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Everything posted by katanamaru
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Give it a shot. When you play test it you can decide to keep them or not. Will the guns behave like they did in JA for the player? I'd consider speeding up the projectile.
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Are you hexing it to get that effect for the strong style?
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I agree that great gameplay/combat. Though I also think accuracy is important for recreating the maps too. The one thing I'm wondering about is if DT85 has considered the gunplay in JA? Because it sucks. I didn't like it in JK either and would just use codes to give myself the saber first thing.
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Jedi Academy mod: Star Wars ~ Episode VII
katanamaru replied to hka1894's topic in General Modding Discussions
No it can be done. He is joking that you chose some locations that would be VERY difficult to create. You should go look in the tutorials section to see what it will take to make a map. The things you are requesting are rather difficult things to do. To some people they are not too hard, but still very time consuming. If you have a time limit before you go to college your best chance is to use exitsing maps, skins/models, etc. -
Jedi Academy mod: Star Wars ~ Episode VII
katanamaru replied to hka1894's topic in General Modding Discussions
Let's say Circa, TheRfiles, Eezstreet and myself agree to help. With a machinima we would set up a private server first. Then we'd all log on and choose the skins you wanted to use for the movie. You enter spectator mode to be the camera man, Circa is Luke, Rfiles is Yan, Eez is Darth Sith, and I'm Kyle. You would then message Rfiles to saber duel Eez a certain way while you recorded it. Then when Eez 'beats' Rfiles you'd tell Circa to move into the scene and talk with Eez. etc etc Do you get it now? Here are some examples: http://www.youtube.com/watch?v=ir_fzaweSjg -
Okay reread your post about strong and I agree. When I see an npc come at me with strong style I go full on form IV to get away. Like you said it's because I know I can't block that no matter how much of my saber I put in the way. A way for the strong style to break gaurds via a 3+ combo chain would be pretty neat.
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It is done. All defualt blue, yellow, red, staff, and dual stances replaced with the new breathing stances. General bug tweaks that are in the animation.cfg file. I'll upload it on Thursday night and post the link here. Maybe earlier if I can.
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Looks more accurate, but I'd keep the other one two just for variety.
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Your skins combined with DT's would make a pretty awesome pack. You don't have to, but it would be awesome.
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So...species support for all? Thank you and good night.
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Yes 200 does make it take some time to get around. I would have bound a button to up the speed, but I have one for noclip. So I use that one when I want to travel a larger distance faster. Though binding a key to something faster isn't a bad idea now that I'm thinking about it. Interesting about the offense and defense powers. I didn't know that. That defense 3 is very wierd indeed. Though since I play with alwaysblock 1 I haven't noticed it too much. I'll get the larger parry animation but can still block if my saber is in the way. I agree that strong style was very odd with how ineffective it was with blocking. I could see it blocking less combos, but being very strong against single attacks.
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Wanted: An icarus scripter/mapper, and a coder
katanamaru replied to Dusty's topic in Mod Requests & Suggestions
Since it's sp I'll help with testing. -
I was going to message you about this tomorrow. I'll do it this weekend and upload it for you on Thursday. That's the day I can upload files.
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Super Empire Strikes Back Mega Man Castlevania I'd have to get on those teams!
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Yeah it may not be great for people or things that you want a lot of detail on, but for static background things it's perfect. Think of the time and money game developers could save with this.
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By more level you meant you could make the maps bigger so less loading times? That would also be glorious!
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http://www.wired.com/design/2013/09/jaw-dropping-software-that-makes-3d-models-from-any-old-photograph/ I love the future!
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Yeah this sounds like a really neat idea! Silly question, how do you make the player change directions when moving < and > instead of moving forward and back?
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Ok. I knew OJP wasn't going to modigy any of the gameplay, but I wasn't 100% sure if this would fall into it's area since it could easy acceptability of future mods and reducing possible future bugs. It's cool though. Just keep up the great work with everything else ya'll are doing!
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I follow your running now and like it. I'll still personally use speed 200, but that's just what I like now. I'd have to play with your new system to get a feel for it. It sounds good though. Looks like you want to focus on the combo aspect.
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I don't want to be pushy or sound ungrateful to any coders. Would a little bit of work in the beginning that make the task easier for others later be worth it? If not then don't do it. I am just thinking that the easier it is for the layman like me to get things in game the less I'll have to bug people later.
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I had that same problem the first time I downloaded the NDA SP mod. I just redownloaded it to overwrite and that fixed it.
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@@ensiform, Do you have any plans for easy implementation of additional guns, force, and saber styles? Something like how JA handles .sab files maybe?
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Gawd the stun baton was a bad idea. In JO as well.
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Replace Tavion with a skin of Starkiller?
katanamaru replied to hka1894's topic in Mod Requests & Suggestions
The npc file handles the combat sounds. For styles I'd say use this mod: http://jkhub.org/files/file/1641-katanamaru/ You'll need to get a different model though for the cutscense.