Woooow I totally remember Jedi High School. I loved it, but nobody ever used those damn maps!
It was the standard on the Zone, though towards the end of the Zone's life it was phased out for the RPG map. Oh yea, and the Goldeneye Mod. Best, Goldeneye clone, ever.
I'm going to contribute some screenshots here:
This and Rise of Rome on the Zone were basically my entire childhood. Man I miss the Zone . Whatever happened to that group of people who were emulating it?
We should just turn this into a game-on. Massassi Temple is still up with all the thousands of maps and mods available for Jedi Knight. This game plus ventrillo would equal some good times. Most of those fantastic maps are less than 1 MB to a few MB, so we can download tons of maps and mods fast.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
We should just turn this into a game-on. Massassi Temple is still up with all the thousands of maps and mods available for Jedi Knight. This game plus ventrillo would equal some good times. Most of those fantastic maps are less than 1 MB to a few MB, so we can download tons of maps and mods fast.
I wouldn't even know how a community of us would play JK. Someone Help?
We should just turn this into a game-on. Massassi Temple is still up with all the thousands of maps and mods available for Jedi Knight. This game plus ventrillo would equal some good times. Most of those fantastic maps are less than 1 MB to a few MB, so we can download tons of maps and mods fast.
I remember figuring out that if you put all your force powers in one side you would "unlock" an extra power. Like some kind of invicibilty bubble or something. I thought that was so cool.
I even made a semi-working gravity gun! Too bad I never finished it...
# Jedi Knight Cog Script
#
# WEAP_BRYAR.COG
#
# WEAPON 2 Script - Bryar Pistol
#
# The trusty weapon of Kyle Katarn. This is actually an older modified rifle
# that has been cut down to more of a pistol size. It is very accurate but
# somewhat of a low power weapon. This weapon has only one type of fire.
#
# - Affected by MagSealed sectors/surfaces.
#
# [YB & CYW]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
#
#
#THINGS TO DO:
#proximity jiggle
#burn damage
#==============================================================#
symbols
model povModel=bryv.3do local
model weaponMesh=bryg.3do local
model grenmodel=det0.3do local
keyframe mountAnim=bryvmnt.key local
keyframe dismountAnim=bryvdis.key local
keyframe holsterAnim=kyhlstr.key local
sound outSound=pistout1.wav local
sound mountSound=df_bry_ready.wav local
sound dismountSound=PutWeaponAway01.wav local
sound fireSound=pistol-1.wav local
template projectile=ghost local
thing player local
thing victim local
flex fireWait=0.5 local
flex holsterWait local
flex powerBoost local
int weaponIndex local
int trackID=-1 local
int dummy=0 local
int mode local
int retval local
int count local
int mass local
int type local
int holsterTrack local
int IsOn local
int distance local
int sender local
int switch local
int sentvel local
int forcescale local
vector LForce local
vector tossforce local
vector gravforce local
vector facepos local
vector dir local
vector upforce local
vector totalforce local
end
#==============================================================#
code
#
fire:
player = GetSourceRef();
// Check that the player is still alive.
if(GetThingHealth(player) <= 0)
{
Return;
}
// Check Ammo - If we are out, autoselect best weapon.
if(GetInv(player, 11) < 1.0)
{
PlaySoundThing(outSound, player, 1.0, -1.0, -1.0, 0x80);
Print("Out Of Energy");
Return;
}
Return;
#
selected:
player = GetSourceRef();
IsOn = 0;
// Setup the meshes and models.
jkSetPOVModel(player, povModel);
jkSetWeaponMesh(player, weaponMesh);
SetArmedMode(player, 1);
// Play mounting sound.
PlayMode(player, 41);
PlaySoundThing(mountSound, player, 1.0, -1.0, -1.0, 0x80);
// Play the animation (NOLOOP + UNIQUE + ENDPAUSE).
// The animation is held at the last frame after it is played.
trackID = jkPlayPOVKey(player, mountAnim, 0, 0x14);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
// Clear saber flags, and allow activation of the weapon
jkClearFlags(player, 0x5);
SetCurWeapon(player, 2);
SetMountWait(player, GetKeyLen(mountAnim));
Return;
#
autoselect:
player = GetSourceRef();
// If the player has the weapon
if(GetInv(player, 2) != 0.0)
{
// If the player has ammo
if(GetInv(player, 11) != 0.0)
{
ReturnEx(500.0);
}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}
Guys make this work on vista for arminas, thank you.
donhonk on
0
Saint JusticeMercenaryMah-vel Baybee!!!Registered Userregular
edited October 2008
Yeah, this game was a classic. It felt like playing a Star Wars movie; it had the perfect atmosphere and ambiance. A mercenary who becomes a Jedi? It doesn't get better than that for geek splooge material. Kyle Katarn has always been cool, he's one of the few Jedi who doesn't act like he's got a stick jammed up his ass.
Saint Justice on
Some people play tennis, I erode the human soul. ~ Tycho
I remember figuring out that if you put all your force powers in one side you would "unlock" an extra power. Like some kind of invicibilty bubble or something. I thought that was so cool.
Force Protection. I loved using it because everybody would always go to the dark side, and force protection would make you invincible to everything (except Deadly Site, I think it only lowered the damage for that), so I'd just turn it on and go lopping heads. We were called 'Light Weenies'.
rayofash on
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
I remember figuring out that if you put all your force powers in one side you would "unlock" an extra power. Like some kind of invicibilty bubble or something. I thought that was so cool.
Force Protection. I loved using it because everybody would always go to the dark side, and force protection would make you invincible to everything (except Deadly Site, I think it only lowered the damage for that), so I'd just turn it on and go lopping heads. We were called 'Light Weenies'.
I loved doing this in outcast too. It was great fun running up to a guy who could only kill people by throwing them off ledges and cutting him down.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
The thing about force protection was that you couldn't get any of the neutral powers while you had it. So if someone had persuasion, you wouldn't be able to see them. Not that persuasion was good, it sucked.
The problem was you couldn't get force jump. I would force jump up onto ledges that the protection guys couldn't get to, then use force throw. Protection doesn't stop thrown objects.
If you wanted to stop deadly sight, all you had to do was use force absorb.
I was in the sith clan, it was great. Us vs. anyone, and we pretty much always came out on top regardless. Even the hackers would freak out at us because their hacks were useless against players that actually knew how to use force poweres properly.
Dropping all your attributes on one side was actually a bit of a waste, atleast if you were just trying to go for the 'unlock' of light-side invuln shield, and dark-side destruction blast. It was much more worthwhile to use things like speed, jump, and push. For each side usually we either took max ranks in hold, sight, and lightning (useless but looked pretty), and light side healing, and absorb.
I remember two of my friends said pft whatever you're not that good at the game, so we had a duel. They each managed to kill me once by suiciding into me with detonators and the like. On the other hand, I killed them each 40 times before they had enough. And lol guns. Sabers are where it's at, for this is the weapon of a Jedi Knight. Not as clumsy or as random as a blaster, but an elegant weapon for a more civilized time.
So many good times with this game. The Zone, Massassi Temple, NF light saber fights, trying to make my own map in JED, that crazy Mandalorian War mod, all the fucking great skin packs.
For some reason Mysteries of the Sith kinda fell flat for me, it looked a lot better and had some cool stuff that wasn't in the original but it wasn't the same for some reason. Probably because modders didn't really migrate over as much.
I was in the sith clan, it was great. Us vs. anyone, and we pretty much always came out on top regardless. Even the hackers would freak out at us because their hacks were useless against players that actually knew how to use force poweres properly.
The hackers were doing it wrong then :P .
Also, neat little trick, you can go into your multiplayer character and set all your force powers to be as strong as you want so you could have both Force Protection and Deadly Site.
So many good times with this game. The Zone, Massassi Temple, NF light saber fights, trying to make my own map in JED, that crazy Mandalorian War mod, all the fucking great skin packs.
For some reason Mysteries of the Sith kinda fell flat for me, it looked a lot better and had some cool stuff that wasn't in the original but it wasn't the same for some reason. Probably because modders didn't really migrate over as much.
I could never find anybody to play that Mandalorian War mod. There was also this really cool ninja one nobody would ever play .
Also, Free Falling and the Rolling mod, both made by JD_JunkGuy (the guy who did the GoldenEye mod).
Yeah, I never understood why no one bothered with Manowar, I thought it was pretty sick.
Anyone ever try that crazy Jawa Sandcrawler level? So many secrets in that map, I don't think anyone ever found all the rooms in that level. Or Drazen Isle, which was like the pinnacle of map making at the time I believe.
Yeah, I never understood why no one bothered with Manowar, I thought it was pretty sick.
Anyone ever try that crazy Jawa Sandcrawler level? So many secrets in that map, I don't think anyone ever found all the rooms in that level. Or Drazen Isle, which was like the pinnacle of map making at the time I believe.
I remember that Jawa one (kind of) but not the Drazen Isle. We should start posting links to the levels on Massassi.
Edit: I loved the grapple hooks. Get two guys to grapple each other then jump and you're flyin'!
Yeah Purgatory was another good one. There was one that I can't find on Massassi that had a lot of secrets, but maybe I am getting the name confused, I think it was called Emperors Night Club or something.
Yeah Purgatory was another good one. There was one that I can't find on Massassi that had a lot of secrets, but maybe I am getting the name confused, I think it was called Emperors Night Club or something.
I think I know which one you're talking about, I was told that was the norm before JHS was released. I can't remember the name either but it was something like that.
Guys make this work on vista for arminas, thank you.
Er, I haven't done my googling yet. I probably should. But I'm at work, I'll google for this game and Vista when I get home.
But man, I remember playing through the demo of this over and over as a kid. I loved it, but I didn' t have the full game and I didn't think my computer had the space to install it at the time. I slowly forgot about it until Donhonk mentioned it to me later. Oh mannn I gotta try to get this to work.
man I played the shit out of this game back in the day. I lived online in the microsoft gaming zone (lol) playing nf saber duels till my fingers bled. Ah 33.6 modem... you served me well...
WildSpoon on
"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."
Rich Cook.
man I played the shit out of this game back in the day. I lived online in the microsoft gaming zone (lol) playing nf saber duels till my fingers bled. Ah 33.6 modem... you served me well...
I had a Celeron that couldn't keep up with internet games, nobody could hit me. I was a god.
I don't know, I thought Force Protection was really good... for hacking. I used that one as the basis for my cooler hacks.
What did you make with it? There's far too few changeable objects in force_protection to make anything more complex than a simple fade. We always used it to make NT (notarget) hacks. We'd use it as one of the scripts that communicates between other cogs, since it (as previously mentioned) has so few objects. ex SendMessageEx(x,x);
What hacks did you make? What was your name, if you were part of the hacking community between 97-04 I probably knew you.
I went by trippingbilly back then. I used it to do some fun stuff in the level like sequentially changing the texture of every surface to a random texture, or wireframing everything.
Not to repeat what everybody already said in this thread, but this game is the best thing ever. I agree especially with what people say about level design... it was the first game to really make me think in 3D terms. I really am going to have to reinstall and play this now...
I went by trippingbilly back then. I used it to do some fun stuff in the level like sequentially changing the texture of every surface to a random texture, or wireframing everything.
Trippingbilly. I remember alot of your hacks. It was funny because about the same time you released your hack to change the textures, cloud...or something....I had just released something similiar. Yours was a random texture, where as mine set them all to the texture of the manaboost crystal, so a throbbing blue/white texture that also was transparent and would cause all these trippy tracers. I also ended up spawning detonators from all the surfaces for maximum craziness. I think SetGeoMode(texture, 4) was the verb to make surfaces transparent. I called mine Matrix, though, cuz of the tripiness.
Were you affiliated with Triscuit, Scorp, Lunatik or anyone else in the EAH crew?
Trippingbilly. I remember alot of your hacks. It was funny because about the same time you released your hack to change the textures, cloud...or something....I had just released something similiar. Yours was a random texture, where as mine set them all to the texture of the manaboost crystal, so a throbbing blue/white texture that also was transparent and would cause all these trippy tracers. I also ended up spawning detonators from all the surfaces for maximum craziness. I think SetGeoMode(texture, 4) was the verb to make surfaces transparent. I called mine Matrix, though, cuz of the tripiness.
Were you affiliated with Triscuit, Scorp, Lunatik or anyone else in the EAH crew?
That was you!?
The most usefull COG I made was a teleporter mod using the mines. I was messing around with the conc rifle once and made a gun that would shoot you through walls. It would kill you, but it was still pretty neat.
My favorite COG though was the fist morph one. I'd turn into the weapon, spin in place where the weapon would spawn, and then when somebody would try to pick me up I'd switch to the weapon and start shooting them. It was hilarious watching a repeater chase a guy around the Bespin Mining Station shooting him. Or turn into a door and watch as the other players would try to unsuccessfully open you.
Hacking in this game was a little crazy. I remember some of the shenanigans from above. Also, people would set the conc rifle to shoot platforms and walkways, and create buildings out of them in-game.
Music isn't working for me in-game. I just got the game again from goozex, and no music is playing during the single player levels. That isn't supposed to happen is it? It isn't working on my laptop or on my desktop.
Posts
Twitter 3DS: 0860 - 3257 - 2516
It was the standard on the Zone, though towards the end of the Zone's life it was phased out for the RPG map. Oh yea, and the Goldeneye Mod. Best, Goldeneye clone, ever.
I'm going to contribute some screenshots here:
This and Rise of Rome on the Zone were basically my entire childhood. Man I miss the Zone
Edit: Oooooo.
It's around here somewhere, I tried to install it the other day but gave up when I realized it wasn't friendly with 1920x1280.
Ffffffffuck.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
I wouldn't even know how a community of us would play JK. Someone Help?
Massassi Mall was my favorite.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
I had heard that the guy who made it was commissioned to do the lightsaber fighting for Jedi Outcast. Anyone know if that's true or not?
I don't doubt it. That mod was AMAZING. It completely changed the game, in very good ways.
Twitter 3DS: 0860 - 3257 - 2516
Unless I was messing around with that horrible DBZ mod.
I remember figuring out that if you put all your force powers in one side you would "unlock" an extra power. Like some kind of invicibilty bubble or something. I thought that was so cool.
Is this thing for real? That sounds awesome.
I tried a few years ago to hook up with some dudes and get my df2 on, but the only way was with hamachi. Too much of a hassle.
I'd be down to play some df2 on this.
#
# WEAP_BRYAR.COG
#
# WEAPON 2 Script - Bryar Pistol
#
# The trusty weapon of Kyle Katarn. This is actually an older modified rifle
# that has been cut down to more of a pistol size. It is very accurate but
# somewhat of a low power weapon. This weapon has only one type of fire.
#
# - Affected by MagSealed sectors/surfaces.
#
# [YB & CYW]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
#
#
#THINGS TO DO:
#proximity jiggle
#burn damage
#==============================================================#
symbols
model povModel=bryv.3do local
model weaponMesh=bryg.3do local
model grenmodel=det0.3do local
keyframe mountAnim=bryvmnt.key local
keyframe dismountAnim=bryvdis.key local
keyframe holsterAnim=kyhlstr.key local
sound outSound=pistout1.wav local
sound mountSound=df_bry_ready.wav local
sound dismountSound=PutWeaponAway01.wav local
sound fireSound=pistol-1.wav local
template projectile=ghost local
thing player local
thing victim local
flex fireWait=0.5 local
flex holsterWait local
flex powerBoost local
int weaponIndex local
int trackID=-1 local
int dummy=0 local
int mode local
int retval local
int count local
int mass local
int type local
int holsterTrack local
int IsOn local
int distance local
int sender local
int switch local
int sentvel local
int forcescale local
vector LForce local
vector tossforce local
vector gravforce local
vector facepos local
vector dir local
vector upforce local
vector totalforce local
message activated
message deactivated
message selected
message deselected
message autoselect
message fire
message timer
message pulse
end
#==============================================================#
code
#
fire:
player = GetSourceRef();
// Check that the player is still alive.
if(GetThingHealth(player) <= 0)
{
Return;
}
// Check Ammo - If we are out, autoselect best weapon.
if(GetInv(player, 11) < 1.0)
{
PlaySoundThing(outSound, player, 1.0, -1.0, -1.0, 0x80);
Print("Out Of Energy");
Return;
}
if(mode == 0)
{
if(IsOn == 1 && victim != -1)
{
SetPulse(0.0);
Print("launching projectile");
dummy = FireProjectile(player, projectile, fireSound, 8, VectorScale('0.0135 0.1624 0.0', 5), '0 0 0', 1.0, 0x20, 1, 1);
LForce = VectorScale(GetThingLVec(dummy), GetThingMass(victim) * 10);
ApplyForce(victim, LForce);
SetPhysicsFlags(victim, 0x1); //return gravity
SetPhysicsFlags(victim, 0x50);
//jkEndTarget(victim);
SetPulse(0.0);
SetTimerEx(0.01, victim, 911, 0);
victim = -1;
IsOn = 0;
}
else if(IsOn == 0)
{
//SetPulse(0.0);
Print("primary fire");
victim = FirstThingInView(player, 20, 19, 0x4FE);
if((victim != -1) && (HasLOS(player, victim)))
{
jkSetTarget(victim);
DetachThing(victim);
ClearPhysicsFlags(victim, 0x1);
distance = VectorLen(VectorNorm(VectorSub(GetThingPos(victim), GetThingPos(player))));
tossforce = VectorScale(VectorSub(GetThingPos(victim), GetThingPos(player)), 300 - distance * distance);
mass = GetThingMass(victim);
upforce = VectorScale(VectorSet(0, 0, 1), mass / 2);
totalforce = VectorAdd(tossforce, upforce);
ApplyForce(victim, totalforce);
SetPhysicsFlags(victim, 0x1); //return gravity
SetPhysicsFlags(victim, 0x50);
SetTimerEx(0.01, victim, 911, 0);
//dummy = FireProjectile(player, projectile, fireSound, 8, '0.0135 0.1624 0.0', '0 0 0', 1.0, 0x20, 1, 1); //kinetic blast
Return;
}
}
}
else
{
if(IsOn == 0) //gun hasn't been activated yet
{
victim = FirstThingInView(player, 20, 100, 0x4FE);
if((victim != -1) && (HasLOS(player, victim)))
{
type = GetThingType(victim);
printint(type);
if(type == 2) //actor
{
IsOn = 1; //activate gun
jkSetTarget(victim);
Print("Fired");
SetPulse(.01);
Return;
}
if(type == 10) //player, simply pull their weapon if within range with bit of randomness applied
{
if(!(GetThingFlags(victim) & 0x200))
{
retval = SkillTarget(victim, player, 420, VectorLen(VectorSub(GetThingPos(player), GetThingPos(victim))));
victim = retval;
IsOn = 1; //activate gun
jkSetTarget(victim);
Print("Fired");
SetPulse(.01);
Return;
}
}
if(type == 5 || type == 4) //item or debris
{
IsOn = 1; //activate gun
jkSetTarget(victim);
Print("Fired");
SetPulse(.01);
}
else Return; //if it's not any of the above, kill script
}
}
else
{
Print("Deactivated");
IsOn = 0;
//jkEndTarget(victim);
SetPhysicsFlags(victim, 0x1); //return gravity
SetPhysicsFlags(victim, 0x50);
SetPulse(0.0);
SetTimerEx(0.01, victim, 911, 0);
victim = -1;
}
}
ChangeFireRate(player, fireWait);
Return;
#
activated:
player = GetSourceRef();
mode = GetSenderRef();
jkSetWaggle(player, '0.0 0.0 0.0', 0);
powerBoost = GetInv(player, 63);
ActivateWeapon(player, fireWait / powerBoost, mode);
Return;
#
deactivated:
player = GetSourceRef();
mode = GetSenderRef();
jkSetWaggle(player, '10.0 7.0 0.0', 350);
DeactivateWeapon(player, mode);
Return;
#
selected:
player = GetSourceRef();
IsOn = 0;
// Setup the meshes and models.
jkSetPOVModel(player, povModel);
jkSetWeaponMesh(player, weaponMesh);
SetArmedMode(player, 1);
// Play mounting sound.
PlayMode(player, 41);
PlaySoundThing(mountSound, player, 1.0, -1.0, -1.0, 0x80);
// Play the animation (NOLOOP + UNIQUE + ENDPAUSE).
// The animation is held at the last frame after it is played.
trackID = jkPlayPOVKey(player, mountAnim, 0, 0x14);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
// Clear saber flags, and allow activation of the weapon
jkClearFlags(player, 0x5);
SetCurWeapon(player, 2);
SetMountWait(player, GetKeyLen(mountAnim));
Return;
#
deselected:
player = GetSourceRef();
weaponIndex = GetSenderRef();
PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80);
jkPlayPOVKey(player, dismountAnim, 0, 0x18);
holsterWait = GetKeyLen(holsterAnim);
SetMountWait(player, holsterWait);
holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
SetTimerEx(holsterWait, 2, 0.0, 0.0);
if(trackID != -1)
{
jkStopPOVKey(player, trackID, 0);
trackID = -1;
}
jkSetWaggle(player, '0.0 0.0 0.0', 0);
Return;
#
autoselect:
player = GetSourceRef();
// If the player has the weapon
if(GetInv(player, 2) != 0.0)
{
// If the player has ammo
if(GetInv(player, 11) != 0.0)
{
ReturnEx(500.0);
}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}
Return;
#
timer:
sender = GetSenderID();
switch = GetParam(0);
count = GetParam(1);
printint(switch);
if(switch != 911 && switch != 912)
{
StopKey(player, holsterTrack, 0.0);
Return;
}
if((switch == 911) && (GetThingAttachFlags(sender) != 1)) //hasn't attached to ground
{
Print("gravity returned");
sentvel = VectorLen(GetThingVel(sender));
//PrintInt(sentvel);
forcescale = 5 + sentvel / 10;
gravforce = VectorScale(VectorSet(0, 0, -1), forcescale);
ApplyForce(sender, gravforce);
SetTimerEx(0.01, sender, switch, 0);
Return;
}
if((switch == 911) && (GetThingAttachFlags(sender) == 1)) //has attached to ground
{
Print("returning to ground");
SetTimerEx(0.01, sender, 912, 0);
Return;
}
if(switch == 912)
{
count = count + 1;
printint(count);
if(GetThingAttachFlags(sender) == 1 || count >= 30)
{
Print("returned to ground");
jkEndTarget();
KillTimerEx(sender);
Return;
}
else
{
SetTimerEx(0.01, sender, 912, count);
Return;
}
}
Return;
#
pulse:
if(victim != -1)
{
dummy = FireProjectile(player, projectile, fireSound, 8, VectorScale('0.0135 0.1624 0.0', 5), '0 0 0', 1.0, 0x20, 1, 1);
//if(dummy != -1)
//print("dummy fired");
//else
//print("dummy not fired");
StopThing(dummy);
facepos = GetThingPos(dummy);
//printvector(facepos);
DestroyThing(dummy);
DetachThing(victim);
ClearPhysicsFlags(victim, 0x1);
distance = VectorLen(VectorNorm(VectorSub(facepos, GetThingPos(victim))));
//PrintFlex(distance);
//PrintFlex(GetThingMass(victim));
dir = VectorScale(VectorSub(facepos, GetThingPos(victim)), GetThingMass(victim) * 2 - distance * 5);
ApplyForce(victim, dir);
if(GetThingType(victim) == 2 && GetThingHealth(victim) < 0)
SetPulse(0.0), print("target killed");
return;
}
else
{
SetPulse(0.0);
Print("target destroyed");
jkEndTarget();
}
setpulse(0.0);
jkEndTarget(); //failsafe
killtimerex(victim);
killtimerex(sender);
Return;
#
end
-eah_maggot
Steam: Ashengor
Force Protection. I loved using it because everybody would always go to the dark side, and force protection would make you invincible to everything (except Deadly Site, I think it only lowered the damage for that), so I'd just turn it on and go lopping heads. We were called 'Light Weenies'.
I loved doing this in outcast too. It was great fun running up to a guy who could only kill people by throwing them off ledges and cutting him down.
The problem was you couldn't get force jump. I would force jump up onto ledges that the protection guys couldn't get to, then use force throw. Protection doesn't stop thrown objects.
If you wanted to stop deadly sight, all you had to do was use force absorb.
Dropping all your attributes on one side was actually a bit of a waste, atleast if you were just trying to go for the 'unlock' of light-side invuln shield, and dark-side destruction blast. It was much more worthwhile to use things like speed, jump, and push. For each side usually we either took max ranks in hold, sight, and lightning (useless but looked pretty), and light side healing, and absorb.
I remember two of my friends said pft whatever you're not that good at the game, so we had a duel. They each managed to kill me once by suiciding into me with detonators and the like. On the other hand, I killed them each 40 times before they had enough. And lol guns. Sabers are where it's at, for this is the weapon of a Jedi Knight. Not as clumsy or as random as a blaster, but an elegant weapon for a more civilized time.
For some reason Mysteries of the Sith kinda fell flat for me, it looked a lot better and had some cool stuff that wasn't in the original but it wasn't the same for some reason. Probably because modders didn't really migrate over as much.
The hackers were doing it wrong then :P .
Also, neat little trick, you can go into your multiplayer character and set all your force powers to be as strong as you want so you could have both Force Protection and Deadly Site.
I could never find anybody to play that Mandalorian War mod. There was also this really cool ninja one nobody would ever play
Also, Free Falling and the Rolling mod, both made by JD_JunkGuy (the guy who did the GoldenEye mod).
Anyone ever try that crazy Jawa Sandcrawler level? So many secrets in that map, I don't think anyone ever found all the rooms in that level. Or Drazen Isle, which was like the pinnacle of map making at the time I believe.
I remember that Jawa one (kind of) but not the Drazen Isle. We should start posting links to the levels on Massassi.
Edit: I loved the grapple hooks. Get two guys to grapple each other then jump and you're flyin'!
Jawa Dwelling SE
Higher Ground
Twitter 3DS: 0860 - 3257 - 2516
What was the name of that map that had a heaven, hell, and a purgatory? Was it called Purgatory? That was a pretty sweet level, lots of secrets.
Edit: Holy crud, Higher Ground is exactly like my signature map (I made a map exactly like that for DF2, CS, and Q3)!
Edit 2: Yup, Purgatory.
I think I know which one you're talking about, I was told that was the norm before JHS was released. I can't remember the name either but it was something like that.
Edit: Even in Massassi Temple F.O.E.
Edit 2: Also 'Bar and Grill' rings a bell, so does version 2. Also I found Atlantis.
Edit 3: I was reading the description of Baron's Head version 2 and somebody mentioned "Empire Night Club". Huh. Also HOLY FRIKKIN CRUD!
Edit 4: Other classics, Caesar's Palace, Dralloc Hotel and Casino, Morpheus.
Er, I haven't done my googling yet. I probably should. But I'm at work, I'll google for this game and Vista when I get home.
But man, I remember playing through the demo of this over and over as a kid. I loved it, but I didn' t have the full game and I didn't think my computer had the space to install it at the time. I slowly forgot about it until Donhonk mentioned it to me later. Oh mannn I gotta try to get this to work.
Rich Cook.
PSN ID - WildSpoon
I had a Celeron that couldn't keep up with internet games, nobody could hit me. I was a god.
What did you make with it? There's far too few changeable objects in force_protection to make anything more complex than a simple fade. We always used it to make NT (notarget) hacks. We'd use it as one of the scripts that communicates between other cogs, since it (as previously mentioned) has so few objects. ex SendMessageEx(x,x);
What hacks did you make? What was your name, if you were part of the hacking community between 97-04 I probably knew you.
Steam: Ashengor
That was you!?
Were you affiliated with Triscuit, Scorp, Lunatik or anyone else in the EAH crew?
Steam: Ashengor
That was you!?
The most usefull COG I made was a teleporter mod using the mines. I was messing around with the conc rifle once and made a gun that would shoot you through walls. It would kill you, but it was still pretty neat.
My favorite COG though was the fist morph one. I'd turn into the weapon, spin in place where the weapon would spawn, and then when somebody would try to pick me up I'd switch to the weapon and start shooting them. It was hilarious watching a repeater chase a guy around the Bespin Mining Station shooting him. Or turn into a door and watch as the other players would try to unsuccessfully open you.
Music isn't working for me in-game. I just got the game again from goozex, and no music is playing during the single player levels. That isn't supposed to happen is it? It isn't working on my laptop or on my desktop.