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Everything posted by Langerd
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Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
And I also want share with non gameplay screenshots. But i have 51 of them so i will just share with you with the Imgur link to my album. https://imgur.com/a/6WuulrV And also here you have Bounty Hunter Javis with his DLTT-21 -
Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
Hello There! Offical Update - Lvl 1 is finished. I decided i will stop doing updates on this level. It is finished 100%. So i made not only lvl 2 Level 2 is small mini boss but dont think it is very easy fight. We are facing with the Bounty Hunter called Javis. His weapon is modified Dlt20a mixed with T21. And he can shot both of these (T21 is now replacement for rocket launcher. It is much quicker bolt dealing high damage with small but still very high damage splash damage). Our goal here is to disable the forcefield that blocks our way to the enemy. To do that we need to move batteries to the small battery chamber. But i will not tell you anything It is guessing game here. There is only one chance to defeat this boss and you must guess how to do that. It is very important to observe everything. But it wont be easy. Javis has great aim and he has flying sentries as allies. These are new type of enemies. They are shooting fast repeater bolts first. After that they shot alt bryar bolts and after shooting 2 bolts of those they are shooting one or two bowcaster bolts which are most dangerous because bowcaster now has splash damage. Most of guns have not only visual change but there is huge change in terms of gameplay. It is much easier to die now and having your back uncovered can be huge mistake. Most weapon deals more damage and enemies shot faster. But here is the catch - Vader has amazing defensive skills. Standing still will guaranteed deflecting most of blaster bolts. Also Vader has the Armor so now Desann Class - can only get max 35 hp drained by damage. But headshot still counts so that means the max damage for Vader is 70. Also now we can force push every bolt in the game. Vader could do that and come on.. Kylo Ren could stop the bolt in the air. There is a proof that Vader could push the bolt back using just a hand. We have an huge amount of force points. Also force power regenrate very fast. The only thing you must pay attention on is when you are using force protect and absorb because they block force regen. Fighting is now harder and it requires smart plays. Often requires to just defeat your enemies by just deflecting their bolts. About Level 3 - It is finished too! It doesnt have any cutscenes and no boss fight (but i am thinking about this). The third level is in the undercity section of cloud city . The red corridors with steaming pipes and shafts. Also There are some easter eggs, secret areas and ... HUUUGE amount of the logic elements. Featuring the Battery system - The Batteries are NPCs (immortal npcs but they can die when falling into the pit) which are used for turning on or off systems in the undercity. We can move them by using force push or force grip but we wont kill them with force grip so it is like we just move them with force. Every battery has their own symbol represented by the aurebesh alphabet. We must placed them on the battery chamber with the same symbol. In some cases we just need to move them up or down. In one case we use special pipe that will transport battery to the other room. I thought it will make some puzzle element gameplay to the Jedi Academy and in some cases will require player to think a little. Level 4 - is not finished and i am not going to make updates for level 4 this month. i have more important project to take care. This Level will be like Javis One. Mini Boss level in meaning that we will just transport batteries to their chambers while fighting horde of enemies. So it will be simple level BUT not short Welcome to the Cloud City Modification! Thanks to my Lovely Fox and I want to thank amazing authors for helping me to giving permission to their creations . - Barricade24 n uknown artist - Imperial Gunner - i think i have permission- e11 rifle - @@Corto - dont have permission . So i want to ask for permission - Hud (edited) - @@AshuraDX - i have permission- Lobot (edited) - @@Psyk0Sith - i think i have permission- Vader (edited) - @Toshi - i have permission - T21 (edited) - @Monsoontide - i have permission - Vader's Lightsaber - @@Thomas Kelemen - not sure here- TFA Live Blades+Effects (edited) - @Kalamaray - not sure about permission BUT license is - Other players may modify and share this work so long as they provide credit to the original author. so i think i am safe here Also some models stuff from MB2 - Wookie model - i must contact author to have permission so this model is not 100% sure Gameplay Screens: Level 1 - Vader's arrival Level 2 - Javis Duel Level 3 - Undercity - Reactor Shaft And last thing i want to say : This is modification for Jedi Academy game - I will not share it online to get money or any kind of payment. It is my offical 100% tribute to Star Wars Franchise and to Jedi Knight Series - my favourite game of all time. Thanks and May the Force be with you! -
Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
True. Forget what i said. I will ask him myself -
Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
Thanks! Mace told me the same thing I used steam a long time ago... Is there any problem if you would ask him about this? I am finishing the list so soon i will upload some.. stuff here -
Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
Ok sry for late response. I will try to do this today. I was overwhelmed by hours in school and numbers of the files to find Authors. I also need to find author for wookie v2 model from mb2 to use him in my mod. I will try to add everything today. -
Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
I decided. Today i will show you the new screens and entire progress after long break. There are some issues i want to point out and also i want to make entire credit list and tag creators who decided to help me or i didnt asked them or didnt mention them. I want to be 100% sure and ok with you. But remember. I am modding this entire thing alone and i have a lot of work nowadays so dont except stuff too often -
Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
Quick question. About cutscenes- Do you prefer: - quick small in game cutscenes. From time to time. - more detail new animation cutscenes with new small map loaded. Like in sp when Jaden talks with Kyle and Luke. What do you prefer? -
I would make animations for him. And if someone would be able too edit code to add for reborn class a possibility to have 4 lightsabers - i would try to make animations for 4 hands
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New Experience in JEDI ACADEMY
Langerd replied to Killjoy's topic in Jedi Knight General Discussions
For Openjk Sp Dark Rage doesnt give you immortality. In vanilla your health would go to 1hp. -
Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
Soon...lvl2 -
The idea is fresh and the lock system is one of the most interesting things i have ever seen in jk3 maps. In terms of visuals and objective. The look of the map is awesome and it is well done with the color contrast. I also like idea for the small map with quick tactics involved. I started to hate big open area maps. I am not big fan of jk3 mp in general but i rate your map with 5 stars. One of the best Ctf maps ever made no doubt!
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Reflecting the enemies bolts is always fun. But in my Vader mod i want it to be more strategic. Specially there is one room with a sentry guns on the ceilling. The weird thing is that these shots dont get back to the sentry after i reflect them. Does anyone know how to change code to make lightsaber reflect the bolt where we have crosshair?
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Awesome work! It reminds me how i made Walle Creating droids and robots is always cool and for starting animators it is the best option to start.
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I think Archangel35757 have the best idea on this. Creating entire gla with cape bones and create new anims would be time consuming and animations would be half of the process. - remwmber you will need to weigh all new models and make capes. The best thing would be to create the gla file for cape only and later parent (bolt) it to the models tag. It would be hard to make it use anims. Some lightsaber animations would use the same cape animations. Also this method would work great with other reasons. It would be simply added to other models and also animations and gla file would be there - so it would be possible to create many styles of capes.
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Ask me anything about the Jedi source code
Langerd replied to MGummelt's topic in Coding and Scripts
@@MGummelt Hello There! I am typing here as the one of the MB2 maps creator now. I want ask you for help but i dont know if you will know the answer. In MP there is a strange bug - Player models can go through the walls, floor that are crateded with patch meshes (not brushes) in the map. There is some serious collision error. I mostly happens when player is using the special jump attack both dual and staff sabers. Player is getting through the patches like a ghost. For mods like MB2 it can be game breaking and it can change the overall gaming experience. As far as i know - this issue is not MB2 only. It happens in the default verion of jamp. -
You can always make the method like this : 1. Crate two triggers - one will be for Team 1 only , second trigger - for every player 2. Set the second trigger to be inactive - we will turn it on later. 3. Later (i dont know how you made objective) the entity that is activating things when objective is completed - target it to the target_active and target_Deactive. 4. set target in target_active to the second trigger - the one for all players and set target in the target_Deactive to turn off the first trigger. 5. Many times i dont use scripts because they make thing complicated. Try entities - they should give you result that you want
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misc_model - Count as entity in game or worldspawn (always or not?)
Langerd replied to Langerd's topic in Modding Assistance
So it is only using he different kind of lighting. It kinda use the same type as the character models with light junior .. this is weeeeird -
SP: Escape Taspir [HORDE SURVIVAL GAMEPLAY]
Langerd replied to therfiles's topic in WIPs, Teasers & Releases
That is really cool concept right here!!! From screens loom interesting. Cant wait to play! -
Moving acid brush - managed to get working acid luqid
Langerd replied to Langerd's topic in Modding Assistance
OK!....... This doesnt work when i am creating new game on local but it works on the sever.... Is there any way to start a game in mp - and the game would not pause when we press esc. The game would be like we would actually play mp server/ -
I managed to do it.. once Yes i actually made a brush func_static with caulk_acid shader and water like shader on top. And... later i used script that moves this entity up. And it works... i just can believe it. It worked in MP. But later when i tried to make it work... i didnt, The brush was going up but the brush of killing acid is stuck. When i am shooting that water i can see acid splashes. This is very weird. I am making this for Movie Battles 2. Anyone know how to make it work?
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I want to share with you with my ala portfolio. I managed to get 255 images - but there are more images i made. (not ALL of models and other things are mine) Enjoy! https://imgur.com/a/D35t7KA
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General Grievous model - and coding n animation question
Langerd replied to Langerd's topic in Mod Requests & Suggestions
Like i said. I want to make myself some challange - make animations for General Grievous. Is someone intrestesed with this idea? -
I was thinking about it for a long time. Grievous is for me one of the best cyborg design ever. I always loved his look and idea of 4 arms. The magic of this character died when they made him a coward that was always running away and made him like jedi killer ... which was not true at all. But i remember him from animated version of clone wars (Tartakovsky's one) where he was amazing. Later i was disappointed. Even so i wanted to play as him in jk3. When i found the player model with 4 arms i was shocked and download the model right away. I didnt pay attention on details and i found out that his arms were completely strected and connected to his two other arms... it looks like they were connected with glue. So i was thinking... when i was looking at the saber droid animations there were some animations for attacks. I would add for Grievous 4-6 animations of attacks... overall i would make animation for 4 arms grievous. So here is my coding question - is there any way to give the grievous 4 sabers that will be activated? I mean when we will add 2 extra tags for his other hands. Would this be possible now with coding? Movie Battles 2 has the tags for the models for the weapons on the model but they are weapons that are switched .
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STAR WARS: Movie Duels (Remaster of Movie Duels II)
Langerd replied to General Howard's topic in WIPs, Teasers & Releases
For saber file i remember there is an option to make it use efx instead of small lightsaber glow that old electrostaff were using. Look here ! - https://youtu.be/_gV_tI8-3Bk?t=87 i think it can use some effect file that will be this lighting effect.