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Everything posted by TheWhitePhoenix
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My Review of Jedi Academy Enhanced 1.0.
TheWhitePhoenix replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
We might have to test it with different classes to say for sure. I guess it's time to dive into the fireworks, Tean. :/ -
Ohhhhh dude, NONE shall ever replace Kyle Katarn.
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"I want it from Filefront"
TheWhitePhoenix replied to eezstreet's topic in Mod Requests & Suggestions
Had to ask, dude. -
"I want it from Filefront"
TheWhitePhoenix replied to eezstreet's topic in Mod Requests & Suggestions
Maybe @@Jeff if he has spare time. -
"I want it from Filefront"
TheWhitePhoenix replied to eezstreet's topic in Mod Requests & Suggestions
The model, I'm aware of. The map, I was not. Though the model is...outdated a bit. -
Improving Knights of the Force
TheWhitePhoenix replied to Lancelot's topic in General Modding Discussions
A second thing would be is to get their actual permission. But I have a sinking feeling that some are not able to be contacted anymore.... -
"I want it from Filefront"
TheWhitePhoenix replied to eezstreet's topic in Mod Requests & Suggestions
I had no idea someone made a GITS map! -
Has ANYONE thought of this before!?
TheWhitePhoenix replied to TheWhitePhoenix's topic in Mod Requests & Suggestions
Yeah....Hapslashes Gweth model doesn't fit. :/ -
Has ANYONE thought of this before!?
TheWhitePhoenix replied to TheWhitePhoenix's topic in Mod Requests & Suggestions
Her mouth moves!? AWESOME! Which reminds me, Scerendo's Female Jedi mouth doesn't move....I was wondering if anyone would fix that. A V2 of that pack with Scerendo's permission, of course. -
Has ANYONE thought of this before!?
TheWhitePhoenix replied to TheWhitePhoenix's topic in Mod Requests & Suggestions
Hmm, not bad for a good start. -
Has ANYONE thought of this before!?
TheWhitePhoenix replied to TheWhitePhoenix's topic in Mod Requests & Suggestions
PLEASE DO! Which reminds me, maybe a Reborn Master variant as well, if possible. And to answer your question as I didn't see it before: BOTH! A JK2 Reborn Variant, JK3 Cultist Variant, JK3 New Reborn Varaint (Which I Saw you did), AND a JK3 Reborn Master Variant! -
The path of the Apprentice
TheWhitePhoenix replied to dark_apprentice's topic in WIPs, Teasers & Releases
You could just restrict his NPC file to Jump Level 1 so it'll look like he can't jump that high unless he concentrates. -
My Review of Jedi Academy Enhanced 1.0.
TheWhitePhoenix replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
Well, that's reassuring to know it's not just me.... -
I'm not really new, just returning with a renewed passion.
TheWhitePhoenix replied to PK_Azlon's topic in Introductions
Nice to see more girls joining in on the fun of the gem known as Jedi Academy and it's modding community. Welcome. -
My Review of Jedi Academy Enhanced 1.0.
TheWhitePhoenix replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
@@eezstreet Well....I don't know how to say this, as I feel like a complete idiot for not noticing it....But that error I was talking about....The one where the animations and all caused the game to crash....it was because of a PK3 file....I used it for basically NPC and Model replacements....THAT VERY PK3 was causing the game, on BOTH OpenJK and JA Enhanced to crash. I have a hunch that it too was also responsible for the sword glitch, but as of this comment, it's 2:10 in the morning, and I'm not willing to test anymore for the night....So it was all on me....So...yeah. Dunce moment for me....All that was caused by a bad PK3....I thought I should let you know anyways, because I don't wanna lead you or @@redsaurus on a while goose chase....So....I apologize, guys. Sorry about that.... Edit: Okay, thanks to @@Teancum, the sword glitch is legit. But the animation thing, that was on me because of the PK3. Sorry if I sounded like a downer when I wrote this, but like I said, it was 2:10 A.M in the morning and I felt like an idiot. I know I shouldn't beat myself up over that, but still. -
My Review of Jedi Academy Enhanced 1.0.
TheWhitePhoenix replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
Yeah....But anyways, I'm glad I could give you guys feedback to make both OpenJK and JK2/JKA Enhanced better. -
My Review of Jedi Academy Enhanced 1.0.
TheWhitePhoenix replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
Yeah....@@eezstreet, I don't think I can do that. As I've said, I'm not a coder, so I have NO IDEA where to even start. Maybe if someone made a video tutorial, I could try to follow along, but I don't know. -
My Review of Jedi Academy Enhanced 1.0.
TheWhitePhoenix replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
Yikes....O.o -
My Review of Jedi Academy Enhanced 1.0.
TheWhitePhoenix replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
Oh. I've never done that before. Is it easy to do or are there steps I need to follow? -
My Review of Jedi Academy Enhanced 1.0.
TheWhitePhoenix replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
Well, that's good, because the crash I was referring to was JKA specific. And do you have a link to redsaurus's codebase? If there's a chance I could fix it by downloading it, I'd gladly give it a try. -
My Review of Jedi Academy Enhanced 1.0.
TheWhitePhoenix replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
You're welcome, Eez. And from what I understood from seeing other people's feedback, OpenJK and JK Enhanced have an ongoing struggle with the Ghoul 2 model that the games have used since they were built by Raven Software and LucasArts. In my personal experiences, what was stated in the review above. I don't know if this is was just on my end with my own OpenJK and JKEnhanced experience and could be my own bases acting funny. (I can't tell you how many times I had to copy and past the main JKA Game Folder, rename it to my name of choice, and put everything back in to start over.) I can elaborate on one thing: Whenever a Jedi or Sith NPC does a roll, then tries to do a rolling stab in response on an NPC such as a Rebel or a Stormtrooper, the game crashes. It's fine when I do a rolling stab on an NPC, but when an NPC does it to another, it crashes. :/ I don't know if it's just me or if there's a problem you guys didn't know about, but I'm glad I could bring it to your attention. -
First of all, I wanted to thank @@redsaurus for such a brilliant mod that SP players such as me were only DREAMING of until Raven Software released the Source Code for JK2 and JKA after LucasArts was shut down by Disney. (Which was a HORRIBLE move on their part, but I'm not here to rant about that.) And I'd like to thank @@eezstreet for promoting it and for the OpenJK mod that also made this possible as from what I understand, without OpenJK, Jedi Academy and Outcast Enhanced wouldn't have been possible even with the Source Code. (Correct me if I'm wrong on that part. I'm not really much of a coder, tbh. :3) This isn't gonna be an essay review, but it might be a little long anyways. So here we go. What was great about the mod, but could use some improvements: 1. I'll get the BIG one out of the way first: The SFX Lightsaber Effects with the RGB Option. Holy S***, I CANNOT say how much I've been waiting for a mod such as JKE to come along and give me and others an option like this. For so long, JK2/A Machinima Makers had to resort to replacing the textures of a certain Lightsaber Blade color to give them a new Lightsaber color in the game. And unless you got rid of the trail glow, it would give off an awkward effect. (Such as a red Lightsaber color using a cyan lightsaber texture, but with a red trail effect and glow.) Now with this, Machinima Makers can (Hopefully.) come back from the dead, because that old texture replacement trick for "new" saber colors was getting as old as 10 year old stale bread. My only criticism and suggestion for you guys is hopefully you can add both a fully black color AND a negative Lightsaber color (Black line with white or other color glow.) in the future, like the black saber color in The Force Unleashed 1 and 2. If you can do that, then it would be PERFECT. 2. The ability to add NEW WEAPONS to the weapons files. I'm glad you guys thought ahead on this matter and made the Bryar Pistol, the Tusken Weapons (Correct me if I'm wrong on that.) and even the Noghri Stick Weapon as actual weapons for the player to use in the game. I'm also happy you guys put in a few weapons yourself, such as the Clone Blaster and the Battle Droid Blaster (Again, correct me if I'm wrong. I'm sure the latter is in the game.) to the weapons roster. It really adds a fresh coat of paint to the game, and I HOPE it allows for an endless amount of weapon possibilities to be added to the game or removed from the game as the modder chooses. It's also perfect for Machinima makers who want to be "lore-friendly" towards the part of the Star Wars timeline (ABY or BBY) their Machinima takes part in. Seeing an E-11 Blaster Rifle in an era that's 20,000 years before the blaster was canonically made in the series? Uhhh....No. That...would cause a paradox. 3. The addition of First Person Lightsaber Mode, Real First Person View Mode and the addition of holsters for Lightsabers. I CANNOT say how happy I am to actually be in First Person Mode in the game and actually see what my character sees such as his or her feet and body as well as the weapon he or she is holding. I also like how you guys added the holster ability to the game, as when you press the =/+ button in the vanilla, the character just puts it away and the saber vanishes. But here, it makes sense to put it on the character's belt instead of it just vanishing and then "miraculously" just appearing again when you press the 1 button. Adds in realism to the game and people would love that a lot. 4. The removal of the NPC and Poly Limit for the game. This is also a feature OpenJK has. In the past, so many players who had too much NPCs in their PK3s or a model such as DT's Kyle Katarn Model would be hit with a "Too many NPCS" message or a "This model has too many Polys" message in the vanilla game. With JK:E AND OpenJK, those limits are FINALLY removed from the game. And I gotta say, it's GREAT to get rid of those eyesore messages. They also allow higher poly models to be in the game, but with OpenJK being required for the higher poly textures to be displayed properly without crashing the game. But for every positive, there's a negative. That's how things work, after all. 5. New-Force-Powers. Oh My God, I was ECSTATIC about seeing those new powers in the game which SHOULD have been in JK2 and JKA IN THE FIRST PLACE. Deadly Sight, Destruction, Statis, Insanity, all these powers thanks to JKE now have their rightful places in these games. Though some things are left to be desired as since this is 1.0, there's still work on them to be done, and there's even some new ones that still aren't coded properly into the game yet and can only be seen by using the setforceall cheat in the console. But with 2.0 onwards, I'm positive they're going to be added with the new powers already included in 1.0 improved upon. My criticisms/What bugs I found: 1. As Enhanced is made from the OpenJK engine, it includes the unfortunate ongoing issue with the GLM files, which is how the models in the game function to begin with. I cannot say how many times the game crashed on me because of either my character using Force Lighting on Stormtroopers on a specific map like kejim_post, or the game crashing when a Jedi NPC or Sith NPC does the rolling stab attack. I just hope that the GLM issue will be fixed in OpenJK AND JKEnhanced soon. 2. I pitched this before in a shorter review, but I'll post it again. With a mod like this and OpenJK, it could be possible for the JK2 and JKA animations to be combined together into one GLM file. I know that it is hard due to the fact that the JK2 skeleton has a few more "bones" than the JKA skeleton, but with all the stuff we have now, it should be possible. This is just my own personal criticism, and I know people have asked for this so much, every animator got tired of it real fast, but again with what we have now, even if there's only a SLIM chance, it's possible. 3. I've addressed this in another topic, but with 1.0, every sword weapon, with the exception of the Sith Sword for some strange reason, causes the game to crash as soon as an NPC draws it. I don't know if that's just on my end, but if it's also on everyone else's end, that's something that you guys should fix as adding NPCs with swords to give the player a better challenge is a given if the modder/player desires. I personally give swords to Imperial Officers because a small blaster pistol is just pathetic for them to use. Give them at least a slimer of a fighting chance. Unless you use the god/undying cheat. So with that said, I'm glad this mod was made and I look forward to a 1.1, 2.0, 3.0 or however long this mod lasts version of Jedi Outcast/Academy Enhanced as this mod is something that Machinima Makers like me (Though I'm retired now, but I might get back into it thanks to this after I figure out the kinds in Enhanced) were waiting for ever since modders began migrating from Jedi Outcast to Jedi Academy in 2003. Thanks, you guys. Your hard work paid off and it will continue to do so the longer you keep at it.
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Has ANYONE thought of this before!?
TheWhitePhoenix replied to TheWhitePhoenix's topic in Mod Requests & Suggestions
Appreciate it, Lizfizz. -
Has ANYONE thought of this before!?
TheWhitePhoenix replied to TheWhitePhoenix's topic in Mod Requests & Suggestions
Retexture? Ohhhhhhh, we need a MODEL! But for now, if it looks good, I guess a retexture can hold us over until someone makes a model. -
That can actually help me too, Jaws. Thanks.