[Release] Jedi Knight Mod v.2

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[Release] Jedi Knight Mod v.2

Postby cybermind » Fri May 27, 2011 1:54 pm

This mod brings in Doom universe a lot of stuff from Jedi Knight and Dark Forces games - weapons, items, Jedi forces etc
SVN GZDoom is requied (because of models)
Weapon list:
Spoiler:


Forces:
Spoiler:


Weapon Supercharge replaces the Berserk Pack and increases the firing speed of weapon.
The Megasphere adds an unlimited force for a short period.

Screenshots:
Image
Image
Image

Download
There could be some bugs, so please report them.
Last edited by cybermind on Wed Sep 14, 2016 10:05 pm, edited 3 times in total.
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Re: [Release] Jedi Knight Mod v.2

Postby chopkinsca » Fri May 27, 2011 1:56 pm

"The file you are trying to access is temporarily unavailable. Please try again later."
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Re: [Release] Jedi Knight Mod v.2

Postby cybermind » Fri May 27, 2011 2:06 pm

Added FileFactory link into first post
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Re: [Release] Jedi Knight Mod v.2

Postby Enjay » Fri May 27, 2011 2:36 pm

You have captured the feel of the original weapons quite nicely IMO. I like 'em. :)

The mod really needs to be made widescreen compatible these days though. The edges of the HUD gauges are cut off and the sniper scope blacout doesn't cover the full width of the screen in widescreen resolutions.

Also, if I type "kill monsters" at the console, the game crashes.
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Re: [Release] Jedi Knight Mod v.2

Postby cybermind » Fri May 27, 2011 2:59 pm

I forgot to say: this mod supports multiplayer, and also you can fight with each one with lightsabers :) But the greater the number of players, the more unpredictable mod will behave.
Enjay wrote:The mod really needs to be made widescreen compatible these days though. The edges of the HUD gauges are cut off and the sniper scope blacout doesn't cover the full width of the screen in widescreen resolutions.

I have tested the mod with 640x480 resolution.
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Re: [Release] Jedi Knight Mod v.2

Postby Enjay » Fri May 27, 2011 3:16 pm

cybermind wrote:I have tested the mod with 640x480 resolution.

Precisely my point. Most users now play with a widescreen resolution like 16:9 or 16:10, not a 4:3 like you tested things on. You should try and test at widescreen resolutions too to make sure that your mod looks OK on them. You can force (G)Zdoom to use widescreen ratios for testing purposes even if your monitor is a 4:3 one.

Image

Image
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Re: [Release] Jedi Knight Mod v.2

Postby wildweasel » Fri May 27, 2011 3:53 pm

The fullscreen HUD, if you're doing it with SBARINFO, can be done with a "fullscreenoffsets" keyword so it anchors to the corners of the screen and will scale if HUD_SCALE is true.

I'll be testing the mod proper in a bit, though.
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Re: [Release] Jedi Knight Mod v.2

Postby cybermind » Fri May 27, 2011 3:59 pm

wildweasel wrote:if you're doing it with SBARINFO

No, it's fully done with ACS.
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Re: [Release] Jedi Knight Mod v.2

Postby wildweasel » Fri May 27, 2011 4:13 pm

Thoughts as I play:

  • Add +NOEXTREMEDEATH to the Bryar Pistol's projectiles so they don't gib zombies.
  • You pulled off the lightsaber deflection perfectly. I love it.
  • Playing with GZDoom and noticing that the lightsaber glows green when in a dark area. Awesome. Reminds me of playing the original Jedi Knight and using the lightsaber indefinitely just because it acted as a free flashlight. =P
  • The blaster rifle doesn't seem to fire fast enough or do enough damage.
  • I like how you ensure that players don't just turtle constantly with the lightsaber deflection. It's a pretty clever system.
  • The thermal detonators could really use a throw-strength meter. Also, pull the hand back farther when readying, so it looks like Doomguy is actually putting some effort into lobbing these things around.
  • "You learnt [x] Force level!" isn't grammatically correct - try "You have reached Force level [x]!" instead. Also try adding a second message below that, to inform the player that they have earned Force stars to spend on powers.
  • The Repeater projectiles move fast enough that the "fire" sound that's attached to them escapes from the player before it's finished playing. Try silencing the projectile and making the weapon (and enemy) play said sound directly with A_PlayWeaponSound. This also stops the sound from being interrupted by the projectile hitting a wall and sounding bad in close quarters fights.
  • Hell Revealed-type slaughterfest maps become very fun with the lightsaber deflect. unfortunately, the rest of the weapons are badly balanced for crowd control situations.
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