-
Posts
549 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Teancum
-
Still a matter of opinion. Outdoor levels, yes. But for instance 95% of the Altyr V base is plenty complex structurally.
-
If no new models are created by the time I need the Phase II and Phase III troopers I'll be kitbashing them. The Phase II will be a Jettrooper with a Swamptrooper head (all reskinned), and the Phase III will use the Hazardtrooper model with a modified Swamptrooper head (again, reskinned).
-
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.
-
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Sounds good. I'm starting to feel more comfortable with C++, it's been a long time. For now I'm focusing on the Mortar Gun, as I think it'll be the easiest to perfect. Once that's done I'll break the new weapons out into their own .cpp files. That way *if* OpenJK or JK:Enhanced want them they're up for the taking without overwriting anything. -
The seeker rail was just the rail detonator with red accents instead of yellow, so that can be covered with just one model. Also, Kaerobani is never seen in single player.
-
No, but that was just a thermal detonator reskinned.
-
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.
-
I think the only two weapons that are totally missing models-wise are the Carbonite Gun and the Rail Detonator. But I agree that if we've got models to upgrade with why not?
-
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.
-
I've actually grown fond of Infinity Blade's head model. It's very believable for Kyle's clean shaven, goatee,and bearded looks. Plus it's one head model instead of using many different ones. As far as Mara goes the mod has her exactly how I remember her.
-
Just messing around. I'm not really planning on doing much with these. Still, it's cool to see what was done and what wasn't. I'd like to see Altyr5 complete, but I'm in no hurry due to the Dark Forces project.
-
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
yes, but JKHub has a policy against using content from another game, so I would have to record it and then turn it into a 2D hologram. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
I'll probably just use film footage or something and make it a 2D hologram. Or record the Star Wars Battlefront II Jabba in a green-screen level and make him a hologram -
Thanks much. I'll give it a try.
-
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Already done on both counts, although right now the Robotics facility is mostly just interior. The outdoor terrain hasn't been done yet, so there's just this one small area outdoors. -
Is this an issue with weapons.dat incompatibility?
-
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
@@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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
That explains the "Light Amplification Goggles" then. 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. -
Wait, the Baron's Hed outer fortress gave you trouble?
-
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. CODEWEAPONSMelee: 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 timerAssault Cannon: Primary is a regular projectile, secondary is rockets. Be able to track rockets in the secondary ammo section of the HUDITEMSEnvironmental Suit (replaces gas mask): Kyle can obtain an Imperial Worker suit. When active it should negate the per-brush damage over timeStormtrooper 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 disguiseField Light: A forward facing flashlightAI"Gunner" boss AI. A more agressive AI specifically for things like non-flying bounty huntersHave acrobat variantDark Trooper AIPhase I - melee, fast movementPhase II and Phase III - flying, slow on the groundUPDATED FEATURESNewGame+ 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) -
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.
-
I love the way they portray Ahsoka now in Rebels. I only wish they'd kept her face tatoos consistent between shows.
-
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
Did you make a specular texture? If not then it has no effect.
-
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.