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Found 10 results

  1. Following from the topic that Dusty had posted about his mod being a sub-mod. @@eezstreet said something about making it a branch or something from JK:E. Is that something that I could possibly do? I would like my mod to be a sub mod of JK2:E or merged with it, if that is at all likely? @@eezstreet - Someone asked me when my mod would be available for download and this was my reply: @@eezstreet - What d'you think?
  2. Alpha 1 has been released. Let me know what your opinions are. Next version (Alpha 2) will include: Silverfang's Imperial Pistol (with working first person viewmodel for Mind Trick Level 4)T-21 Heavy Repeater and the ScouttrooperStouker Concussion RifleRebalanced Force GripYour feature request?
  3. Would it not make sense to have a progressive level/xp system for campaign players? This would allow users to customize the character by unlocking weapons, gear and potentially force powers. Have a Create-A-Class system ala BO3 SP. This could offer users to replay levels with upgrades later too. Create a Class in BO3 SP: http://images.akamai.steamusercontent.com/ugc/528417746336977369/669E2DDA17DFAABD7891B746CF5C073661DCAEEA/ Weapon Selection for a class: http://images.akamai.steamusercontent.com/ugc/528417746336979910/9B9EAB47CB4DA843E8D9EAFDAA09FD63B719C2FD/ Character Power upgrades customization at hub map: http://images.akamai.steamusercontent.com/ugc/528417746336981274/DECF05575308BA33946FC26519B0AF5A04A567A7/ Player customization / outfit at hub map/start: http://images.akamai.steamusercontent.com/ugc/528417746337059645/6981B4B0B52F00A094BAA17A0088ECFE8C393501/ As it stands in JKA the selection screens are very poor IMO. You're locked to selecting something even if you can't for example or don't want to necessarily. I think a good idea would be: Primary Weapon 1 Primary Weapon 2 Pistol option (for jka or jk2 pistol) or none if deselected Melee option (saber, stun, or none selected chooses melee) Saber attachment like screen would allow you to choose saber type if available too. This way you can go through a map with whatever saber(s) you have available once unlocked. Weapon personalization would allow you to select your saber color(s) as well. Explosive Equipment selection
  4. Hi, Through some rather convoluted means, I finally acquired the master copy of the chars/ folder for both JK2 and JKA. My Fixed VChat mod makes use of dialogue in the master copy which is missing in the original game. There are still many other things which I can fix in the base game (missing jump and land sounds for Jawa), however I am concerned about what we can do with this mod. As you are probably aware, Raven recorded multiple versions of different lines. These versions could involve different emphasis or just be phrased differently. Some will be included in this mod as alternate dialogue which is picked randomly. There's a few other interesting things, which I will discuss... So, Kejim Post. Remember how Kyle has to find three codes to proceed to Kejim Base? He'll say stuff like "Looks like an imperial code" etc. Interesting thing is...those lines are recorded for both Kyle and Jan. Make of that what you will. Secondly, I wanted to implement a callout system similar to PAYDAY or Left 4 Dead. The player can call out enemies and the AI will target them specifically. Depending on position, some missing dialogue would play ("Jan, behind you!" "More of them, over there!"). Jan can also call out enemies behind you. Third, I wanted to implement an idle system. When you visit Jan at computers, she may ask you how you're doing ("How are you doing?" "Are you ok, Kyle?") and Kyle will respond based on his health. Fourth, when finishing killing a group of enemies with Jan, I wanted to make her either praise you or gloat, based on how many enemies each of you killed. ("What would you do without me?" "Nice shooting, Kyle!") Fifth, there's dialogue for when an NPC is blocked. They'll say something to signal the NPC to move ("Make way!" "Excuse me.." "Get out of the way!")
  5. Hey guys! I wanted some feedback from y'all (Southern college...) on the Base JKA campaign. Which elements of the story would you like to see changed? Nothing is off the table. Feel free to discuss the overall plot, specific characters and missions, or the player's objectives. Anything that takes away from the experience of the SP campaign. Also, if you've got an idea for a change, please post it!
  6. After playing Sniper Elite / Sniper EliteV2 -- I really like how they have a "search" animation... where the player kneels down to search a corpse. If you are prone you play a different search animation... it adds more realism I think... rather than having an NPC drop what he's carrying-- except the primary weapon (not grenades) does get dropped. Grenades, ammo, etc. are taken off corpse. They also have a "carry corpse" animation (over-shoulder style) where you can hide the body-- for those missions where you have to remain stealthily hidden... and you have patrolling guards. I think these features would be nice to have.
  7. I was thinking. Rather than the typical reload that you see in most games, how about this idea: Pickup ammo as usual but when you exceed the amount in the clip, it gets stored in the reserve (half of the clip maximum, so 400 clip will be 200 reserve). Then when your clip is empty, you hit the reload key which will drain the reserve. This will play a reload animation (both player model & viewmodel) and have a special "recharge" animated shader overlaying the weapon model accompanied by a "recharge" sound. This way, it keeps reloading looking sci-fi and also solves the problem of "but this weapon has no physical clip, how would it reload?".
  8. idea (refined by @@eezstreet): hidden saber crystals at various points in the SP levels that you can choose to use when building your second saber(s). possibly give stat changes (damage, length, etc.) or extra special colours (like black), rather than needing a different crystal for each colour, so that the RGB sabers can still be used freely.
  9. The Jedi Academy Gold Pack is a collection of mods that aim to enhance the Jedi Academy playing experience. Our main focus is to improve the single player side of the game, since many feel it was a big letdown compared to the JK2 campaign. This involves new missions, maps, models, NPC's, saber hilts, more customization, new menus and more. The Gold Pack is a community project, which means that anyone can contribute. The point of this project is to celebrate a decade of amazing mods that the community has made over the years to make the JA experience more enjoyable. (This is not a KOTF-esque mod). We hope to get this finished by the end of 2013, but as the end draws near, that might not happen. We will keep everyone updated on it as much as possible. If you would like to contribute, post here or contact myself or @@therfiles.
  10. Circa

    To-Do List

    Now that we kind of have an idea of what this project will consist of, we need a to-do list that lays out what we need done and who is contributing. Menus: @@therfiles Maps as menus or new 2D menusCustomization skins: @@MagSul new options using the default modelseventually perhaps using other models as wellSaber Hilts: @@ChalklYne and @@AshuraDX additional hilts that match the style of both movie hilts and JA hiltsremake stinger hiltAnimations: @@katanamaru new running animationsnew stancesnew gun animationsMaps: @@Rage and @ undercover missiona new mission involving Rosh to improve his personalityScripts: @@therfiles and @@Agent Jones make NPC's smarterscripting for new missionsMission using Moonbase Labs mapMod contributions: myself, @@redsaurus, @@Szico VII Jedi Academy: ImprovedIngame Character and Saber MenusSP Customization (code mod)Moonbase Labs I know I probably forgot people. I'll add them as we go. If you would like to contribute, PM me or post here!
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