ImmolatedYoda Posted November 27, 2002 Share Posted November 27, 2002 on the note of textures, i played it first-time through and thought that they werent all that detailed. later, when i was looking through the pk3s i thought "they didnt look that good ingame". then i realized that i needed to put texture detail on very high! Link to comment Share on other sites More sharing options...
MilesTeg Posted November 27, 2002 Share Posted November 27, 2002 Originally posted by KMan This was only talking about the scripting for the levels, but that isn't going to be enough. You mentioned changing coruscant to make it more true to the movies, but wouldn't that apply to the rest of the maps? It's not like there are no resources available that show pictures of imperial facilities and their architecture. I'm just pointing these things out because I care, well sorta. I would have much rather had a source port of the original Dark Forces, but since they never made their code open source, it was out of reach until the thought of using the JK2 game as a base for it. It is definatly a good idea, and looks far better than what's been done for the JK mod. But there is so much more that could be done to the maps to bring them alive. There is so much more that you could do with this. I'm only bringing this up as it was a topic in my Applied Game Theory class last night. That, and there aren't enough SP mods for JK2. Well, I could argue, that this is my first map.... but I won´t - yes, there IS a lack of detail in the inner rooms. - you´re right. we could have added much more to the map. The problem was the time and the resources. One thing I learned in the last three months was that a level designer and a level designer who has to publish a map with a mod team are two different things. I had to take care of a huge part of the mod because everything had to be tested on my map. At the end there was just enough time to get everything working the way we all wanted it to be. Believe me, I had billion ideas on how to enhance the level. But we had to finish it for the demo. And I had to make a decision: working on more areas/details, or trying to make the stuff we have as good as we can (for example: I improved lightning, the new sky, textures, enemy scripts, ambient sound, moveable object sounds etc). I choose the second and I don´t regret it. edit: before someone asks: I´m not sure if we will add new easter eggs or areas to this level in the complete mod. We´ll have to see. Link to comment Share on other sites More sharing options...
Vivli Posted November 27, 2002 Share Posted November 27, 2002 I played the demo twice and its the best mod for Jedi Outcast ever!!! The simplistic textures just made it feel exactly like the original Dark Forces, and the music. All the models were great and everything. I did notice on thing though. I'm not sure if this was intentional but when I went to crouch I accidently hit "F" and I suddenly found myself healing. I then scrolled through what would normally be my force powers to find one, named "Heal" with the symbol that I think was used for the Death Star plans. ihad no cheats on or anything. So was this intentional, sure makes things easier lol. That wasn't really a problem though since if you didn't want to use it, you didn't have to, and it was the best level I've played for Jedi Outcast in a long time, and really reminded me of Dark Forces. Gotta love the great midi-style intro music lol. Link to comment Share on other sites More sharing options...
MilesTeg Posted November 27, 2002 Share Posted November 27, 2002 Hi, I´m this strange "I have to respond on every post" guy... We needed a Force power to give you the mission briefing in the datapad. And we had to make a decision for the demo: giving you strict key bindings to solve this problem or leave it the way you are playing it now. I think it doesn´t matter in singleplayer if you still have forcepowers - it´s your playing expierience. If you can live without the mission briefing in the datapad just type "setforceall 0" in the console and you´r rid of force heal btw: all cheats from JO are still working in the mod... Link to comment Share on other sites More sharing options...
Vivli Posted November 27, 2002 Share Posted November 27, 2002 Oh I see. Well, to be perfectly honest, it makes very little difference having heal there, and it could actaully be seen like the "invincibility" option in the menu of the original Dark Forces. If the player wants to cheat, they can, if they dont, they wont. So really, it's quite a good idea. Well, it's a good enough excuse! Lol. Link to comment Share on other sites More sharing options...
SettingShadow Posted November 27, 2002 Share Posted November 27, 2002 Wouldnt it been better to use Saber defense/offense/throw instead of heal? since you cant use a lightsaber without cheats that wouldnt affect anything at all. Just a thought. Link to comment Share on other sites More sharing options...
MilesTeg Posted November 27, 2002 Share Posted November 27, 2002 the idea was that we include the jk2config.cfg and with that it wouldn´t have mattered if there are all force powers (because the force keybinding are just switched off then). But we had serious problems with that file and so we had to leave it out. This was discussion in with team last night and we just hadn´t the time to switch it to another force power or anything similiar. Link to comment Share on other sites More sharing options...
MMP Posted November 27, 2002 Share Posted November 27, 2002 Hey, I've been following the MOD, and just played it. Great job! Even the original music was spruced up, even though it's a little above DF sound quality, it does sound "more advanced". I really liked the spotlight, and the outdoor textures were really cool. I like your original textures a lot, and the best thing...the Death Star hologram! Very nice update on that. The only thing I can suggest is some work on the shield belt texture, it just looks a little plain is all. Link to comment Share on other sites More sharing options...
SettingShadow Posted November 28, 2002 Share Posted November 28, 2002 Originally posted by MilesTeg the idea was that we include the jk2config.cfg and with that it wouldn´t have mattered if there are all force powers (because the force keybinding are just switched off then). But we had serious problems with that file and so we had to leave it out. This was discussion in with team last night and we just hadn´t the time to switch it to another force power or anything similiar. Oh I c, anyway if you dont want heal its just to unbind the key to use it with, plus unbind the use force key. Link to comment Share on other sites More sharing options...
Magic_Al`s DF Posted November 28, 2002 Share Posted November 28, 2002 Best. Mod. Ever. I'm only bummed that I can't see the Moldy Crow at the end. I just get to the roof and get the end credits. I don't know if this is because the Macintosh version is still at 1.03 or because the only way I was able to get the mod to load (yes I did try to follow the instructions) was to put all the files in the base directory. I love how the stormtroopers in this mod, just like in DF, don't know how to use the rapid-fire feature of their blasters. I love the music. When the Star Wars logo appeared I couldn't help but love a mod that had intentionally replaced the London Symphony Orchestra with a MIDI performance. The music is a huge part of making this feel like DF. This felt so much like DF I forgot I was playing Jedi Outcast. I actually hit the wrong keys because my brain switched over to DF's default key mapping. I tried to hit space for use, and when I hit F5 I was looking for the headlight, not force heal. Can there be a headlight? I hope Raven will release more code so that everything can be done in this mod. I saw that they just released the single player source for Elite Force <http://www.webdog.org/plans/168/> specifically to help a mod on that.... maybe that means they'll do the same for JKII? Or maybe some of that Elite Force information would also work in JKII? Link to comment Share on other sites More sharing options...
Katarn07 Posted November 28, 2002 Share Posted November 28, 2002 I play with DF's default key mapping for every game! Even JO and MoHAA! Link to comment Share on other sites More sharing options...
ImmolatedYoda Posted November 28, 2002 Share Posted November 28, 2002 i base all of my game configs after what i used for half-life awhile ago. anybody who turns instead of strafes sucks. Link to comment Share on other sites More sharing options...
Katarn07 Posted November 28, 2002 Share Posted November 28, 2002 For lightsaber battle, I use turn still. I use the a and d keys. (That's JK, not DF, but that's what I know...) For MoHAA, I learned to issue the strafe key to the arrows. Same for the first few JO missions. A lot easier to aim.... Link to comment Share on other sites More sharing options...
ImmolatedYoda Posted November 28, 2002 Share Posted November 28, 2002 i meant using the arrows to turn instead of strafe or not strafing at all. using A and D is ok, but i put as many essential keys as possible near the arrows and on the mouse. Link to comment Share on other sites More sharing options...
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