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Everything posted by eezstreet
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I'll take a look at it tomorrow.
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Sniper AI has been improved. Please see OP for details.
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I still think that the push hand is too high and the pull hand is too close to the screen. But it looks good! How seamless do the animations play with firing etc? There's something screwed up with the rendering of FX (including the muzzle effect but I think you already knew that) so I think that needs to be looked into before I can do the lightning/grip/whatever effects in first person.
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Give me a link when you've got more animations in. Here's a screenshot of progress so far: I think the hand and weapon might be raised too much. I was thinking something more akin to Bioshock 2: EDIT: and if you could go ahead and put that idle animation in, i can test it and see what's going on. My most recent merge with `master` might be why that's broken
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Hi, I have pushed a commit which fixes the G2 viewmodels to act consistent with MD3 models in regards to how the FOV works. I also have some preliminary stuff for force powers done (Force Push and Pull work) WARNING: Leaving out anims in the animations.cfg may lead to a crash! (specifically when it tries to run those anims)
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Yup, that should do. Let me know if you want anything else mapped, like use animation or something.
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You missed Mind Trick. It has two anims - one for a group, one for a single target.
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Alright, cool. I'll get to work on this tonight. Do you have a download for me? EDIT: a new hand model wouldn't hurt either, but that can be redone at a later point.
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VM_READY and VM_IDLE should be hooked correctly already? Also you forgot about lightning
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Hi, My internet is back on - just to clarify, the G2 viewmodel doesn't handle FOV correctly, yes? And Force powers need to be finished? (I never started on them) I will take a crack at it tonight and implement those fixes.
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Hi, This has been around since 2012 (almost exactly two years now) but it isn't really super popular. Come join in on the action (or idle, heck, we don't care) in IRC. Good resource for people that need help immediately. Web client - http://arloria.net/tiramisu We are located on channel #jkhub Raw details (desktop IRC client): irc.arloria.net / #jkhub
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Does JKHub have an IRC Channel for chatting?
eezstreet replied to Archangel35757's topic in JKHub Feedback & Help
Well, #jkhub is still there, just not many people go on it for whatever reason. If we advertised it as a "live chat" thing then I bet people would flock to it. Again though, not an official channel. If people want to put links and stuff to the web client in their sigs, that might be a great motivator. -
Off topic posts by me and others removed. Sorry about that, @@Cerez
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The Briar and the DL-44 can't be obtained at the same time (DL-44 is JKA-specific, Bryar is JK2 specific) Bryar is a lot better of a long range weapon than the blaster rifle. I might make non-sniper enemies (IE, enemies that grab the disruptor because it's better than their blaster) use the disruptor primary exclusively. Or make snipers fire it at you if you're close to them. They need more evasion in general. There's way better ways to take out the Jedi enemies than the bowcaster though (trip mines, lightsaber, det packs, flechette) and the charging mechanic is still really useless regardless. Check out my math above as to why Repeater damage ought to be increased by at least 4x (5x would be better). The fire rate is not related to the accuracy of the weapon (if it fires slower it's still just as accurate). I could improve the accuracy though too, you're right, it's pretty useless at range. There are -no- assassin or saber droids in JK2. My point is that every firing mode and every weapon ought to be useful. Also the DEMP2 secondary uses a whole lot of ammo (same problem as disruptor secondary and bowcaster primary, they use way too much ammo for not a whole lot) The whole point of inflicting knockdown or a "stun" effect is that the enemies would be rendered harmless for a second or two. About the whole water thing: there's code in JK2 SP which says something to the effect of // FIXME: spread out over water?
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What will Rule 34 be?
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JK:E is a community undertaking. Look at how many people have contributed to it. You could contribute too! Circa and I are basically the leaders atm
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Oh, I completely forgot about vstr. Try using them to achieve what you're going for. Here's a pretty extensive guide regarding what can be done with JA's .cfg files (it's identical to how it works in Q3): http://www.quakewiki.net/archives/scarab/Scripts_Toggles/scripts_toggles.html
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This guy gets it. Fuck midichlorians.
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as long as I'm allowed to eat chicken wings in peace, yo
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Also, let me also mention that I only accounted for Padawan difficulty, and it takes even more hits to kill a stormtrooper in the higher difficulties. The bowcaster, repeater alt, blaster alt, and rocket launcher trump everything in the entire game because they consistently do high damage. You might also consider using the Disruptor, but it uses something like 60 or 70 ammo for a single kill (two if you're super duper lucky and line up the shot correctly). Blaster pistol alt is good too but all other weapons can kill faster (and the blaster rifle alt uses less ammo anyway)
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This is exactly the problem, though. The blaster rifle already does this better than the Repeater, and it doesn't use precious Metallic Bolts either. The repeater is highly inaccurate at range, and you need to deplete a large quantity of shots before it's actually useful. Here's some hard numbers to consider: The blaster rifle fires a shot every 150ms using alt fire and expends 2 ammo per use. Each shot does 10 damage. The repeater fires a shot every 70ms (100ms in multiplayer) and expends 1 ammo per use. Each shot does 1 damage. Stormtroopers have 30 HP on Padawan difficulty and in multiplayer. For a blaster rifle, this means 3 shots. For a repeater, this means 30. Repeaters and blaster rifles have roughly the same accuracy (I think blaster alt is worse, don't hold me to that). So to kill something, you need to hold the fire button for 2.1 seconds (30 * 70 ms) and land every shot on a repeater. For a blaster, you need to hold for less than 1/4 of that (450 ms). In terms of ammo, you're using 30 Metallic Bolts or 6 Blaster Pack ammo. So, let's consider what happens when you buff the repeater to do 5x as much damage (making it 5x now for better math). You'll need to fire 6 shots, and hold the button down for 600ms. The weapon would use 6 Metallic Bolts to fire. In terms of ammo efficiency, this is better than the Blaster (because remember, you can carry 400 Metallic Bolts but only carry 300 blaster ammo ), but in terms of raw power, it's still not as good as the blaster, but not quite as much. The primary fire right now though is fucking awful in comparison. Hell, the Disruptor primary is more powerful than the Repeater's primary at this point. The Bowcaster is still the big winner here though in terms of power and ammo efficiency, as it does 40 damage every 500ms and only expends 5 ammo per shot. The big tradeoff with the Bowcaster though is that it has potential to bounce back and damage the player, which it can't do in MP at all.
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I would argue that MB2 and Siege are pretty similar. Same set of rules, just minor variations
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"ammo usage" = how much ammo is used for each shot OR to kill an enemy. It takes over 30 direct, non-headshot hits on a basic Stormtrooper in order to kill them. Alternatively, you could fire one 20 ammo grenade and kill everything in a 256 unit diameter.
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The GPL only applies to the source code, not the game itself. Just keep that in mind. I'm not sure why you'd create a game based on JA's engine though, it's so poorly optimized and buggy that you'd be fighting to actually get your game at a playable FPS more than anything.
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Hi, Here are my thoughts on "fixing" weapon balance. Bryar: - Reduced firing rate for primary - Increased damage substantially for the primary - Reasoning: It's a slow and powerful weapon in the previous games, so it seems fitting to make it into a "revolver" in terms of power. Blaster: - Increased damage for primary - Reasoning: Primary is less ammo consuming, yes, but there's basically no reason to use it aside from this. Disruptor: - Add charging for primary - Increase base damage for primary - Reasoning: Primary is totally useless (three hits to kill anything) and it makes little sense to restrict charging to secondary, so... Bowcaster: - Cut ammo usage for primary - Add multiple charge types to primary (press secondary while charging to switch) - Reasoning: Secondary can already kill things with one shot, and it's bloody hard to hit anything with a charged primary (which also uses lots of ammo) Repeater: - Increase primary damage by 4x - Decrease primary firing rate to match MP - Increase ammo usage of secondary - Reasoning: How does it make any sense that the secondary is actually -more- ammo efficient -and- more powerful than the primary (!) DEMP2: - Secondary invokes knockdown - Electricity damage flows through water - Lower ammo usage for primary - Slight AoE to primary - Reasoning: The DEMP is meant to be a utility weapon, but unfortunately it is only really useful for killing ATSTs. It does a pretty good job, but it drains all its ammo to kill one ATST and it doesn't have any use outside of that. It ought to be stronger, dang it. Flechette: - Lower ammo use for primary - Increased alt fire damage - Reasoning: It's really bad at using up ammo quickly. The Repeater's alt fire does a much better job (1 x 20 vs ~3 x 8).