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tinny

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Posts posted by tinny

  1. 15 minutes ago, Lancelot said:

    A Jedi Academy version would not only be interesting, but it could make the best of the potential this mod has. This game is more focused on acrobatics and lightsaber combat than Jedi Outcast, so it would be fitting.

    @tinny, here are some suggestions:

    • Make the slow motion feature the game has optional. With that, I mean the one that occurs during the advanced force jump (the one that makes you jump further).
    • Get rid of the panning camera during that advanced force jump and during the kung fu fights.

     

    Most of this stuff should easily be wrapped up in cvars to toggle things that one person might fun and another distracting.

  2. 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's permission for a seamless Outcast and Academy experience
    • Have NPCs that use shoot dodges in combat (Kyle, mercenaries, etc)

     

    Let me know your thoughts!  Trying to gauge interest in whether to continue this project.

     

     

     

     

    OCD2 and Lancelot like this
  3. 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.

    DarthValeria, Jolly, OCD2 and 1 other like this
  4. On 1/17/2021 at 4:17 AM, Droidy365 said:

    This is a really cool addition to gameplay! Just out of curiosity, would it be possible to change the vanilla rolling to essentially work like Dark Souls? Basically, being able to roll at any angle and quickly recover to lead into an attack. This would add an interesting layer of depth to both lightsaber and blaster combat, and it would compliment this dive ability really well. If possible, have it so that it doesn't kill momentum too much if you're going at full speed too, as that's something I always found annoying about rolling and wall running in Vanilla.

    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.

    Droidy365 likes this
  5. Hey everyone, just a status update.  It looks like there will most likely be a delay and ETA might be shifted from Christmas to New Years.  I've done most of the code and animations in Blender but struggling with the following:

    • Transitions between animations in air look really robotic and janky and looking at different options on smoothing it out
    • Still have to work out the gameplay with how shoot dodging will work with force speed
    • Gameplay balance

    Sorry for the delay!

  6. Hey everyone, I imported the glm and specified the gla and frames of the animation I wanted to use as the base of a new animation.  On import whenever I translate the object it translates it for all the other frames as well.  I'm guessing I'm missing something simple, what options do a I toggle to only translate the model one frame at a time?  Thanks!

  7. 13 hours ago, scp_chaos1 said:

    This is on another level, I would love to see this at JKA, it's still just beautiful work, congratulations.

    Thanks man!

     

    3 hours ago, DarthStiv said:

    Oh no, the multiplayer mode is Movie Battles actually!
    What I am talking about is this one: https://www.moddb.com/mods/movie-duels
    100% singleplayer mod.
    The code developer is Jace Soloaris: https://www.youtube.com/channel/UCHSZDdH3ny-Vg-YaLQkh9-g?reload=9&reload=9 
    Look by yourself. Many interesting features, but most of them are sabercombat-oriented

    This looks spectacular, it's obvious the author put a lot of love into the mod.  That would be cool to do a collaboration in the future.

    DarthStiv and scp_chaos1 like this
  8. Hi St. Ivan!  I've been out of the modding loop for a decade or so but started picking it up during quarantine.  By MD2 do you mean the Movie Duels team?  If so their mod is more multiplayer and mine is single player.  The code I've written wouldn't port over well plus if you're gaming with others they might get annoyed if everyone slows down in time if only a few people keep doing shoot dodges.  Thank you so much for the compliments!

    DarthStiv and NumberWan like this
  9. Edit Jan/2021 - new trailer released here:
     

     

    Hey everyone!  First time poster and long time lurker here and hope you are doing well.  I love Jedi Outcast but before you get your lightsaber and force powers the early levels felt really bland.  Around the same time JO was released, another one of my favorite games came out called Max Payne which had a gameplay feature called shoot dodging. Inspired by cinematography from John Woo movies, the staple of the game was you could temporarily slow down time and dive while shooting which provided tons of defensive and offensive capabilities during gun fights.  I've implemented some of it but it still requires a lot of polish.  ETA is Christmas of this year:
     

     

  10. Hey guys, so Raz0r mentioned that a new coop branch of OpenJK is here:

    https://github.com/Razish/OpenJK/tree/coop

     

    Does this branch get updated by the main OpenJK branch?  Also i think i remember Eezstreet saying that fixes to get sp working in mp as GT_SINGLE_PLAYER were considered legit fixes, why have a separate branch when it can be committed in the main OpenJK branch?

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