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Jedi Academy Of Weird New Things


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Posted
  On 1/22/2017 at 12:51 PM, DT85 said:

No, he said it was mostly in there. Rend2 on ioquake3 has experimental PBR though, and xycaleth's rend2 is very out of date.

 

Maybe @@SomaZ (or one of the other Rend2 tinkerers...) could bring in the latest PBR updates from ioQuake3 into Rend2?  :winkthumb:

Posted

Heck I could, but it'll take alot of doing. Xycaleth's deviated from the original rend2. Not being an actual programmer, I have no idea why. :P

  • 2 weeks later...
Posted

Off topic - did anyone else know that the "angles" key works on func_doors, in place of the "angle" key?? I just found that out today. It would have been the single most awesome thing to make use of, back in the day...

Tempust85 likes this
  • 4 weeks later...
  • 3 weeks later...
Posted

Right now my time is consumed with personal things and ParaTracker. We have no intention of letting this project go, and I'm still active, but with JediTracker's demise, ParaTracker is far more important.

Posted

IIRC Bullet has cloth simulation. If I understand correctly, though, the problem is Ghoul2. It is a nightmare and it is built directly into the renderer. It would need either a complete rewrite or some very careful (And hacky) crafting to get something like cloth.

 

Not that it won't or can't happen, but it'll definitely be a hard cookie to make.

Posted

Initially, I believe Cagelight had it multi-threaded, but it caused issues with something and had to be put back to one thread. He knows a lot more about that than I do.

  • 2 months later...
Posted

Not yet. Finishing ParaTracker first, then I intend to jump on board this project. That's why development on ParaTracker will cease after the next big update.

Posted
  On 5/26/2017 at 11:22 PM, NAB622 said:

Not yet. Finishing ParaTracker first, then I intend to jump on board this project. That's why development on ParaTracker will cease after the next big update.

Is @@Cagelight still working on it? If you guys would open up your source repo... you might gain other contributors like @@ensiform, @@Raz0r, @@eezstreet, @@mrwonko, etc.

 

You and @@Cagelight could still be "Head of development."

  • 2 months later...
Posted

With ParaTracker done, I hope to get Linux installed on my computer soon (Again) and get moving on this project in earnest with Cagelight.

Since there is already a working physics engine, and the force powers are both dated and boring, Cagelight and I were talking about what to change about them. The goal is to make the force powers interact with both the physics engine, and other force powers. Here is what we came up with so far.

  Reveal hidden contents


Feedback is welcome! If you have any idea what to replace heal, protect or drain with.....please speak up!

Posted
  On 8/20/2017 at 1:58 PM, NAB622 said:

With ParaTracker done, I hope to get Linux installed on my computer soon (Again) and get moving on this project in earnest with Cagelight.

 

Since there is already a working physics engine, and the force powers are both dated and boring, Cagelight and I were talking about what to change about them. The goal is to make the force powers interact with both the physics engine, and other force powers. Here is what we came up with so far.

 

  Reveal hidden contents

 

 

Feedback is welcome! If you have any idea what to replace heal, protect or drain with.....please speak up!

Hm, I'd say ask @@eezstreet. He wanted to build some force plugin method for jk:enhanced. Like giving the people the possibility to add forcepowers via mod instead of a complete code mod. Would be pretty nice if you could work this out with him and publish those new power ideas as templates for others. :winkthumb:

Posted

I'm not opposed to a modular system, although at the moment, I was planning on using cvars for everything and setting all parameters in cfg files. That way, servers can change anything on the fly, and users can make simple mods to the current abilities without a code mod.

Posted

I wouldn't replace "heal" (just because it doesn't have a physics related affect); it should remain a force power. You should be able to heal others as well. Dtain is the darkside to heal. It should remain too... You should keep force saber throw... and a new alternative "javelin" throwing style shoukd be added (like Yoda used at the Jedi Temple).

 

I wouldn't replace speed... I would just add your new force Levitate-- but Levitate Level 2 should be Level 1, and 3 as Level 2. Then for Level 3 you should be able to propel the object as a projectile towards an enemy.

 

Also, if there isn't... there should be a darkside force freeze like Palpatine used when they came to arrest him.

Posted

I forgot to mention - there will be no restriction between dark side and light side powers. Users will allowed whatever powers they want. They will be labeled for light side, dark side, and neutral, but it is of no consequence.

 

 

Saber throw is not going anywhere. I love saber throw.

 

 

Speed is hard to control and honestly kind of useless in JAMP. If you have suggestions for making it less useless, I am all ears. I would *much* rather have levitate over speed, though, if I had a choice.

Edit: honestly I would rather have a 'force slow' attack than force speed.

 

 

 

Levitate will have the ability to throw objects at every level. Levitate will interact with push and pull. So if you want to throw something, just levitate it and push it. Kind of like how the movies always do it. And if you see an object coming toward you, you can push back on it. Again, just like the movies. If you see someone throwing their light saber, pull on it to make them drop it. The goal here is to make the force abilities as organic as possible, to give players creative freedom to use or misuse them however they see fit.

 

 

 

Heal and drain pose a bit of an issue for gameplay. Both of them are simply too powerful, and FAR too instantaneous. I'm perfectly fine with players having the ability to heal themselves, but it needs a lot of refining. I'm not sure what to do with it honestly.

 

 

 

Force freeze? Do elaborate. I don't recall any such power, but then again I hated Episode III and only watched it once or twice.

 

 

 

New saber styles will not happen in JAOWNT for a while, if at all. I'm okay with having *lots* of new styles, but there is a LOT of background work that we need to actually succeed in before that will happen. It is certainly something we'd enjoy, but why waste the effort doing it with Ghoul2 when you can make a better system that is far easier and modular. Cagelight and I both share a disdain for Ghoul2, and I'm sure most other coders do as well. I'm not willing to make a whole new move set in ghoul2, just for it to be outdated or useless the minute I'm finished with it.

 

 

 

At some point we WILL be tweaking the weapons a lot, but that is not happening yet. Right now we’re in the planning phase for the force powers, and I would hate to make highly controversial changes without at least getting some kind of input first. Believe me, this is merely the tip of the iceberg.

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