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.
Seems like discussions about the technical issues and support would make for a good commentary over the video, I assume that the game audio was removed with that which is a bummer.
No changes, your map should still be compatible as long as you add team spawns and such just like on Nightfall.
Missed that, thanks
is this radial or motion blur?
Are these models created by one of the project developers or are they taken from royalty free model sites like Turbosquid?
Connect to it with /connect localhost:port in the console of the client (open the console by holding shift and hitting the tilde key ~)
By default, port is 29070, if you haven't set net_port to something non-default, try 29071 and 29072 i.e. localhost:29071
Actually I just realized I misread this, I thought you meant the new version once it's finally out (which is 2.4.5 not 2.4.4).
We'll probably have a full version and a patch of 2.4.5, but it's too much trouble to try and go back so far and make a full version of 2.4.4.
Yes, whenever we get around to finishing up 2.4.4 (we're very busy with JKG) we'll almost certainly release it as a full version as opposed to a patch.
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 ;)
Slender Source was already going to have co-op, but multiplayer sounds interesting. Reminds me of The Hidden source mod, just with slenderman :p
the zip is missing files, you'll need to update via the launcher.
Launcher should be fixed now, more or less.
After downloading and installing this, run the launcher to update it.
It's just the base model if I'm not mistaken
We'd never use ported content.
SP won't exist in JKG, but yes, you just might see some doors that require you to slice in >:D
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
Nobody is getting through this way! >:D
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.
I think you guys are really going to enjoy the developer diary coming this weekend :D
Big ups to BlasTech for the HUD ^^
"Dave the Survivor"
This was a lot of fun, thanks to everyone who showed up <3
This file may be broken, I just tried it on a magnavolge server and it did not work until I uploaded all my main files (including clientside ones). I'll be discussing this with eezstreet today, hopefully we can get a working version up soon.
Yes, yes it was. :p
Yeah I agree the bloom is often waay too much. Eventually we'll have it map-controlled so the mapper can determine what looks best for the specific map.
Heh, technically you're holding them with no hands, with your mind >:D soon enough we'll have some proper hands holding weapons. Until then you can pretend you're playing goldeneye or something :d
The crosshair size is also large for melee weapons, like the Taser, it should have its own crosshair soon though.
care to elaborate?
Eh, scratch that, lost interest not long after starting it.
No, he's just testing it. >.>
I finally decided to continue the mod, the moddb page will be here: Moddb.com
I don't know where you're getting a release date from but I can tell you we can't say for certain when a release is coming, just that we're working hard to get something out to you guys. As much as I know you guys want beta (believe me, I do too!) I'd appreciate if you guys stopped asking for it, if we released what we have now there would be so many core elements missing that it wouldn't be nearly as fun for you guys if we waited until it was ready to play.
Yeah I was very skeptical, I still won't shoot it down though as it's still a possibility. It was pretty obvious it wasn't going to be good for gaming, having each grain of dirt as a full 3d object is just a waste of detail and processing power.
This looks like a mod, not a game nor expansion.
No he did fix mine cart boosters, it's all powered rails now.
Yes I have, we want to make our own content though.
that wouldn't help sato, he'd still have to use a camera, avi_demo might be easier on the eyes, but no sound.
I agree with you that more interesting updates should be posted, weapons with nothing else is rather... boring. I'll see about getting more interesting updates posted if possible.
I vote we should give the ghost a closed cockpit, like the ghosts in the halo 1 concept art.
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
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
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 :)
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.
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
Convince your friends to buy it! It's only $9.99 on steam. :p