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ForceMod 2.0 - Dual Pistol screenshots


Azymn

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Originally posted by Darth_Syrup

t3rror - Those flame FX are much cooler than my current ones (i'll post pics and let you guys decide) - it would be cool to add those in. I don't have sof2, and i don't think the fx would be packaged with the source code, so if you're willing to extract them i'll try to get them in the game. btw - thanks for suggesting the BOTH_GUNSIT1 animation - it looks much more aggressive than the one i had been using. :)

i'd be happy to extract them... just tell me the names of the gfx or shaders the code specifies and i'll get them.

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This mod rox0rz I loved forcemod 1 and all this makes it better just add in all the stuff from omnimo 2.0 like the new rpg system and saber all that good stuff and you have succesfully created the best mod of all time to get the rpg stuff from omni 2.0 I think they said they were going to release their source code.......Looks Great guys keep up the good work? Any estimate on the release? maybe a percentage of how far you are and how much more or something...... Also Can I beta test it?

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I think adding a 'Force Dodge' would be good. Since it takes forever to try and get Force Seeing to do dodging.

 

Anyway, the Merc features do make it seem unbalanced, but I don't know that until I try the actual game.

 

Hopefully Mercs won't be uber-powerful. We all know what happened to the Fetts. :D

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Any estimate on the release? maybe a percentage of how far you are and how much more or something

I'm hesitant to put a date up on the release b/c i have very little time to work on it. But it's about 95% done.

 

The mercs will be powerful, but the jedi may also use guns, or opt to be saber-only.

 

t3rror - at a glance, it seemed like there was a complex gore code related to the "immolation" fx for incendiary grenades in sof2. We might be able to just grab a shader and use it (though it looks doubtful) - if you or someone else would like to post in a sof2 forum and find out if it's that simple, i'd be more than willing to make the effect happen. Sorry, but I don't have the time right now to check it out myself.

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If i release a 3.0, i plan on swapping out team heal and team force for two new powers, one light, one dark, or just one new neutral power, like a vamped up forceDodge.

 

could you please make a dual BLASTERS toggle?

If you mean to switch between dual and single, it's already a bindable button in the menus. And if you mean limit whether dual blasters (as opposed to just dual pistols) are available, that's in there too.

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Originally posted by mort!!!

NO, I ment a toggle for admins to be able to restrict the availability of dual blasters, not bryars.

By the looks of ForceMod Beta 1.0, there will be lots of console commands to change the options available on the server. :)

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I only have a few of the emails of people who have expressed an interest in beta testing, so if you'd like to test, please:

 

1 - Contact me thru the email posted on the ForceMod 2 website (in the bottom right corner)

2 - Make the subject of your emails "forcemod 2 beta - <your name>"

3 - The email address i receive from you will be the one i send download and beta testing information to.

 

The beta testing will hopefully start sometime this week.

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the style over substance dodge wouldnt work too well unless it was a dual (it slows down to slo mo, wouldnt work in a ffa, unless it was set so two people in a ffa who are dualing could use it??) and the whole saber deystroying thing is sweet, is it possible to have it so you could only have sabers like darth maul's (longer, built for two blades ) can have deystroyer mode??? And i guess new animations are still outta the question huh?

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