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eezstreet

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Everything posted by eezstreet

  1. It doesn't even really have to be a force power. It can be scripted in through ICARUS from what I understand.
  2. Probably not. The only thing that mod includes off the top of my head is the velocity halving.
  3. Buffs and debuffs (both controlled by the same system), can either help or harm the player. They are applied to a player using either Lua scripting (WIP) or using a weapon. This replaces the damagetype field in .wpn files. Buffs are defined in buffs.json; a player can have a total of 16 buffs (each stack of a buff consumes one slot) applied to them at a time. Here is the current buffs.json, to help you get an idea of how they work in code: { "standard-fire": { "category": "fire", "canceling": { "priority": 50, "noBuffStack": true, "noCategoryStack": true, "waterRemoval": true, "rollRemoval": true, "cancelOther": [ { "category": "cold", "priority": 50 } ] }, "damage": { "damage": 2, "means": "MOD_IGNITED", "damageRate": 500 }, "visuals": { "efx": { "effect": "player/fire", "bolt": "lower_lumbar", "debounce": 200 } } }, "standard-freeze": { "category": "cold", "canceling": { "priority": 50, "noBuffStack": true, "noCategoryStack": true, "cancelOther": [ { "category": "fire", "priority": 100 } ] }, "damage": { "damage": 2, "means": "MOD_FROZEN", "damagerate": 1000 }, "passive": { "pmove": "PM_FREEZE" }, "visuals": { "shader": { "shader": "gfx/PlayerOverlays/ice", "shaderRGBA": [ 63, 63, 127, 255 ], "shaderLen": 100000 } } }, "standard-stun": { "category": "stun", "canceling": { "noBuffStack": true, "noCategoryStack": true }, "passive": { "pmove": "PM_FREEZE" }, "visuals": { "shader": { "shader": "gfx/PlayerOverlays/stun", "shaderRGBA": [ 0, 0, 127, 255 ], "shaderLen": 400 } } }, "standard-carbonite": { "category": "carbonite", "canceling": { "noBuffStack": true, "noCategoryStack": true }, "damage": { "damage": 2, "means": "MOD_CARBONITE", "damagerate": 1000 }, "passive": { "pmove": "PM_FREEZE" }, "visuals": { "shader": { "shader": "gfx/PlayerOverlays/carbonite", "shaderRGBA": [ 50, 50, 50, 255 ], "shaderLen": 100000 } } }, "standard-bleed": { "category": "bleed", "canceling": { "noBuffStack": true, "noCategoryStack": true }, "damage": { "damage": 1, "means": "MOD_BLEEDING", "damagerate": 1000 } }, "standard-poison": { "category": "poison", "canceling": { "noBuffStack": true, "noCategoryStack": true }, "damage": { "damage": 4, "means": "MOD_POISONED", "damagerate": 1000 } } // movement speed modifier is not implemented yet //"standard-cold": { // "category": "cold", // // "canceling": { // }, // // "damage": { // } //} } (For a full explanation about what all these fields do, check the Extended Data.txt in the source branch) Buffs can cancel out buffs either in their own category or in other categories. For example, fire can cancel out freezing and so on. (Fire can also be canceled out by freezing, or by rolling/swimming). For right now, all they can do is either damage the player or freeze them in place. In the future some buffs might grant you additional stats like invisibility/cloaking, resistance towards certain damage types, etc; fleshing out the content is still a work in progress.
  4. It's actually much easier to implement such a system in SP, since you don't have to worry about networking the data. When you get more proficient on C++ I can talk you through it sometime.
  5. Animations being hardcoded really has nothing to do with the Ghoul2 format, and more to do with how the animation system is coded. You see, the skeleton format is just a series of frames with no rhyme or reason behind them, and the animation.cfg is what binds the frames to specific animations. What makes animations so hardcoded is very simple; the game just wasn't built for adding more animations. It's just a table of animations with strings mapping to integer values which is easier to work with. As far as file formats are concerned, you have to consider the following: - Is this something which I want people to edit quickly, but not necessarily load quickly and space isn't an issue? Go with a plaintext format, like JSON or the formats that JKA has for .sab, .npc, etc. - Is this something which I want to load quickly, or contains so much data that space becomes an issue? Go with binary data, like JPG or something. Loading binary data is way easier unless you use a library. In which case, loading plaintext data can be a cinch: https://github.com/JKGDevs/JediKnightGalaxies/blob/develop/codemp/game/bg_jetpacks.cpp Model data is normally binary but COLLADA (.dae) files are notably plaintext. I think FBX may be, too. Note though, because I feel like this needs repeated. This is just an ideas thread; I don't really have any motivation to work on a new format.
  6. Development screenshots showing off how the differences in ammo types can make a huge difference. In 1.3.0, we added the ability to purchase and use new special ammo types. Some weapons have multiple ammo types at the same time, while others have different ammo types that you can cycle through. Some are a mix of both! Explosive Quarrels are extremely powerful, and turn your bowcaster into a glorified grenade launcher: ...while Splitting Quarrels do the exact opposite, and turn your bowcaster into a glorified shotgun: This change has been brought to you by Engine Changes . We had to up the limit of loaded .efx files in order for this to work correctly. HAYO!
  7. So now let's get into the meat of it; what an ammo type can override. I coded all of this over a night or so. In 1.3.0 ammo will not be able to override debuffs granted to a player or clip size because of technical reasons. So no incendiary ammo or extended magazines then. But this other stuff can be overridden: BehaviorDamage TypeProjectile countDamage radiusProjectile hitboxRecoilAmmo usageFiring speedBouncingAccuracy ratingKnockback inflicted on shooterWhether the weapon is hitscan or notProjectile speedWhether projectiles are affected by gravity or notVisualsShoot muzzle flash effectMuzzle flash dynamic lightCharging effectFiring soundCrosshair shader (change crosshair while using this ammo)Traceline effects (if any hitscan weapons use this ammo)Projectile effectProjectile modelProjectile sound effectProjectile dynamic lightProjectile hit effectProjectile miss effectLightsaber deflection effectI'm going to update the OP with some ammo types and their effects. I want to have an open discussion about the types of ammo that are in the game because I think that's something we still need to work on for the scrimmage.
  8. Sabers will be in the next major revision, 1.4.0. You can now hide the inventory panel while in the shop and see detailed information about the item you have selected:
  9. I like this, but I have the following feedback: There's just simply too many crime tiers. I think if you boil it down to like 3 tiers (maybe show it with a debuff; with 3 skulls overhead being the "ultimate" worst), it'll be a lot more understandable to the player.I think crime points is kind of a bad name, CP as an acronym has some uh...interesting connotations... Maybe call it Notoriety or something like that.It should be noted that this is only in RPG mode (ie, phase 3), not Phase 1 or Phase 2 modes, which a server should still be able to boot into and play after Phase 3 is complete.Do you lose 150 CP per equipped item that you lose? (so for example, at 1000+ CP, you lose >450, +100 for the death?)Do crime points increase if done in self defense? ie, killing a player who was attacking you first, would that increase crime points?
  10. If you run that mod using OpenJK, that error should go away. Download the latest nightly build for OpenJK for your platform and install it according to the directions here. Then to actually run the Prequel Conversion mod, I don't know as I'm not sure how that mod is installed...if it's just a bunch of PK3s (and/or loaded with the Mods menu) then you just run the OpenJK SP executable; if it requires running a batch script, then you'll want to edit the batch script to point to the openjk executable instead of jasp.exe.
  11. Hi, do you have a preferred time / timezone info? That'll help us determine which time is the best.
  12. Jedi Knight Galaxies Third Scrimmage Match - December 2017 It has been far too long. With the release of The Last Jedi, Star Wars season is upon us once more, and we have a new big update for you - 1.3.0. You can read all about it here. In order to make the patch go smoothly, we're going to do a public test of 1.3.0. Announcing the Third Scrimmage Match! With exciting changes like jetpacks, shields, consumable items, armor, and a new damage type system with complex interactions between these, you'll see new layers of strategy and verticality introduced. We hope to demonstrate these features and get your feedback on them. During the scrimmage match we will play on the released maps on both Team Free For All and Capture the Flag modes. How to sign up See this thread. Be sure to read the directions at the beginning carefully and include all of the necessary information. When is it? The date will be determined based on when people are best available. We're going to try to shoot for having as many people on as possible. What you'll need There will be a Google Drive link posted for downloading when it's ready. If you're signed up for the scrimmage match, just wait for a notification on JKHub for the mention. You'll want to download that, as well as the Extra Maps Pack. You do not need the current version of the game. The 1.3.0 patch will replace old content. All you need is a legal copy of Jedi Academy and everything listed above. Looking to 2018 After the scrimmmage match, there will be a few features left to complete (custom ammo types, etc) and then we will release 1.3.0. There will be a few patches, but then we can focus on the thing you have all been waiting for...lightsabers.
  13. Here you can sign up for the third scrimmage match. In order to sign up for the scrimmage match, please post the following, as a reply to this thread: Your General Location (for ping/timezone)What times work best for you (on your timezone)What platform you use (Windows, Linux or Mac; optional)How many people you want to bring along with you (optional)Whether or not you can record video (optional) Here is the current list of sign ups, as well as timezones that work for them: ---------------------------------------- @eezstreet - Any time, by myself. @@Darth Futuza - Mountain Time, any time except 31st evening, Windows, can record, +extras @ - Australia time, any time, Windows and Linux, can record and stream, +2-3 extras @@Dalo Lorn - European Time, any time between 12:00 - 22 CET (gmt+1), +1 extra @@swegmaster - American Time, any time on the weekend @ - European Time, any time between 12:00 - 22:00, +1 extra possible @@Noodle - GMT-3, preferrably between 14:00 - 17:00, +2 extra @@Onysfx - Canadian Eastern Time, any time @@Ramikad - GMT+1, any time before or after midnight @@gerbilOFdoom - Any time before noonish ---------------------------------------- Download link Time of the scrimmage match
  14. We now use Discord instead of IRC to communicate. Check out the link in the OP!
  15. Minor updates to the changelog. We have conducted an internal playtest and identified some issues. We will be going ahead with the public playtest soon, after the remainder of the bugs are fixed. After the public playtest, we will be taking people's opinions about how it plays and iterating again, as well as finishing some last minute content, like the special ammo types menu.
  16. The heat sensor seems like a modified trip mine. I'm thinking more like consumable aid items.
  17. While there is the concept for these, there aren't any consumable items in the game. I'm paging @@Silverfang and @@Darth Futuza here to come up with some ideas for consumable items.
  18. rend2 is going to be implemented as part of Phase 2, as an optional second renderer to use. We're also going to implement TTF fonts and a new UI system probably then as well, with UTF-16 strings for more translations hopefully.
  19. No. JKG uses a special API which is distinct from the MP one, which is distinct from the SP one.
  20. I went ahead and documented every single field of every ext_data file, with the exception of the saber related ones as that data is subject to change between now and 1.4.0.
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