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eezstreet

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  1. If a grenade requires at least 1 kill to break even, that's a pretty big risk. We can of course, gather information about weapon kills and perform some data analysis. I've seen the pics of the bugged hitboxes. I'm wondering if maybe it's using mesh based collision and botching it somehow?
  2. At some point in development of JA, there was to be an NPC known as the Cultist Destroyer. It would instantly go into a rage mode and try to suicide bomb next to the player. While I haven't talked to Raven about why this NPC was removed, I can only speculate that it had something to do with cultural reasons (suicide bombing was oft-reported in the news during 2003's Iraq War) However, the .npc file and code is still intact, meaning this NPC was cut very late into development. There is also a cultist_commando npc which never appeared, and fully works (it has dual wielding blasters! awesome!) Anyway, enough talk. You can spawn this NPC using an npc_spawner entity with npc_type "cultist_destroyer". The NPC will go into a rage, disappear and you will die instantaneously. But there's no effect? Easy fix. The effects for the NPC didn't ship with the game but we can add them back in. For this you'll want to create a new PK3. In this, add an effects folder. Inside of that, a folder called force. Inside of this folder you will need an EFX named destruction_exp.efx. If you have no experience in creating an EFX file, that's okay, you can reuse an existing EFX like the rocket launcher explosion effect or one of the env/explosion ones. I don't know the splash radius on their explosion as it isn't explicitly stated in the code. Your mileage may vary.
  3. At some point in development of JA, there was to be an NPC known as the Cultist Destroyer. It would instantly go into a rage mode and try to suicide bomb next to the player. While I haven't talked to Raven about why this NPC was removed, I can only speculate that it had something to do with cultural reasons (suicide bombing was oft-reported in the news during 2003's Iraq War) However, the .npc file and code is still intact, meaning this NPC was cut very late into development. There is also a cultist_commando npc which never appeared, and fully works (it has dual wielding blasters! awesome!) Anyway, enough talk. You can spawn this NPC using an npc_spawner entity with npc_type "cultist_destroyer". The NPC will go into a rage, disappear and you will die instantaneously. But there's no effect? Easy fix. The effects for the NPC didn't ship with the game but we can add them back in. For this you'll want to create a new PK3. In this, add an effects folder. Inside of that, a folder called force. Inside of this folder you will need an EFX named destruction_exp.efx. If you have no experience in creating an EFX file, that's okay, you can reuse an existing EFX like the rocket launcher explosion effect or one of the env/explosion ones. I don't know the splash radius on their explosion as it isn't explicitly stated in the code. Your mileage may vary.
  4. A common misconception amongst modders is that shaderlist.txt is used to tell which shaders are read out of /shaders/. This is not the case. Instead, shaderlist.txt is used for map compiling (q3map2) to determine which shaders to read off of for compiling. If you want to compile a map that uses custom shaders, you will need to add them to the shaderlist.txt file in order for the compiler to be able to use them. If you don't add them, most shaders simply wont work. To add a shader: find the name of the relevant shader file (generally located in the /shaders folder of the pk3 belonging to the map the shader is from)open base/shaders/shaderlist.txtadd a new line with the name of the shader file you wish to add. (eg, if the shader file is called naboohills.shader add a line to the file sayingnaboohillsSave the file and you are done
  5. We did some internal testing. Here are some points worth mentioning: Credits should be set to 200 100 per kill. Bounties should be set at 225 50 per kill and require 3 kills to activate, not 2.Bounty credits get factored into assists.10-25 credits are given every minute. Late joiners get these extra credits./pay is a cheat command in non-RPG, non-COOP modes.Slugthrowers should have armor modifier set to 0.6 (down from 0.8).Damage which ignores shields, should not block the shield regen timer.Reduce cost of grenades even furtherShields with high capacity should cost more than ones which regenerate faster. But not too much more.Thermal detonators should cost 50/100/200 100/150/200 each. This is a fair price considering that they cannot be cooked. That means with a Class A thermal detonator, you must kill at least two three people with it to make a profit.Stun grenades should cost 25 credits, not 50.Small bactas should cost 10 credits, not 15. Reduce price of all bactas by 25-33%Armor in general should cost less, affect speed less, and have more Effective Hit Points.Slugthrower ammo costs a little too much.Baktoid rockets cost too little.Dresellian Projectile Rifle ammo costs too little.EE-3 and Bryar weaponry costs too much.Change the default starter weapon to Trandoshan Suppressor Pistol again.Rocket launchers, concussion rifles, and repeaters cost too little.T-21 has invalid ammo.Flares cost 15 -> 5Explosive slugthrower rounds should set damage to 30.Some rare items (carbonite rifle, flamethrower, cryoban grenades, class A thermal detonators, etc) are so rare that they almost never appear. Should bump their odds up or maybe expand the number of items in the shop at once.Laser Projector appears in the shop but it does not work properly.Picking up a weapon should give you a clip or two of that weapon's ammo. Or credits maybe. Picking up a weapon gives whatever ammo that person was using when they died. If the person picking up the weapon does not have a weapon which uses that ammo, they receive credits instead.E-11 Carbine should cost around 700-800, around the same as the LT-60s, but have less damage.Starting pistol should sell back for full amount, not 1 credit.Shaped charges (i forget the name) should cost around 50 25 credits, not 350 (!!)Trip mines should cost around 25-50 credits. (down from hundreds that they costed before)ELG-3A has an invalid damage type for its first firing mode.FWG-5 has an invalid firing mode.Reduce bleed duration to 5 seconds (down from 10).Increase sideways friction to reduce the ability to dodge shots as easily.Explosive Slugthrower rounds removed.Code key detonators should spawn with the same frequency as Class E thermals.Add console command to list weapons that don't spawn in a treasure class (so we aren't missing any weapons that should spawn)Most rare items are not picked frequently enough. Partially because bactas take up spots in all tiers of treasure class. We should add more items to the vendor.New ideas for consumables: First Aid Kit. Heals for 25 and stops fire, poison, and bleed damage. Cost, 50 25 credits.Small Shield Booster. Instantly regenerate 25 shield points (even above maximum). Cost, 15 10 credits.Large Shield Booster. Instantly regenerate 50 shield points (even above maximum). Cost, 30 15 credits.New ideas for shields: Particle shields. They can block slugthrowers but they only block 50% of incoming damage (unless they are fully charged. In which case, they function like a normal shield)New ideas for ammo types: Poison gas canisters, can be used on LS-180 and AA-35 alt fire modeIncendiary canisters, can be used on LS-180 and AA-35 alt fire mode.Plasma canisters, can be used on LS-180 and AA-35 alt fire mode. Does more damage than Frag and Incendiary canisters, and leaves a burning patch, but the burn doesn't last as long.Carbonite Tank, can be used on CR-25.Overheated Tank, can be used on CR-25. Adds +5 damage per second.Sticky Fuel Tank, can be used on CR-25. Extends flame duration by 10 seconds.BlasTech Ion packs, can be used on any BlasTech weapon (EE3, DC-15a, E-11, ...). Converts the weapon to use ion damage, which punches hard against shields.Overcharged blaster packs. Adds +5 damage to any blaster weapon.Armor Piercing slugthrower rounds. Changes damage type to "MOD_SLUGTHROWER_AP", which has a 1.0 modifier against armor instead of 0.6.Incendiary slugthrower rounds. Adds 10 second flame debuff.Poisoned quarrels. Adds 5 second poison debuff.Plinking slugthrower ammunition. Removes the bleed debuff and adds +1 bounce.Flechette slugthrower ammunition. Set bleed debuff duration to 10 seconds. (Golan Arms FC-1 and FC-2 spawns with this ammunition by default)Compact BlasTech Blaster Pack. Adds +20 rounds to magazine. Justification for the above: Slugthrowers are extremely strong. Once you get a kill, you can have an automatic weapon which not only negates shields but can completely block them from working due to bleed mechanics. But once you're using a slugthrower, their ammo costs so much that you are forced into a rut. There's just no good alternative for a low-mid tier weapon, since most array guns and blasters are in the 1000-2000 range.Credit count at 200 is nice, clean and even. Plus, most of the grenades still cost a bit too much considering their relative power. We should balance consumables around how many you'll use in a life. At least in Versus.Starting pistol cannot be duped for infinite credits anymore, so it should sell back at the full advertised price.With shields, capacity is king. If you have a 100 shield, you start with twice as much HP (so long as the enemy is not using slugthrowers). Even if it's a slow recharge rate, you die pretty quickly.Stun grenades aren't too useful, since they can't be cooked. They should have a price reduction.Everything else should hopefully be self-explanatory. To be clear, these are changes being suggested for 1.3.1, the patch to 1.3.0. Not for 1.3.0. We're going to release that as soon as we determine the cause of a server crash that's been going on.
  6. Hi, We are hosting another scrimmage match. This time will be to diagnose a server crashing issue on Linux. It will use a new version, 1.3.0c, which will only require a small upgrades from 1.3.0b, which was used in the previous scrimmage match. We have re-added the advanced crash logs so we can diagnose the issue with much greater precision. There are other changes which will be in the 1.3.0c change log. Please sign up here. We will announce the time and date once more people have signed up.
  7. Use the same format as last time. Please state your availability and we will try to organize to get the most people online. ------------------------------------------------------ @eezstreet - Not available on Tuesdays, Thursdays, and Fridays. @@Dalo Lorn - European Time, weekends between 12:00 - 22 CET (gmt+1) @@swegmaster - American, weekends @Ramikad - GMT +1, any time before midnight or past midnight ------------------------------------------------------
  8. Small update. I programmed in a crash catcher/stack trace printer, so all we need to do is host another scrimmage match and have Smoo compile it on Debug.
  9. Right but for most purposes you can just use BOTH_CIN_x animations which can be loaded on a per-map basis and used by ICARUS. There's like 50 of them so unless you need more, you don't really need to touch the game code to add new animations which are usable by ICARUS. Anything else (extra death animations for example) would have to be added through code, and I assume it's not a problem for someone to recompile the game code there. Having something like a modder GLA allows you to have an extra set of overrides per player model.
  10. So what are we going to do about the crash? Are we going to organize another test and run on @'s server or are we going to try and run it on my (bad ping) machine?
  11. I kinda think that there should be a third person HUD and the first person HUD should hide certain elements based on which gauges are present. Would kinda use the same system as the ammo display on guns. There's already enough benefits/disadvantages of first person vs third person (first person has better immersion, better aiming and you can see distant targets better, whereas third person makes it easier to do evasive maneuvers and you can see your ship better) Otherwise, I think this old document has some interesting elements to it. Definitely want the ability to lock S-foils into attack position
  12. Small update: I've fixed the chat bug. We just need to fix the crashing and we should be okay I think code-wise.
  13. Something to note, I think that capital ships are not worth the time to get ingame simply because they will require extremely large crews of players to operate, think like 30 players just to run it at minimum capabilities. While I intend to have the entire galaxy on one shard (it can maybe be a distributed system and different regions can run on different machines, but the important part is that the connection has to be seamless) and to remove the player limit, I think it's somewhat ambitious to expect them to be pilotable. Otherwise I pretty much agree spot-on with your ideas. Also, the Millennium Falcon was a YT-1300. Minor nitpick.
  14. If we can get Smoo to run the server in gdb and/or fix the compiler warnings on Linux (and there are a lot of them...) I think that would help us find the server crash. I'm pretty sure it's a linux specific issue but we can run a Windows machine to be sure. If Ramikad is right and every 12th message is lost, that's helpful.
  15. I'm thinking that ships would have crews of multiple players that can walk around inside of them. You *could* run a ship solo but it's a lot of work. I think only starfighters will be in Phase 1. I'm redoing all of the code involving vehicles, including their movement.
  16. As it stands, there are two major-ish bugs with this version. However the trouble is we cannot replicate the bugs reliably enough to fix them. They are: Chat sometimes does not show up in the chatbox (still visible in the console)Server sometimes crashes on LinuxWe have a choice here: either fix the bugs and delay putting out 1.3.0 while we try to debug this, or release now and opt to fix them later. After all, this is sort of like an Early Access game and such things are commonplace, but I have a penchant for perfection. Regardless of the above, there's still some issues we need to fix, specifically: Balance related stuffMore special ammo types (we are going to add the ability for ammo types to add buffs, which would allow us to do incendiary rounds, cryogen/toxic/carbonite tanks for the CR-25, and poison/incendiary canisters for the LS-180/AA-35)There is probably going to be a 1.3.1 patch after 1.3.0 which adds more interesting stuff. Silverfang and I discussed adding new charging effects like making the bowcaster shoot more shots when charged, as an example. For 1.4.0 we need to probably go back to the drawing board and strip out a lot of the JKA and JKG stuff, because in our move to OpenJK we managed to break the solid blocking system we had before. Additionally it's totally worthless to send hilts in the userinfo since that's controlled entirely by the variation now. Lastly, I think I'm going to try and implement dual wielding blasters as part of 1.4.0 since the concept of dual wielding a saber is going to use related code I think. By adding dual wielding, it will probably fix the longstanding issue where blasters appear to shoot from the face. Let me hear your guys' opinions about this.
  17. Vehicles in Jedi Knight Galaxies will have totally different movement, prediction, and feel from Jedi Academy. Generally, all vehicles will have both first person and third person, as well as a separate set of binds specific to different types of vehicle. Vehicles can become damaged and need to be repaired. They can also be outfitted with upgrades. When purchasing player housing, the types of vehicle storage may be an important consideration. There are a few different types of vehicles: Walkers include contraptions like the AT-ST and AT-RT. They walk on legs and can traverse basic slopes and adverse terrain. They may carry a passenger (including on mounted gun turrets). They control fairly similarly to the AT-ST in Jedi Outcast.Speeders include landspeeders as well as swoops. They hover some distance off the ground, but are built for speed, not durability. They may carry a passenger. Like the movies, the pitch and roll can be controlled independently, but banked turns are required for yaw turns. They can have attached guns but you can also perform drive-by shootings (or slicing, with lightsabers) or perhaps even jump on adjacent speeders.Animals include things like tauntauns and banthas. They cannot be repaired and do not require fuel. Instead they must stop to graze for a few minutes every couple of hours. The Tauntaun controls in Jedi Academy are pretty similar to how I envision these working.Starfighters include things like X-Wings and Tie-Fighters. They may have an attached droid and almost never have passengers. Pitch, yaw and roll are fairly easily controllable, and they have a plethora of guns. They can go into space, although some are not capable of lightspeed travel.Cargo Ships include things like the Millennium Falcon. Generally they require a full crew to be operational. They can also serve as mobile bases, and may be able to dock starfighters or store small vehicles, like animals or speeders. Their controls are fairly similar to starfighters but they have some weight behind their movements.Vehicles will be available in limited capacity in Phase 1, in a special Space Battle mode which we will concept at a later point.
  18. Yeah, armor will be fitted to a standard player model. I think the lag is because of the location. It is hosted in Dallas I think. I get like 50 ping.
  19. All in all that was a pretty good scrimmage match. Even found a few bugs: Armor doesn't persist properly across map_restartCanister mode on AA-35 and LS-180 don't seem to work properly
  20. @@Darth Futuza @ @@Dalo Lorn @@swegmaster @ @@Noodle @@Onysfx @@Ramikad @@gerbilOFdoom @@Stoiss The scrimmage match starts in three hours!
  21. I cut RAM usage down by 300mb (task manager doesn't show it very well but it's corrected) I also fixed damage plums not showing up if the target took shield damage.
  22. If you're going to use ICARUS, you're probably better off using the map override BOTH_CIN stuff anyway
  23. It took me like 5+ hours of tooling to get the Jedi Knight 2 SP code to compile, I don't intend to do the same again here. Why not just use OpenJK and edit it?
  24. We found some bugs in the 1.3.0a and fixed them for a version called 1.3.0b. Check this thread for details on it.
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