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Teancum

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Everything posted by Teancum

  1. I wish you guys the best in getting things rolling. Hardest part is getting maps completed, so hopefully people grab hold of the project. It's amazing to see my favorite Jedi Knight game getting this kind of love.
  2. I would agree that scope-wise simply getting the powers, inventory, etc working should be priority over an updated progression system. That being said if level design ever catches fire then the progression system can be updated. Right now that's far and away the #1 bottleneck for a project like this (level design). All that being said if levels were to get knocked out I'd jump on coding the progression system in a heartbeat. ..... Now, all THAT being said, I just wish that the original engine could handle the visual updates possible here. I love the JO/JA gameplay system but there's something about the feel of the original Jedi Knight. I've played it roughly once a year since I bought it in 1998 because it's just a masterpiece.
  3. So as far as core requirements, what remains for the engine? Putting things like rendering tech aside, what gameplay elements need to be done. I'd like to pick up a side project at some point and just want an idea of where things are: What I'm assuming: Weapon code. Specifically probably the rail detonator sticky function and the repeater's tri-shotForce powers: Destruction? I can't remember many of the others as I always used a very specific setAnimation code for swimming and other JK-specific actions.Creatures/enemies: Mailoc (fly/sting), water enemies, Kell Dragon (walk/bite) -- incidentally having Kell Dragons would be cool someday for the DF mod if that every picks back upInventory: Keys/wrenches of varying colors, ammo/weapon backpacks,
  4. Yeah, I lurk around when I have free time at work.
  5. When I'm playing older games I play them in 4:3 religiously.
  6. Agreed. At 125 buttons your UI design would become extremely cumbersome for the majority of players. Better to improve design then try to up hard limits.
  7. I remember this guy, but he looks like a discount 11th Doctor fanboy
  8. *sigh* Don't be like that. They swiped stuff from a commercial game and tried to directly compete with Battlefront, yet you're making EA look like the bad guy. How could this possibly have ended in any other way?
  9. Nope. Sorry. I have no idea how to do any of that to be honest. Never made it that far. Those would be huge fixes for me, but might be much easier for the OpenJK team.
  10. ... good luck with that. Being "minor", I mean. But in all honesty I do wish you good luck if you want to continue it. I just found the whole experience really frustrating. This is an amazing mod that deserves to be finished, but I'm just not the guy to get it done.
  11. So gang, I'm sorry to say that the DF project update is officially cancelled. I only ever restarted it as a project until I got my new job, and since I've started working I've never looked back. I'd love to say that I'd come back to it, but frankly the process was so difficult for me that if I have time to mod again I'll either do smaller JKA mods, or more likely, mod other games. But let's be realistic here, there was no way whatsoever that this project would have ever been totally finished. There's just too much to do and too little man(woman)power to do it. I knew that from the start, but it was nice to have an early summer project for a while. If I can find out who did the MotS mod textures I can upload the source files officially for anyone to tinker with our split out into separate mods (like Jan, Phase II, etc). But I honestly don't feel like digging too hard. Hopefully it'll be easy to track the texture artist down, or maybe the MotS mod source files have free use permissions. I also am in contact with Darth_Linux, who in turn is in contact with DarkStarMojo (though DarkStarMojo rarely checks his messages). If I ever get DarkStarMojo's map files I'll include them, and probably will compile them as part of the mod as a last hurrah. Thanks to all who supported this mod, and I'm sorry if I got your hopes up. I had always planned on using this as something to do I got my job, and now I just have no interest in going back.
  12. Upload incoming of the most recent build I have. Work has made me much busier than I anticipated, so I wanted to make sure that if I wasn't able to get back to modding the mod's files didn't get lost to time. I'm not quitting yet, just archiving. To try out some of the maps, use devmap and then the map name. The names are ramshed, robotics, narshada, jabship, fuelstat, and executor. Impcity and archamer are not included in this build as they're just one room. Ramshed and Robotics are the most complete. All maps are incomplete, but they're fun to exploreYou can spawn and take a look at Dark Forces Jan, but I don't think I made an NPC file for her, so you'll have to do that separateYou'll see textures from the Mysteries of the Sith mod. I'm still hunting down permissions, but the mod won't work without them. As this is just an online backup I see no problem packaging publicly available filesI still haven't rebuilt the Kyle customization menu (for the third time), so for now there's no customizationTo play, copy everything from the /!Dark/ folder in the rar file EXCEPT the /source code/ folder to your /Jedi Academy/GameData/ folder and run DarkForces.exehttps://www.mediafire.com/?5gg2l9ure8q4ckw
  13. Lol. I remember that, but only because I played through it again back in March. It's funny how a game that's 21 years old can still be so captivating.
  14. That's awesome, you'd never know it was a kitbash.
  15. That's gorgeous. Does it apply to the datapad too?
  16. Yeah, really it came down to spending a few hundred vs several hundred hours on a mod. Eight levels versus somewhere in the high teens of levels. (I think you have a few pretty much done, yeah?) Anyway, you're always welcome to anything I get knocked out or that's contributed to me. And don't forget if you need UI or code updates you can ping me. But I'll say officially that I think I'm going to keep at it as long as I can, but just at a slower pace based on my amount of free time as my career starts. I feel totally confident that two more levels can be churned out.
  17. Yeah, they look great! If the mod still had a dedicated website I'd put them up on the front page!
  18. I only asked him about the tool, so I wouldn't expect any mod news. I'm not saying you were, but I think it was just a place he could upload his conversion tool. My guess is he still has the source, but has to get all the correct dependencies together so it'll compile. Plus the last post was like 10 years ago, so he probably has a career and a family now, and I'll say those take up the majority of your time.
  19. Shamus made his own tool. That's what he would be releasing. He added a new news entry to his website, but hasn't uploaded his tool yet.
  20. The shortcoming with dr0id's conversion plugin is that creates a LOT of overlapping geometry. Like every spot two brushes meet is that way. It can be remedied, of course, but Shamus' tool is supposedly much better in that respect. I'm hoping his tool works as well as advertised as it'd make raw conversions much easier/faster. In the end there's a lot of hate for raw converting due to some of the levels looking super low-poly, but I think it serves as a great starting point, and some levels (like Altyr V) have a lot of useful areas that wouldn't need rebuilt.
  21. True, but this is a raw conversion of the Mysteries of the Sith level, so brush count will be very low. That being said either method will be a pain due to the way the tool converted the JKL files in the first place. I've contacted Shamus, who made a converter that was much better, to see if he still has the files. He said to watch the URL for the site below, but that's all he said.... http://shamusworld.gotdns.org/df2mod/news.html
  22. That's fine by me. Just PM me.
  23. Make sure you select only one of the two brushes that are fighting so it can subtract from the other.
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