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eezstreet

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Everything posted by eezstreet

  1. Fun fact: the writer for JKA/JK2 is now the president of a games company, and was also a very high-ranking member of Activision at one point. I honestly don't blame him, as JK2's script is actually frankly very good from what I've seen of it. I blame Lucasarts for fucking things up, this has their name written all over it. EDIT: I'm possibly jumping to conclusions on who wrote the script (was basing my assumption on metadata in the Word document); there doesn't appear to be any clear indication of who actually wrote the damn thing anywhere. Either way, the same person was consulting for writers at that point in time
  2. "none" isn't a valid weapon, try WP_NONE. But why are you setting it to WP_NONE first to begin with?
  3. Why not just replace the DL-44 model with the Bryar model? Bryar is only meant to be used by NPCs anyway.
  4. This thread has become more and more fuel for my nightmares.
  5. cool, now link it
  6. "if"
  7. LOTS OF LIGHTS DISCO FEVER
  8. He doesn't want to replace the default colors though.
  9. Use a bunch of tiny lights on the bottom area.
  10. The code in SP and in MP for colors is identical. Do a search for "purple", that's the easiest way to find all code related to it. ("orange" is also good)
  11. Always been possible. [Hint: JA++ does it, go check out the source code for the client]
  12. Essentially the way JKG handles it is simple. You have a BP meter and Force Power, which acts as your offensive force. Left mouse attacks, right mouse blocks, and right mouse + left mouse projectile blocks. Blocking and moving a certain way affects how you lose BP for each hit. (You can completely negate attacks if done correctly) The process is visualized on the character and the only difference between stances is the speed of attacks and how much BP is drained. Force power is drained for each swing. The less force power you have, the slower you swing. Regen rates aren't punishing, so the combat remains fast paced. Each style is also unique in how it handles, all things considered. Our currently tested style is Medium, which encourages a blend of defensive and offensive tactics (read: it isn't "specialized" one way or another...each style is feasible in both defense and offense, it's just how you use them that matters) It isn't so much about what style you use against what, but more like correctly utilizing your toolbelt of abilities. Katas are largely removed, some special moves exist, but they aren't able to be spammed for quick kills.
  13. Uh, no.
  14. One could argue that if someone becomes good at a computer game, the response to block becomes automatic, similar to your muscle memory. After all, you don't manually think to press space bar to jump in JA, but you do so. It's not a mechanical process really. On the other hand, autoblock would be the equivalent of you sword fighting and just magically parrying everything. It doesn't work like that.
  15. This is in the wrong section then. Also those commands only work on servers that support them, such as servers running JA+ or JA++. So unless you're running those on your server, they don't work.
  16. How do you "have" commands? Did you add them to the game yourself or what?
  17. EXTREME BUMPS. YAYA. What a different world things were a year ago when we didn't have source...
  18. Maybe I'm crazy, but I don't really see a difference?
  19. Just jump on their heads. Game = won.
  20. Wait, I'm confused. Are you making your own or aren't you?
  21. hi
  22. Just an FYI, you need to compile the game special now as well. There's a specific #define that you need to turn on.
  23. We've been aware for a while that the tool's source has been out. ()
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