ensiform Posted August 20, 2013 Posted August 20, 2013 ** UPDATED AUGUST 20th with few more things ** Make JK2SP actually work with cmake builds!!! Make SP game code more moddable. - Make netfields customizable in the mod dll. (entitystate/playerstate/usercmd)- Make holdable buttons be customizable in mod dll +attack etc.- Allow some jka and jk2 specifics to be removed easier?- Make it so that weapon and force power systems are more generic so mods don't have to rely on the forced defines. (this could allow you to actually remove lightsaber and others for example, from dfmod maybe)- Make a mod option maybe some new text file that says what your mod supports { Use tri-part model+skin (jaden) , use singular model with model_default like JK2 (kyle) } Could possibly be used for some other things.- Maybe at a later time split the UI portion into a DLL so that JK2 and JKA can have separate UI codes without having tons of if JK2 all over the place in UI.- Don't load base auto saves/checkpoints from a mod in menu.- Don't display base saves in menus when running a mod.- Don't allow blind deletes of saves without confirmation.- Disable load quick button from default config and possibly add confirm quick load to avoid accidental quick load presses mid-game.- The whole save/load menu is a bit confusing to me --> and --> <-- doesn't really mean anything.- Would like to revamp the save system entirely. Possibly a named campaign so you could have multiple campaigns going.- Sandbox mode that doesn't save to affect your checkpoint progress etc (even loading some custom map or MP map will trigger a save in SP heh)- Mission screens can get bugged if you've loaded a map from console.- No return to main menu / quit from mission screens.- Investigate the force lightning tossing of NPCs all over the place if this is in original. - Fix up mind trick 4 or replace it with a new power even. CaptainCrazy, Circa and katanamaru like this
Scorpion Posted August 20, 2013 Posted August 20, 2013 Mind Trick 4 is pretty cool.Have I mentioned you can use tavion_scepter with it?BTW--> means save--> <-- means quick save.
ensiform Posted August 20, 2013 Author Posted August 20, 2013 -> means save--> <-- means quick save. I know, but it is more confusing than something like: This one doesn't have any manual saves, but has a quick, auto, and mission restart.Img 1 This one has a couple of manual saves:Img 2 And carrer list:Img 3 Is much better representation of save/carrer imo.
Scorpion Posted August 20, 2013 Posted August 20, 2013 Bla bla bla, save related stuffWell, while that may be true, this game is oooooold.
ensiform Posted August 20, 2013 Author Posted August 20, 2013 Its just not very descriptive that its a quick save vs auto vs manual save.
Tempust85 Posted September 1, 2013 Posted September 1, 2013 So how stable is the SP code for modding or are there still some fixes to go?
eezstreet Posted September 1, 2013 Posted September 1, 2013 I think JK2 mode doesn't work, but otherwise it's stable. @@ensiform has been doing a lot with it lately, so he might know more. Tempust85 likes this
Circa Posted September 1, 2013 Posted September 1, 2013 Saber holsters should be implemented in some way. Properly, unlike JA+. With the hilts facing down, instead of up.
ensiform Posted September 10, 2013 Author Posted September 10, 2013 Saber holsters should be implemented in some way. Properly, unlike JA+. With the hilts facing down, instead of up. Not really benficial
Tempust85 Posted September 10, 2013 Posted September 10, 2013 What about allowing people to attach models to player tags via a script somewhere? That way, can be a saber/weapon or a backpack.
eezstreet Posted September 10, 2013 Posted September 10, 2013 Hooray, that already exists, so we don't need to code it...? see the way that the datapad is attached to Jaden's hand on hoth2 start cinematic or comlink is attached to Kyle's hand on artus_mine start cinematic in JK2.
Circa Posted September 10, 2013 Posted September 10, 2013 Hooray, that already exists, so we don't need to code it...? see the way that the datapad is attached to Jaden's hand on hoth2 start cinematic or comlink is attached to Kyle's hand on artus_mine start cinematic in JK2.Can it bolt to the hip?
eezstreet Posted September 10, 2013 Posted September 10, 2013 Can it bolt to the hip?You can bolt to any bone or tag on the model...so yes, you should be able to bolt exactly the same way that mods do it via an ICARUS script.
Circa Posted September 10, 2013 Posted September 10, 2013 You can bolt to any bone or tag on the model...so yes, you should be able to bolt exactly the same way that mods do it via an ICARUS script.I just wish sabers would bolt to the hip when not being used (when guns are being used) in SP.
Tempust85 Posted September 10, 2013 Posted September 10, 2013 Now that probably wouldn't work with the current setup, or would it? Would definately put it to great use in DF2 Mod. Circa likes this
katanamaru Posted September 10, 2013 Posted September 10, 2013 @@ensiform,Do you have any plans for easy implementation of additional guns, force, and saber styles? Something like how JA handles .sab files maybe?
eezstreet Posted September 10, 2013 Posted September 10, 2013 With some coding it's definitely not impossible, just an annoyingly difficult task.
katanamaru Posted September 10, 2013 Posted September 10, 2013 I don't want to be pushy or sound ungrateful to any coders. Would a little bit of work in the beginning that make the task easier for others later be worth it? If not then don't do it. I am just thinking that the easier it is for the layman like me to get things in game the less I'll have to bug people later.
eezstreet Posted September 10, 2013 Posted September 10, 2013 OpenJK isn't going to do it. It's against the original will of the project, to preserve the gameplay and not modify any of it. It isn't OpenJK's job to cater to people to want to add that sort of thing, it's just not going to happen. Sorry.
Circa Posted September 10, 2013 Posted September 10, 2013 OpenJK isn't going to do it. It's against the original will of the project, to preserve the gameplay and not modify any of it. It isn't OpenJK's job to cater to people to want to add that sort of thing, it's just not going to happen. Sorry.Understandable. This will have to be their own mods I guess. Tempust85 likes this
katanamaru Posted September 10, 2013 Posted September 10, 2013 Ok. I knew OJP wasn't going to modigy any of the gameplay, but I wasn't 100% sure if this would fall into it's area since it could easy acceptability of future mods and reducing possible future bugs. It's cool though. Just keep up the great work with everything else ya'll are doing!
eezstreet Posted September 10, 2013 Posted September 10, 2013 Ok. I knew OJP wasn't going to modigy any of the gameplay, but I wasn't 100% sure if this would fall into it's area since it could easy acceptability of future mods and reducing possible future bugs. Nope, if anything holsters would add more potential bugs by sheer principle. The more systems you add, the more potential you create for bugs to happen. Plus you have to consider all the visual glitches that could ensue, such as minor clipping issues, which might be unintentional and ugly for some mods. OJP? You mean OJK right? OJP added several gameplay things and didn't really have the same vision behind it.
ensiform Posted September 11, 2013 Author Posted September 11, 2013 No, there are not going to be easy added weapons/forces from files because those still require code changes too anyway. Futuza and eezstreet like this
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