Hey I'm Silverfang, I like to play games quite a bit on the computer and my xbox, I listen to many kinds of music including (but not limited to) metal, dubstep, and djent (is that metal?). Feel free to add me on XFire, AIm, MSN, Steam, or XBL.

Comment History  (60 - 90 of 438)
silverfang22
silverfang22 Nov 7 2012, 1:57am says:

I'm not sure how well this engine handles a lot of particles on the screen but I imagine a LOT more smoke in large battles like these... wasn't I just saying the same thing about the muskets in another video of yours? :d

+1 vote     media: Rising of an Empire - Demo Gameplay (WIP)
silverfang22
silverfang22 Oct 24 2012, 10:22am says:

That seems excessive for a weapon model, looking at the henry rifle it seems like you have an absolute ton of unnecessary edge loops.

But don't mind me, I'm just a 3d modeler for quake 3 based games :)

(But, I would like to point out if you want to have massive battles you're going to want to create a lower detail version of this model for third person and/or make Level of Detail models... I'm not sure how CE3 handles this. You're also going to miss a lot of detail in first person i.e. you probably won't see the stock much... I was going to say the barrel but the gun loads from the front :P )

+2 votes     article: Field Report 4: The evolution of the Springfield M1861
silverfang22
silverfang22 Oct 17 2012, 8:23am says:

I can see these environments being legitimately creepy if it was at night!

Though, I say that the art style should look more "grimy", everything is very bright and gives off the wrong feel. I do see though that you plan to have some post processing effects planned for a final look to the art, I just think it might all blend a little better if the art style was altogether less contrasting and vibrant... though I could see things being "happy" looking at first, then starting to get more and more creepy as you start to figure out what's going on story-wise ;)

+2 votes     article: Progress Report
silverfang22
silverfang22 Oct 12 2012, 4:26pm replied:

Have you tried running as admin?

+2 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Oct 11 2012, 6:11am replied:

Soon. The moment we fix a couple mostly map related things we'll post the ZIP and set a date.

+4 votes     article: Important News Update
silverfang22
silverfang22 Oct 9 2012, 6:47pm says:

A new server is on its way, the last one got shut down due to a mass-quake 3 based game DDoS due to an exploit. Expect a news post soon.

+2 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Oct 5 2012, 1:57am replied:

It looks a bit different than what's in my memory, I don't think it's ported.

+1 vote     media: Falcon
silverfang22
silverfang22 Sep 29 2012, 2:46pm replied:

Give the pin some physics and it would look way cooler :p

+1 vote     media: OF2 - MKII Hand Grenade
silverfang22
silverfang22 Sep 25 2012, 11:22pm says:

You should really make a video of the game :P

+1 vote     game: PHYSIC
silverfang22
silverfang22 Sep 25 2012, 10:24pm replied:

Slender Source was already going to have co-op, but multiplayer sounds interesting. Reminds me of The Hidden source mod, just with slenderman :p

+1 vote     game: NullProject
silverfang22
silverfang22 Sep 22 2012, 10:44am replied:

You have to set your language settings to english to see menu items. To connect to the server go to the console (press and hold shift and hit tilde) and type in /connect kak.jk3.in:29110

+2 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 20 2012, 6:34pm says:

Our webserver overloaded again, sorry for any inconveniences!

+2 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 20 2012, 6:33pm replied:

Probably within the next patch. For now, when you're ingame go to the console and type in exec example

That will set all the JKG controls to their default.

+2 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 20 2012, 4:05pm replied:

download from our main site, that one should work.

+3 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 19 2012, 7:15pm replied:

...aaaaand we're back! with a new patch rolled out as well!

+2 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 19 2012, 5:39pm says:

Server will be back momentarily!

+1 vote     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 19 2012, 5:10pm replied:

Hey man, I'm sorry you're disappointed in the initial release of the mod. We were either going to delay the mod, or keep our promise about releasing on the 17th.

Servers are being taken care of with proper listing. We already have a pistol as a starting weapon.

For binds, please read our controls thread over at the forums seen here: Terrangaming.com We also included the example.cfg in the files which has all the binds in it. We're aware that the in-game menus don't actually bind and that will be fixed (silly Raven and their hardcoded menus).

Now that the initial surge of players is over, we can get to fixing all the bugs with the shop and such.

About the maps, there should not be any texture issues, you might check if you have a lot of mods in your base folder, it can cause the game to hit the shader limit.

+3 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 7:28pm replied:

Just keep trying to install it, ignore warnings about previous installations

Also, next time please tell us what the error is, "Fatal Error" doesn't tell us much ;)

+1 vote     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 7:26pm replied:

You have to play them on our servers, they won't work outside of JKG and you can't devmap.

+1 vote     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 7:25pm replied:

Launch it through steam using launch options

+set fs_game "JKG"

OR, rename your jamp to jasp and vice versa, just remember they're switched.

+1 vote     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 3:19pm replied:

the zip is missing files, you'll need to update via the launcher.

Launcher should be fixed now, more or less.

+2 votes     download: Jedi Knight Galaxies Public Release 1.0, ZIP
silverfang22
silverfang22 Sep 18 2012, 2:58pm replied:

check your JKG folder for a crashlog?

+1 vote     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 2:58pm replied:

Fixed now, not sure about the syntax error, but it's just a bug with the news. Nothing to worry about.

+1 vote     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 2:54pm replied:

Make sure you're set to english, don't launch JKG through the mods menu.

+1 vote     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 7:06am replied:

Don't use a no-cd crack.

+3 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 7:06am says:

Launcher doesn't seem to be updating right, download this until we can fix it.

Jkg-files.terrangaming.com

+2 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 6:41am says:

to join the server, do /connect kak.jk3.in:29110 in the console

+1 vote     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 6:40am replied:

vm_create on ui failed can be fixed my killing jamp.exe process in task manager.

+1 vote     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 6:40am replied:

60 shots per clip :p

+2 votes     mod: Jedi Knight Galaxies
silverfang22
silverfang22 Sep 18 2012, 6:37am says:

As stated earlier expect errors as our servers are under heavy stress.

Once the mod is installed connect to kak.jk3.in:29110 from the console (/connect kak.jk3.in:29110)

If you get a vm_create on ui failure, go to task manager and end any jamp.exe processes there may be.

Hop on our irc channel if you have any other issues.

+4 votes     download: Jedi Knight Galaxies Launcher 1.0e
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