GOLEM Forge Official Release 1.0
The Massassi Temple » Levels/Mods » Jedi Knight Mod » GOLEM Forge Official Release 1.0
Description
GOLEM Forge is a weapons and items modification that has been worked on since late 1997, when Jedi Knight: Dark Forces II was released. The first release was at www.jediknight.net under a different name, and was nothing more than a conglomeration of cogs and 3DO's (models) put into GOB form. After stretching my wings, so to speak, with that first release, I have gone through at least 50 versions, searching for the ever-elusive "perfect mix" of weapons and items.
This post-beta release is a FULL VERSION, however, it is not "The Completed" version. In essence, I'll never finish working on it, but I wanted to see what reaction GOLEM Forge would get from the Massassi Temple and Jedi Knight patrons. This mod has 10 weapon replacements, ranging from teleport devices to a grappling hook with rope, and you may CLIMB up and down. The weaponry and devices are what this mod is about, and I hope each and every one who downloads this mod will enjoy it to its fullest.
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... you are my hero.
By far, some of the remote weapons, the camera rockets, and generally most of the less visited features were what I liked the most. Although, it's a powerpack, it gives quite a few templates for new and experienced editors to play with.
I would have liked to have seen trip mines, and perhaps a few more models, and certainly more weapons. BMs, Player Skins, and other things would also be great for future installments.
Great job, expect a welcome E-mail for Epic Mods in the near future...
JediKirby
Just wondering, how did you come up with its name? =)
For singleplayer, everything works great. except, a lot of the features aren't singleplayer-oriented...
meh, A lot of original and amusing ideas, but the lack of MP support greatly reduces this mods score. I give it a 5.
I liked it!
There were a few errors... An item didn't work properly (can't remember which one) and a reeyee punched away my rocket and crashed the game.
The assassin droids didn't seem that they could tell the difference between Good and Bad. Sure they left me alone but killed the Civies...
And the Explosive gibs... Could you make 'em red? Like you did with the Head Shot of the Shot gun?
*Starts to study the code...*
/Edward
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This is no Shot gun... This is a KÖTT-GUN!
9/10
saberopus: Thanks for trying it!
Lord_Grismath: You are very welcome, it's rewarding to have one's work appreciated.
MrRavenX: Ah, nothing makes up for misses like an interdimensional breach. Go for it!
jEDIkIRBY: I'm honored. I try to answer any e-mail promptly.
Sith_Da_Axe: The name is (mostly) simply. Even though I'm not Jewish/Israeli, I got the name "Golem" from Jewish Mythology. Yes, Greece and Rome weren't the only ones who held the market for myths. Anyway, a golem is simply an animated collection of atoms (read: Something that IS alive that SHOULDN'T be alive). If you've played some types of RPGs, you might notice things like Rock Golems or Lava Golems. These golems are living elements. Golems, depending on what they were made of, could inflict terrific damage, be near immortal, ageless, invincible, subtle . . . A lot of things.
Well, as for the "Forge", I was thinking of a blacksmith's forge. I was making a weapons mod and thinking at the same time "gosh, this is kind of like a smithy, but instead of hammer-and-anvil, I'm using .COG programming."
a_person: Thank you very much. Apologies on the background problem, but I'm more a programmer than an artist. I might eventually think of something, though, so there's (a slim chance of) hope.
Edward: I'm very glad you though it was great. That is the reaction I look for in my work. As for the errors, I think that is probably due to years of coding and recoding, most likely to all of the physic/actor/player/weapon flags I keep changing in the coding, for better effects. Also, even though I personally have no problem with gore in a game, I was aiming more for playability than blood. Perhaps in a later addition I'll add more gore and "realism". Not that anything in SW looks to much like realism. :[)
As for why the "gibs" were grey/gray, the "story" is that the sonic rifle totally destroys the body of the victim hit, but the clothes, though torn to shreds, still retain a tremendous amount of kinetic energy, which causes the explosions. Then, to save on memory and templates, I simply set the GOLEM Rifle's S.T.A.P. mode to release the same explosive chunks.
landfish: Yes, thank you for your comment. As I wrote, I'll probably never finish this mod. Squash one bug, 2-and-a-half pop up in the coding. One bug is undefeatable, so I have to pull a weapon . . . It is a jungle of coding! Well, I'll certaintly keep plugging away, but I turned 18 on December 21st, 2003 AD, so if I can keep a balance between the coming storm of college, real life, et cetera, I might be able to stir up some more stuff for "y'all".
Stormtrooper: One of my friends had the same inexplicable error. His computer simply would NOT run mods in Jedi Knight (or MotS, for that matter). I have no explanation for why some of the bugs occur, which is why I haven't been able to fix them (even after nearly 7 years!). Though most of the template SHOULD work in MP, MP is, unfortunately, nowhere near as complete or stable as I would like. This is sadly SP MOSTLY (thankfully not ONLY, but close. Darn.)
Everyone else: Thanks for looking and (maybe) trying my mod. The work I put into my projects is for my own enjoyment, but to be able to share my creations with an admiring audience, and to showcase part of my life with all of you is one of the greatest things ANYONE can attain and feel. If I could ask one thing, though (and it IS Christmas, or some sort of celebration for you): don't be hard on the people who submit those unadvanced and sometimes simple .COG packs: I was one of them too! If I had gotten such a reception for my first sad simple release years ago, I don't think I would have given much mind to going through it all again with THIS mod. Sorry, I don't mean to be preachy. Just to be appealing and kind.
-Andy/Mr. Mistoffelees
Also on a minor note how do you go up the grapling hook. Im probably just an idiot but can you tell me anyhow's.
Weapon #1 - Weapon one is a grappling hook. I got the idea while (re-)watching ESB, where Luke grapples onto the AT-AT's belly. However, this grapple doesn't work like anything you've ever seen or used before. Selecting the weapon (hitting "1") fires the rocket-propelled hook. Now for the fun: Hit primary fire to climb up the rope. Secondary climbs down. Also, as a fix for the annoying player/ground disconnet problems with other grapples, I have made this weapon so that it only affects you if you AREN'T TOUCHING THE GROUND. If you're standing around wondering why you don't go up, then (listen carefully) you need to JUMP. While you are standing/crouching/sleeping/whatever on the floor, THE GRAPPLE DOES NOTHING! Play around with it, you'll get it. Oh, and the grapple DOES have a rope, like in SavageX's LEEZA'S DESTINY, instead of being just a floating object that sucks you towards it. Select another weapon to remove the grapple.
Tips:
A. CROUCH to re-fire the grapple.
B. Since the grapple is rocket propelled you can swing toward it while it still is midair.
C. Since you are unaffected by the grapple while firmly on the ground, try holding primary to tighten the rope while standing. When some poor fool comes for you, jump and (since you've set your speed high) you will accelerate up and over them.
That's a real honor, I never thought Randsaber would really amount to anything.
Thank you, your mod is awesome.
Keep up on the ideas!
-Andy
This gets my highest ever score on a weapons mod, based almost completly on the grappling hook. lol. 9/10.
also the grabber shouldent really pull people through walls, and the wepons with muliple functions are a bit hard to use.
over all i think its one of the best wepon mods i have ever played, and i give it a 7 it would have been 8 but i kept getting killed while i was selcting the weopn mode i wanted.
but the grappling hook is wonderfull. and your not the worst artist you know, as you now know me!
Good guns, well done, and all.. But for one the grapple dosen't work in MP, a lot of the items crash the game, about 8 of the 10 weapons are bugged, the weapons are FAR to overpowered. Lower the power level a bit, tone down the effects, fix the bugs and you'll have an amazing mod. 6/10, because the bugs are hella annoying.
Ah. So that is it, is it? Thanks for the tip, you probably have something there! There ARE some DestroyThing(); comments that don't have checks in the coding. I didn't think it would have an adverse affect, but . . . I guess it might, and if it might, you're right!
1. I uploaded it to a temporary website
2. I downloaded it to my grandparents computer while my family was visiting during Christmas
3. Uploaded the mod from their computer.
The trouble with the hook is that I didn't remove an ammo check from the coding (it was overlooked, the hook isn't supposed to need ammo). The hook therefore doesn't work unless you have possession of at least 1 Power Cell. I've fixed this and several other bugs in a new yet-to-be-released version, but I'll have to wait before I can upload it to Massassi (darn darn darn darn darn . . .)
Anyways, a "quick fix" is to simply hit T and then type red5 to get all weapons and ammo during play. I'll be trying to upload the new version ASAP, but I don't know when I will be able to.
http://users4.ev1.net/~fdwms/forge11.zip
This doesn't fix EVERYTHING, not enough time for that. However:
*ahem*
GOLEM Forge Official Release 1.1
Cleaned up coding
Stabilized coding and hopefully eliminated lockups/crashes with Mandalorian Armor/Dart option when used
Fixed Shotgun's secondary fire. Sometimes when coming up on an enemy, if you held secondary fire a stream of gibs would fire up. Now the Shotgun won't allow "gib-streaming".
Fixed coding mistake with Grapple. Had an overlooked piece of coding that wouldn't let the grapple work unless you had some Power Cells.
Added some coding checks for whether things exist or not. Hopefully this will fix most of the "anomalies" during play, such as your character turning into a door (?) when killed. What, you don't WANT to be a door? Then you could be a door'k!
You still get a 7 for the sheer amount and for the incredibly original ideas. The Tow-Drone is so hilarious...I laughed my ass off.
• I love the flamethrower. Some of the best flame effects ever seen in JK.
• I love how you actually show how it is possible to carry all that weaponry. :)
• The stationary "weapons platform" is very cool, as is the assassin drone.
• Some of your translucency effects could've been done better (eg: the Auger and the Cutter option of weapon 6). Contact me if you'd like to know how I'd go about it.
• At this stage in JK's career, I consider it a bad thing when a mod doesn't feature respectable laser models. JK's old models are horrific to look at.
except that shotgun, which when you reload the arms go waaaayy up!
Oops, I meant the shoulders!
the update site came up with an
"Internet Explorer cannot display this Web Page"
So now what am I to do?