Jump to content

gerbilOFdoom

Members
  • Posts

    76
  • Joined

  • Last visited

Everything posted by gerbilOFdoom

  1. @@Xycaleth, ... you got that wrong, sir. @@Scooper #ScooperPlz
  2. Even if performance is quadratic the improvement in CPU power over 10 years ago should help cover the processing cost of increasing the entity limit. The question is: would multithreading be a viable solution to improving the performance of an increased entity limit? I would imagine that object locking could cause some hitches in processing while one thread waits to modify an entity that is being modified by another thread.
  3. So, JK was built in a day before modern processing power/internet bandwidth. How terribly would performance be reduced by doubling or tripling the entity count? Is the performance reduction linear?
  4. gerbilOFdoom

    Entities

    Just a curiosity here... There is an entity limit of 1024-2. Now, I know OpenJK will not raise this limit for compatibility reasons but would there be any technical issues in doing so independently?
  5. You guys have it all wrong. You should all know that gerbilOFdoom is the l33t pwnz0rz hack3r that made JKA happen. Sure, I was only about 9 years old when the game was released BUT IT IS STILL MY DOING! All that being said, this shall be the main statue
  6. For the entity limit - we could use some of the concepts/code developed in Lugormod-U# to handle the entity overload. Convert triggers to logical entities taht don't count against the entity limit and place entities separate from Radiant so that, if we want to, we can modify the engine to allow more entities. Makermod features would be handy for construction purposes. #ScooperPlz #HelpMeRoboPhredKenobi
  7. Now, I'm a huge fan of RPG's and cumulative/optional progression so keep that in mind as you read this - it might need to be toned down. JKA already has force power selection, lightsaber construction, and character customization. I'd like to see a "hub" style map, a main base so to speak. Perhaps the academy? In this base the results of your missions would be shown. Rescue a Jedi? They're in your base, doing stuff.Save that R4 unit? He's toodling around doing droid stuffs. Missions might also earn monetary rewards that automagically upgrade the academy... new tech, better defenses. Culmination? Imperial remnant attacks. The more you've improved the base the better your defenses are. Force fields, turrets, soldiers, droids to repair broken defenses.
  8. You're better off forking OpenJK and making a mod for your server specifically. You can follow the instructions on Github to compile OpenJK - all you have to do is follow Serenity's instructions - it is a single change to NPC_spawn.cpp on (should be) line 274 by adding // to the beginning of the line. OpenJK is about fixing bugs and improving the game engine, not making gameplay changes. Making Boba mortal changes gameplay.
  9. Care to post the answer for the sake of those who might come googling after you, @? Relevant XKCD
  10. By mini-campaigns I mean stringing together logical entities to create a more nuanced experience, in a way a stripped down version of single player. Ideally there'd be some sort of data-saving component so that progress could be carried through. For example, someone completes Chapter 1 of TheDeathOfJarJarBinks. In chapter 1 the player established a small base setup, gathered X resources, and narrowed the location to assassinate JarJar to some planet. When the player enters Chapter 2 then the state from the previous chapter can be parsed to set up the experience for chapter 2. In terms of combat I mean making fighting NPCs more challenging beyond simply increasing max health. Perhaps the ability to give certain entities damage immunity to certain other entities on-the-fly. It would also be handy to be able to tie custom "powers" to a player: player binds a key to some "mcast awesomesauce" which spawns a lightning+drain FX in front of the player, a trigger that reduces the health and force of any character inside its region, and drains the player's force by 20/second. As for dialogue I mean some way to pass on story-telling to the player. Custom audio played at the location of a given NPC upon activation of some logical trigger? Chat text easily distinguished from normal chat? Add in scripting and I'll be flying around catwalk-ships, force storming rebels, and constructing bases that spawn NPCs a la RTS. #ScooperPlz
  11. Now, I know this is going to get shot down but I have to get the idea off of my chest. Makermod's building functionality would be amazing with many of Lugormod U#'s building features implemented. The raw functionality that would be enabled while maintaining the ease-of-use makermod supplies would be wonderful. I can see implementing mini-campaigns as multiplayer servers based off of the functionality this would provide. Of course this post is an oversimplification - integrating LMD would require a ton of work and features that allow mini-campaign building would take time - improvements to combat, some form of dialogue system, and some sort of server-side scripting (Javascript anyone?) for ease-of-building. I believe the JKA community lacks the human resources to make all this happen along with all the other projects that exist. I'm dreaming about this primarily because it could help breath some life back into JKA, maybe bring back some of those who have moved on and make it more interesting to new players. Scooper plz
  12. @@DT85, try resetting IE. Should be under Internet Settings > Advanced > Reset. I don't know exactly because I'm hacking my Chromebook into submission so it can run JKA
  13. But you can fork OpenJK and make the change for yourself!
  14. This really isn't something you can do with JKA, as far as I know, without modifying the source code.
  15. Site has a signup form as well as an applications forum that includes the same fields as the signup form. Do both need to be filled out or somesuch?
  16. Well, multiplayer coop can kinda be done via Lugormod. I believe Jedi Knight Galaxies has a function for creating KOTOR style conversations although the documentation is rather lacking.
  17. ... I was hoping for more of a response lol
  18. What can we do to make the game more fun and replayable after all these years? In terms of Jedi Knight fans, what exactly *is* fun? Graphics? Immersive animations? Creative or nuanced game modes? Maps designed to cater to the game modes? Cool equipment? Cool force powers? I really don't know exactly what the JK fanbase likes... but I do know what I really like about JK: -Array of weapons, each with a role -Force powers -Saber vs. Stormtroopers -No fancy targeting system that often targets the wrong thing -Lugormod/Makermod (dat building/role play capability) What I know others like: -Saber duels -Gamemodes (siege) -Glorified-chatroomness -Competition What I propose for discussion is an expansion of the way basejka feels so that none of these fun elements are damaged. Some of my initial thoughts for things that would improve gameplay while keeping the original feel of the game intact: -More game modes (Instagib, low gravity, fort wars,etc) -Expanded dueling options (instagib pistol duel anyone?) -Improved jetpacking as a combat-viable alternative to force jump -Cloaking device that provides stand-still invisibility and moving camouflage -Server-toggleable class-based gameplay mode & server-customizable classes -Custom building a la makermod or lugormod -Improved acrobatic movement (Jump -> wall run, etc) [Edited in] Some backend improvements that might also be nice -Server-to-client model/map transfer that is actually somewhat secure -Expanded server browser filtering options So, what do you think? How should basejka be expanded to improve replayability and *fun*?
  19. To make push 360 in OpenJK: w_force.c In line 3046 is visionArc = 180; set to 360 On line 3263 starts this. Comment it out. if ( (dot1 = DotProduct( dir, forward )) < 0.6 ) continue;
  20. This whole idea is probably best used in a team-based environment. Please excuse the poor formatting, I'm lazy. Combat: Saber blocking - limit by projectiles per reaction/movement time so that some projectiles get through Arm fatigue - absorbing the shock of projectiles causes fatigue to the arms, gradually slowing block rate/fire accuracy. Based on projectile damage Leg fatigue - reduces movespeed Breathing - Breathing causes fatigue regeneration and prevents health attrition. As fatigue increases, breathing becomes heavier increasing screen shake. A lack of breathing lowers heath once fatigue reaches 0. Force powers: Force jump lvl 1 provides a small boost in height, lvl 2 allows single-direction any-duration-while-force-remains jump, lvl 3 allows a small degree of turning, lvl 4 allows near-perfect redirection in air Force push Lvl 1 creates a small projectile that causes minor knockback, lvl 2 can be charged to cause knockdown, lvl 3 has no projectile, hits targets in small cone instantly, lvl 4 hits targets in circle around caster Force pull Lvl 1 causes a small knockforward to single target, lvl 2 disarms target and causes knockdown when fatigue is less than 10 to single target, lvl 3 does the same to a small cone of targets when fatigue is less than 30, lvl 4 does the same to a small cone of targets when fatigue is less than 50 Force sense becomes force dodge. 4 ranks - each rank reduces maximum force power by 25. Each rank increases guaranteed dodge-per-life by one and further dodge chance by 25% Heal lvl 1 converts FP into HP at a 3:1 ratio, lvl 2 converts FP into HP at a 2:1 ratio, lvl 3 converts FP into HP at a 1:1 ratio, lvl 4 converts FP into HP at a 1:2 ratio Absorb is toggleable, Lvl 1 negates incoming damage at cost of 4FP(self):1FP(used by sender), Lvl 2 3:1 ratio, lvl 3 2:1 ratio, Lvl 4 1:1 ratio Protect is toggleable, increases fatigue at a ratio of 4-rank Mind trick creates phantom images of the caster. Each image will independently attack the target and is destroyed upon a single hit. Being hit by a phantom increases breathing rate (fear) for a short duration. Grip disrupts breathing, lvl 2 raises up and causes knockdown on drop, lvl 3 allows movement, lvl 4 causes direct health damage (ie force crush) Lightning causes short burst with .5s stun unless blocked, lvl 2 causes sustained lightning which rapidly drains fatigue/absorbshield. lvl 3 causes arc lightning lvl 4 allows 2 handed lightning charge (force points into massive damage burst) (rapid fatigue drain while charging, burst causes 2xforce point damage) Drain transfers fatigue from the target to self at cost of FP. Transfer is a 1(-SelfFP):1(+1SelfFatigue):1(-1TargetFatigue) ratio. Lvl 1 is touch/grab only (chain with force pull?), lvl 2 is single target distance, lvl 3 is multi target distance, lvl 4 drains health as well Rage converts HP into fatigue/force power. Converts HP at a Rank-per-HP ratio. Allows overcharged fatigue/force Energize converts FP/Fatigue into force beam. Target gains health at a ratio of Rank-per-FP/Fatigue. Force drains first, fatigue last. Could allow a dark side team to buff up a single berserker, for example. Character creation: Fatigue/Force linked, reduce one to increase the other. Train weapon knowledge (saber forms or how to handle a weapon) Add equipment (Usable items) Projectiles vs saber balance DL-44: Basically useless except for a high-powered fatiguing blast for cheap E-11: Useful by groups against single target via alt-fire Tenloss: Unblockable, must be dodged at the expense of force Bowcaster: Heavy bolts cause high fatigue per shot Repeater: Rapid bolts fatigue steadily and have higher chance of breaking through Demp2: Momentarily overloads saber causing the blade or shield to turn off for 1/4 second, whichever the projectile hits. Alt fire disables both when charged. Flechette: Spread of 5 shots per fire - highly likely to bypass saber block with at least 1 Rocket: Must be force-pushed away or destroyed by a direct saber strike Concussion Rifle: Unblockable, primary pushed or secondary dodged
  21. Aliases: Phred, RoboPhred, Robo Area of skills: Coding Brief list of accomplishments: Lugormod-T2, Lugormod-U#, Eukamod Examples of contributions: http://lugormod.robophreddev.net/ Comments: This guy made some massive overhauls and improvements to Lugormod and, for awhile, had an excellent RP mod in the works.
  22. I'd be interested. I used to be pretty good at building for Lugormod-U# but I haven't done it in a while.
×
×
  • Create New...