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.
Ahh, Midshifter was the first to figure out what another gun was, you were the first to say what the proton carbine was :P
SP won't exist in JKG, but yes, you just might see some doors that require you to slice in >:D
Haha, prehaps you were the first to say what it was, somebody else recently figured out what it was (Midshifter I think?) but yeah, guess we have another winner... you! :P
where's the sippy straw though? :P
Gotta say, this made me chuckle
I have 4 big issues with this model
1. No LOD support - This looks like a pretty high poly model especially with glow and specularity thrown on there (glow doubles the tri count for any object it's put on)
2. Textures seem a bit cartoony (at least for the main armor part) - They don't quite fit the feel of Republic Commando in my opinion, they could use some improvement in the finer details like scratches and grunge
3. Poorly rigged - Especially around the arm area, the second saber floats way away from the player and the biceps deform really weirdly. so does the elbow where it meets the forearm armor.
4. The texture resolution is really low, 512x512 looks really bad, you should just overhaul the textures in a higher resolution (at least 1024x1024 for the bigger objects like the torso)
One more thing, though it's less of a big deal, there's no gauntlet vibroblade! You should at least include it as a non-default model (i.e. /model vode_an_delta_squad/blade which btw, you should really rename the model to something like delta or commando or katarn. Yes, the armor is called katarn commando armor). Oh and there's no sounds :P
BUT otherwise it's a good model, I really like it. Good job
looking good, also the new logo is great, keep up the good work!
Would you mind telling us what error you're getting?
A lot of our weapons have ammo counters right on the gun, so that ammo counter isn't always necessary, but I can see your point!
We also have an idea for a feature which may also make the ammo counter in the corner even less necessary.
Thanks for the feedback :)
Arm chopped off? Seek immediate medical attention >:D
And I just noticed that this video was posted exactly 1 year from the release date, however it's not coincidental that the release date is our 4th anniversary. :P
Nobody is getting through this way! >:D
I have a quick question, now that I realize that this will be multiplayer, how do you plan to make players act as a civil army did?
In Battlegrounds 2, a revolutionary war mod for Half-life 2, some players will do line battles, but a lot of the time if there's any cover, players will use it which really wasn't the tactics used in the revolutionary war (at least, not the tactics of the British).
The only thing that comes to my mind is that if a player starts to do things that don't fit the character (say, moving out of formation in a line battle) would cause something like in some games when you move out of the map area and it gives you a little countdown to return to the battlefield.
Just in case you haven't already seen the more recent news articles, or the big release date at the top, JKG's phase 1 release date in September 17th, 2012 :)
September 17th, to be exact :)
Not sure how this would be done (I'm not a coder, and I've never worked with CryEngine 3) But it would be awesome if after a battle here, everything started to turn fall colors (grass would turn a little more dead, plenty of blood stains on the ground) and depending on how you plan for the game to progress (I doubt it's open-world, but anyway) any time you came back here it would stay that way.
It looks a little... I don't know, vibrant? too lively?
For a war game, I'd recommend you use more "drabby" colors in an almost darker color scheme, dead grass and such. It would fit the theme a lot better.
I can understand if you want to keep it accurate to the area, I don't know what the real area looks like or what it looked like back then.
I wouldn't call it dying, but thanks :)
I'm on a team that has members from both Europe and America (among other places) we do year/month/day so nobody gets confused :D
"Sometimes, the weekend might very well come in the middle of the week. ;)"
For Phase 1 (and most likely not phase 2 either) it won't be persistant, however in phase 3/4 we'll make it so that no matter what planet you go to, you'll have your same equipment, plus whatever you have stored (In a "bank", or something similar).
Hey guys, just wanted to let you know that you guys got us peaked at rank 36 today on moddb and we're still in the top 100.
Thanks everyone! :D
In phase 1 there will be very few npcs (it's all pvp), however in phase 2 we will have lots more npcs (it's all co-op, but probably no planets at least in its initial release).
In Phase 3/4 the planets will be littered with npcs.
I think you guys are really going to enjoy the developer diary coming this weekend :D
Big ups to BlasTech for the HUD ^^
Jedi Academy is only $5.99 (USD) until July 23rd!
Not at all, that's where this is xD
I like the blaster in this pic :P
Actually, it's only $5.99 until July 23rd!
We'll have a few maps you haven't seen before and depending on how much time we have left you'll probably see taris and possibly korriban.
Anything that isn't in the initial release will probably get added in via a patch.
Oh yeah, hi Midshifter! xD