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Everything posted by katanamaru
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I personally don't think you should change the enemies speeds at or not very much. Main reason is that I play with the speed g_speed 200 where default is g_speed 250. This makes them slightly faster than me and I think is a better movement speed. It also makes the rolls faster since they are locked at 250. In my custom npc file I've given all saber wielders force heal of 2 or 3. This way they can all heal and make fights last longer. I also gave them different saber colors so that there is some more variety. It's nice.
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Wow that's some good thoughts there. You've got all this implemented? That's pretty amazing Dusty! I'm very glad you moved away from the .sab modifying since this will work with user made sabers now. Also nice that you made the whole system toggleable.
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Sorry I haven't been playing much JA lately. Too much time in Dark Souls 1 and 2.
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I did this with animations. I replaced the lean/dodge (use + A or D) in third person. It works, but is a little odd. The player has to stand out of cover, and then 'lean' into cover. I don't feel it is really necessary since the character is centered in the screen. It's easy enough to just step out of cover and then back into it. So it would really only need a new key or two added into the game bound to new animations.
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We may have different views of red, and that's fine. I agree with your points, but feel that if we did all of that it might make red too good and detract from blue, yellow, and any others we add. Also saber defense is affected by your sabers positions. I've seen this with some custom stances I've made. It is very noticeable with the backhand stances I released. Those stances have horrible blocking since the blade is behind the player. This is something to consider when talking new styles. I normally try to make one blade forward to maximize blocking.
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I like your suggestions so far. Do you have any ideas for dealing with saber wielding opponents? Or just stick with sabers? Do you still plan to make these variables modifiable with your custom game settings? How about increasing the projectile speed? For JA I went through and made everything use less ammo and hold more of it. That was my simple fix for using blasters in sp.
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I agree with Dusty more, but Ping is right about the W + Attack being devastating. Red is only good against saber wielders. It destroys non boss character defense, does damage with it's transitions, and has higher damage per hit. It does have a terrible defense though. I always liked the idea of Sense being necessary to block and/or deflect blasters.
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The current method that works in sp is to tell the .sab file that a single saber has two blades. Then set it up how you want and then in game press the stance change button and you get your second blade. They are lots of fun, but since you'll have two blades out you get a heck of an op saber.
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So all the animations I've made in the past are no longer valid?! If that's the case I'll hold off on anymore animations since I can't run xsi on my 2005 laptop.
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I like the idea if we can get a dual phase saber. I love using those! Slightly OP with current method.
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Force lightning is bugged. If you use it continously with a gun or the saber holstered the loop won't play. Sorry I don't have a animation.cfg to check right now what the proper names are.
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First person view lightsaber aggrevations.
katanamaru replied to Lokin's topic in Jedi Knight General Discussions
It is something others are interested in, but is not high on their lists. You may have to use the key bound version in the mean time. -
@@redsaurus and @@eezstreet , I almost love you right now!!!! Awesome for getting that working Redsaurus! The Tavion and Desann stances work well except for a few of their two-handed attacks. So they make good place holders. Eez, I think it would be a great idea to make files to easily add new styles to the game! I may go ahead and get that new pc now so I can use xsi.
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So nice! Is there a way to chose where a saber is holstered? So if I'm using a shield in the left hand can I make it go to the back or disappear?
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Oh yeah this is sp only.
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I think you are right, I'm not sure about all the technical details. Attaching a separate animation gla to an npc is done by modifying it's hex address. Doing this makes it so that it can't access the cutscene animation. Default: models/players/_humanoid/_humanoid.gla Into: models/players/_humanoid_trooper/_humanoid_trooper.gla Now the new trooper npc cannot access the cutscene animations since it's hex path is different.
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If the cutscene uses an animation in the _humanoid.gla yes they will work. Some stages use specific animations that are not in the _humanoid.gla. Such as the one where you rescue the elders from the rancor. The level starts with Jaden hanging from a pipe. Or the tutorial level with Rosh. Those don't work with the altered animation attachment. If you don't mind skipping cutscenes then it's not really a problem. Also they are ok with player made sp level mods since they just the regular _humanoid.gla.
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I can attach seperate animations to all the characters (some custom models don't work for some reason). The downside is that if there are any cutscenes with with troopers that use unique animations they will just stand there in the root pose.
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First person view lightsaber aggrevations.
katanamaru replied to Lokin's topic in Jedi Knight General Discussions
I use the one that requires binding. It works fine. That's with the animations that will be in the Jedi Knight: Enhanced mod. -
Chandrila. That stage was beautiful. A good mix of saber and gunplay plus the environment as an obstacle. I played the crap out of it with the demo and still like it.
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I really like the Luke v Vader of 5, but it was DotF that got me really into Star Wars. Sure I liked the OT, but if it was on tv I could change the channel if something better was on. After DotF I was sold on the whole saga.
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I don't have a specific character request, but what about adding more stuff to your Jaden Jedi model? For instance add the default Kyle/jedi body so all the existing reskins would work. Adding Luke, Kyle, and Qui-Gon's head to it would also cut down on work necessary. Through in you Maul and Stormie and the customization would be staggering. That would pretty much take care of most human male request with what could be done.
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The distance between his shoulder, traps, and head looks a bit too long. Mainly looks like his traps are very low or his neck is very long. This is also apparent when you look at his unzipped robe. The hood and such should be much closer to his head.
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Instead of using Mar's torso you could use the Kyle body and legs. This would let existing Reborn-into-Maul textures work. Plus Someone could reskin that into a vest like @@Dumah 11523 wants.
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We've had debates over this. I'm going to try and come up with a good hybrid. Stand 1 is unnaturally erect. Stand 5 is ready for action. We want something in between.