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JK: Jedi Academy Info, Pics and Discussion! (ancient)

Page: 14 of 20
 Mr Tim
04-02-2003, 8:10 PM
#651
 Smoolio Kan
04-02-2003, 8:14 PM
#652
Doom, Doom II, Final Doom....

And I diddn't consider them sequels but anyway this just seems like a spinoff to me but im sure it will rule especialy with the new mplayer features (Please let there be coop!!)
 Mr Tim
04-02-2003, 8:19 PM
#653
Originally posted by Smoolio Kan
This game sounds great except for one little thing Quake 3, I seriously recomend switching to the Doom3 engine imagine it ohhhhhh a sequel on the same engine is hardly a sequel in my book.


Yes, but then we would be waiting much longer.

Anyway, if Raven have done two JK games (counting this next one), then they might do another. And given that they are working with the Doom 3 engine to do Quake IV, they might then be able to bring that work and their modifications etc to bear on another JK game, thus giving you what you want.

Personally, I'd be just as happy with a JK game using the Unreal2 engine. Although Unreal2 and UT2003 weren't anything special, the engine does big outdoor maps pretty well and it looks nice.
 Andy867
04-02-2003, 8:21 PM
#654
JKIII isn't a sequel, though. JKIII is a whole new game in itself, just being based on the names and ideas of its predecessors. I mean, sure it will have Kyle Katarn, but you AREN'T Kyle, which breaks the idea of being a sequel, since sequels follow characters over and over. Like the whole Star Wars is really based on Anakin the whole time, we just didn't see it that way back in the 70 and 80's. We saw it as following Luke. Luke, in reality, was just a supporting character when looking at the big picture. If it wasn't for Anakin, there wouldn't even be Star Wars.. (Heaven Forbid) *Begins to pray*




:D
 CanadianSurfer
04-02-2003, 8:37 PM
#655
JK3 is basically like a Counter Strike of JK2. It's a big mod that will add on to the game.
 StormHammer
04-02-2003, 8:45 PM
#656
Originally posted by Monkey Mania
More Screenshots!!!!!

Link (http://www.pcgameshots.com/screen.php?i=c81e728d9d4c2f636f067f89cc14862c)


These are not scans!

Er...they're the same as the ones available over at GamesDomain, which I posted about earlier. In fact...that's probably where they got them. :D
 mike_windu|CLU|
04-02-2003, 8:57 PM
#657
my idea of ragdoll would be sneaking up on a guy with fletchette, use the force to like levitate sumthin and have hm follow it, atch him turn around.... then........ BOOM!!!!!!!!!!! hehehe sucker gets hit and flies thru some glass down to his death, or u could just push hi.....same effect :P, and also, raven mike, will jk3 be playable on a 1998 sucky default compaq videocard????? or should i go modenize :D:D:D


Orophin BLueleaf signng out :fett:
 Andy867
04-02-2003, 9:06 PM
#658
Originally posted by CanadianSurfer
JK3 is basically like a Counter Strike of JK2. It's a big mod that will add on to the game.

That's where you're wrong. JK3 will be a whole new game.. New characters, new enemies, new places to visit, new weapons, new force powers, new gameplay, revamped saber system, better Icarus Scrippting, better Ghoul2. That makes one too many features to try and say that its the CS of JK2. A mod, how can it be a mod when the only things that are similar are the sabers and the fact that Kyle Katarn is in it. I mean, its a standalone game that doesn't even need JK2 to play.
 Andy867
04-02-2003, 9:12 PM
#659
Originally posted by DarkLord60
As much fun as it would be to block shots on your own. I don't see how that would work out. Like they said somewhere in one of the interviews they could not add to many force powers or it would be a mess. So the same thing applies with the saber combat system, things would be messy with an manual auto block system.

Plus, the force is blocking them for you.. Remember, the Force controls your actions ;) so it is doing the work for you :) like in the game.
 razorace
04-02-2003, 9:16 PM
#660
Better ghoul2 doesn't exactly help us when we don't have the tools to properly edit the game in the first place.
 Yodimus Prime
04-02-2003, 9:31 PM
#661
This is all sounding frikkin awesome. But i gats a question- JK2 was not immediately available for the Mac. Any chance it will be for this one?..since, you know, its mostly the same platform or some such?

Not that i need yet another thing that keeps me from school work, but without variety, procrastination can get plain boring.
 Dark Cloak
04-02-2003, 9:38 PM
#662
Chaaaaaaaaaang!! Got a question for you and the guys and gals of Raven. Are you possibly toying with the thought of being able to deactivate and reactivate sabers? What I mean is, for example, with the lightstaff, will we be able to deactivate one end of the blade and then reactivate it to come in for a "kill"? Same inquiry for the dual saber stances. Tactics to trick the enemy! :)
 Wacky_Baccy
04-02-2003, 9:53 PM
#663
Posted by Dark Cloak
Chaaaaaaaaaang!! Got a question for you and the guys and gals of Raven. Are you possibly toying with the thought of being able to deactivate and reactivate sabers? What I mean is, for example, with the lightstaff, will we be able to deactivate one end of the blade and then reactivate it to come in for a "kill"? Same inquiry for the dual saber stances. Tactics to trick the enemy! :) I was just thinking how awesome it would be if we could switch between using two sabers to using one (i.e., extinguishing and holstering one of the two), and also using a lightstaff with one end extinguished to get extra manoeuvrability, etc.

I'll be a bit disappointed if that's not an option :(

I'm sure someone will mod it in if they can, though...
 Dark Cloak
04-02-2003, 9:57 PM
#664
Yeah, that'd be great...however, I'm going to be happy just being able to USE two sabers and the lightstaff (my favourite). The other thing would just be a cool plus...I shouldn't have sounded like I thought it was so essential. But it WOULD be great!
 joesdomain
04-02-2003, 10:41 PM
#665
I hope Jedi Knight III will be set at least during the period when the Empire exist in some form. All the Jedi Knight and Dark Forces games so far included things like Stormtroopers, Imperial Officers, Probots, At-At walkers, etc. That is what I still what to see. As far as having Kyle Katarn be a big part. I think it would be cool to see other Jedi Knights in it from the period after OT. I hope it has Luke Skywalker and his children in it too.
 Spider AL
04-02-2003, 11:48 PM
#666
Originally posted by razorace:

uh, guys. Just asking for manual blocking "button" isn't very helpful to Raven. There's no explaination on how it would work or be balanced in the game. Oh very well, if you wish some of that annoying thing called "clarification":

A manual blocking button would technically be a key-bindable command, possibly +block. This command would put the Jedi's sabre into a "blocking position".

When the button is depressed, the Jedi can block to the level that his sabre-defence skill points allow, but he cannot attack.

When the button is NOT depressed, the Jedi cannot block, but he can attack.

This would have NO effect on attacking, as one cannot block while attacking ANYWAY. It would, if properly implemented, have no effect on the mechanics of blocking, parrying or knockaways, except to make the function MANUAL, instead of randomly automated. e.g: If a heavy-stance strike knocks one's sabre away when one is using +block, one would then be vulnerable to a strike until one recovers, just as in vanilla JO.

It would merely mean that the Jedi would have to choose when and where to block. That would take skill, skill which I at least am happy to cultivate through practice.

I believe this function would improve the game, in that: It would make blocking as much a matter of skill and timing as attacking, and it would immediately eliminate the frankly hellish bane of the tedious autoblock.

Possible objections to manual blocking are:

1. "Yet another key to press." Well, I've got about three fingers and a thumb free in my current config, I can't imagine anyone else has less. One more key to press? A small price to pay for the transfer from random luck to skill for blocking.

2. "Lag would mean I couldn't block too good if it was manual." Well, if your lag is that bad, you're going to lose anyway, frankly. :p

3. "Too fiddly, too much to think about." Muh, humans barely use 10% of their brain power, and you can't handle a little manual blocking? Puh-leeze. All the good beat-em-ups have much more complex blocking systems, and no console-heads complain about that. :)

------------

I would also suggest to Raven that Sabre-damage be altered in this fashion:

Heavy Stance moves should all kill a 25pt-shielded foe in a single hit, but Heavy stance should also be approximately 15% slower than it is in 1.04.

Medium/Yellow Stance should take two hits to kill a 25pt-shielded foe, and should be made 10% slower.

Light/Blue Stance should take three hits to kill a 25pt-shielded foe, and should remain at the same speed.

-------------

And please. Raven. Make sure the Force Powers and unarmed moves are well-balanced... Then leave them be for at least a few months, DON'T listen to the whining fanboys this time. That way lies madness.

For me.

-------------

Finally no, I don't have any illusions that these suggestions will be followed, nor do I believe they have some divine power which makes them inherently "right." Therefore, while I will clarify any points that I have been unclear on and explain my limited concepts for how my suggestions could be technically implemented, I will not indulge in any debates on the inherent "merits" of my suggestions.

No, I don't know for sure what manual-blocking in JK3 would be like. I do feel that it could only be an improvement over the unmitigated feebleness of autoblocking however.
 The Doofus
04-03-2003, 12:46 AM
#667
At the very least blocking should take at least SOME skill. With auto-block, ypu are not in complete control of your character. Imagine playing Street Fighter, except all of the characters block automatically without needing to press any button. That's what it's like here.

If nothing else, at least make it so that blocking requires you to put your crosshair on the enemy. I've blocked attacks from people i wasn't even looking at or paying attention to!
 The Doofus
04-03-2003, 12:47 AM
#668
Also, can we be assured that there will not be any more jumping puzzles this time around? :p
 joesdomain
04-03-2003, 12:53 AM
#669
I think Jedi Knight II was pretty good based off the demo I downloaded. If they use the same engine then I would say it will be a cool game. The graphics were alot better than Dark Forces Jedi Knight and it's expansion pack Mysteries of the Sith. Those were bad. The lightsabers looked fake. Jedi Knight II lightsabers look awesome. Plus all the force abilities added.
 Bacon00
04-03-2003, 1:18 AM
#670
"I've blocked attacks from people i wasn't even looking at or paying attention to!"

Notice how the Jedi's never seem to be paying attention to every enemy. Supposedly the force guides them.

Remember when Luke put on the blast sheild? He couldn't even SEE the thing, and he blocked it.

Auto-blocking, imo, is more true to the Star Wars movies. Having to put your crosshairs on an enemy would only make you die more often. We don't really need that...

It sounds cool to block the shots yourself, but I'm not sure how fun that would be, or how easy that would be to implement.

As someone stated earlier, the game will be a mess if they make it too complicated.
 The Doofus
04-03-2003, 1:32 AM
#671
"Notice how the Jedi's never seem to be paying attention to every enemy. Supposedly the force guides them."

Maybe so, but it sure doesn't make a good game when everyone can do it. It should be based on player skill, meaning the more you play the better you get at blocking, rather than have everyone start out as master-blockers.

"Auto-blocking, imo, is more true to the Star Wars movies. Having to put your crosshairs on an enemy would only make you die more often. We don't really need that..."

Well, only if someone just isn't good at being aware of their surroundings. :)
 Jeff 42
04-03-2003, 2:01 AM
#672
Personally I like auto-blocking and think it is true to the Star Wars universe. However, the auto-blocking in JO goes way too far. If you shoot someone who is facing perpendicular to your shoot there's a good chance it will get blocked. Occasionally I've hit people in the back with a blaster bolt or lightsaber only to have my attack blocked. I think you should only be able to block attacks in maybe a 90 degree arc in front of you.
 oasisfan
04-03-2003, 10:52 AM
#673
Some good ideas. Player location was actually featured on team overlay, its just that hardly any maps actually featured the required entities for it to work. The other problem was that if the location and player names were too long they got mixed up. Something i'd definitely like fixed for "JK3".

As for the multiplayer bonus system? I assume you're referring to all the little medals you got when you did something good. Yeah i'd like to see that as well, a nice "Holy ****" when you kill a flag-carrier at the last moment is very good for building confidence. Of course the bonuses would have to be adapted for the age rating...

Yes, player location features on one of your maps as well I believe.

As for being too long, I guess resizing to a smaller font and a bigger bar or something would fix that?

And yes indeed I refer to all the little medals u get when u did something good. I agree it would build confidence and it would also enhance CTF game as people would perhaps use it and learn to play the game a bit differently than they do now.

Hehe yes a "holy s***t"-message right before enemy gets the flag or almost caps would be cool :)

Some more suggestions:

1) nerf rage a bit, dont make the rager almost invincible.
2) push/pull usage on some maps are ridiculous. Spawn , pull, pull,push , pull and so on. Plz change it to something that at least makes the game still fun to play.
3) Maybe use jump pads in maps, I think that would be funny.
4) Make it possible to view a demo in 3rd person, right now I get the message: cheat protected, it would make better movies I think.
5) If Force protect is going to be in it again, can u make it invisible like absorb?
6) Make the ammo a bit like 1.02
7) Make heal/drain useful again.
8) A little interval in Team Energize. Right now alot of people use/used scripts that auto team heals/energizes. A full forced rage/speed user has too much benefit I think from it.

Ok well just my 2 pennies.

Oasisfan
 Nemios
04-03-2003, 11:36 AM
#674
Originally posted by Tyler_Durden
That is a good subject you bring up Nemios. I am one of those people who enjoy playing the game entirely in the first person view. I think it adds to the overall immersion into the game. Some guys say you die easier because you can't see everything but I don't care.

I agree. Sadly no answer if it will be implemented again. I think it will (why not?) but I'd prefer this time it works like in MP when using "cg_fpls 1", i.e. you can perform ALL the moves of the 3rd person. It doesn't really matter if the camera doesn't rotate (but it is cool indeed), instead it is very important that who likes 1st person can move and fight exactly like the others (special moves, kicks, rolls, etc.).

ChangKHAN, can you reply? Just a "yes" :) , "no" :( , or "we'll try" would be appreciated.
 Flash25
04-03-2003, 12:06 PM
#675
I think some people misunderstand Spider AL's blocking concept. He doesn't suggest getting rid of the auto-block, he just wants you to have to control when you would be auto-blocking. From what I can understand, blocking would be the same as any aut-blocking system, but you must choose attack over block. If you're attacking, you're not blocking and vice-versa.

It is admirable that people want to stay true to the movies, but if that were the case, you wouldn't play the at all. The force would guide your attacks as well as your defence. All you would do is initiate combat and let the game take over. The fun in MP games comes from the fact humans make errors. Spider AL's blocking concept adds a little more 'good' human error to the game.
 Prime
04-03-2003, 12:10 PM
#676
Originally posted by Fluke
Raven blows. Ken blows. Go get yourself a copy of JK2 and enjoy the comedy of the game such as sabres passing through your opponent that dont register damage(oops, we forgot the defence animations), or how about that sabre that hits you 30ft away(nice netcode)... Raven is second rate. Ken is a over glorified graphics person and his netcode abilities as seen in previous games leave a lot to be desired. You want a game with server side prediction that fails to inform your pc of where a person is, go get this game when it comes out. If you are just really in for a hard on for graphics get this game. If you are looking for any type of precision in netcode, this ain't going to be it. Raven's netcode is a shambles and Raven is perceived by lots as a company that leaves lots of things unfinished. JK2 1.04, still has all the problems I mentioned above. Nobody responds on any technical issues or even remotely talks about patch. 1.04 came out and that was it.
Jeez, aren't you bitter. What the hell is your ping when you play online? With my DSL modem, I find that the collision detection is very good. Saber passing right through? Hitting 30ft away? I haven't had any problems of this sort. And since that is the case, there must not be the problems as you discribe with the netcode made by Raven. Perhaps, just perhaps, there might be other factors that are effecting your online play. I haven't really heard of this problem where it wasn't an issue indicated by a high ping...Have a look in the troubleshooting forum and see if you can find answers to your problems there.

Originally posted by Fluke
Trust me, borrow a copy of JK 2. Play with a friend, test out the above, you will see it to be true.

All I can say is, get JK2 and play it. That's what you can expect in JK 3. You will see the above is all true. Oh and don't buy the game, rather borrow it from a friend. Save your money. Unfortunately I lost mine.Get JO and play it? What do you think everyone has been doing for the past year? If this problem was really as bad as you say, no one would be playing this game anymore.
 Sam
04-03-2003, 12:15 PM
#677
Sorry if this has been answered before but can you use your created character in mp.
 AJL
04-03-2003, 12:16 PM
#678
Why haven't they made (or even tried to make) those sabers
look like they are in movies... ?? why do they make them so
different in the game ??

At least for me the way how they look in movies (especially
in those new episodes) is the only right way...
 ckcsaber
04-03-2003, 12:28 PM
#679
Originally posted by AJL
Why haven't they made (or even tried to make) those sabers
look like they are in movies... ?? why do they make them so
different in the game ??

At least for me the way how they look in movies (especially
in those new episodes) is the only right way...

WTF???
What'cho talkin' about Willis??
 leXX
04-03-2003, 12:30 PM
#680
Originally posted by $am
Sorry if this has been answered before but can you use your created character in mp.

Here's a quote from the Gamesdomain interview...

The first thing people did when JK2 came out was create their own sabers and their own characters. It was a lot easier to do that in multiplayer than single-player, so now we've made it easier for single-player. Now you can just drag it into a folder or update a file and you'll be good to go.

...

To me, that sounds like you will be able to use your customized SP character in MP aswell. :)
 toms
04-03-2003, 12:31 PM
#681
well, after being here all the time through the discussion of the development of JKii i then went around the world and upgraded my computer and it was months after the game came out before i got to play it (so i stopped coming round so as not to spoil it).

Of course, when i finally, excitedly got to play it it turned out to be very average (disappointing after all those scores i had been seeing in mags) with an uninventive story, 5 initial levels that played and looked like quake 2, weapons that were never used, levels that had none of the scale of jk and lightsaber duels that hardly involved much skill or tactics...

so my question is (ED: finally!!) what do you think they could do to make JKiii feel more like JK and less like the quake/elite force clone that JKii felt like? and will they do it?

choosing dark/light side miht be a good step in the right direction...:)
 toms
04-03-2003, 12:32 PM
#682
hey... where did all my posts go???? :mad:
 Caze
04-03-2003, 12:36 PM
#683
Many people think that using manual block would be awesome and some people don't like the idea at all. If Raven is thinking about putting in manual block, they should put it as an option that you can turn on and off in the options menu. That solution would please everyone, but they are probably not going to do it because they have already announced that they are using the auto-block.
 leXX
04-03-2003, 12:41 PM
#684
Originally posted by toms
choosing dark/light side miht be a good step in the right direction...:)

You can choose your light side powers and dark side powers as you progress and the game branches depending on those choices to two different endings.
 HertogJan
04-03-2003, 1:02 PM
#685
Yup, that means if you finished JK2 5 times like me, you can finish it 10 times now, cause you have 2 different ways to play... Actually 15, because you can also stay in the middle :D
 Prime
04-03-2003, 1:05 PM
#686
Originally posted by AJL
Why haven't they made (or even tried to make) those sabers
look like they are in movies... ?? why do they make them so
different in the game ??

At least for me the way how they look in movies (especially
in those new episodes) is the only right way... Uh, could you be more specific? I think lightsabers look great in JO. Hell, they look a lot better than the do in Star Wars: A New Hope. Besides, there are plenty of mods out there to make sabers look slightly different. What exactly don't you like?
 N3mesis
04-03-2003, 1:11 PM
#687
I dont think that manual block wold be that bad, if it was possible to do somthing like blood omen 2, where you wold push a button and the character wold block the blows , anyway i think it wold beat the current sistem were block is a random thing.
 khadaji17
04-03-2003, 1:31 PM
#688
I do have to say that the levels in Jk1 were just wonderful. They just had the right feel, and i think very creative. I especialy like the first two levels which took place on Nar Shada They just made the entire place seem hug. Even in Mysteries of Sith, the levels were just wonderful

in JK2 I felt like everything was compact, and close together.

If JK3 can give back that sense of awe it would be nice. In starwars things got to be BIG!
 The Count
04-03-2003, 1:49 PM
#689
I agree about Nar Shadda even the music for it was timed excellently.
 KaiaSowapit
04-03-2003, 2:05 PM
#690
I know I'm reaching for the stars here, but any chance of a "semi" simultaneous release for us Mac weenies? (Me no likey Microshaft.) :)

Pretty, pretty please with sugar on top?
 Andy867
04-03-2003, 2:18 PM
#691
Unfortunately, it looks like Mac will be the one of the last systems to get the release, since the PC got the top bid, then usually consoles follow. Plus, a company has to be contracted to convert the file format to Mac from its digital/pc format. Well, it looks like the New Jedi Knight is going to be called Jedi Knight: Jedi Academy. Read it on JKII.net (http://www.jediknightii.net) just now.
 WarteX
04-03-2003, 2:32 PM
#692
I do have to say that the levels in Jk1 were just wonderful. They just had the right feel, and i think very creative. I especialy like the first two levels which took place on Nar Shada They just made the entire place seem hug. Even in Mysteries of Sith, the levels were just wonderful

I agree, and the tatooine map was awesome (cant remember the name of it) and the secret was neat 2. I hope they'll make a tatooine village map for jk3.
 txa1265
04-03-2003, 2:32 PM
#693
I would say that Christmas would be optimistic, unless we see something from LEC and Aspyr very soon ... even with the 'semi-concurrent' release of EFII, it will lag a bit on the Mac, and given that Raven seems to use every second up to release to work on the product, it will probably be a few months later.

On the other hand, I think the likelihood of it coming to the Mac is very high! I love the Yavin Swamp on my 15" TiBook ... much better than either of my Dell laptops ...

Mike
 CanadianSurfer
04-03-2003, 2:35 PM
#694
Originally posted by khadaji17
I do have to say that the levels in Jk1 were just wonderful. They just had the right feel, and i think very creative. I especialy like the first two levels which took place on Nar Shada They just made the entire place seem hug. Even in Mysteries of Sith, the levels were just wonderful

in JK2 I felt like everything was compact, and close together.

If JK3 can give back that sense of awe it would be nice. In starwars things got to be BIG!

They were pretty big, but three out of the 4 CTF maps they provided were awesome. The imperial garrison was a horrible map and I hope to never see it in JK3.
 Jolts
04-03-2003, 2:36 PM
#695
"so my question is (ED: finally!!) what do you think they could do to make JKiii feel more like JK and less like the quake/elite force clone that JKii felt like? and will they do it? "


1980's Ninja with light sabers and armor.
 ckcsaber
04-03-2003, 2:52 PM
#696
I hope the cutscenes are good. They really need to "weld" them into the gameplay, making everything movie-like
 ChangKhan[RAVEN]
04-03-2003, 3:13 PM
#697
Sorry my answers have stopped coming, but we're in super crunch mode here and I just don't have time to answer any more... I'm sure LucasArts will continue to release info about the game and I'll be happy to support the community once it's released, but until then I need to work on actually making the game... hope you all understand! :)
 ckcsaber
04-03-2003, 3:15 PM
#698
IЎЇm sure we will all understand. Thanks for taking this task upon yourself, and I wish you the best of luck in making this game.
 Liet
04-03-2003, 3:20 PM
#699
I doubt it will happen but I wish you could use Count Dooku's fighting style in JKIII... That would be very, very useful to even up the single saber as it would have good defence and attack so it could stand up to the twin and deul-bladed sabers.
 Toonces
04-03-2003, 3:20 PM
#700
Originally posted by ChangKhan[RAVEN]
Sorry my answers have stopped coming, but we're in super crunch mode here and I just don't have time to answer any more... I'm sure LucasArts will continue to release info about the game and I'll be happy to support the community once it's released, but until then I need to work on actually making the game... hope you all understand! :)

It's all good Chang, we know you've got alot on your table right now :D

Good luck with the project, and if you need another modeler give me a call ;)
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