Jump to content



  • Posts

  • Joined

  • Last visited

Personal Information

  • Location

Contact Information

  • Homepage

WhiteShdw's Achievements


Newbie (1/14)



  1. actually the saber staffs and the particular saber used by the Reborn(standard reborn saber) have shorter blades than the standard lightsaber(bladelength 32 instead of 40 I think). I could probably add the saber_end again to create the arc while swinging. I will have to mess with the pics a bit though, because you're version didn't quite line up correctly. I'll mess with it some more and see what comes out . Wouldn't this be overwritten anyway if you incorperated the RGB coloring? [EDIT] Added the saber_end for the saber trail arc. You guys were right, it does look better. pic 1 pic 2
  2. The aspect ratio of you saber blade file was off AJL. It was 128*256 when the original is 64*256(i think). Don't know it this was intentional or not and it looked ok ingame. It's just that when changing the saber blade, I find it easier to stick to the standard aspect ratio, because it closer represents how the blade will be drawn ingame. Excellent work, I loved this for JK2 and I love it here. Now if Razor can add this into OJP with RGB support, there are gonna a be a whole lot of happy people out there(even though I myself prefer just the original colors, so I'm perfectly happy with this). ps. is the saber_end shader really necessary? I'm just guessing you use this because you prefer a more softer look to your saber blade, but I think it looks perfectly fine without it. And the difference can only really be seen in screenies, it's too fast to notice ingame. slightly modified version with a different saber blade and no saber_end
  3. Star Wars Databank Entry for Grand Admiral Thrawn My Chiss species pack Don't have any other info on the Chiss besides the Thrawn databank entry. I've never read any EU books, I just like the look of them.
  4. Finally had a chance to test with a friend of mine last night. I'm starting to get used to the attacking a bit. Still don't like the way dodging works. My friend said it was like fighting pudding . Trueview is fantastic. Plain and simple. It's kinda like the First person cheat that was available in JK2 MP, but better. I especially like the trueroll, trueflip and truespin cvars, but i think playing that way is gonna make me puke over my keyboard . Have you considered making Trueview the default view for gun users as well? I noticed that lightsaber users still use autoblock when it comes to defending against gun blasts, but i guess you're focusing on saber vs saber combat right now. Still i would like to see the block button used there as well and an aiming system for deflecting back the blaster bolts to it's owner. That doesn't happen nearly enough in standard JA. I also noticed in Jedi vs Merc mode that Merc's also have the ability to dodge. I thought dodge was Force based and considering Merc's can't use Force that doesn't seem right. But I guess i'm wrong about it being Force based. one, more thing. When defending and walking backwards the animation was really slow. It seemed as if i was gliding across the floor. I do have my server speed set a little bit higher that default so this does happen a bit naturally, but walking backwards seemed to have this problem a lot stronger than the other animations.
  5. Well, right now, i have to keep attack pressed for a certain amount of time for the swing to follow through. I'd prefer it if this time was lowered so that I wouldn't do as many unintentional interrupted moves, like i'm doing now. But I might need to get used to it ofcourse. It feels very unnatural right now. Why would i want to dodge if i screw up? If I screw up i deserve to take a hit! Dodging shouldn't help crap players like me. We deserve to die. But seriously, dodging should just be an alternative to blocking, where instead of blocking, the player avoids the attack and moves into a more favourable position to his opponent. Like for example his back or his sides. This is how dodging is used in most fighting games. So if someone starts attacking me I can block/parry the attack and wait for an opening or just dodge the attack completely and strike him from behind or something. If i don't do either of these, I should just take a hit.
  6. I've tried the latest Beta. You have some very interesting ideas. I've only played against bots so far and haven't been able to kill any of them(I suck). If anyone in Europe wants to play a little 1 on 1, let me know(PM), I've got a test server ready to go. I think i still have to get used to how the play system works now, because it's been very difficult to play this thing, with the auto dodge and the attack interrupt system. I guess I'm not used to keeping the attack button pressed for a long time when attacking, so whenever I do try to attack, it never follows through with the swing. So adding this to the auto dodge system, it makes we want to toss my PC out the window for my inability to kill even the most moronic bots. Right now I don't feel like i'm in control of my character at all. Suggestions(excuse me if I'm mentioning things here that you already planning to include in the future. I haven't really kept up to date on this project): Speed up the attack/interrupt system. Right now, coming out of basic JA, i'm doing more unintentional interrupts/feints than attacks. This is very annoying. No more auto dodging. I'm glad someone finally introduced a block button, but automatic dodging is just as wrong as automatic blocking in JA is. Map this to a button. Don't overwrite standard JA controls. You mapped blocking to secondary attack. Why not just make a seperate block command button?
  7. You can get an NPC to use double pistols by setting the class to "Class_Reborn" with a rank of at least "ltcomm" or higher. Class_commando does not do anything. Oh, yeah and you have to set weapon to wp_blaster_pistol ofcourse. Also, i think it might only work for enemy teams, but i'm not sure about that. I made a template for it in the NPC tool. Check it out here: http://www.pcgamemods.com/3648
  8. Wouldn't you need like a model tag for the place where you want the saber to be? Or is it possible with the existing setup? Also, could this be possible with dual sabers style? The way the saberhilt now stays in the left hand looks a bit weird when using only one of the 2 sabers.
  9. I'm sure it does, but I've never played it. And I don't think I know anyone who has. I think RTCW is more popular and therefore think they used it for inspiration. I agree with that, but what I'm talking about is being able to select the weapon for a class. Being able to choose which pistol or which rifle you want to use. CS has this and the last time i played RTCW(which was a long time ago) every class could choose their secondary weapon as well. Medics and LT's could choose from 3 different SMG's and I think soldiers could even choose a flamethrower or minigun.
  10. I know. I think RTCW and/or DoD(Half Life WWII mod) are at least as fun and perhaps more fun than CS. You can tell that Siege mode was fashioned after RTCW's objective mode. The only difference is that with RTCW you have much better weapons and maps. JA Siege mode just uses weapons from the SP game, which is crap. They should have things like weapon classes as pistols, rifles and sniper weapons. And it should have more than one weapons per class. For pistols you could have the standard pistol, the bryar gun, the Han Solo pistol(that one is different than the standard right?) and perhaps the dual Jango pistols, each with their own strengths and weaknesses. For rifles you can have the battledroid rifle, Clonetrooper rifle, standard stormtrooper rifle et.. . CS has this, so does RTCW. This whole idea of using all the weapons that the Sp game has, is old fashioned I think. MP is much faster and more competitive and the weapons should reflect that.
  11. LOL, Kman. You just gave 75% of the people who watch this thread a heart attack .
  12. You pretty much sum up my feelings right here. So far I've only been playing JK2 and JA for the sabercombat. If it had some improved weapons(no more of those standard Quake style weapons) and weapon physics, I and I'm sure plenty of other people would enjoy it a lot more. That would also help the other game types. I'm sure Siege would be the most populair gametype if it could compete with games like CS or RTCW. Adding sabercombat would just be icing on the cake then.
  13. I think he got his windows mixed up or something. It looks like he's replying to another thread. Anyway, since he brought up Siege..... How about adding some gun tweaking support. I'll say this right now, I don't like the guns in JA. I've been playing some CS for a while now, and after playing some Siege games with JA guns, I can't say i enjoy it. If someone could increase the accuracy and projectile speed of some of the guns I would probably enjoy it a lot more. In CS or RTCW a normal person isn't just able to dodge incoming fire that easily and I don't think anyone in JA should be either, except maybe Jedi(but personally I think they should just use their lightsaber to protect themselves like in the movies).
  14. aaah you're right. I forgot about that. I never used it though. I didn't like the quality. I prefer making a higher quality and higher resolution pic and then just resizing them to levelshot format. Also I don't like to have the hud in a levelshot, so that's why i made that script is posted before.
  • Create New...