Daedra Posted April 12, 2016 Posted April 12, 2016 Might as well make a new Thread for this, it's widely desired by many. Just gonna quote what I posted before to explain. Why don't we just come out and say it? We need a total overhaul of the Vehicle handling coding first, then we can implement new vehicles that won't control like this: TheWhitePhoenix, Exmirai, dark_apprentice and 1 other like this
minilogoguy18 Posted April 13, 2016 Posted April 13, 2016 This isn't that sort of game. Have any of you actually dueled online? That is where this game really shines, no SW game comes close to a 1v1 no force (except jump 3 and saber 3) duel.
Daedra Posted April 13, 2016 Author Posted April 13, 2016 This isn't that sort of game. Have any of you actually dueled online? That is where this game really shines, no SW game comes close to a 1v1 no force (except jump 3 and saber 3) duel. We're not talking about the duel elements, we're talking about using the vehicles to battle. This is a request for such a thing. Tauntauns are useless and the Swoops are terrible to control. Don't even get me started on the AT-ST. If the developer wanted Jedi Knight to be duels only, then they would not have created vehicles in the first place. There's actually a pretty high demand for this fix to the vehicles. But don't take it from me, take it from 80% of JKHub and Jedi Knight players. Lancelot and Asgarath83 like this
minilogoguy18 Posted April 13, 2016 Posted April 13, 2016 The vehicles thing seems to just be for shits and giggles, it wasn't the main focus of the game. The AT-ST does suck in MP, the code from SP needs to be ported over, the misc_atst_driveable in single player works very well. Maksman likes this
ensiform Posted April 13, 2016 Posted April 13, 2016 It uses separate special weapon entries which aren't part of MP unfortunately and you'd have to break networking compat to add them as new weapons.
skew Posted April 13, 2016 Posted April 13, 2016 It would be pretty interesting to see someone pick this idea up. I made a proof of concept of a proper space flight sim back in 2003-ish to present a talk at QuakeCon about alternative mods to counter the onslaught of WW2 mods. Basically I wanted to recreate Tie Fighter in mp. (Fun facts: While playing with some of the maps, I created a giant bridge to look at various star destroyers in space, which became the first map and inspiration for Jedi Fighter. I ended up presenting both Jedi Fighter and Tie Fighter: Shadowhand at that session, while other friends showed a class-based objectives mod called Balance of the Force. Good times!) Couple of features:The physics are all Newtonian physics with a thrust setting, so you need to properly manage vehicle thrust to go in the right direction.Entity orientations are internally managed as quaternions (and packed into the playerstate) to avoid gimbal locking. Also wrote some terrible quaternion client-side prediction which needs to be revisited.The player dimensions were scaled down significantly, while velocity was slightly scaled down, giving the illusion of high speed in large spaces. It took 8 minutes to fly linearly across one dimension of a map from end to end. All the example models were pretty much to the right relative scale: fighters to star destroyers to death star...The .md3 radius field (supposedly used for culling .md3s based on distance of the origin from the edge of the frustum - but we didn't have the engine source at the time so who really knew!) was increased through a model processing tool I wrote, so you could make massive models that would always be visible (i.e. death star)Created a targeting system that allows you to cycle through entities in distance order, and paints a reticle on them in screenspace.Created some viewmodels of cockpits (totally untextured yet)Attached some screenshots. I'll get a download and the source up in case anyone is interested. It was all in JK2 at the time but should be pretty easily ported to JA if anyone cares. It's not as fully fleshed out as the vehicle system in JA, which I feel is unnecessarily complex for making a simple and fun mod. It worked with all of the normal JK2 MP maps, which all of a sudden became gigantic and hilarious space dogfighting arenas, especially the death star map. Futuza, Archangel35757, Ramikad and 5 others like this
Futuza Posted April 13, 2016 Posted April 13, 2016 @@eezstreet weren't you saying something about doing this for JKG at one point?
skew Posted April 13, 2016 Posted April 13, 2016 Here are the type of vehicle attributes that were slurped in from a text file. It was stolen from a mod I was making for RTCW, which was a top down vehicles game based on code I started for Combat Quake III Arena (itself a remake of Atari's COMBAT! for Q3)... I loved having so many Q3 engine based games at the time, since you could make your code completely portable between games. vehicles 5 { vehicle deathstar { type tank stats { health 100 armor 200 } weapons 1 { weapon panzerfaust 20 } display { turretmodel models/deathstar/deathstar.md3 basemodel models/deathstar/deathstar.md3 turretshader models/tanks/photon/bluespin baseshader models/tanks/photon/blue turretskin none baseskin none } sound { movesound1 tanks/panzertank/sounds/movesound1.wav movesound2 tanks/panzertank/sounds/movesound2.wav } physics { type treads width 30 height 15 maxspeed 240 } } vehicle tiefighter { type tank stats { health 100 armor 100 } weapons 1 { weapon mp40 200 } display { turretmodel models/map_objects/imp_detention/tie_fighter.md3 basemodel models/tanks/photon/lower.md3 turretshader models/tanks/photon/redspin baseshader models/tanks/photon/red turretskin none baseskin none } sound { movesound1 tanks/panzertank/sounds/movesound1.wav movesound2 tanks/panzertank/sounds/movesound2.wav } physics { type treads width 30 height 15 maxspeed 320 } } vehicle stardestroyer { type tank stats { health 100 armor 200 } weapons 1 { weapon venom 2000 } display { turretmodel models/ships/test.md3 basemodel models/tanks/photon/lower.md3 turretshader models/tanks/photon/greenspin baseshader models/tanks/photon/green turretskin none baseskin none } sound { movesound1 tanks/panzertank/sounds/movesound1.wav movesound2 tanks/panzertank/sounds/movesound2.wav } physics { type treads width 30 height 15 maxspeed 240 } } vehicle jesustank { type tank stats { health 100 armor 200 } weapons 3 { weapon panzerfaust 20 weapon venom 2000 weapon mp40 200 } display { turretmodel models/tanks/panzer/head.md3 basemodel models/tanks/panzer/lower.md3 turretshader models/tanks/panzer/default.tga baseshader models/tanks/panzer/default.tga } sound { movesound1 tanks/panzertank/sounds/movesound1.wav movesound2 tanks/panzertank/sounds/movesound2.wav } physics { type treads width 30 height 15 maxspeed 240 } } vehicle ewing { type tank stats { health 100 armor 200 } weapons 1 { weapon venom 2000 } display { turretmodel models/ships/ewing/ewing.md3 basemodel models/tanks/photon/lower.md3 turretshader none baseshader none turretskin models/ships/ewing/ewing.skin baseskin none } sound { movesound1 tanks/panzertank/sounds/movesound1.wav movesound2 tanks/panzertank/sounds/movesound2.wav } physics { type treads width 30 height 15 maxspeed 240 } } } Anyway, I would support a combat flight sim if someone were to make one. I might be able to contribute in a few months too. Archangel35757 likes this
Boothand Posted April 13, 2016 Posted April 13, 2016 It would be pretty interesting to see someone pick this idea up. I made a proof of concept of a proper space flight sim back in 2003-ish to present a talk at QuakeCon about alternative mods to counter the onslaught of WW2 mods. Basically I wanted to recreate Tie Fighter in mp. (Fun facts: While playing with some of the maps, I created a giant bridge to look at various star destroyers in space, which became the first map and inspiration for Jedi Fighter. I ended up presenting both Jedi Fighter and Tie Fighter: Shadowhand at that session, while other friends showed a class-based objectives mod called Balance of the Force. Good times!) Couple of features:The physics are all Newtonian physics with a thrust setting, so you need to properly manage vehicle thrust to go in the right direction.Entity orientations are internally managed as quaternions (and packed into the playerstate) to avoid gimbal locking. Also wrote some terrible quaternion client-side prediction which needs to be revisited.The player dimensions were scaled down significantly, while velocity was slightly scaled down, giving the illusion of high speed in large spaces. It took 8 minutes to fly linearly across one dimension of a map from end to end. All the example models were pretty much to the right relative scale: fighters to star destroyers to death star...The .md3 radius field (supposedly used for culling .md3s based on distance of the origin from the edge of the frustum - but we didn't have the engine source at the time so who really knew!) was increased through a model processing tool I wrote, so you could make massive models that would always be visible (i.e. death star)Created a targeting system that allows you to cycle through entities in distance order, and paints a reticle on them in screenspace.Created some viewmodels of cockpits (totally untextured yet)Attached some screenshots. I'll get a download and the source up in case anyone is interested. It was all in JK2 at the time but should be pretty easily ported to JA if anyone cares. It's not as fully fleshed out as the vehicle system in JA, which I feel is unnecessarily complex for making a simple and fun mod. It worked with all of the normal JK2 MP maps, which all of a sudden became gigantic and hilarious space dogfighting arenas, especially the death star map. Wow, cool. Was this something people could download and play together on a server in JK2? If it's playable, there's enough players still to try this out in JK2. I'd be interested, never tried space combat stuff in any JK game.
minilogoguy18 Posted April 13, 2016 Posted April 13, 2016 It uses separate special weapon entries which aren't part of MP unfortunately and you'd have to break networking compat to add them as new weapons.What about if the weapon switching was left out and just the overall movement and control was improved? Noodle and Teancum like this
ensiform Posted April 13, 2016 Posted April 13, 2016 Not sure. You'd need a full mod for it to work of course. Anything like that requires both server and client mod changes to be effective/smooth.
skew Posted April 14, 2016 Posted April 14, 2016 Wow, cool. Was this something people could download and play together on a server in JK2? If it's playable, there's enough players still to try this out in JK2. I'd be interested, never tried space combat stuff in any JK game. Yeah, it was on my old site (skew.telefragged.com) which is now down, so I need to get it from my archives. I'll post it by next week. Raz0r and Boothand like this
Noodle Posted April 14, 2016 Posted April 14, 2016 Yeah, it was on my old site (skew.telefragged.com) which is now down, so I need to get it from my archives. I'll post it by next week. I'm amazed by your screenshots, never heard of your mod before but it looks great!
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