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Silverfang

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Everything posted by Silverfang

  1. I think if possible we should allow the HUD to work as a menu, having a bind that allows you to use the mouse to see tooltips (for the buffs/debuffs for example, showing remaining duration represented by a number, etc.) and click on the ACI buttons to equip weapons. Also, not sure jetpack needs to be a buff, that seems a little odd to me. Knocked downStunnedForce powers (not going to list them all)​​Weakened: Incoming heals and regeneration are reducedBlinded: A bright flash has left you blind
  2. Hey everyone, I've opened a feedback thread over in General Discussion https://jkhub.org/topic/8598-feedback-post-second-scrimmage-match-comments-suggestions-bug-reports/
  3. Hi, post anything and everything you experienced, primary concern here is constructive criticism and bug reports, but all comments and suggestions are welcome and encouraged! Thanks to everyone that came out, it's always a blast (in more ways than one)! Definitely a lot less crashes this time around which means we achieved most of what we wanted to with this update. I think that there needs to be some ~1000 credit options when purchasing weapons, as there is an awkward gap (around 750 credits to 1200 there's very few options). Bugs and other feedback posted in this thread will be collected here: Hologram Bug - Seems to be connected to players reconnecting Capture the Flag - Flag Carriers inside spawns: Prevent Flags and Carriers from entering spawns via a special clip OROpen spawns completely (no doors) ORDisable door locks and turrets while flag is inside of spawnStun: Multiple weapons still have stun disabled (E-11A, ELG-3A, etc.)If you are stunned mid-air, you are magically levitating (should cause knockdown)Thermal Detonators cause clients to crash (SOLVED) Weapons that consume ammo while charging shouldn't automatically fire when they run out of ammo, they should just stop charging (some weapons use up ammo when they actually shoot, this should be taken into account) ELG-3A alternate firemode is named "charged" instead of "stun" "A"200 Battle Rifle holo-sight looks like there is a ton of glare (disable dynamic glow or reduce around edges) Knockdown still allows people to shoot: Prevent firing while in knockdown altogether ORAllow knockdown until you hit the ground (matrix style) ORAllow knockdown while on the ground, but before you get up (carries over to "bleeding-out" states where you can be revived?)Grenades seem to drop incorrect variant on the ground sometimes (possibly when switching weapons and dying at the same time after starting to cook?)
  4. Current thoughts on damage: 4% of current health (rounded down, minimum 1) per second for 5 seconds if below 20% of total health, deal 1 damage per 2 seconds instead. if at 1 HP, stop bleeding. Originally I wanted you to be able to bleed to death, now I'm thinking there will be a separate type of bleed damage that can cause death from bleeding, this will require separate balancing though (for example, it will not be based off of current health)
  5. We shouldn't include too many "chances" to take damage, it should just be a reduced amount of damage or bleed until you take X damage with a certain chance to not take damage for that tick.
  6. If you really want a player to be able to find out what type of shielding an enemy player is using before actually hitting them, we can implement some sort of scanner item that reveals this information. As for visual queues, I was thinking Ray shielding has a blue or green hue (or anywhere inbetween) while particle shielding has a yellow or red hue (or anywhere inbetween) Also, some shielding is active at all times, so you can see the color before firing. As for describing damage types, I like the idea of having text that you can hover over and get a tool tip, possibly make damage types have different colors in their descriptions (and maybe italicize?) that shows you can hover over it for a tooltip. We should have an in-game codex to describe everything in JKG!
  7. flashing the bar green would get a little annoying, a good subtle "pulsing" effect shifting between two colors back and forth would be better I wanted to make a note here about different kinds of shielding (I don't have the original concept on hand so I have to do some guesswork) Ray Shielding deflects or scatters beam weaponry Particle Shielding (or Shift Shielding) diffuses projectile weapons and "proton weaponry" (I think we decided that proton weapons were just going to be a special type of pulse weapon) My guess is that particle shielding will only partially reduce damage from blasters and slughthrowers, letting a certain percentage "leak through" instead of taking the whole amount of damage. Pulse weapons on the other hand are actually even more ineffective against particle shields and do not "leak" damage through. Ray shielding blocks full damage from blasters but is completely ignored by slugthrowers. Concussion shielding is also a thing, but seems to function similar to particle shielding for starships.
  8. Yeah, generally speaking this probably adds (EVEN MORE) damage overall than it takes away. Once armor actually has damage reduction it should be okay though. Then we can start looking at status effects to buff up damage even more! I should note though that Particle Shields (also called Shift Shields) actually do work against slugthrowers.
  9. I think the "Bounty Hunter" (it's pretty close to RIS armor from SWG) needs a little more work than that though, the UVs are pretty stretched (and mirrored?). It's based off of the Clone Commando model if I remember right Also, I think some of the zabraks still exist, though I think we opted to just use parts of the models?
  10. Weapons may specifically have properties to increase their effectiveness against certain things that they are normally weak to. I think default damage multipliers gathered in one file (I assume that's what you mean by damagetypes.json) with optional overrides in .wpn files is the way to go. Question: Will future items (as in variants/qualities/etc. of items) be individual .wpn files for each one or will the extra properties they gain be determined in the itm files?
  11. Looks good for initial testing, not sure about the prices (yet).
  12. So are the shield items defined in something similar to a .wpn file so we can change its stats, or is it hardcoded for now?
  13. Really thermals need to have a "timer" you can set to them with a minimum, cooking them allows for really cheesy insta-kills.
  14. Last time I spoke to @Darth Futuza I believe he said we still own the domain, but it's not tied to any host so it just goes to that generic webpage, I'm not totally certain though. Can you confirm Futuza?
  15. @@eezstreet and I once discussed implementing a circle menu for streamlined weapon and force power selection. Not necessarily "basic" but is definitely one of the best features for selecting between so many different items with a controller with a limited number of buttons.
  16. I knew it was in Soldier of Fortune II, but I had no idea it was included in so many other Raven games
  17. I won't be able to work on anything until after the weekend, do we want gun models to be made with iron sights in mind?
  18. Personally I always felt that the "slow descent" was kind of weird looking... It works pretty well in Warframe... but I dunno I always felt like it looked kind of weird in OJP. In my opinion if you were to add that at force rank 3 of jump it would be more of a sudden stop using the force (once per fall?), in some ways it would look similar to a repulse.
  19. I would keep saber ignition speed based on how fast a typical swing would go off, so by the time that a red swing is going to be in the optimal part of the swing (to the side or above directly in front of you, depending on the type of swing). Only thing is that the blue stance might be near instantaneous if scaled to this.
  20. That's some more weirdness, there isn't a pistol_w.md3, only a pistol_w.glm, that may be some legacy thing in the code... Looking at the base imp pistol there IS only 2 LoDs, but still not sure why it would cause an issue. I wonder if using my imp pistol replacement would fix your issue.
  21. That's... really odd actually, from what I can tell (from my laptop at work) the .glm should contain LoD0, 1 and 2. I always include the .md3s of everything so if you want to reexport the md3 to glm that should work without any extra work (other than renaming the .glm). I tested this on a reaaallly old version of JK2HD (post-OpenJK but Pre-JK2:E Project) so when I get the chance I'll download Alpha 1 and test it again and see what I can come up with. Edit: Wait a minute, my imperial pistol isn't even included in this release @
  22. Halo 3 had pretty neat AI where the leader would say to throw grenades and every single enemy capable threw grenades at you (this happened to me a couple times playing on legendary, nearly screamed when suddenly my crate I was using for cover became an airborne threat in addition to the 3 other grenades exploding around me. There's definitely stormtrooper voice lines for it, but I don't know if there's actual "flanking" behavior. I remember it felt like there was sometimes playing on early Kejim missions.
  23. Does Radiant have any way to load the .ent files (OpenJK) or even those .nav files that I assume this system uses? Would be interesting to be able to recompile maps using the custom entities that are supported in .ent files and the .nav stuff from this in-game editor. If not, I wouldn't see any reason why we couldn't compile some custom versions of radiant with some method to load those files (basically the same thing as a prefab, but a different format right?)
  24. A little bit, I opened it up a few days ago and I had to completely redo the UV Maps but I think I finished them, I'll have to double-check though. My plan was to make it available for everyone, JK:Enhanced, BaseJKA, and JKG. Still needs texturing at this point though.
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