If you know of anything that will allow JK to run with an ATI 4850 Pro graphics card, I would LOVE to know about it. I also apologize to everyone, but I'm at the end of my rope on this issue and will NOT be releasing anything else for JK if I can't get hardware acceleration in JK to work correctly.
(...I'm also sorry if you hate begging, but sometimes people just have to do what needs to be done... :P)
Quib Mask just pointed out to me that the file I uploaded, mw.zip, DOES have a readme; it's just stuck INSIDE the .GOB file where no one could read it without ConMan. Anyways, I've pulled the readme out and uploaded it to my little crack in JKHub's wall so that everyone may view it.
Long and short of it? Here:
New .COG's: SaberMaster and *_Seifer_*
Rbots interfacing: Raynar and Hell Raiser
Other thanks: KOP_blujay and Hideki Ono
Me: 'cause I'm shameless, kept this around for so many years, and uploaded the darned thing! :D
The readme also tells how to interact/use/guide/cuddle your missiles and their accompanying launcher. Best part? It seems that this mod was intended for use with Rbots!
What are you waiting for? There's all sorts of stuff that needs breaking! >:)=)
I just uploaded a file to my webpage: this file isn't mine, and I don't know whose it is, but I HAD to upload it and share it with you all. I found it on 5/12/08 while cleaning out files one of my old computers.
The mod, called MW 0.66, is a single-weapon mod containing a missile launcher. This missile launcher is, to put it simply, the most amazing weapon I have ever seen. Multiple flightpaths/attacks are availabe: seeking, camera guided, patrol mode (missile flies in a small circle until an enemy is detected), etc. Each of these modes may be selected with your mouse via a pop-up menu IN GAME, a feature I have only seen once before in SavageX's Fatal Resistance mod (I don't remember if it had mouse support, though). Enemies see the missile as a threat, as well, and will try and shoot down your missile(s). Additionally, while in camera guided mode, once you've selected a target you may give up control of the missile and let it automatically continue after your selected target.
Download this, you won't regret it!
...A new version with all the stuff mentioned in my last post has been released!
How did I manage to forget that, you ask?
Heat Transfer + Statistics + Engineering Economy = Answer. Oh well, enjoy!
Also, it's getting kinda lonely on my little website, so I've decided to offer to build custom weapons for anyone who wants one. I can't guarantee I CAN do what you might want, and you'll have to supply any models you want, but I thought it would be interesting to build stuff according to OTHER peoples' designs, and I could help other people here at the same time.
Cheers, take care, stay safe, have fun!
Well, I have totally redone the Smart Raildet in this version, so it works better, works different, and now has FOUR attack modes. Later on I plan to add a system so you may cycle the modes backwards, as well as forwards, but here is the new description (from the included .TXT):
Weapon 7 - "Smart" Rail Detonator
NOTE: Do not save the game while wielding this weapon in Laser-Guided mode!
Primary fire will launch missiles, and secondary fire will choose what will be launched.
Four possible modes are currently selectable:
STICKY: Launch a single adhesive detonator in the direction you are aiming. Motion-tracking.
SWARM: Launch a contact-explosive rail detonator AT EVERY ENEMY IN SIGHT. You can effectively engage up to THIRTY (yes, 30) enemies at one time, provided you have the ammunition. Motion tracking.
LASER-GUIDED: Launch laser-guided missiles, a la the Half-Life series. Now with more agility so the missiles follow the laserdot so well it is totally unrealistic. :) Very little contact damage, massive explosion damage (watch yourself!)
L.O.A.L.: Lock-On-After-Launch mode. Press primary fire to launch a missile straight up. If you have a valid target when you release primary fire, the missile(s) will start tracking your target. ALL active LOAL missiles will track the target specified for the last missile fired, and these missiles are slow. Not even enough explosive power to kill a group of infantry, but the contact damage is highest of all these modes (kills an AT-ST in 2 or 3 direct hits), and the tracking system is the best of all launching modes (100% hit rate, unless an object gets in the way).
SPECIALS: I know: "Oh boy, more rail detonators... man, haven't we seen this a million times already?" Well... no! The motion-seeking missiles are deceptive-sounding: if someone aside from the shooter is detected as moving, the detonators will ALL go after whoever is moving fastest. This doesn't guarantee 100% accuracy like the dozens of perfectly accurate fire-and-forget missiles you've probably seen those past million times, but this can be a GOOD thing: the rail detonators from Stormtroopers and rare Raildet-Trandoshans (Level 9) are now motion seekers, too! (Um, yes: running and hiding help a LOT.)
-The adhesive detonators ("Sticky" mode) are VERY useful: fire them at a nearby wall or other surface, and when an enemy moves within the detonator's view, it will detach itself and give chase! Doing this also makes the detonators' seeking much more accurate, as a detached detonator is travelling more slowly than one straight from your barrel. A slower speed means sharper turning means better tracking means better accuracy! Now say that 3 times fast...
-The "Swarm" mode takes practice to use effectively: if you fire at multiple targets and one of them starts moving, all the rails will swarm to that one target! This can be good if you're engaging an AT-ST and get 6 or 7 hits at once, for example, but usually it is just a waste of 6 missiles hitting some idiot Rodian who got in the way. The "practice" part is in telling when someone will move... or you'll take out an entire squad or more in one button press!
-The "Laser-Guided" mode is just that: you will fire a laserdot, and all Laser-Guided missiles will head for it if they can "see" it. Again, this mode has little contact damage but an ungodly amount of explosion damage: do NOT fire these off near yourself, or anything you want to keep!
-Lock-On-After-Launch mode is perfectly accurate, but slow moving, slow to fire, may only engage one target at a time, and are just plain fun to watch rain death down on your victims. The "perfect" accuracy can't be obtained without a risk, though: if you don't lock a target, the missile will continue going straight up, and you will have wasted your shot! Still, it's great for taking out distant/powerful enemies, or enemies firing down on you from a high platform.
FUN FACT: LOAL is not just sci-fi imagination! Some real-life missiles, such as the US "Hellfire" air-to-ground missile, are perfectly capable of this manuever. US AH-64D "Apache" gunships possess sensors capable of targeting enemy armored vehicles and installations behind cover, such as hills. LOAL Hellfires fly up approximately 300 meters before flipping over and locking onto a target designated by the Apache, thus literally going "up-and-over" any cover the enemy thought they had! However, I haven't implemented non-line-of-sight targeting in this mod yet for gameplay and programming capability reasons, so your best bet would be to play a combat sim like "Apache vs. Havoc"... :P
Finally, a new release!
NOTE: Beta 1 unreleased
Beta 2 has extensive additions to both the Flame Projector and the Lightsaber. Flame Projector can set actors/players on fire, and is now particle-based: after firing continuously for a short time, the firestorm attack will take effect, now without any distance limitations (don't cook yourself).
Lightsaber now has throwing ability (thanks to LibSa and Libjo Norec), backstab, and new figure-8 slashes on secondary fire, with more slashes re-implemented on primary fire. Saber-toggling is now a hotkey.
Torquebow's Forceweb feature now works completely: hold secondary fire to maintain forceweb: release to remove forceweb. Great for dropping enemies from great heights!
AI-Controlled Active Seeker Gundroids may now be ordered to scout out specific areas, instead of just following the player around.
Wall-walking is now a LOT more smooth, with no more gradual slipping down walls and such (Creds to ZeqMacaw!)
Corrected jkstring.UI now identifies inventory correctly
Hmm, no release over the weekend since I was feeling terrible on Sunday and went to bed at 6:00 PM. On the other hand I have been getting a lot of feedback and advice from some very nice, very experienced people. ZeqMacaw has told me how to remove the "slipping" effect from the player when walking on walls, and darthslaw has generously provided a "safe-save" .COG which should keep savegames from be corrupted. I've also received advice on what may be causing the savegame corruption when saving while wielding the Smart Raildet (template problems or a picky weapon .COG, it appears).
Also, Quib Mask provided additionaly advice and a way to keep my head from exploding: he has updated his Toolbox mod and uploaded another old mod of his for Mysteries of the Sith. You MIGHT want to check it out, it sounds good. Keep in mind that it was made in 1999, and you should be impressed (what other mods were from 1999 for MotS, answer me that!) ;)
As for the mod, I hate to give out another possible release date, so I will revert to that old, reviled standby of "soon". Keep your chin up, though, 'cause I'm pretty sure the flame projector is worth waiting for!
Just a progress update, hopefully leading to another release this coming weekend.
1. Got the Flame Projector converted from using sprites to particles for the stream of fire. Implemented burning, too: keep enemies in your line of sight (which is more or less the cone of flame's volume) to have a chance of doing 2 points of explosive damage every 0.01 seconds, and a chance to set them on fire every 0.08 seconds. If the enemy is already on fire, they will start taking even more damage from being on fire, like so:
1 x Burning = 1 point of damage per cycle
2 x Burning = 2 points of damage per cycle
3 x Burning = 3 points of damage, etc.
Additionally, if you hold the firing trigger down, after a while the firestorm effect will activate. Fire in bursts of up to 0.4 seconds and you will fire the normal stream that can set enemies ablaze and uses 1 energy cell every 0.08 seconds. After 0.4 seconds (and 5 cells, including a cell used when you just start firing) the stream will no longer set enemies on fire, but WILL generate the firestorm at a cost of 1 energy cell EVERY 0.01 SECONDS. This is the current ammo usage of the Flame Projector in the Greatest Hits Alpha 1.
2. I'm trying to rework Edward's Spidermines to add to Weapon #8. It'll be interesting if I can ever get them to attack something OTHER than the player. I think it's because he used the default.ai AI, but we will see.
3. The secondary fire of the Torquebow no longer costs ammo, nor does a forceweb explode when it hits a surface. The tag or forceweb exists only as long as you hold down the fire button: you can release the button to drop any captured victims, or let them get slammed into a wall for damage.
4. STILL trying to get the Laser-Guided Missile mode on the Smart Rail Detonator to quit breaking savegames in JK. If you save a game while wielding the Raildet and try to load, your savegame is corrupted. *sigh* The problem is that I have a "pulse:" message in the Raildet coding that activates the Laser Pointer, and JK doesn't like it for some reason. Just don't save while wielding the Raildet, at this point.
Hmm, I'm not getting a whole lot of feedback from people. What's that you say? The universe *doesn't* revolve around my work?
Anyways, couple of little updates reports.
-darthslaw's JO-style Force Grip from his JKReCog project has been implemented. Love it or else!
-Oh, so that's how it works... Managed to make the Torquebow's Force Web (secondary fire) correctly detach actors if the web hits a "sky" sector, AND much better performance when it hits any other sector (wall, ceiling, ground, etc.)
-Lightsaber progress is going quite well. I am using animations from The Force Within (Lib'Sa and Libjo Norec) and Saber Battle X 3.1. Secondary fire now contains the more unusual attacks: move backwards for the Obi-Wan backstab; forwards for a continual, weak, and short-ranged series of figure-eight slashes; and standing/walking for Saber Throw. A hotkey is also now bound to activate/deactivate the saber.
-I also implemented and modified The Force Within's dodge feature: hit crouch while running to dodge left, left-forward, forward, right-forward, or right. I added a "backflip", which is more like rolling backwards with some slight altitude. :)
Take care, everyone!
That's right, I've spent my entire spring vacation trudging my way through several hundred lines of coding (and all the way back again), but man... it was worth it! I've uploaded 9 new screenshots to show you some of the features, old and new, and you might observe that I'm rather happy with the Flame Projector, even thought it's not finished.
Alpha 1 of "Greatest Hits" includes the stuff from the past "Coolstuff" concept mods I've released, plus such things as a laser-guided feature added to the Rail Detonator (from Aliens 0.9, minus a lot of bugs), and the Displacer Cannon, which allows you to teleport yourself, transport other things to your position, walk on walls EQUAL TO OR GREATER THAN 90 DEGREES, and even use the Concussion Rifle attack from Dark Forces 1! Just be careful: the ease of frying yourself is also emulated... :)
Hope you all think it's worth it! Since it IS an alpha, I need people to try and break it, report bugs to me, suggest new features, etc. Happy hunt-, um, hmm... Oh!
...brings yet another release! Major updates to the Flame Projector and Suppression Repeater, along with initial changes to the Lightsaber and coding cleanups and streamlining.
Flame Projector now leaves smoldering high-definition skeletons if used to the point of overkill on humanoids (i.e. keep shooting the victim while they are dying). Flame sprites are now animated, and you will pistol-whip stuff if you try to fire while underwater.
The Suppression Repeater's Gun Droid may now be deployed in multiple modes! The Remote Control Launch Platform mode creates an immobile Gun Droid which YOU can tell to fire at any target YOU choose. The AI Controlled Active Seeking mode creates a Gun Droid which will follow you around if no enemies are in the Gun Droid's sight. If any enemies are spotted, the Gun Droid will give you the definition of "hunter-killer", giving chase and reducing the poor victim to a first-class grease-spot.
Eh, 10 hours of coding doesn't do much for one's thinking, though... I started around 10 AM this morning, did housework, ate supper, and made brownies from 4 to 7, and got back at it from 7 to 11 PM. 6 hours + 4 hours = 10 hours, lots of progress, and fuzzy brain.
Good night and enjoy! I'll try and upload some new screenshots soon!
I am in a very good mood because it is nearly the weekend and next week (for me) is Spring Break!
As for little tidbits of news: I posted an old screenshot of my flamethrower about 30 seconds ago, so you people can see what you are downloading. The only other things of note are:
A. I'm modifying the Gun Droid on the Suppression Repeater. Secondary fire while standing will choose which mode to deploy the Gun Droid in. Secondary while crouching will deploy the Gun Droid. Modes are as an immobile, remote control weapon platform, which fires at targets YOU select, or as a mobile defense option which will follow you around and cause drastic physical alterations to things it doesn't like. Credits go to SM Sith Lord for getting my college-fogged mind cranking on this one!
B. The Lightsaber. I am going to model the changes on the combat system in The Elder Scrolls: Arena. It's an old RPG/FPS hybrid that is actually quite marvelous, with randomly generated dungeons, COMPLETE control of spell creation (and I mean complete!), and...
*ahem* Anyways, combat was control with the mouse: you hold the right mouse button and move the mouse diagonally down and left, your sword/axe/big-bladed-bashy-thing swings from your upper right shoulder down, and (guess) to the left. JK's combat is just so bland, when compared with JO/JA, and so forth. The most aggravating thing, though, is that I rarely need to use anything but secondary fire (double swing): therefore secondary fire will serve two (perhaps more) functions. Depending upon whether you tap or hold secondary, you will either throw or deactivate/reactivate your lightsaber. Why the deactivation feature? To be honest, it's because I spent about 30 minutes just selecting and deselecting the lightsaber when I first used the lightsaber in JK, back in 1997. That, and I don't want to take up hotkey slots with something which is so small.
Well, we'll see what happens! Take care!
Worked has begun, continued, and finished (for now) on the Rail Detonator replacement. Primary fire will NOT shoot if there isn't one or more enemies in the player's line of sight. When enemies are in view, a press of primary fire will launch a rail at EACH of them, creating a *very* lethal environment. Secondary fire is the same... at first glance. However, ALL rails are now motion seekers. Primary fire can create a "swarming" effect, and the secondary fire "sticky rail" is much more interesting. You may fire the sticky rail at a wall, and if anyother other than you walks past, the sticky rail will detach itself and go after them!
The motion sensing effect is based upon some old coding from Hideki Ono's Enhance2.1 mod, and (in MY opinion, anyways) adds a very interesting balancing effect not found in other seeking-missiles, which usually are 100% accurate, 100% predictable, and 100% boring. The motion sensing also can allow the target to escape, which actually sounds like a bad thing, right? Well, it WOULD be a bad thing, until I mention the fact that ENEMY rails are now also motion-sensing.
Will it be a hit? We will see!
Download the not-so-stupid file! I know the flamethrower works underwater, and ONE other issue, but it's here: the beta of "Greatest Hits". Note there isn't a fancy .txt file or anything yet, so here's a list of stuff:
Weapon 1: Junk Rifle
Weapon 2: Air Compressor (Sonic Gun)
Weapon 3: Flamethrower
Weapon 4: Auto-throw Thermal Detonator
Weapon 5: Torquebow
Weapon 6: Suppression Repeater
The Torquebow will fire a pinpoint-accurate single shot, or three- or six-shot volleys. At full charge you will fire an energy blast that will disintegrate enemies, Jedi Outcast/Academy style (art by __Ace_1_). Secondary fire shoot a tag: when it hits a flesh-based enemy, a sphere of energy will grab the enemy, carrying them until the sphere hits a surface. When it does, the sphere contracts and the enemy is killed. BE CAREFUL: if ANYTHING is near the sphere when it collapses, it's toast.
Also, a bug occurs if the sphere/captured enemy hits a "sky" surface instead of another surface/object, so if anyone who is brilliant knows of a fix, I'm all ears.
The Suppression Repeater is one of the hallmarks of the Imperial Heavy Weapons division. Primary fire while standing is very rapid (2X normal Repeater fire rate), but accuracy will degrade quickly. Crouching improves the accuracy a LOT. I'm toying with the idea of cutting the crouching primary fire rate to be the same as the normal Repeater, so (almost) any input is welcome.
Secondary fire while crouching deploys a Gun Droid for 10 cells, or removes a previously deployed Gun Droid, and starts/stops the droid's targetting cycle. Secondary fire while standing will cause the Gun Droid to fire a concussion bolt at the currently selected target. Note that the Gun Droid is immobile, and only one may be active at any given time. It may be more cost effective to "remove" closer enemies with primary fire, but distant or clustered enemies may be cheaper (ammo-wise) to dispose of with the Gun Droid. Be careful not to get in the Gun Droid's way!
Other things that might not be obvious:
Use the Air Compressor's primary fire while underwater to greatly increase your mobility.
The Flamethrower will create a firestorm IF two criteria are met: First, the fire stream must exist for about a second (not collide with an enemy or whatnot). Secondly, the PLAYER must be 0.8 JKU (20-30 feet) away from the end of the stream of fire. The second criteria should keep most of you from roasting yourself by accident, and make it difficult for the rest of you to roast yourselves on purpose. ;)
The primary fire of the Thermal Detonators will automatically gauge the distance it needs to be thrown to hit any enemy in the player's view. The player must be at the same height as the enemy and still needs to line up the throw; look up/down to hit enemies above or below your position, and remember that this doesn't work for secondary fire!
Finally, play with the replacement for the IR Goggles and tell me what you think!
This mod is partially my work, but some of the stuff has been made completely by others or has been fixed/modified by me. Thus the name "Greatest Hits" is this thing's official name. A nice .TXT file with credits will be included, too, but so far the credits are (in alphabetical order):
__Ace_1_ (Torquebow model/vaporizing enemy models/original vaporization coding I finally fixed/the awesome JKEnhanced mod!)
Beefcaike (nicely greeting me on my return to JKDF2 editing with SM Sith Lord and ZeqMacaw)
Descent_pilot (flamethrower model)
Mr. Mistoffelees (coding/compilation/modification/misery)
SM Sith Lord (pushing for a beta/being nice/highly appreciated advice)
ZeqMacaw (Thermdet Auto-Throw/coding help/being nice)
I'm getting close to a beta release of the first four weapons, plus the primary fire of the Torsion Bowcaster (including vaporization!). You can blame SM Sith Lord for pushing for the beta ( ;) ), which I hope to release no later than next week. It will NOT be multiplayer compatible, at least not for quite a while, since I have no way of testing the multiplayer aspect. Still...
As another note, I am having difficulty implementing the impaling feature. I've tried three methods so far, but there always seems to be ONE thing that goes wrong if I use a certain method. I'm going to give it a little while more then beg for help.
Stupid .COG... and I used small words for its limited comprehension skills, too. :P
Another status update, with specifics this time! I am currently in the process of creating a weapon/item pack currently named "Greatest Hits". A third to a half of the weapons (CODING-wise) are completely my, and the other weapons are my favorites that I've collected over the years and modified to my tastes (with permission and credit all over the place, of course). Anyways, the list is:
Weapon #1: Junk Rifle (by me)
Little pistol with a literally big punch. Primary fire creates debris by ripping chunks out of surfaces, both living and non. Secondary fire is basically like Force Throw. A simple idea, but one of the most fun things I've ever made. Also, a pox upon Lucasarts for creating Force Throw and then putting throwable debris in only 3 places of the entire GAME!
Weapon #2: Air Compressor (originally Zagibumaster's, but I've added 3 attacks to it's original 2)
Primary fire charges the Compressor. Tapping will fire a little "bullet" of compressed air and water vapor, which has a headshot potential! (Headshot .COG by Zagibumaster)
Level 2 is a non-direct-damage bolt that will throw people and objects around. Kill 'em by plastering them to walls! (By me, but just about anyone can do it.)
Level 3 creates a small earthquake from the player, which propagates forwards along the ground while spewing dangerous rocks and magma. (By me)
Level 4 fires a large green blob (think Geonosian Sonic Cannon) which will pass through enemies. Any enemies touched by the blob are blasted into small, explosive projectiles. A real crowd pleaser! (Pass-through coding by Zagibumaster, shatter effect by me)
Secondary fire whacks enemies (Zagibumaster)
Pressing primary fire underwater will pull you along much faster than just swimming. (Zagibumaster)
Weapon #3: Flamethrower
You know what this is, right? No secondary fire, but primary sprays a stream of something very hot and on fire. If the stream is far enough away from you, it will start expanding into flaming clouds and start scorching the surroundings. If the stream hit something too close to you, the flaming cloud effect will NOT occur, preventing you from toasting yourself (by me, graphics by Zagibumaster and the person making the ALIENS TC for JK. I'll get your name and put it in, I promise. Or remove everything by you if you don't want me using your flamethrower weapon model. Nice mod, by the way!)
Weapon #4: Thermdet Auto-Throw!
This is completely by ZeqMacaw. Trust me, you'll love it dearly!
Weapon #5: Torsion-Powered Bowcaster.
Originally made by __Ace_1_ in his JKAdvanced mods (for the love of JK, __Ace_1_, FINISH those mods, they rock!). I am keeping the primary fire, which is like the original bowcaster but fire the multiple bolts in clusters, rather than a flat-line spread. Overcharging the Bowcaster will fire a bolt that VAPORIZES people. __Ace_1_'s vaporization .COG never worked for me, so I have redone his .COG so it works now. You'll love it to pieces, or else. :)
Secondary fire will be exclusively by me. Right now I'm trying to make a bolt that, when fired, will IMPALE enemies. Think of the supercharged Bowcaster in Star Wars: Republic Commando! I'm seeing dozens of stormtroopers being pinned on the tower in Level 6... >:)=)
Well, I've got to get to class (college), so I'll try and keep you all up to date. Note that I haven't covered the items yet, but I'll get around to that soon!
Take care and have fun, everyone!
Ah yes, my first little minimod is coming along nicely. I don't know when, but I hope to have some screenshots and/or a download available in the near future. What I have so far is a conglomeration of my favorite weapons, both by myself and others.
Towdroid, Mandalorian wrist flamer, Junk Rifle, and Sonic Rifle/Air Compressor
By Zagibumaster: The models for the Air Compressor and Junk Rifle, and a headshot cog
By ZeqMacaw: The glorious Thermal Detonator Auto-Throw! At the press of a button, JK will now throw your TD the correct speed and angle to hit your target! No more wasting five TD's trying to aim your sixth... I love this little mod!
By __Ace_1_: Models (plus animations) of torsion-powered Wookie Bowcaster, and models of vaporizing enemies, a la Jedi Outcast's Disruptor Rifle at full charge. __Ace_1_'s JKAdvanced mods are beautiful works, but I never could get the vaporizing feature to work. Thus, I took __Ace_1_'s models and created my own programming to MAKE it work.
I think you will all be very pleased with the final product; just keep in mind that these minimod releases are going to be MINImod's. No DBZ: The Destruction Is Real scale add-ons, but hopefully good enough for some mone-, er, accolades.
Don't worry, guys, I'll make sure you get your cut!
Greetings to everyone! JK has certainly come a long way from when I was modding... Could you believe that I started modding JK before I was 12, and now am past 22 years old?
(Anyone snickers and I swear I'll chase you down in my wheelchair and beat you to death with my cane. :P )
The unfortunate effect of starting to mod JK so long ago is that very few people knew (and posted) what the heck each command in .COG did. We had Hideki at Millenium, the Code Alliance, and not much else. I got a lot of stuff from simply haunting the Massassi forums.
Anyways, I've been toying with the idea of getting back into the JK editing scene. I have no skill in graphics, but the expanded potential of the JK engine, due to the Unofficial Patch, as well as the beauty of JKEnhanced, have lured me back. That, and I'm finally tired of modding DooM. :)=)
Now, as to what the heck I plan to DO. Some of you might know of my mod at Massassi, "Golem Forge 1.0". The mod itself attempted to implement all sorts of weapons and combat features, providing a toybox of destruction to feed the sociopath in all of us (i.e. deconstructing previously living objects with STYLE). Golem Forge is very plagued by bugs, however, because I had the "vision", but not the skill. If anyone wants to shoot the bugs then I'll be happy to give them credit as co-author, but as it stands I do not want to try, for a THIRD time, to debug the entire mod.
It is my hope to start releasing smaller mods of one or two new weapons/items/features at a time, thereby allowing me to focus and completely debug each new thing I create. Afterwards, I MIGHT compile everything together, or leave the minimods "as is" for people to tinker around with.
As for the good stuff, I'm hoping to release something sometime soon, and my plans for releases are:
The Towdroid (totally revamped from Golem Forge)
The True Grapple - totally integrated weapon. It already has a VISIBLE rope, the ability to climb up and down the rope, and a rudimentary capacity for "swinging". Eventual improvements are for the grapple to attach to and pull other players, NPCs, and items, and a method to fix the distance of the player from the hook for more accurate swinging.
Flamethrower(s) - I plan to re-release the Flamethrower from the Mandalorian Armor in Golem Forge. I also am planning a new flamethrower, currently to be particle-based, which will actually set things on fire.
Cloning machine - An old, but fascinating weapon I made nearly a decade ago. The secondary fire of the "weapon" would select the monster to be cloned, and primary fire would create one or more FRIENDLY versions! This weapon was never released, however, due to a bug which caused JK to crash, but I think I now know what may have been the cause. Trust me, it's hilarious to watch 20 Remotes or a dozen Gammoreans duking it out with... Well, everyone else!
Greets to everyone!