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tinny

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  • Content Count

    34
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  • Last visited

Clan

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  • Gender
    Male
  • Modding Interests
    Coder
    General Modding

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  • Email
    tinny@blueleo.net

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284 profile views
  1. @KyleRendar, yep, actively working on porting this over to JA for version 2.
  2. Will be streaming the mod later today at 3 pm EST at: http://twitch.tv/themoddinggamer
  3. Most of this stuff should easily be wrapped up in cvars to toggle things that one person might fun and another distracting.
  4. Put a poll over here for possible JA release:
  5. Hey friends, Recently I release the Shoot Dodge mod for Outcast here. Initially I figured it was only fun for the early levels of Jedi Outcast when you have no force powers but I found it synergized really well with force powers. A couple people have commented on how they're waiting on it being released for JA instead. Would you download it in a JA release? Also a few features I'd like to add for a JA release are: Dual wielding like the cultist commandos do Shoot dodges from the new acrobatics you can do in JA Build on top of the JOA mod after asking the author'
  6. Hi @Asgarath83, good question! Initially I set out just to implement this so the early parts of JO are fun not realizing that it synergized with force powers really well too! It really made all of JO a brand new game! If there's enough of a demand I might release it for JA by building on top of the JOA mod (after getting permission from the author😞 https://www.moddb.com/mods/jedi-outcast-academy So that the JO and JA levels are seamless.
  7. 34 downloads

    Imagine if you could take Max Payne style bullet time and use it in Jedi Outcast?! That's exactly what this mod does. If that's confusing, shoot dodging allows you to dive during firefights with time slowed down but aim speed retained to emulate heightened adrenaline granting more dexterity, reflexes, and damage. You will need a 64 bit Windows 10 and an installation of JO to play. It is built on OpenJK but I provide the appropriate executables and dlls. To get an idea of how this works out, here's the gameplay trailer: For a full list of gameplay features
  8. The last major feature I was working on before release was sound dilation during bullet time: Description has some of the tech details but let me know if you'd like to know more. Got feedback from a tester and release should be imminent.
  9. I finished up most of the polish, I need a couple of volunteers to beta test the mod to find glitches. I've tested it pretty well so hoping for no major surprises. I'll take a couple volunteers but you will need a copy of JO installed for a 64 bit version of Windows (not JA, hoping to make a future release for it) and DM your email to send a link and instructions. After a couple days of testing I should be able to do a general release this week.
  10. This is really cool! Noob mapping/modeling question, will this allow blender to be used for mapping? I really thought blender could only be used as a model importer/exporter. Didn't know an entire map could be treated as one.
  11. So close! Have some minor cosmetics to implement and bugs to fix but it's turning out great. Base gameplay is a blast but how bullet time synergizes with force powers also is so much fun! Here's a new trailer for you guys and gals:
  12. Hey @Droidy365, having a little trouble understanding. Lightsaber/gun recovery from a roll is pretty quick but you'd like the momentum to be retained as much as possible like a Parkour roll like in the 3D Mario games? Sorry I haven't played Dark Souls.
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