sith_master2000 Posted October 29, 2004 Share Posted October 29, 2004 I played it just now, unfourtanetly not what I was hoping for . Link to comment Share on other sites More sharing options...
CortoCG Posted October 29, 2004 Share Posted October 29, 2004 The dianoga issues are AI related issues. None of the existing AI are suitable for this nasty water creatures, since, for a start, they all drown on shallow water. I know dianogas are not all the scary they should have been, but there was nothing I could do without code changes, and in SP code changes are not possible. Nnew animations and sounds will be added for a later release (or perhaps even a patch). Link to comment Share on other sites More sharing options...
xcountryman03 Posted October 29, 2004 Share Posted October 29, 2004 Hey guys. Its been a long long time since i posted anything, but i've been following your mod since it was only a few screenshots of secbase. I just wanted to say fantastic job on the demo. I was floored by talay. It had just enough balance of new versus old to make it fresh yet retro. I got a similar vibe from the colony elite force 2 level, but this was much better because it was dark forces and i felt like i was playing it all over again. I haven't had a chance to get much into the anoat level, but the sec base level is a huge improvement over the last demo. I'm glad to see you guys added some creative flare to the levels and made such the engine was used to its potential. Keep up the good work! Link to comment Share on other sites More sharing options...
Maktaka Posted October 29, 2004 Share Posted October 29, 2004 Fantastic work guys. Talay is especially stunning. I enjoyed the little conversation between the two stormtroops enveying the Dark Troopers, and the atmosphere throughout the entire level is fantastic. I finally felt like I was moving through a wrecked and occupied city. I've already played in through twice, with plenty more playthroughs to come. Link to comment Share on other sites More sharing options...
Lundquist Posted October 29, 2004 Share Posted October 29, 2004 just got through it. Damn this is nice work, I especially like the mood in the levels and the extras in the levels - both the secrets and the extra details e.g. the dark trooper pods and the bridge crashing down in Talay. Were the custscenes very compressed btw? They seemed kinda blurry at times which is a bit of a shame because the models used looked very high detail. Also will you try to add lipsync in the cuscenes in the future? Keep up the excellent work - if this quality holds up all the way through all the levels then this mod would be good enough to sell. (though that would probebly come with a lot of legal issues:P) Link to comment Share on other sites More sharing options...
Fracman Posted October 29, 2004 Share Posted October 29, 2004 Well, if the mod is really so good, then Raven might sell it instead of us, and give us some money as payment for external employees But since there is no contract, there will be no money, and still free downloads... i guess you won't complain about this, eh? Link to comment Share on other sites More sharing options...
Neverhoodian Posted October 29, 2004 Share Posted October 29, 2004 EXCELLENT work! This is fantastic! I haven't completed the sewers yet mostly due to the fact that I've never played Dark Forces before (only saw it once at a friend's house years ago), but I'm sure I'll find a way out eventually. I really like Talay in particular (like everyone else ) and its foreboding atmosphere. In all, the demo was everything I hoped for. Again, fantastic work on a job well done! Link to comment Share on other sites More sharing options...
Ack Posted October 29, 2004 Author Share Posted October 29, 2004 I still cant get the cutscenes to be unwidescreenish. The planets looks like pancaces Anyhow - I was thinking about the Dianoga problem, not that I'm a scripter, but maybe it would be possible somehow to use the Sand Critters coding? They appear/disappear. Just an idea. Also, why not have the vader/mohc and kyle/mothma parts ingame? Unrendered. Cause, I think the models and the surroundings are so good that it does not need rendering. Anyone else agrees? And please please please: How do i make it unwidescreenish? Link to comment Share on other sites More sharing options...
TK-8252 Posted October 29, 2004 Share Posted October 29, 2004 Demo = :thumbsup: Link to comment Share on other sites More sharing options...
ImmolatedYoda Posted October 29, 2004 Share Posted October 29, 2004 Originally posted by Ackehallgren Also, why not have the vader/mohc and kyle/mothma parts ingame? Unrendered. Cause, I think the models and the surroundings are so good that it does not need rendering. Anyone else agrees? Yes, I fully agree that the cutscenes should be rendered in the engine, like they were in JO and JA...they would look a whole lot more high quality. Link to comment Share on other sites More sharing options...
Darth_Linux Posted October 29, 2004 Share Posted October 29, 2004 Originally posted by Ackehallgren I still cant get the cutscenes to be unwidescreenish. The planets looks like pancaces Anyhow - I was thinking about the Dianoga problem, not that I'm a scripter, but maybe it would be possible somehow to use the Sand Critters coding? They appear/disappear. Just an idea. Also, why not have the vader/mohc and kyle/mothma parts ingame? Unrendered. Cause, I think the models and the surroundings are so good that it does not need rendering. Anyone else agrees? And please please please: How do i make it unwidescreenish? I experimented with using the Sand Worm for the AI and what it did was make the whole level shake, and the dianoga would 'punch' you. It just didn't work. I worked for 4 hours trying every AI in the game to find what was best and we basically settled on the Gran because it uses a Melee attack. It's a bummer I know - hopefully we can fix it for the full version by doing some code work. The reason the cutscenes were not rendered in game is becase that require a TREMENDOUS amount of scripting, and we just don't have any one on the team that feels confident doing that work. So the only other choice was to pre-render . . . thanks for the feedback Link to comment Share on other sites More sharing options...
Darth_Linux Posted October 30, 2004 Share Posted October 30, 2004 Originally posted by Kurgan IAnd one more nitpick you're gonna hate me for.. isn't it "Uh Noe At" rather than "An oh at"? Then again maybe that's just how Jan speaks. ; ) You're making one HUGE assumption here - that is that Jan speaks American English . . . lot's of people speak English in the world, but only Americans speak it with the accent we have. If you want more conversation about this topic, ask The-One about how Americans have butchered the English language . . . there really is no "correct" way to pronounce words in the Star Wars universe because Star Wars happened "a long time ago, in a galaxy far far away . . ." not in America. Your native accent determines how you pronounce vowels and consonants, but that doesn't make it "correct." Link to comment Share on other sites More sharing options...
Ack Posted October 30, 2004 Author Share Posted October 30, 2004 Actually, the dianoga thing isn't something to apologize about. It scared the crap out of me just seeing the eye. I also noticed that when it got close enough it like, moved its tentacles up! That scared me too! And the Uh-Noe-At thing, well, there IS actually a correct way to prenounce it. Han Solo or Leia says it in Empire just before the "lando system" They say something like "What about the Anoat system?" So, you could always check there for the ...right... accent. But, isn't Jans voice taken from DF? Link to comment Share on other sites More sharing options...
Fracman Posted October 30, 2004 Share Posted October 30, 2004 No, only ingame voices are from DF. The briefings were re-recorded from a new actress. Link to comment Share on other sites More sharing options...
fresco Posted October 30, 2004 Share Posted October 30, 2004 Just made it through all 3 levels: AWESOME! My favourite is the "Subterran Hideout", this really rocks Link to comment Share on other sites More sharing options...
StormHammer Posted October 31, 2004 Share Posted October 31, 2004 It's one of the best game mods I've ever played. Congratulations to everyone on the team for their dedication and all the hard work to see it through to this point. I can say that I did experience some 'static' in the game - until I remembered to turn off 'environmental effects' on my sound card. This is outside of the game - I've always experienced the static problem with JA, for some reason. Gladly when I sorted that out, I didn't experience any other sound problems. So for other people having some 'static' issues - it's not enough to disable EAX in the game if you have environmental audio effects enabled under Windows. I do feel the cut scenes could have been a higher visual quality - there were some really noticeable compression artefacts in some scenes (Mon Mothma becomes very obscure in the cut scene with Kyle) - but I do understand issues around file sizes and trying to get the best framerate on screen. Anyway...the revisualisation of this old classic brought a tear to my eye. You guys are pros. *applaudes* Link to comment Share on other sites More sharing options...
Fracman Posted November 1, 2004 Share Posted November 1, 2004 Heh StormHammer, you forgot that you also have added some stuff... the nice briefing drawings of Mon Mothma and Jan Thank you a lot for them !!! I tried to have the JA models talking there like in the JA post briefings, but it simply not worked, all i could see were ghosts with no eyes and no mice (plural form for mouth is... mouths? ) Link to comment Share on other sites More sharing options...
jedispy Posted November 1, 2004 Share Posted November 1, 2004 Maybe I'm retarded but I can't get it to work. It gets to the mission debriefing with Mon Mothma, and then it just quits. This is what I get: Main menu trying to select skill level Level 1 debriefing It gets stuck at this point, and doesn't continue any further. Anyone else having this problem? I am fully patched and good to go. Link to comment Share on other sites More sharing options...
ImmolatedYoda Posted November 2, 2004 Share Posted November 2, 2004 To jedispy: use the DFMOD shortcut, do NOT try to load the mod through Jedi Academy. That should fix your problem, as I'm sure you're experiencing exactly what others have already said. Link to comment Share on other sites More sharing options...
MikeGunther1969 Posted November 2, 2004 Share Posted November 2, 2004 yeah, um........what uh......he said Link to comment Share on other sites More sharing options...
StormHammer Posted November 2, 2004 Share Posted November 2, 2004 Originally posted by Fracman Heh StormHammer, you forgot that you also have added some stuff... the nice briefing drawings of Mon Mothma and Jan Thank you a lot for them !!! ) Nah, I didn't forget. I'm just a very tiny cog in the machine. Hopefully my health won't keep interfering with what I want to do. Link to comment Share on other sites More sharing options...
merlinuk1 Posted November 2, 2004 Share Posted November 2, 2004 Thanks to those providing the demo. It really brings back memories and I'm thoroughly enjoying it. I'm on the anoat level. I've operated all four switches in the main switch room and been through all corresponding gates and sewers,etc. but I'm really not sure where to go next. I suspect the differences between the demo and the original will mean the original's walkthrough will no longer apply. Which is fine. So, any hints would be greatly appreciated. I originally tried posting this as a new thread, but it seemed to disappear into hyperspace or somewhere - only accessible via my profile. Someone replied saying they'd had similar problems and just "noclipped" to the next floor but didn't say from where or in what direction. So I'm trying this as a reply in an existing thread.in the hope of reaching more people. Thanks in advance Link to comment Share on other sites More sharing options...
jedispy Posted November 2, 2004 Share Posted November 2, 2004 O.k. I got it to work now. Unfortunately I had to go to work (stupid work!!!) So I will drool in front of it later. Looks awesome so far guys. Link to comment Share on other sites More sharing options...
Darth_Linux Posted November 2, 2004 Share Posted November 2, 2004 Originally posted by merlinuk1 Thanks to those providing the demo. It really brings back memories and I'm thoroughly enjoying it. I'm on the anoat level. I've operated all four switches in the main switch room and been through all corresponding gates and sewers,etc. but I'm really not sure where to go next. I suspect the differences between the demo and the original will mean the original's walkthrough will no longer apply. Which is fine. So, any hints would be greatly appreciated. I originally tried posting this as a new thread, but it seemed to disappear into hyperspace or somewhere - only accessible via my profile. Someone replied saying they'd had similar problems and just "noclipped" to the next floor but didn't say from where or in what direction. So I'm trying this as a reply in an existing thread.in the hope of reaching more people. Thanks in advance remember, the switches form a puzzle, so it's not enough just to "turn them on". They must be turned on in a certain order . . . Link to comment Share on other sites More sharing options...
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