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eezstreet

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Everything posted by eezstreet

  1. Question: What is a disruptor? Is it Pulse? Or Blaster type?
  2. These seem like good changes (note that the number actually does change colors for a moment when it changes), although we need to finalize the art assets first.
  3. It won't really help if all the bugs are fixed
  4. I can't seem to reproduce it. I'm assuming it's fixed or just a random bug.
  5. Which issue? You're going to need to be more specific.
  6. The build is currently being packaged and will be released either today or tomorrow. Stay tuned.
  7. Some more new features to CTF, especially adding credits per flag captures.
  8. I'm not sure yet. I think weapons for right now should have the same modifiers, and we can think about adding it to weapons when the need to balance arises.
  9. In Phase 3 we will be focusing more on getting proper character models for all the races and basing the armor off of it. Right now it's a bit tricky because models don't use standard proportions and things can clip into one another. That being said, the basic functionality of the armor is there, and I don't think it's going to change very much between now and then. We can still make armor, but we should try and make a basic standard for proportions so things don't look awkward/funky later on.
  10. So now that I've finished all of the other hugemajor parts of 1.3.0, I can start working on this. The question is, how should, for instance, Cold v Armor be determined? Should it be determined via a damagetypes.json where the values can be customized? And maybe have the damage block in the .wpn file override some things? Or?
  11. What we need are some concepts for armor items specifically. Anyone got anything in mind?
  12. This system has, by and large, been implemented, but I feel it needs a few extra explanations: First off, I lied, there is mesh based projectile collision in the game, and which mesh counts towards which body part is based on what the surface on the mesh is named: Anything that starts with: hips : Can be waists or legs, depending on where it hitstorso : Can be waists, arm, chest, head, or back, depending on where it hitshead : Always headr_arm : arm or hand, depending on where it hitsl_arm : arm or hand, depending on where it hitsr_leg : leg or foot, depending on where it hitsl_leg : leg or foot, depending on where it hitsr_hand : handl_hand : handThese values then translate into the following limb damage multiplier, and subtract from the following armor slots: foot: 0.5 limb damage; boot slotleg: 0.7 limb damage; leg slotwaist: 1.0 limb damage, leg slotchest, back: 1.0 limb damage, torso slotarm: 0.85 limb damage, shoulder slothand: 0.6 limb damage, gloves slothead: 1.3 limb damage*, head slot* most likely incorrect To recap, there are the following slots: Head slot: Helmets; may in the future affect the HUDNeck slot: Amulets, things of that nature (might not be physically represented on the player)Torso slot: Chest armorRobe slot: Jedi robes that are worn over armor. They don't provide any protection at all.Leg slot: Leg armorGlove slot: GlovesBoot slot: Boots, may in the future affect footstep soundsShoulder slot: Shoulder pads and pauldronsImplant slot: Not visible, they are special implants that you may receive. For developers, the .armour files have been removed and replaced entirely with new .arm files. The following benefits of this new system include: Improved performance. Using a new Ghoul2 lookup table, it will copy one instance onto your player instance, instead of having 5 different instances being animated at the same time. To put it in perspective, if there are 5 players with full armor before, it would have to have 25 different Ghoul2 instances before...and all of them are gone now (they've been put onto the player)Improved networking/less bugs. The armor networks through the playerState/entityState instead of being reliable commands for equipping and unequipping, reducing the network overhead and reducing the possibility for bugs to creep in. Also it extends the capability of features that we can have with armor.More robust files. It uses JSON arrays instead of splitting strings by commas, for starters.Here's a sample of a new .arm file: { ///////////////////////////////////////// // // Jedi Knight Galaxies - Armor File // Template (Stormtrooper Body Armor) // ///////////////////////////////////////// "ref": "sttorso", // The reference that links this to the .itm file "slot": "torso", // Which slot this goes in "ehp": 50, // Effective hit points - "Armor" in the GUI "movemodifier": 0.8, // How much to modify the movement speed by // Visuals - all done on the client "visuals": { // To specify a skin, use a * and the skin name. Here, it uses model_default.skin. // modelGroup specifies which model group this armor belongs to - it won't load the same model twice. "model": "models/players/stormtrooper/model.glm*default", "modelGroup": "stormtrooper", // armorOnSurfaces tells which surfaces we should -only- show on the armor. "armorOnSurfaces": [ "torso", "torso_body", "r_arm_shoulder", "r_arm", "r_arm_sleeve", "l_arm", "l_arm_shoulder", "l_arm_sleeve", "torso_augment", "torso_body_augment", "torso_waist" ], // bodyOffSurfaces says which surfaces to turn off on the player. "bodyOffSurfaces": [ "torso", "torso_holster", "torso_strap", "torso_bandolier", "r_arm_shoulder", "r_arm", "r_arm_sleeve", "l_arm", "l_arm_shoulder", "l_arm_sleeve", "torso_body", "l_arm_a", "l_arm_b", "l_arm_c", "r_arm_a", "r_arm_b", "r_arm_c", "torso_l_shoulder", "torso_r_shoulder", "torso_vest", "torso_armor", "torso_cowelbase" ] } }
  13. I don't know what time is best, or how many people are from which timezones. I'm thinking of two different times: 7PM EST (mountain time: 5PM, GMT: 12am), 1PM EST (mountain time: 11am, GMT: 5PM). Can I get some feedback as to which time would be best? We need someone to stream the match. @@SiLink would it be possible to get it on the JAWA official stream?
  14. I'm not coding in things because people "might want" them to use in their mods.
  15. Jetpacks aren't really part of singleplayer, so no.
  16. New Features Consumable items have been added. You can equip them to the ACI, and by pressing the number they are equipped to will use them. A small blue number on the ACI indicates how many you have left. Consumable items are hooked up to Lua scripts that can be customized by the server owner.Shield items have been added. You can equip them to the ACI, and they will need to wait to charge. After the charge period has started, the shield will begin regenerating. After your shield has been depleted, you will need to wait for them to charge again. Some shields recharge faster, regenerate shields faster, and hold more shield capacity than others.Having a shield active will now block stuns from taking effect.Jetpack items have been added. When equipped to the ACI, the jetpack will appear on your player model and you can begin jetting around by pressing USE while jumping. (Pressing USE again will turn the jetpack off) Different jetpacks have different stats, such as fuel regeneration, fuel depletion, movement modifiers, and visuals.Jetpacks in JKG use different physics and animations than base JKA.Hold SPRINT (default: shift) to shift your weight and jet forward at a high rate of speed.Armor items have been added again. Instead of being purely cosmetic items, they reduce the damage you receive from most sources (except falling damage) and can alter movement speed and maximum health.Special damage types have been added. You can see what damage types a weapon uses in the inventory, but it's pretty obvious usually what types there are: ACP, Blaster, Slugthrower, Pulse, etc. These different damage types have different properties. For instance, slugthrowers completely ignore all shields, while pulse weaponry ignores all armor. Some damage types interact with shield and armor for reduced effect. (See this thread for more information)Different damage types show up as differently colored damage plums.Slugthrowers now deal a bleed damage over time (DoT) effect.Poison grenades have been added which inflict a new Poison damage over time (DoT) effect.Added bacta grenades that can heal you, and medicinal slugthrower rounds.Special ammo types have been added. You can purchase special ammo in "pack items" which disappear from the inventory on purchase and are put into your Ammo Bandolier. Some examples of special ammo include incendiary slugthrower rounds.You can bind a new key to Ammo Type Cycle. It defaults to N.The shop and inventory menus can be scrolled through with the mouse wheel.The shop now has an Examine button, which hides your inventory on the display and shows a detailed description of the item selected.Shop purchases can now be broadcast on the whole server, or on the same team (or disabled). Configurable by the server with new cvars.g_teamsLocked : (default 0), if set to 1 will lock the teams so players cannot switch teams after 20% of the match timelimit has passed (new players have 3 minutes to pick a team).g_teamSwitchTime : (default 5), how many seconds players must wait before switching teamsAdded loading screen tips.Added EE-3 Carbine and EE-3 PistolAdded cheat command to give yourself a buff, and to print the list of buffs.Added "perf" cvar. When enabled, you can monitor frametimes of specific sections of the game's code and have a graph view.Re-added the JKA "You killed X" messages.Bug Fixes Fixed a bug that allowed the player to kick other people while they were in knockdown.Fixed some glitchy behavior with moving in waterFixed console spam in the inventory and shop menusFixed the "Assign to ACI" menu not disappearingTalking to a vendor no longer brings up the shop menu while in a demo.Fixed bug where using a treasure class with an invalid item could cause a crashScoped weapons now correctly show walking animations while scoped.Jetpack activation is now lag-freeFixed third person animations for the Stouker Concussion RifleFixed crash that occurred when a client without the correct map tried to connectBalance Grenades are now purchased one-at-a-time, and have had their cost drastically reduced. You don't get grenades any more upon respawning, and you can use them instantly after purchasing them. The ACI will show how many grenades you have left, similar to consumable items.Ammo is not given upon respawn. Instead you must purchase ammo. All weapons start with at least one clip (or 25% of the total ammo size, whichever is smaller).Nerfed stun firemodes slightlySome weapons can now overheat.Shots that are fired at you while you are rolling can now sometimes be "dodged."Passive credit gain ("salary") has been added.jkg_passiveCreditsAmount, defaults to 15 credits; how much to be paid each iterationjkg_passiveCreditsRate, defaults to 30000 milliseconds; how often to payjkg_passiveCreditsWait, defaults to 60000 milliseconds; how long to wait till player's receive paymentsjkg_passiveUnderdogBonus, defaults 1, disabled if set to 0. If enabled gives 20% increased credits to the losing team's players when passive credits are awarded. Setting jkg_passiveCreditsAmount to 0 will disable this system on the server.Added credits rewarded to players based on how far they join into a game.jkg_underdogBonus defaults to 1, disabled if set to 0. If enabled, gives player's who join late additional starting creditsWhenever your teammates get a kill, you receive credits as well. Use jkg_teamKillBonus to set the amount to reward, if set to 0 Team Kill Bonuses are disabled. Player's who's rank (kill count) doubled is less than their death are rewarded double.Internal / Modding Jetpacks are now configurable in .jet items.Armor is now configurable in .arm files.Ammo is now configurable in .json filesLoading screen tips are added in the ext_data/tables/loadingTips.json file.Buffs are now configurable in buffs.jsonThe location based damage modifiers are now able to be specified in constants.jsonDozens of changes across the board to .wpn and .itm filesDozens of changes to the Lua APIStripped out almost all of the base JKA vehicle code. .veh and .vwp no longer get loaded. This improves FPS slightly, and RAM usage significantly.
  17. No. OpenJK doesn't change gameplay. To be clear, these jetpacks won't appear in 1.2.1 or the test - they are a new feature for 1.3.0, among other things. I can make a post about it.
  18. The jetpack code has been implemented. You'll find that the jetpacks handle similarly to the game Tremulous, as much of the inspiration for the code came from there. Here's an example of a .jet file, which defines all of the properties of a jetpack: { // Jetpack file - Jedi Knight Galaxies // ref - reference that gets linked to .itm file // fuelCapacity - total fuel capacity of the jetpack // fuelConsumption - how fast (not how many!!) units are consumed while hovering (not holding jump) // thrustConsumption - how fast units are consumed while thrusting (pressing jump) // fuelRegeneration - scale of how fast fuel gets regenerated "ref": "jetpack_test", "fuelCapacity": 100, "fuelConsumption": 1.0, "thrustConsumption": 2.0, "fuelRegeneration": 1.0, "movement": { // Movement - done on both client and server // hoverGravity - amount to decay height by while hovering (actual units, not a modifier) // fowardMove - amount to modify forward move by while hovering (not thrusting) // backMove - amount to modify backward move by while hovering (not thrusting) // sideMove - amount to modify side move by while hovering (not thrusting) // downMove - amount to modify downward movement by // thrustFwd/thrustBack/thrustSide - same as above, but when thrusting // thrustUp - amount to modify upward movement by "hoverGravity": "-1.0", "forwardMove": 1.0, "backMove": 1.0, "sideMode": 1.0, "downMove": 1.0, "thrustFwd": 1.0, "thrustBack": 1.0, "thrustSide": 1.0, "thrustUp": 1.0 }, "visuals": { // Visuals - anything handled on the server is marked with an (S), all else is client // modelName - the ghoul2 model to bolt onto the player (it always bolts onto *chestg) // effectBolts - bone(s) on the JETPACK model to bolt effects onto // hoverEffect - effect to play while hovering (not holding jump) // thrustEffect - effect to play while thrusting (holding jump) // idleSound - sound to play while hovering // thrustSound - sound to play while thrusting // activateSound (S) - sound to play when jetpack is activated // deactivateSound (S) - sound to play when jetpack is deactivated "modelName": "models/weapons2/jetpack/model.glm", "effectBolts": [ "torso_ljet", "torso_rjet" ], "hoverEffect": "effects/player/jetpack.efx", "thrustEffect": "effects/player/jetpack.efx", "idleSound": "sound/jkg/jetpack/jethover", "thrustSound": "sound/jkg/jetpack/jetlp", "activateSound": "sound/jkg/jetpack/jeton", "deactivateSound": "sound/jkg/jetpack/jetoff" } }
  19. Of course. I was seeing what dates/times would be best for everyone. If need be, I can make another sign-up thread, but I wanted everyone to list what times would be best for them in this thread.
  20. Surprisingly not discussed yet, Jedi Knight Galaxies will feature a number of consumable items. All consumable items can be equipped to the ACI (Active Combat Inventory) and used with the corresponding key. With the exception of deployable weapons, they are skipped over when scrolling through the ACI with the scrollwheel. All consumable items show their quantity remaining in the ACI portion of the HUD. These can be categorized into basic categories: Consumable Aid: These include things like Bacta Canisters, which give health, Shield Batteries which instantly recharge your shields, and Adrenaline, which increases your stamina regeneration rate.Deployable Weapons: While not technically classified under a consumable item (they're actually treated as weapons), they are the only type of weapon that can be consumed. Things in this category include: grenades, mines, and charges.Other: There are a variety of special scripted items which do not fall under this category, including seeker drones and other usable equipment. They are pretty much identical to Consumable Aid, except that they do not affect the player directly (instead conferring them some side benefit, such as deploying a turret to protect the player, or perhaps Shock Paddles to revive your teammates)
  21. Jetpacks will allow the user to gain a considerable advantage in both mobility and accessibility of the map. Some areas which ordinarily could not be accessed now can; some gaps which could not be traversed before now can be. Like shields, jetpacks are equipped to the ACI and occupy a slot. Only one jetpack can be equipped in the ACI at a time. Any new jetpacks equipped to the ACI will replace the existing one. Jetpacks can be activated by either: Double jumpingPressing the ACI button of the jetpackPressing USE while in midair Jetpacks have a variety of different stats, including: initialBurst: After activating, the jetpack may launch you up a few feet. By pressing the ACI button of the jetpack, you can trigger this without jumping.fuelConsumptionRate: While the jetpack is idle, it consumes this much fuel.thrustConsumptionRate: While the jetpack is thrusting (hold JUMP), consume this much fuel instead.hoverAmount: How much the jetpack reduces your gravity while not thrustingthrustForwardModifier: How much the jetpack modifies your forward movement speed while thrustingthrustSideModifier: How much the jetpack modifies your side movement speed while thrustingthrustBackModifier: How much the jetpack modifies your backwards movement speed while thrustingthrustUpModifier: How much the jetpack modifies your upwards movement speed while thrusting
  22. How are these as basic shield items (balance wise)? Instant Recharge, Slow Recharge Rate: BlasTech AA-24 Imperial Shield: 50 capacity, 0.8 shield per second [400 credits]BlasTech AA-45 Dreadnought Shield: 100 capacity, 1 shield per second [800 credits]BlasTech AA-49 Fleet Protector: 150 capacity, 1.2 shield per second [1200 credits]Soru-Suub Outrigger Shield: 75 capacity, 1.5 shield per second [1175 credits] Delayed Recharge, Fast Recharge Rate: Merr-Sonn PSX-1 Portable Shield: 50 capacity, 10 second delay, 5 shield per second [600 credits]Merr-Sonn PSX-1a Ultracharge: 50 capacity, 5 second delay, 10 shield per second [1500 credits]Merr-Sonn PSX-2 Portable Shield: 100 capacity, 10 second delay, 5 shield per second [1200 credits]Merr-Sonn PSX-2a Ultracharge: 100 capacity, 5 second delay, 10 shield per second [2200 credits]BlasTech DS-1 Surge Protection: 10 capacity, 3 second delay, 10 shield per second [900 credits]BlasTech DS-2 Critical Surge Protection: 20 capacity, 3 second delay, 20 shield per second [1800 credits]
  23. Announcing the second Jedi Knight Galaxies Scrimmage Match: https://jkhub.org/topic/8554-announcement-second-scrimmage-match/

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