected by fog
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Thanks for your answer, @mjt! Though I’m not sure I understand everything you said, I'm fairly new to modding. I don’t know what a structural plane in the BSP tree is. I know about the cull key, but I’m not familiar with the q3map_invert. To answer your question about the doorbrush, I thought it would be the best if I show you how it looks in-game. I hope it helps: