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Archangel35757

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Everything posted by Archangel35757

  1. Maybe I'm thinking EffectsED.
  2. I think the sound issue was related to them hard coding a link to where winamp (mp3) player should be... I think an external player is fine as long as you can set the path in a preference option.
  3. If Raven releases the EffectsED code to us... it would be awesome to see EFX that are associated with the player, character, or vehicle... maybe bolt-on weapons as well. E.g. would be nice to see Force lightning eminate from fingers (when that anim plays).
  4. Please add the necessary render support to preview shaders-- especially normal maps!
  5. I use the incremental speed up & slow down play buttons to slow down animations mainly to look for flaws... I'm sure @@DT85 uses that as well. I don't see those buttons like the legacy modview... I need to download your version and try it out.
  6. @@DT85 -- I thought your in-view model was arms only. But he makes great points for having legs and what torso you can see moving the 1st person camera around... for more realistic immersion.
  7. Ah... I was thinking Dark Forces... not DF2-- still I think bringing in a few SoF2 animations would enhance combat/gameplay.
  8. @@DT85 -- I think we should use the SoF2 GLA for Kyle and all the troopers-- since I think it's more appropriate for mecernaries and soldiers; and bring in a few elements from SoF2 mapping-- ladders/rappelling, etc. Then I'm sure @@KENNITHH (who's a really good mapper) would help contribute.
  9. Guess I will request the other missing tools' source and JO XSI animation files tomorrow.
  10. the ghoul2 1st person in-view code? Why could that not be used?
  11. I would love to see this aspect implemented into Jedi Knight... but @@eezstreet didn't seem to want... but it sounds like what you're trying to achieve DT... so might be worthwhile to incorporate at least this part of SoF2 (if we could get the source)... It also sounds like they had better AI/squad tactics-- reading that postmortem I posted.
  12. @@KENNITHH -- mobile devices??? I doubt anyone cares to do that. Looking at that Gamasutra Postmortem Raven article on SoF -- seems that Rick Johnson and Eric Biessman were the key Raven programming.g/designing directors. @@eezstreet, @@Xycaleth, @@DT85 -- I'd love to request the SoF2 source and its XSI animations-- but Monroe/Gummelt may not be the right ones to ask... different teams, different empires. I could make an inquiry of Gummelt on who is the best POC to ask for SoF2 resources. What do y'all think?
  13. As an aspiring character rigger-- I found this article of great interest. https://ravensoftware.com/blog/developer-diaries/23/read-article/ They have similar articles on other aspects: AI, FX, etc.
  14. @@KENNITHH, @@DT85, @@Xycaleth, @@eezstreet -- are there aspects of the SoF2 code that you want to integrate into Jedi Knight Enhanced? How is the SoF2 view model different/better? EDIT: We should read through these gamasutra articles of Raven discussing the postmortem of their SoF and Jedi Knight games-- it sheds much light on lingering questions or tools they used... for example: http://www.gamasutra.com/view/feature/131541/postmortem_raven_softwares_.php?print=1 They did these postmortem articles on all their games it seems.
  15. Is this MP code incomplete? I see it states "Unofficial" --http://soldieroffortune2.filefront.com/file/Unofficial_SOF2_103_MP_Source_Code;15375 Anyone know if James Monroe or Mike Gummelt worked on SoF2?
  16. Wasn't the SoF2 source code released? Or was that only the SDK? I would love to see some aspects merged into Jedi Knight.
  17. I have not asked for the other tools' source code yet... I was only communicating with Raven about carcass source code. @@eezstreet asked me to request all the other missing tools' source code-- which I will, but we should first look through th SoF2 and ST:EF Released source code to see what might already be in those SDKs (e.g. IBIze source should be in the ST:EF SDK). And having good justification is always a bonus.
  18. @@therfiles... that doesn't really help me-- perhaps you can enlist the aid of other BehavED Scripters and describe what we as a community would like to improve on-- to overcome the roadblocks you're hitting?
  19. Sadly, I've never used it or done ICARUS scripting... rather than "borked" (remember-- you're calling their "baby" ugly) can you more eloquently describe the errors and shortcomings, desired improvements for it? Thanks. Having solid justification will help in our asking... EDIT: we have a small window here (I imagine Ste will return from vacation after labor day holiday)... so it would be nice to have what tools' source we're missing and solid justification in our asking... I hope everyone agrees?
  20. There are 1st-person weapon tutorials in the SoF2 manuals.
  21. @@eezstreet, @@redsaurus -- can you guys check the ST:EF released SDK source to see what else might be checked off of the Christmas list? Thanks... EDIT: Also, can you help provide me with justification???? For example (@@Xycaleth): we need the ShaderED source code because we want to revise the shaderED code to add support for normal map stages???
  22. I thought IBIze source was available-- @@redsaurus submitted IBIze-mac on JKHub and said he revised it based on Raven source code released in Star Trek:Elite Force SDK... @@eezstreet -- can you verify???
  23. As Matthew 7:7-8 says: "Ask, and it will be given to you..." @@DT85 -- see my post in the Carcass Bone Jitter thread.
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