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Comment History  (0 - 30 of 100)
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Flair Gun

Damn, you really figured it all out.

Good karma+2 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ April Media Release

11 years later, I still don't really agree with what people were saying about the colors.

I think the vibrant blue is great as it still looks plenty faithful to the original while also making it easier to spot on the floor (which is important as the thing is both a very valuable pickup and an annoying enemy), and all the other colors besides the more vibrant blue are basically straight from the original. I like how it looks very vibrant while also looking quite believable as an alien creature, and the neat iridescent shading also adds to that believability. I just love how it looks genuinely alien rather than taking clear inspiration from Earth insects or some other Earth creature (which is something that's kinda overdone in my opinion - aliens should generally look organic but still distinctly alien imo).

I'm sure you guys have listened to all the feedback here and made changes to the thing (or more likely completely remade it) in the 11 years since this image was posted, but I still really like this design and would be happy to see it in the final game.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ SerenityJediEngine2022

Awesome! Thank you so much! It really is greatly appreciated!

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ SerenityJediEngine2022

Mod is great as always, but are there any console commands or anything that I can use to nerf/disable the NPC kicking behavior? It's kinda annoying in singleplayer to get knocked on my *** by every single stormtrooper that gets within a few feet of me. Also, is there a console command I can use to disable the climbing mechanic as well as the mechanic where you fall down on snowy slopes? Those two mechanics don't work very well in my experience and I'd prefer to just have them off if possible.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Half-Life: Source Fixed

That's great to hear, and something to look forward to. Thank you!

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Half-Life: Source Fixed

You'll only get that message the first time you load up each map, so it's not a huge deal. Just load each map and let the graphs rebuild and you won't get the message on them in the future.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Half-Life: Source Fixed

Would you please consider making this open source via Github (or a similar platform) so that others and myself could make mods for HL:S using your fix as a base? I can't even begin to express how much I would appreciate that, and I'm sure I'm not alone in that regard. You've done really great work on this so far, and you're pretty much single-handedly making HL:S a viable way to experience Half-Life once again.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Wilson Chronicles

You trolling?

Good karma+2 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Ceiling Climbing Imps for BDv21

Excellent work! If you plan on porting anything else, please do the revenant's jetpack flight next! Porting the ability to see your legs when you look down and attack with the chainsaw continuously would also be awesome and immensely appreciated.

Good karma+2 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Wilson Chronicles Beta 3.1 Update !

I'm glad you're still working on this and listening to people's constructive criticism. It's never too late to improve upon what you've already built, and you deserve to stay on people's radars for that reason alone.

Good karma+3 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ The Heavy Update | Boat-Less is back!

I largely agree with others here that the scope of the mode is perhaps getting a bit overblown, but I'm VERY excited to see how you implement the bullsquid. I'm also REALLY happy you're using the beta bullsquid model - I really want to see it in action. Will you guys be attempting to implement the swimming ambush behavior that was considered for the bullsquid in the HL2 beta?

Good karma+2 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ M3A1 Grease Gun

It's good to finally be able to find replacements for SMOD's ugliest weapons again.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Ettubrutesbro's SVD

Again, great work. It perhaps looks a little too high-poly in comparison to SMOD's other weapons, but it's certainly an improvement over the low-poly mess that was the original.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Improved Kar98

The DoD model always stood out like a sore thumb, and any good replacements that may have existed can no longer be found. Excellent work!

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Guard Duty Flashlight Early WIP Demo

This is a great example of how to introduce realism into Half-Life while still remaining faithful to its mechanics.

Good karma+2 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Guard Duty Flashlight Early WIP Demo

SPAS-12s aren't capable of slamfire.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ SerenityJediEngine 2025

Sounds awesome. I'll be looking forward to it!

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ SerenityJediEngine 2025

Hey, I just have to say that your work on this mod cannot be praised enough. In my opinion, this specific mod does the best job of overhauling and improving JA while still remaining true to the experience that the original game offered. A while ago on an older build, I made a lengthy comment full of suggestions, and over time you have improved this mod in almost all of the ways I had hoped you would. I hope you continue to work on this mod for a good while, because you've done an excellent job with it so far.

With that said, I've been playing through the singleplayer with this mod for a good while, and I've unfortunately encountered a rather pesky bug that I can only assume is caused by this mod. Force grip seems to be bugged, specifically at level 3. Although I am easily able to use force grip to disarm enemies, actually lifting them up is incredibly difficult and wildly inconsistent to the point where I am often unable to lift up disarmed enemies even when face-to-face with them. When trying to lift up enemies, I usually end up picking up nearby guns or other objects rather than the enemy directly under my crosshair, regardless of which part of their body my crosshair is trained on, how still they are, or whether or not they are disarmed. This effectively breaks force grip for me. Not sure what's causing this as I didn't have issues with grip levels 1 or 2. That aside, I've had a fairly smooth experience thus far.

Good karma+2 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Weapon Wheel v1.54

This is still the best weapon wheel by far, but I noticed a bit of an issue. At least in cursor mode, the horizontal sensitivity is half of the vertical sensitivity. This is an issue with the engine rather than the mod itself, where mouse turning speed needs to be set twice as high as the overall sensitivity in order to compensate for the halved horizontal sensitivity.

I suggest either automatically doubling the turning speed while the wheel is open, or adding a separate option in the menu under the wheel sensitivity slider that lets you adjust the wheel turning speed as well so players can fix it themselves if need be. Additionally, if it's not too much trouble, Beautiful Doom compatibility would be immensely appreciated by my friend and I.

Again, this is (at least from what I've seen) the best weapon wheel for Doom hands down, so I really hope you're still able to make some tweaks to it.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ The Specialists

I'm trying to make a map, but all the sites hosting the guides for mapping in TS are long dead. Does anyone have any knowledge of the mod's entities? What are the entity numbers for the different powerups? If any ancient TS veterans still browse this page, I'd appreciate any help you could offer.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Half-Life : Echoes

So glad this is getting some attention. Quality fan-made projects such as these are too often neglected.

Good karma+2 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Summer 2018 update

You guys really are doing some outstanding work. I had a good feeling about these projects when I first started following the developments that formed them years ago, and you guys have yet to disappoint.

As others have said many times, I would be more than happy to shell out some cash for these when they eventually hit Steam. You guys deserve at least that much for consistently giving us something to look forward to for so long. I'm confident I'd get my money's worth several times over.

Good karma+3 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Missing Information coming to Steam

Been waiting for years, yet every day until release is still worth waiting. That aside, I'd honestly still be willing to pay $20 on Steam for this. Even if it's centered around Valve cut content, I've always thought the amount of passion put into projects like these is worth being paid for - and I know I'm not alone.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Half-Life : Echoes

Been following this for a while. Very excited! It's always great to see a mod with such a high level of polish released.

Good karma+5 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Welcome, welcome to city 17.

Fine work here! I know it's almost impossible to make a model look just like the concept art, but in my opinion, he looks a little too old and his eyes might be just a little too far apart. When I squint, it looks exactly like the concept art to me - possibly because that makes it harder for me to judge how far apart his eyes are and how old he looks. But the fact that it looks just like the concept art when I squint is a good indication that you did a good job as is. His head might also be a bit too round, but I'm not totally sure of that.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Trusty Packs

In order for detail textures to work, you need to make sure of a few things. First, you should have a bunch of text (.txt) files in your "maps" folder that are named after the map (.bsp) files found in the same folder but with "_detail" added on the end of the filename.

Then you should make sure you have the "hl" and "xen" folders inside your gfx\detail folder. They should both be filled with .tga files.

Finally, type "r_detailtextures 1" in the console in-game. Follow all of those steps and see if that fixes your problem.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ Mod Status

If you don't mind me asking, is there any difference between this nightvision idea of yours and a custom flashlight texture that project onto everything in your FOV? I'm just a bit confused as to what makes this idea better than fullbright nightvision with a blue animated overlay texture.

Good karma+2 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ SerenityJediEngine 2025

I cannot thank you enough for hearing my feedback and actually making changes based on it within the span of only two days! I sincerely encourage you to continue working on this mod and am confident that it is in good hands.

Believe it or not, I had given up on my Jedi Academy playthrough due to frustration caused by me badly wanting to use this mod yet feeling it was just too difficult in its current state. I even tried modifying some of the mod's files in a last-ditch attempt to nerf the kicking - to no avail. But before I even noticed your reply, I saw the update since I had added this mod to my tracking list. I will happily download this and fire up Jedi Academy again to test it out. Luckily I haven't gotten too far, so I won't be in any real trouble if my saves are broken.

Edit: Haven't tested it out yet, but I'm just going to note that the update did break my latest save. I kind of expected it that. Reloading a save that started the level from the beginning worked however, so it's not a problem.

Good karma+1 vote
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ SerenityJediEngine 2025

I know how much hard work from many people has gone into this mod over a very long period of time, but I just have to make something clear. Sorry in advance if this comes off as way too negative, but I will do my best to be constructive at the end because this mod has some really bright spots that deserve recognition despite the frustrating experience I've had thus far. I'm only typing up this massive wall of text because I like this mod overall and hope that feedback will improve it in some way down the road. If I get a ton of negative votes, I won't even be mad if my feedback is at least considered. And for reference, I just finished Outcast on the hardest difficulty.

If you have just beaten Jedi Outcast and are moving on to this game to continue the singleplayer side of the series, I highly recommend that you avoid this mod. This mod adds a lot of great features that had me very excited upon discovering it, but the experience is completely, utterly ruined by some changes that are so mindbogglingly ridiculous that it's so far ruined any enjoyment of my playthrough.

I'm not sure where to start, so I'll first say that this mod changes every single ranged enemy into a martial-arts master. And I mean every single one. Any enemy NPC that has a gun will instantly kick you if you get too close, knocking you down and fully stunning you long enough that they can simply execute you. This means that every single time you approach a ranged enemy, you must either knock them down using the force or attempt to kick them before they can kick you. That's right, your lightsaber is pretty much useless in MELEE COMBAT unless you first knock down your target. This applies to bums from Mos Eisley and first-day stormtroopers alike. Every smuggler in the galaxy now knows that the secret to defeating a Jedi is to run up to them and roundhouse kick them in the jaw before shooting their legs off. My immersion has been completely ruined by the fact that Rodians are now terminators. This mod claims the combat is more realistic and movie accurate, but if the movies were anything like this mod then Han Solo would never have even had a chance to shoot first before Greedo would launch himself over the table, roundhouse kick Han upside the head and blow all his ******* limbs off as the camera rotated around him in slow motion.

Second off, if you are not in an extremely defensive position upon encountering a ranged enemy, they will finish you off in about 4 seconds at medium range. If you encounter more than one ranged enemy at close range, you had better start spamming force powers or you will get ****** instantly. No joke - enemies will straight up shoot off your limbs in mere nanoseconds if your guard is down. I've seen my head fly off so many times now that it almost makes me want to disable dismemberment in a game that is renowned for including it. I'm all for increased realism, but having to prefire every enemy I see to prevent Chewbacca from dying within 4 seconds is ******* insane. Without exaggeration, I have not seen Chewbacca kill a SINGLE enemy during the first Tatooine mission. He either gets sniped as soon as he leaves cover or gets rushed, knocked down, and executed without fail. Before you can even scratch your ***, Chewbacca is taking a dirt nap. Enemies are so OP now that I've had to reload saves due to being killed during cinematics.

Another mindblowing decision that was made was to prevent force energy from regenerating unless you stand completely still. Not only does this make 0 sense at all lore-wise, but it also doesn't help the fact that ranged enemies are nearly impossible to take on without spamming force powers of some kind. Also, this may be my first singleplayer playthrough, but I have an odd feeling that I shouldn't be able to jump so high immediately after learning force jump.

But the biggest disappointment is that all of these problems could probably be nullified with the simple inclusion of console commands that disable specific features. Hell, console commands that do just that might already exist but I still can't find them after hours of Googling. The best I could find was the command cg_trueFOV, which allowed me to zoom out the new full-body awareness camera mode so that I didn't vomit after a few hours of playing. I'm not stupid - I realize that this mod is designed for people have moved on from the singleplayer long ago and care mainly for multiplayer or just new challenges in general, but there's no reason that the singleplayer experience as it was intended should be completely destroyed. This mod adds a lot of really cool features, but all I want to do is add them to the vanilla game without upping the difficulty by 500%. If you don't care about the singleplayer or have already beat it, then I would recommend this mod for you. But it's a shame that I myself might have to lose a bunch of really cool features added by this mod just so that I can actually enjoy the game as intended.

Good karma+4 votes
LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments @ The Battlefront Project

Toxin droids are from Ultimate Battlefront: The Clone Wars.

Good karma+1 vote