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03-23-2003, 04:14 AM
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#41
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Join Date: Apr 2002
Location: Stockholm, Sweden
Posts: 191
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Quote:
Originally posted by AJL
My sabers are not meant to look like in EP1 or 2 or 3 or ...
But they are combination of all (exept EP4 where they
are totally different...)
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I meant they look AS GOOD AS they did in ep2.
More true to the movies than the regular.
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03-23-2003, 04:15 AM
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#42
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Join Date: Mar 2002
Location: a galaxy far,far away
Posts: 722
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I am unable to activate Jango fetts jetpacks also. Are jetpacks CVar disabled by default ??
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03-23-2003, 04:27 AM
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#43
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Join Date: Jan 2003
Posts: 74
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How to activate the jetpack!!
Choose bounty hunter class, then press your jump button twice (real fast), then hold it down to keep the jets on  )) If it doesnt work, kill your character, then cycle through the classes and pick bounty hunter again. This should do it.  )
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03-23-2003, 05:04 AM
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#44
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Join Date: Mar 2002
Location: a galaxy far,far away
Posts: 722
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Re: How to activate the jetpack!!
Last edited by rut-wa jodar; 03-23-2003 at 11:54 AM.
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03-23-2003, 09:09 PM
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#45
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Something In the Way
Join Date: Aug 2002
Location: MI
Posts: 2,436
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Excellent a true Star Wars mod giving it new feel and look but keeping it true to the Jedi Outcast and giving it the right amount of realism and effects the movies brought us.
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Highs
+ The light Sabers give it a Movie like feeling, with lighting and glowing effects. Blocking also has a neat new effect. The blur effect had to be one of the best. Not to much saber trail but enough, even when you jump you see saber trail a little bit. Its good that the saber trail wasn’t over exaggerated like XBOX’s Obi-Wan
+ The lightning effect is really neat modification giving you the feel of how the sith powers should have really looked, like in the movies.
+ The gun laser effects were the best I’ve ever seen in any mod. It even had neat new blast and scorch marks.
+ The variety of different saber colors has a good choice.
+ Very nice that you added new weapons from EpI and EpII
+ The class feature, though needs a bit of work was a wise and much needed feature.
Lows
- SFX lacked much in admin abilities and commands such as
* TckModel Scaling
* Lacking many Cvar features (like those that are in ForceMod and JediMod) No Double Sided saber for bots or no two sabers option.
* No selectable hilt options
- Class Feature needs a bit more tweaking. Mandolorians need to have class modified better so they are able to use Jetpacks and other features like in ForceMod 2.0
- No support for SP. Although, may not be possible. But could at least have support SP so you could see those awesome saber and gun effects.
- Need Grapple and flamethrower for those bounty hunters.
- There is many missing features.
- This should be compatible with other mods like force mod. Untill you get a admin system setup a little better.
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Overall I give it a 7/10. This lacks in features but is a gorgeous mod. Give it some of those feature and it is sure to be one of the best mods out in the JO community.
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03-24-2003, 03:38 AM
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#46
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Join Date: Mar 2002
Location: a galaxy far,far away
Posts: 722
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It seems like private saber dueling and saberlocking has been disabled .
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03-24-2003, 08:04 AM
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#47
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Join Date: Dec 2002
Posts: 343
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What i sayed earlier "I am not going to be working
with this mod project for while" is still true...
But you guys can still write what you would like to
have in this mod... (although i am not working with
this mod now i still check this forum/topic pretty
often...)
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DarkLord60 mentioned:
1. Admin in abilities - = ? (what exactly...)
2. Model scaling is one thing i have tried to implement
(but haven't succeeded...) when i return back to this
mod i will most likely still try to get this working...
3. Double blade saber and dual sabers are not going
to be implemented (they couldn't work well enough
without new anims and there is no way to get those)
4. Hilt is so small and barely visible things that i don't
think including them would be worth the effort...
5. Class system DO need more tweaking... i agree...
(i mean selecting classes and that kind of stuff needs
to work better...)
6. Making these changes for SP is not possible (for
example Saber effect code have been completely
redone and as far as i know there is no SP code
so.. there are no way...)
7. Grapple hook for bounty hunter might be good
idea but i don't know if i could do that... (maybe)
8. Flame thrower have been planned (not like in
movies but as secondary fire of heavy repeater...)
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By the way have anyone checked those force power,
weapon and device infos in the game ?? (if i remember
right i updated most of them so that they should be
pretty close of how things currently works in game...)
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03-24-2003, 08:21 AM
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#48
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Join Date: Jan 2002
Location: UK
Posts: 738
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great work
Darklord60 was very impressed with your mod and has managed to persuade me into downloading it, will you be releasing further versions of this soon which will include other features.
Anakin
Now Iam the Master
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03-24-2003, 09:20 AM
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#49
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Join Date: Dec 2002
Posts: 343
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"What i sayed earlier "I am not going to be working
with this mod project for while" is still true..."
I am have a little brake now... so NO New releases
anytime soon...
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03-24-2003, 05:39 PM
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#50
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Join Date: Oct 2001
Location: Washington
Posts: 674
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AJL - what's the chances of ledge-grabbing being included? i think this ability would take the game to a new level.
by the way, have you considered making your mod combinable with others? i really want to use forcemod with this.
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03-24-2003, 06:38 PM
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#51
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Something In the Way
Join Date: Aug 2002
Location: MI
Posts: 2,436
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Quote:
Originally posted by mariners2001
AJL - what's the chances of ledge-grabbing being included? i think this ability would take the game to a new level.
by the way, have you considered making your mod combinable with others? i really want to use forcemod with this.
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Yes that is what I want and I think he already mentioned something about ledge-grabbing.
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03-26-2003, 04:39 PM
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#52
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JOM Director
Join Date: May 2002
Location: USA
Posts: 2,967
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yea thats a great idea... also the othe stuff that was said..flamethrower, grapple, ect. It would be nice if you could combine this with the new forcemod that is comming out soon. Also ive just downloaded it and like Anakin..Darklord influenced me also  . From what is said here...it sounds great, I hope you get back into making this mod soon.
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03-26-2003, 05:07 PM
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#53
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Something In the Way
Join Date: Aug 2002
Location: MI
Posts: 2,436
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Hey lets just say this is one of my favorite mods
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03-26-2003, 05:35 PM
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#54
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JOM Director
Join Date: May 2002
Location: USA
Posts: 2,967
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I just played it and I love the thermal Det's, reminds me of how they are in Star Wars Episode I The Game, really cool effects! Plus the Clone Trooper Gun was awesome also. The Blaster's was pretty equally set out, just like the movies. Sabers and force was great also. Keep up the good work!
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03-27-2003, 04:33 AM
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#55
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Join Date: Jan 2002
Location: UK
Posts: 738
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Quote:
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Hey lets just say this is one of my favorite mods
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Flipping eck and I thought you loved Omni Mod Darklord 
Now Iam the Master
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03-27-2003, 05:12 PM
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#56
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Something In the Way
Join Date: Aug 2002
Location: MI
Posts: 2,436
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OMNI Mod err whats that.....  Nah I like it but Forcemod and this mod prove too be much better!
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03-27-2003, 07:41 PM
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#57
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Join Date: Jun 2002
Location: In the Racor's pit! Help me!!!
Posts: 229
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I just downloaded it and..... AWESOME!!!!!!!!!!! It is so so so cool!!!
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04-30-2003, 08:23 AM
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#58
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Join Date: Mar 2003
Posts: 922
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Hmm the saber glow was too wide. Maybe if you could trim it down a bit...
Some other issues: Falling down was a big pain, and I couldn't see how to disable force. The camera angle was also too far from the player (I think the original is better). Also, the combat could have been better if you'd added a meter of some sort (like MotF's dodge meter). It becomes more of a trial and error match which hits are by luck. You might wanna stick back to the original
Sorry if I'm too direct. Anyway I think the saber trails are awesome. Your mod's trails are the best to date. For one, they don't resemble flags. Keep up the good work man 
Last edited by UDM; 04-30-2003 at 08:40 AM.
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05-12-2003, 12:45 PM
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#59
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Join Date: Aug 2002
Posts: 47
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This would be like the best mod ever if
1) It incorparated some features from JediMod ie selectable saber hilts, etc. (eye-candy stuff)
2) The saber collision code was significant improved ie MotF. Right now, although the saber animations are better than any other mod I've played, the collision code leaves much to be desired. There seems to be very little realistic blocking/parrying and no locking except in duels
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05-15-2003, 07:04 AM
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#60
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Join Date: Mar 2003
Posts: 922
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The camera angle's pretty awkward too
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05-20-2003, 06:10 PM
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#61
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Join Date: Aug 2002
Posts: 47
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i love the camera angles! lol
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05-30-2003, 05:28 PM
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#62
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Join Date: Apr 2002
Location: New York
Posts: 288
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I like it...
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06-13-2003, 02:52 AM
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#63
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Join Date: May 2002
Location: huh?
Posts: 193
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I'm actually quite impressed by this mod. I couldn't beleive it, i Just accidentally bumped into it, and here I am.
Good mod, I understand you're taking a break, have fun taking it.
Like some others have suggested, this would be awesome if it were combined with force mod. the one thing that kills force mod is that, despite the immense number of features, including the class systems, the game play is still very much "ye ole JK2" style. This isn't bad persay, but it isn't good either. Most servers now are plagued with nothing more than flying in the air infinitely and using force push to knock people off ledges. It's obvious most servers aren't interested in creating Forcemod servers that actually utilize it's full potential, which lies in its class system and creating limitations for players.
Anyway, the saber combat. I don't know exactly why you did, besides put in the realistic saber code, and maybe turned on the ghoul2 collision stuff, but who cares? I loved it ,it was neat, and the saber effects added to that. The force lightning change is remarkable, something that should be mimicked. That's the first time someone actually did something with lightning that I've always though should happen. If this were to be combined with Forcemod.... I'd say you've created one heck of a thing. I'm know modder, coder, etc., so I don't know how attached or proud you guys are to your works. But I would say that if anything should be done, it's that small mods, great ideas, etc., should all be mixed together. Lots of mods have been coming up with gems of ideas. Oh well, SFX2 will definitely stay on my hard drive, even though there are no servers to play it on. Cheers.
Watch this we will, or lay down I shall.... DIBS I have!
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06-13-2003, 05:49 AM
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#64
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Join Date: Dec 2002
Location: Earth
Posts: 274
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I agree Doctor Shaft, I'd really love to see a marriage between SFX2 and ForceMod. Though ForceMod is by far my favorite, the elements of SFX2 you mentioned would be welcome additions. (I'd also like to see a taste of those thermal detonators too!  )
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07-04-2003, 10:24 AM
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#65
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Join Date: Jul 2002
Posts: 946
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I will perhaps be the only person with anything bad to say about this mod. I'll make it quick, so we can get back to the praise. Nothing about this mod to my liking. Nothing was improved. You've only made the game easier. One nice thing to say though, you have worked very hard I'm sure. And it seems your efforts have paid off. Good job.
HE LIVES INSIDE MY MOUTH AND TELLS ME WHAT TO SAY WHEN HE TURNS THE TRAINS ON HE MAKES IT GO AWAY THE HANDS ARE CRACKED AND DIRTY AND THE NAILS ARE BEETLE WINGS WHEN HE TURNS THE TRAINS ON HE UNTIES ALL OF THE STRINGS
THE WORM: "TELL ME SOMETHING BEAUTIFUL, TELL ME SOMETHING FREE, TELL ME SOMETHING BEAUTIFUL AND I WISH THAT I COULD BE." JACK: (NOT SPOKEN) COME, COME THE TOYS ALL SMELL LIKE CHILDREN AND SCAB-KNEES WILL OBEY I'LL HAVE TO KNEEL ON BROOMSTICKSJUST TO MAKE IT GO AWAY [THE INAUGURATION OF THE WORM] A VOICE WE HAVE NOT YET HEARD: "BECAUSE TODAY
IS BLACK/BECAUSE THERE IS NO TURNING BACK. BECAUSE YOUR LIES HAVE WATERED ME/ I HAVE BECOME THE STRONGEST WEED" THROUGH JACK'S EYES: THE TASTE OF METAL DISINTEGRATOR THREE HOLES UPON THE LEATHER BELT IT'S CUT AND SWOLLEN AND THE AGE IS SHOWING BOY: " THERE'S NO ONE HERE TO SAVE OURSELF." THE DISINTEGRATOR: (TO HIMSELF) THIS IS WHAT YOU SHOULD FEAR YOU ARE WHAT YOU SHOULD FEAR
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07-09-2003, 02:44 PM
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#66
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Something In the Way
Join Date: Aug 2002
Location: MI
Posts: 2,436
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Man that was harsh I though alot was improved I mean look at the sabers! When you jump or fall you can even see a small trail coming from your saber.
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12-06-2003, 06:20 PM
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#67
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Join Date: May 2002
Location: Phoenix, AZ
Posts: 17
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BUMP!!
This was a great mod. I still play solo MP games with it all the time. AJL, if you even read this, is there any way to extract your sabers and effects from this mod to be used in single player in either outcast or academy? Your sabers are phenomenal and no one else even comes close! I hope you're still around and read this. Peace...
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12-11-2003, 07:12 PM
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#68
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Join Date: Dec 2002
Posts: 343
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No... unfortunately that is not possible since there is no
SP code available...
Or is there ?? (I haven't checked much JO/A news lately)
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12-11-2003, 07:18 PM
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#69
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Goblet of Fire
Join Date: Mar 2002
Location: ontario
Posts: 1,674
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Quote:
Originally posted by AJL
No... unfortunately that is not possible since there is no
SP code available...
Or is there ?? (I haven't checked much JO/A news lately)
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the mp source has been released. i suggest looking at ojp... your work would be be a great addition. http://www.lucasforums.com/forumdisp...s=&forumid=542
overlord
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