Zippo85 Posted February 25, 2003 Share Posted February 25, 2003 Ive got a great idea i think. If it is possibul to make the falling damage on the merchs larger so they would be more reliabul on their jetpacks. this would also fade out some of the balance issues, that 2.0 seems to have. If it is about twice the size of the original you are on the right path i think Just a thought.... Link to comment Share on other sites More sharing options...
t3rr0r Posted February 25, 2003 Share Posted February 25, 2003 Originally posted by mort!!! All the flame anims form Return to Castle Wolfenstein are worth extracting for force mod 2. They have no gore code. You should contact T3rr0r about that. i think he even has that game judging by his last avatar. yeah i could scrounge up those sprites if needed. http://clan-cd.tripod.com/flamethrower.zip has the flamethrower.shader and the images that the shader calls for. Link to comment Share on other sites More sharing options...
Azymn Posted February 25, 2003 Author Share Posted February 25, 2003 Thanks for the flamethrower shader link, t3rr0r. We'll see what the verdict is after the beta on whether people would prefer different flamethrower fx. Bandwidth and processing is an issue: the new flamethrower i've just implemented looks different than the one on the forcemod2 website. After starting a large FFA game, the fx were so thick it wouldn't even show up. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 26, 2003 Share Posted February 26, 2003 How about a stun setting for the blasters? It could slow down the hit player a little, or make the view go all funky like getting hit by an interrogator droid in SP Outcast, or just act like force push and knock players down. I think a stun setting would be cool. Although, I don't know whether it should be for mercs only or for any player with a blaster. Link to comment Share on other sites More sharing options...
t3rr0r Posted February 26, 2003 Share Posted February 26, 2003 Originally posted by wedge2211 How about a stun setting for the blasters? It could slow down the hit player a little, or make the view go all funky like getting hit by an interrogator droid in SP Outcast, or just act like force push and knock players down. I think a stun setting would be cool. Although, I don't know whether it should be for mercs only or for any player with a blaster. it could make the person black out (and slowly be able to see clearly again)... like a flash grenade, only with blackness instead of whiteness. Link to comment Share on other sites More sharing options...
mariners2001 Posted February 26, 2003 Share Posted February 26, 2003 Great job! The absolute best mod so far. Soon, there won't be any need for an expansion. Here are the bugs I found: * couldn't add certain bots and crashed the game (custom ones) * game crashed when second pistol was taken out (pistol worked fine at first) * Level 4 Lightning and the flamethrower last about 1 second at most. The time should be lengthened IMO * all of the models are shown now!!! great job! however, all the maps cannot be seen. is this fixable? * dual jetpack thrusters are a bit too low * grapple model is missing * grapple cord comes out of foot. is there a possibility for it to come out of it's arm/hand or something? * grapple cord is yellow * i am not able to move when sniping even when cvar is turned on * when second blade color is disabled and you turn on dual blades the colors overlap...very strange Again, very nice job! First time I've played JK2 in a while. I think this got me hooked again! Thanks! Rob (mariners2001) Link to comment Share on other sites More sharing options...
deXtoRious Posted February 26, 2003 Share Posted February 26, 2003 I've been wondering: is it possible only to change existing force powers or can you actually add your own? Please, release this wonderful mod sooner and make Jedi/Sith more powerful! I just can't wait for it. Any chance of at least a public beta or something? Link to comment Share on other sites More sharing options...
mort!!! Posted February 27, 2003 Share Posted February 27, 2003 Well Azymn, it seems like you've got your hands full, but could you post some flamethrower pics? Link to comment Share on other sites More sharing options...
Orbitäl Posted February 27, 2003 Share Posted February 27, 2003 I was thinking about something you can add to this mod, if you haven't already. For the Force users out there, maybe add a feature where you can use force push on the ground (when falling) to slow ur fall rate. What do you think? Link to comment Share on other sites More sharing options...
Lord X Posted February 28, 2003 Share Posted February 28, 2003 I agree with orbital that would a nice feature to help you not lose as much health when you fall. So that this doesnt happen when you land... Link to comment Share on other sites More sharing options...
Azymn Posted February 28, 2003 Author Share Posted February 28, 2003 deXtoRious - It's on its way, but no public beta....i've got a lot of bugs to sort out first. mort!!! - One of the testers has posted some on a website....ihe's redoing it right now but i'm sure he'll have some screenies. Orbitäl & Lord X - Not a bad idea...i'll put it on my list of prospective additions. Link to comment Share on other sites More sharing options...
bliv Posted February 28, 2003 Share Posted February 28, 2003 If you want any screens I'll take a few tonight 8:00pm GMT. You can e-mail me @ shay_invincible_given@hotmail.com That is assuming that I'm allowed to show screens of the beta. Link to comment Share on other sites More sharing options...
Azymn Posted February 28, 2003 Author Share Posted February 28, 2003 By all means, go ahead. Kartikay had some posted on a website, but i lost the think to it. Link to comment Share on other sites More sharing options...
Sarafan Raziel Posted February 28, 2003 Share Posted February 28, 2003 In your new forcemod I'd like to have some features that influence SP also. Or if you change the combat style in MP so that is more SP like, it'll very nice of you. Link to comment Share on other sites More sharing options...
bliv Posted February 28, 2003 Share Posted February 28, 2003 The difference between MP and SP saber combat is that the bots in SP want to attack. In MP they simulate real people in the way they don't always go head on after you. It's what makes the difference. Link to comment Share on other sites More sharing options...
12thMonkey Posted February 28, 2003 Share Posted February 28, 2003 Please say you'll implement model scaling like in JediMod, I couldn't bear setting fire to a 6-foot Yoda rather than a 3-foot one with that sweet flamethrower Link to comment Share on other sites More sharing options...
bliv Posted February 28, 2003 Share Posted February 28, 2003 The scaling mod was in the first version of ForceMod and is in the beta so it is definately in the full version of ForceMod 2.0. Tchouky's saber colour code is also in there. Link to comment Share on other sites More sharing options...
Sarafan Raziel Posted February 28, 2003 Share Posted February 28, 2003 I know that in MP bots are trieing to be more human like, but everything there is different. I got killed by a very weak hit with the saber. I really don't the way these bot progres... I'd like them to be more SP like, that's why I asked about it. In addition SP has some interesting features like POSSESSION ABILITY, and other saber styles, also forces are more superior there. Making forcemod which infuence both SP and MP would be ... amazing, brilliant, outstanding Link to comment Share on other sites More sharing options...
Orbitäl Posted March 1, 2003 Share Posted March 1, 2003 Would you consider maybe making a cvar to allow the velocity of force jump to be increased. An example: mod_forcejump 0 (would make the velocity as it in in standard jk2) mod_forcejump 1 (would maybe make it a lil faster) I know Forcemod 1 had a jump cvar already, those are just examples, but u get the idea. Anyways, what do you all think? Link to comment Share on other sites More sharing options...
tasmic Posted March 1, 2003 Share Posted March 1, 2003 Here are some pics. i took of Jango Fett while playing as a Mercenary in ForceMod 2.0 Beta: For the rest of them you can visit my site at: http://home.attbi.com/~fradac Link to comment Share on other sites More sharing options...
deXtoRious Posted March 1, 2003 Share Posted March 1, 2003 2 Azymn Are there any beta testing positions still open? I'd love to test it... Link to comment Share on other sites More sharing options...
000nate Posted March 2, 2003 Share Posted March 2, 2003 This is definetly looking excellent. Make sure to post the link here the day it comes out Link to comment Share on other sites More sharing options...
lonepadawan Posted March 2, 2003 Share Posted March 2, 2003 Hmm.. how did you get Jangos pistols? Link to comment Share on other sites More sharing options...
Lord X Posted March 2, 2003 Share Posted March 2, 2003 those are some nice pics you have tasmic Link to comment Share on other sites More sharing options...
bliv Posted March 2, 2003 Share Posted March 2, 2003 To get Jango pistols download the episode 2 weapons pack. It also comes with Zam's Sniper and the Clone Cannon. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.