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Colosseum WIP


clu

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"I have said it many times, I think you are the most gifted Mapper I ever saw, I believe you will become more powerful than any other Mapper in the wide universe."

 

-What Palpatine should of said

 

 

 

This mod is what an SP mod is all about, great gameplay, great story, beautiful architecture, fantastic models, and just all around great theme, this mod is a great work! And don't leave the community because you are a greatly valued member!

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Originally posted by Leslie Judge

The feeling of slashing those romans is unbelievably gooooood. Hehh, call me blood-thirsty. :D

 

Leslie Judge: poster child for videogames ratings legislation. Once a mild mannered mapping guru....now a blood-thirsty gladiator. :dev11:

 

Seriously, thanks for all the great feedback. It means a whole lot coming from this forum.

 

Lassev and Lord G: as I mentioned to Kengo, your comments after the beta test really got me in the zone to tune the gameplay. I ended up using many of your suggestions. A big thanks. :cheers:

 

Originally posted by HornyToad

is there a command line option to start jk2 with the mod activated and the latest quicksave loaded ?

 

I think something like this might work:

 

D:\jk2game\GameData\jk2sp.exe + set fs_game Colosseum_v1_0 + exec mysettings.cfg

 

where "mysettings.cfg" loaded your save (although I don't really know how to do that)

 

-clu

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Originally posted by clu

 

I think something like this might work:

 

D:\jk2game\GameData\jk2sp.exe + set fs_game Colosseum_v1_0 + exec mysettings.cfg

 

where "mysettings.cfg" loaded your save (although I don't really know how to do that)

 

-clu [/b]

 

thanks for pointing me in the right direction, i couldn't find the info in the help nor the website,

 

the rest of the command line is this: + load name_of_sav_file

 

like so: "F:\Star Wars JK II Jedi Outcast\GameData\jk2sp.exe" + set fs_game Colosseum_v1_0 + load quik

 

it will always load the quicksave, but if you prefer the checkpoint you can put the other names of the files in the sav folder: auto or auto_colo_lev03

 

cool beans !

 

:)

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Hey quick question for those that have played Colosseum:

 

Did any of the NPCs have force powers? (grip, force jump, push, saber throw, etc)? Someone just told me that he had this problem, but I wanted to see if anyone else had it because I stripped all force powers out of the game. Hoping it's not a bug...

 

Anyone encounter this?

 

-clu

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One legionary in the corridors dropped his sword (or I knocked it out of his grasp) and he just coolly extended his arm, and the sword flew through the air to his hand. I'm quite sure this is impossible to remove. Otherwise I encountered no anomalies.

 

I must check the electrobinocular explanation. I did not thought to have a look at it, but now I'm certainly interested...

 

This was a superior level, clu, and it's just awaiting a sequel, or a prequel, if you prefer. You are already a legendary mapper in my eyes, but even more so, if you continue the saga of Gluteus. So far you haven't said anything one way or another. I realise this was a part of your studies, but still it was so ultra cool that most certainly you had deeper feelings for the subject than just to finish your studies!

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Whew, that's good news (about the force powers). This guy who had the problem must have had some conflicting mod running or something. He was saying that legionairres were doing force choke on him and stuff like that.

 

Actually I know the Drucillus Brothers will occasionally do windmill flips and stuff, just because they are "tavion" class (guess you can't get rid of it). A sacrifice in realism I had to make because making all your opponents "reborn" class made the game just too easy. Anyway I'm glad none of you had the force powers problem. Thanks for posting back.

 

Regarding sequels and prequels, I would honestly like nothing more than to sit down and do the first two levels of this thing so it could be complete. Unfortunately as I was telling Kengo the other day, I'm kind of in "job-hunt-mode" at the moment, so I may not be able to get a whole lot done on the recreational mapping front for a bit.

 

However, I'm pretty addicted to this stuff, particularly the "Colosseum" universe at the moment, so hopefully I'll produce more maps sooner than later.

 

-clu

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Originally posted by lassev

One legionary in the corridors dropped his sword (or I knocked it out of his grasp) and he just coolly extended his arm, and the sword flew through the air to his hand. I'm quite sure this is impossible to remove. Otherwise I encountered no anomalies.

 

I can do that. Anyway, like Lassev says, impossible to remove and not really a problem IMHO.

 

Clu, I've been in job hunting mode for months....I got turned down for a job at a DIY centre based upon a pychological multiple choice test - I kid you not. 3/10 for 'warmth'. Hmmph :mad:

 

Oh, I kind of liked the electrobinocular explanation, I've never tried getting rid of them so didn't realise they were 'hard coded' in, but clearly they are. A lot of stuff you don't expect to be hard coded is in JO, sadly. Still this mod shows what you can do with the engine if you're willing to put a lot of effort in.

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Hey clu, I have not had any legionarres choke me or anything, but, sometimes the first Thraexian Gladiator, does the spin the lightsaber in mid air taunt, when I was in the supply room with the two loafs of bread. I think thats because he is Reborn Class and reborn in JO always do that when your far away, or in a place they can't reach.

 

-Lord G

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Originally posted by Lord Glorfindel

Hey clu, I have not had any legionarres choke me or anything, but, sometimes the first Thraexian Gladiator, does the spin the lightsaber in mid air taunt, when I was in the supply room with the two loafs of bread. I think thats because he is Reborn Class and reborn in JO always do that when your far away, or in a place they can't reach.

 

-Lord G

 

Why, that's no problem. You can very well spin your own sword in response. That's what all Roman soldiers were doing in their spare time... Just don't try it at home, mind you :)

 

Oh, yeah. A very good explanation for the electrobinoculars. Too bad they were broken in the crash, though...

 

EDIT: Oh, I liked very much the new sand you inserted. It really affected a lot the general feeling - in fact so much I didn't even notice it at first! And that's a lot, because it means it felt perfectly natural, unlike the sterile sand in the beta.

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Yeah, I've seen the gladiators to the saber-spin taunt and yellow DFA's (the latter is more obnoxious). But those aren't huge problems.

 

Ooooh...would it be possible to make the trident gladiator have a secondary fire/second weapon that throws a net?

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Originally posted by wedge2211

Yeah, I've seen the gladiators to the saber-spin taunt and yellow DFA's (the latter is more obnoxious). But those aren't huge problems.

 

A guy in another forum said that maybe the sword twirling and such was just Mars and the other Roman Gods lending a hand :D

 

Hmm...what's "yellow DFA's"?

 

Originally posted by wedge2211

Ooooh...would it be possible to make the trident gladiator have a secondary fire/second weapon that throws a net?

 

Yeah my thoughts exactly! I wanted to try to alter "force electricity" or whatever to be a net of some sorts. Didn't know enough about efx files at the time, but I may give it a shot for a later release.

 

I'm keeping all of these great suggestions in a little "to do" list. :D

 

-clu

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Ok, I see. Yeah the brothers do that flip sometimes in the game, kind of unavoidable.

 

Hey, does anyone know about how long it usally takes to get a file up on the files sites (jk2files, massassi temple, etc)? I submitted my level (well, a link to it) a week ago to all the big four and none of them have uploaded it yet.

 

Anyway, just being impatient. :D

 

-clu

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pcgamemods is usually pretty quick, but then, Sergio is only one guy and he's deluged with file submissions. Right now he's in the middle of a staff change/expansion, so file posting has slowed down there, but should speed up quite a bit in the coming week or so.

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Yeah, he's actually in the process of training me, and there's a huge backlog of posted files because he's so busy with finishing pcgamemods2.

 

I could still use some people to help me with uploading files for pcgamemods. If you're interested please contact me. Serious inquiries only. :D

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In a generalising kind of way for the other 3...Massassi is impressively fast normally, JK2Files tends to be variable, and I wouldn't hold your breath for the file getting up at jediknightii.net, they haven't posted a new file for about 6 months :(

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I just thought of something, clu. The file submission limit at pcgamemods.com is only 40 megs, and as I remember it Colliseum was over that. You'd have to talk to Sergio directly about uploading it (he can give you a temporary ftp account).

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Ranking 9.8 this morning (Finnish time) at pcgamemods. I of course voted full 10 for this map. Normally I wouldn't consider voting ten for anything, because it means there would be a map that cannot be any better, and that would mean the mapper couldn't ever again make a map still even a little bit better, which isn't good, to think the issue philosophically. But I had to vote ten for this map, because... Well, it was worth every bit of those 60 megas, and the execution was so cool...

 

However, Eldritch, I am by no way trying to tell you how to do your job, I'll be cursed before doing that, but I have thought that all SP missions are always labeled SP in the new items list. If that is indeed the tradition, many people might miss Colosseum simply because it's labeled mods. Of course it is a mod, if there ever was a single player mod, but still I think SP might have been better. However, you are in charge, it's your decision.

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