somecallmesongoku Posted January 12, 2016 Posted January 12, 2016 I think itll be nice if I used the OJP bots. They lodge at you like hungry pigs.
somecallmesongoku Posted January 13, 2016 Posted January 13, 2016 I think it would be cool if the mod had a different stance for blocking depending on which style you're on. Would be a nice touch and it could give another player which stance the other player is using thus making it more tactical? I think.
Boothand Posted January 13, 2016 Author Posted January 13, 2016 So far, only yellow style has been enabled. An idea is to make yellow the slightly faster, technical and close-distance style (though still well within most people's reaction time), and red style a slightly slower but more range-seeking sort of big-sweep style. If blocking animations are different based on your style, that would be only eye-candy at least. I just added upper diagonal block animations, and I'm happy with the animations, and semi-happy with how it feels like to see them triggered in game.Like I said, they are triggered automatically if you choose the correct side (left/right). I don't know if that sounds lame, it sounds like something I could be skeptical to, out of context, but blocking is already difficult. Three directions are plentyful when combined with JK2's movement (though slowed down), using movement keys for blocking as well. I'm considering a stab/thrust, starting from something like a "pflug" (http://www.encasedinsteel.co.uk/wp-content/uploads/2015/06/Cod.44.A.8_001v.jpg, the guy on the left), which would either require a fourth block direction, or would be blockable by forward/backward/nothing movement. Just to be on par with Mount&Blade M&B's advantage is that the movement is so clunky that all the focus falls on the weapons. We'll see..
somecallmesongoku Posted January 13, 2016 Posted January 13, 2016 Great idea! I've always found medival swordplay interesting, but that stab move looks awesome. I'll be looking foward to trying it out. Btw, is it compatible with your duck playermodel? I've grown attached to that one. Also, I'm kind of curious about blocking DFAs. The Red DFA should be blockable, but the yellow one looks like its straight above. (Not nitpicking)
Boothand Posted January 13, 2016 Author Posted January 13, 2016 Well, the duck and the horse are without 'caps', so when they lose a limb there's a see-through surface underneath. Also their hands/fingers aren't rigged as well as the base models, so they will sometimes not appear to hold the hilt properly. ent likes this
Boothand Posted January 13, 2016 Author Posted January 13, 2016 Also, I'm kind of curious about blocking DFAs. The Red DFA should be blockable, but the yellow one looks like its straight above. (Not nitpicking) I've left DFA, dbs and special moves out of the game. They kind of break the gameplay. In the old version I made DFA only possible from a range, not when close to someone, but from a game design perspective, that's pretty weird and suggests it shouldn't be there at all
somecallmesongoku Posted January 13, 2016 Posted January 13, 2016 I've left DFA, dbs and special moves out of the game. They kind of break the gameplay. In the old version I made DFA only possible from a range, not when close to someone, but from a game design perspective, that's pretty weird and suggests it shouldn't be there at all That's a relief. DFAs were soo broken. So, how can I *beta test* the mod? I'd like to check the blocking squares and the duck playermodel. Thanks for answering my question, made me feel a little more at ease. Also, the gameplay looks sick. Some things are too good to be true. But this, is just too good.
Boothand Posted January 13, 2016 Author Posted January 13, 2016 I'll send you something in a little while (today). Doing some changes to a couple of start/swing animations now.
somecallmesongoku Posted January 13, 2016 Posted January 13, 2016 O.o YEEEES YAAAY THANK YOU DUCK LORD I am eternally grateful. Seriously, thank you! I am proud to be one of the first beta testers! :D Boothand likes this
Mand'alor Posted January 13, 2016 Posted January 13, 2016 So far this is only for MP and not for SP, right? I feel like it would be better to edit the behavior of the bots by having the enemy walk instead of running around. It's really impressive also I like the new animation you've added.
Boothand Posted January 13, 2016 Author Posted January 13, 2016 Yeah, no singleplayer. I don't feel that would be much point without delving deep into JK2's AI, and this is a lot more interesting vs humans. At a later stage, it's possible I could do some light modifications to the bots, but it's not a priority until the mod is stable and well, and until I know how it's like for humans to play vs each other. The animation you saw in the start of the video was removed after the first time I tried it in-game and was gone by 0:13 btw!
Mand'alor Posted January 13, 2016 Posted January 13, 2016 Yeah, no singleplayer. I don't feel that would be much point without delving deep into JK2's AI, and this is a lot more interesting vs humans. At a later stage, it's possible I could do some light modifications to the bots, but it's not a priority until the mod is stable and well, and until I know how it's like for humans to play vs each other. The animation you saw in the start of the video was removed after the first time I tried it in-game and was gone by 0:13 btw!I know it was removed but it still didn't look bad
Boothand Posted January 14, 2016 Author Posted January 14, 2016 Will be streaming some modding at http://www.twitch.tv/boothand Langerd likes this
Langerd Posted January 14, 2016 Posted January 14, 2016 Will be streaming some modding at http://www.twitch.tv/boothandLooking at this right now.. awesome stuff... I dont know anything But It is very immpresive that You know what You doing. I am immpressed Happy modding! Boothand likes this
Boothand Posted January 15, 2016 Author Posted January 15, 2016 That's a 5 hour session done. Whew.. Made mouse movement blocking available through ss_blockingMethod 2, for each client's own preference, and lots of testing with fau/vtec. Mouse movement blocking not perfect, but not horrible.
Boothand Posted January 17, 2016 Author Posted January 17, 2016 The best fight from a test yesterday. Also I guess the first little teaser: Thanks ent!!!!!! For more info about the mod, see here: https://jk2.info/viewtopic.php?f=32&t=378That's where I'll post updates, but I might poke some videos etc here every once in a while too. ent and Stoiss like this
Boothand Posted January 18, 2016 Author Posted January 18, 2016 Two new swing animations that can be used to intersect incoming blows to the head (block button not being used). https://jk2.info/viewtopic.php?f=32&t=378&p=2943#p2943 Circa, ent and Mand'alor like this
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