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Teancum

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Posts posted by Teancum

  1. Probably the easiest way to do it is on your menu like the second screen update the character model and skins (see the bottom of the species menu in the main game). Then move them to a "custom" species menu for that one character, but remove the option to change the species.

  2. Depends on if you want to be Pr0xy, or just have him as an AI in a map. If you want to swap using invisibility and uncloak into another character you just have a second character, pre-cloaked where Pr0xy is standing. He cloaks, you use an Icarus script to delete him, and uncloak the other character.

     

    But as far as a playable version, that's much more complex, and would probably best be handled with a C++ code mod.

  3. No, I don't have a copy of DF2 and MOTS. :'( If you mean the MOTS mod, I have the sources like Teancum.

    You really should take the time to play Jedi Knight (DF2) and MotS. They're really amazing, and you can get both games for $5.99 (US) at GoG.com: https://www.gog.com/game/star_wars_jedi_knight_dark_forces_ii

     

    @ -- I took the more complete version of the level (from the source files) and compiled it with the lighting intact.

    TheWhitePhoenix and swegmaster like this
  4. @@ensiform @@eezstreet

    Well I found out I could do manual web commits, so that'll do for the moment. Right now I'm getting the dang "cannot include windows.h" file again during compile, so I'm in the process of uninstalling all the different versions of dev tools and am going to start clean from there with VS2013, which is what I was using. I no longer need 2015 for my class, and I have a lot of legacy stuff still installed.

     

    Should I bust the weapons out into totaly separate entries? I get the impression that at least ensiform is willing to help, but I don't want to ask too much. I'd prefer not to replace any weapons. I had planned on putting the Fusion Cutter in WP_JAWA's weapons.dat slot, and the Mortar Gun in WP_RAPID_CONCUSSION's, leaving only one additional slot taken by the Assault Cannon. I thought if I branched them out with dummy code it might help, but if it's better left to someone more well versed that's willing that's okay too. Again, not wanting to ask too much.

  5. Sadly a flashlight in idTech3 doesn't really work because of the way lights and lightmaps are handled.

    That explains the "Light Amplification Goggles" then.

     

    FYI your code changes didn't make it to the repo yet.  Seems only changes to the readme.

    Yeah, I've been afraid of accidentally committing to the parent project. The GitHub Desktop app committed to OpenJK the first time. I tried to commit to my project, but it was waiting on some validation. I'll have to take a look.
  6. I dont have anywhere else useful for the moment, so I'm putting together my quick design notes. I'll add to it as I have time.

     

    • CODE
      • WEAPONS
        • Melee: up damage, enable kicks and grapple by default (done). Make it so that if no direction is pressed, you can quickly kick forward.
          Fusion Cutter: Primary fire should "rotate" between barrels. Secondary should fire all four at once.
        • Mortar Gun: Should fire thermal-like projectiles that have a longer arc to them. Primary explodes on impact, secondary on a timer
        • Assault Cannon: Primary is a regular projectile, secondary is rockets. Be able to track rockets in the secondary ammo section of the HUD
      • ITEMS
        • Environmental Suit (replaces gas mask): Kyle can obtain an Imperial Worker suit. When active it should negate the per-brush damage over time
        • Stormtrooper Disguise: Kyle can find this. Simply put you can wear it and "be" the stormtrooper NPC. You cannot progress through certain areas with it on though as you have to kill certain key-holding enemies and high-level enemies would "see through" the disguise
        • Field Light: A forward facing flashlight
      • AI
        • "Gunner" boss AI. A more agressive AI specifically for things like non-flying bounty hunters
          • Have acrobat variant
        • Dark Trooper AI
          • Phase I - melee, fast movement
          • Phase II and Phase III - flying, slow on the ground
    • UPDATED FEATURES
      • NewGame+ mode: simply put, if you accept the NewGame+ option after beating the game, all the things you have unlocked can be used from the start (basically, we just load up the first map again)
    Lancelot, GPChannel and swegmaster like this
  7. A fair point, however in my almost 20 years experience in modding games people often shoot for the stars as far as quality when there just isn't the manpower to do so. I mentioned to minilogoguy18 that the original levels might make a great whitebox testing system to help things along. There are a lot of amazing bones to work from, but I will say the outdoor levels with natural terrain look particularly dated, so I don't think they'd make the transition as well.

    Ramikad likes this
  8. Yeah, I don't plan to actually remove anything from the DF build. I'm gonna lock in the file paths to /base and /dfmod, so it won't really be usable for other folder-based mods, but it'll still have all the OpenJK-compatible code so you can use any of those features in Dark Forces.

     

    On a different note, I'm done with architecture for level 7 - Deadly Cargo. The boss fight works great (Zuckuss/4-LOM) and so at this point I just need to do item placement and objectives. Once that's done it's time to move to level 8 - Robotics Facility. For now I'd like to spend no more than a month per level (up to level 10). Once the first passes are done and it's in people's hands I can work on the last four. Once those are done and a beta is in people's hands I can go back and make improvements. I'd rather have a 8.0/10 level of quality than a totally incomplete mod. I can always go back to improve things.

  9. The thing is that with the original architecture (looks like some of those screens are using it) converted to Radiant brushes you could actually pull off quite a few of the levels quite nicely. Between JA,JO, the Dark Forces mod and some of the "hi-res" (max 256x256) texture sets out there for Jedi Knight (that's what we old-schoolers call it, not Dark Forces 2) you could pull off reasonably nice levels. In the end it just comes down to not having enough members of the community willing to put in the hours. It's one thing to be the idea guy, quite another to hunker down and get to work.

     

    BTW, not trying to be offensive. I'm just saying if you really want it there's no time like the present to learn JA's tools. I knew nothing about them aside from a little UI scripting before I started the Dark Forces mod just a few weeks ago, and I'm already pushing out fairly nice content.

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