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Xycaleth

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Posts posted by Xycaleth

  1. Sorry for the inconvenience everyone, but I'm extremely happy to say that I finally got around to fixing the Windows builds after a few weeks of work. See for yourself!

     

    We're now using a hosted service (http://appveyor.com) so downtime should be very minimal. Integrating our solution for deploying builds to @@Didz's server turned out to be a lot of work, but now you can expect a new build every Monday at 20:00 UTC time.

     

    As with all our builds, we don't thoroughly test them so you might encounter some problems with this one.

    Raz0r, SomaZ, The Punisher and 1 other like this
  2. You need to be careful with changing anything that's related to force powers or player state. The networking code is setup to send a specific amount of data and changing the number of force powers or changing the player state can cause wrong things to be networked.

     

    Take a look in msg.cpp. This is where the code decides how many bits to network for each of the player state fields (including force powers ones).

    Smoo likes this
  3. The problem with recreating the same feel is we don't even know what specifically that gives it that feel. Players can't tell you either. You'll just get "oh it blocks too little or it blocks too much, hit boxes don't seem right". I also doubt that you'll reach and agreement between multiple and what is right. Add to that the fact that people claim the original code doesn't even "feel right". And add to that the collision detection for saber collisions is pretty bad.

     

    You'll be able to make something similar, but I think you'll have to adapt a few things since I imagine the collision will be done more correctly, precisely and consistently.

    Smoo and Boothand like this
  4. I recall the default saber length is 36 in JKA unless you specify otherwise. All of the single bladed hilts specify a length of 40. You can see the default is shorter too if you try using a non existent saber hilt.

     

    I just wonder if the double blade hilts make use of the shorter default. I think that can be worked around though if it got fixed in OJK.

  5. remove hardcoded bone axis orientation. skeletons with non-matching bone axis orientations to what the code expects will have borked aiming. An External file would give greater control

    This should definitely be something that the exporter does. The game should have a single known orientation, and if the file being exported doesn't match that then the exporter needs to reorient everything. I say this because it makes more sense (and is more optimal) to offload an operation, which will do exactly the same thing every time the animation is loaded, to the exporter where it can be done once.

  6. Still half way through listening but you've done a great job of it so far :)

     

    I have some comments though: whether it's the recording or the playing is hard to tell, but I think you should bring out the melody more. A lot of times it's drowned out by the accompaniment and it's hard to follow exactly what's happening. I've found sometimes when doing my own recordings (I've made some piano recordings myself in the past) that the levels need to be adjusted to make it sound right. Which one of these is hard to tell but try experimenting.

     

    Second comment is you tend to rush parts of the music, or at least it sounds rushed. So... less rushing :)

     

    Other than that, like I've said, great job!

  7. One reason I don't think it's popular is because it takes control away from the player. I would imagine starting this quick turn would temporarily prevent the player from looking around. Also, most players in first or third person shooters can do a 180 turn on their own much faster than if it were to be done via animation.

    Tempust85 likes this
  8. Please don't do that. I used to love going through long threads (when they were for one mod like a map, or a model for example) to see how it evolved and the direction it took over time. Not so much now since it takes so much time, but I'm sure there are other people who do the same.

     

    Letting authors delete posts would mean destroying that story of how they're mod was created.

     

    I think the reason people make these crazy WIP threads is because most people are just making ports or recolouring or reskinnig models. And this takes a handful of weeks to complete and then they go onto the next best thing. Creating a new thread for each would seem a bit spammy. Putting them all in one thread also doesn't seem great. When filefront was still around as frankensteining and porting were frowned upon, people mainly made mods from scratch which generally takes a lot longer and so you don't get so many threads spawning every day.

     

    That's my view anyway.

    therfiles likes this
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