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Artificial

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Everything posted by Artificial

  1. Sorry for the super late reply. This was what I was looking for though. Thank you! <3
  2. It seems this knowledge is starting to get lost to time. I'd really like to preserve it. During my own study of duals, it seems like they're almost worthless against staff and other duals. (It's a block fest.) Aerials seem to be the only guard breaking option they have besides blue lunge and mostly worthless katas.
  3. Awesome. Thanks for the help. Right now, I'm focusing on saber strategies. Basically, how should one use the stances and moves for each of the sabers to their advantage as much as possible. Also, how best to evade and move in on an opponent. Now keep in mind, pretty much all the tips you see were actually given by one person who is, in fact, really rusty at this game now so they may not be the best tips at all. Ditto for the Engagement Rules. Basically, I asked someone in the clan to contribute and he give me a raw dump of all the basics he knew. Don't worry. I'll go through everything and make all the adjustments necessary. 1. Absolutely. I thought that practice went without saying so I didn't put it in. 2-8. Good points. But if we're going to overhaul most everything in the Saberology section, let's also make it somewhat complete in the process. We should go through everything for, say, the Single Saber first. We'll expand up that topic in a lot detail. Then, if you feel like contributing more, we'll go on to the next saber. 9. Fair enough. 10. That section is pretty much for things that don't fit in the other sections. As for the Rules of Engagement, I'll talk to Angel and see if he cares if I take it out and put something else in. (Most likely he won't give a crap.) As to the single saber staff glitch, it's definitely going to be kept but I'll put more details in though. 11. Yeah, it's admittedly kinda clan bait there. I won't sugarcoat it. I suppose I could take it out and make something much less obtrusive instead of a whole section. Maybe something at the end saying "We know more than we're telling." or whatever. We'll see.
  4. lol Yeah, April Fools of course. Take the Tome down? Take down a guide that I've put a CRAPLOAD of work into? That I'm sure already at least 30 people have already looked at, benefited from, and downloaded for themselves anyway? lolno And speaking of which, as an April Fools gift, v0.60 is here. Unfortunately, I couldn't get any information for the Saberology section but the RCON section is now VERY MUCH finished. There's also the usual editing here and there as well. Hope you all enjoy. Once again, any help is appreciated.
  5. Bump. I would like to let everyone know that starting tomorrow, I will be removing all instances of the Tome of Knowledge off of all sites that I have posted it on, including this one. I thought that it would be a great idea to spread information around but then I realized that, I mean, how could I have done something so stupid? But don't worry, I will save you all more hurt and will remove this idiocy immediately so we can all be better people and live better lives. Now when you play JKA, you will no longer have to be pained because of me.
  6. Looking at the OpenJK source on GitHub. Where exactly can you find the netcode? Specifically for sabers?
  7. Right, I'm out of ideas now. So, unless Raz0r has some, I think we're all screwed. I couldn't think of anything but I don't know, I just can't help but think also that we're missing something that could work. The answer must be out there somewhere.
  8. FFS, this is INCREDIBLY tricky. Hm... Well, there was one method in the talk that you might have forgotten. Shortening the times it takes for the saber to strike all on the host server when you're preparing to strike and striking. For example, The player would be doing a simple right strong swing. It would look to him like the swing is going at normal speed, but behind the scenes on the host server, the swing is being carried out about, oh, twice as fast as normal. Maybe more, maybe less depending on the swing and ping.
  9. OK then. Perhaps it would be best if I just gave you the link to the whole GDC talk. You can view it later at your leisure. If you find anything that you haven't already thought of, let me know. Actually let me know either way way so I know if this discussion is truly finished. Heck, if anything else, you may find it entertaining to watch, even if you don't get anything new out of it. I'm currently watching it now and find the whole talk very interesting. http://www.gdcvault.com/play/1014345/I-Shot-You-First-Networking
  10. Recently? I've been playing on the KR server a lot. One of the most frequented servers in JKA ATM. To this day, I haven't found any cheating. Remember, however, that I'm not talking about attacks on the server to bring it down or to screw it up. Seen plenty of those. Now, I KNOW this can be done and done adequately for all parties on a server. I've seen it work so well with Halo's multiplayer. I don't like to keep bringing a single game up over and over, but they really are a great example to look to. So, if they can do it, why can't we? The only reason I can think of is that the engine simply just can't allow it due to it being generally just too old. If this helps, there was a very long GDC talk given by a senior Bungie network engineer in 2011 after the release of Reach. I have the written 3-page summary of it by David Rosen saved to my computer. Here's an excerpt from it. Now, having said all that, is Halo's netcode perfect? lolno. I've seen some weird stuff happen. Nevertheless, in my ignorant opinion, it is far and away better than what we currently have. Yes though, saber combat is still different from gunplay so if we were going to use this guys' advice, we'd have to adapt it appropriately of course. If I'm being annoyingly persistent with this, it's only because I love the saber combat in this game so much and I die a little each time I see some BS lag kills. If there's any possibility of improving this, we should take it all the way.
  11. You're all absolutely right. One cannot predict future. So let's not and have the client computer decide whether or not the saber hits. Now I know what you're gonna say. It'll be very open to exploit. Well, yes it will. But then again, JKA in general is open to exploit as well. And besides, with this mod running, it would be rather easy to tell who is cheating. If someone keeps getting hits and from a distance, it's a dead giveaway. After you've established that, /amkick. And to be quite honest, I've never seen anyone cheat on JKA online at all anyway. Most of the bad eggs are focused on trolling and/or crashing servers, not winning duels in random FFA servers.
  12. UPDATE: Version 0.60 is coming. Major Features: - RCON section finished. - Single Saber section HEAVILY fleshed out. (Not sure if this will actually be yet, but until further notice, expect this to be done upon 0.60's release.)
  13. I've been thinking about this idea for a while. And after I've seen everything you guys have done with OpenJK and also JA+/++, my curiosity has now peaked. So what am I thinking about? Something very simple. A ZeroPing mod for sabers. Something that will unlag saber strikes. Now, from what I've observed, I believe that some of you are proficient in JKA's netcode. So can this can be done? I've seen it done over and over again with Unreal Tournament, UT2004, and Halo 3/Reach/4. But admittedly, saber combat is, I'm sure, definitely not like weapon combat, netcode wise. But I don't know. I'm far from an expert on this sort of thing. So you guys tell me. Can this be done?
  14. Not likely. Most servers these days run JA+ and I'm sure JA+ patched it up.
  15. Not officially but a lot of mods have patched it though.
  16. Don't have either one. What do each of them do?
  17. Well, we'll worry about its format and where it is placed later. Right now, I'm focused on making as many additions and improvements to it as I can. If I may restate, what we really need right now is some combat info. Is anyone here at all experienced with the ways of the saber? One thing you need to keep in mind is that almost all of these commands come from all these separate sources, and some of those sources may not know what they're talking about. Since I have no expertise in some of these area's, all I can do is assume they know what they're talking about and go with what they give me until further notice. Also, I think that sometimes a vague or slightly wrong explanation is better than no explanation. Because unless there's an explanation of some sort, there's barely any point to listing a command. Having said that, I'll be sure to change the info.
  18. Ah, but there's a reason I made it into a txt. Text files are easily editable and incredibly easy to distribute plus they take up next to nothing in space. If I made this into a tutorial, it would lose some of its ease for distribution. And this isn't really a tutorial anyway. It's more a list and a combat guide.
  19. Actually, I told Pastebin to have them never expire, but I see what you're saying. I WOULD have put it here as an attachment but your guys' site apparently wasn't going to have any of that. Either I couldn't figure it out or I don't have access to attachments.
  20. UPDATE: Version 0.51 has been posted.
  21. Nope. Devmapping will give you access to /sv_cheats. I tested it out. Anyway, the rest of your changes have been implemented. Once again, you will see them all in the next version.
  22. What will broadsword do when set to 2? What kind of string(s) does /cg_hudfiles take? noprojectiletrail does exist but it also doesn't seem to work at all. Must be a leftover from the quake 3 engine. Will get rid of it. What will /developer do when set to 2? /logfile is not a string. I verified just now. Technically you're right. The full command is indeed /reconnect but the game will also take /recon as well. I'll put the full command in though. I'm a little confused with what you mean with the /team command. I have tested out the command with all the strings I listed including "f", "s", "r", and so on. They all work just fine. Added the /set command. Hm. You are right. seta, sets, and setu are all commands I should have in there. The problem is, I have not found a good explanation for any of these commands. Can you help me with these? /g_nospecmove doesn't seem to exist at all. Command returns a generic unknown cmd message when I try entering it in. Even in Siege. synchronousclients is listed twice in both the player and admin section because it counts as both an admin and player value. /g_dowarmup doesn't seem to exist either. I think you're thinking of /g_warmup. However, that one seems defunct. /zoneinfo does not exist. However, /zone_details and /zone_stats do. But those don't seem very useful to a player or an admin at all. If you think I'm wrong though, please say why. Could you describe this ghoul2 instance more? sv_cheats is read-only usually but not if you do /devmap first. Alright then, I've added all the valid ones in. Will also put Pande's and your name into the Contributors list. Thanks for the corrections guys.
  23. Yeah. Text counts as the HUD in my book. As to cg_dismember, I've just tested it out and apparently you are correct. I will revise this with the next version update. One thing you do need to keep in mind though is that some people who play JKA have some of the worst computers. Sometimes, it's valuable to know whether or not some settings can help or hurt you graphically.
  24. Yes, indeed there are subtle differences. I, however, made sure that every command I put in here works with JKA. For example, Quake 3 has a way to cycle through more than 2 variables with one command. JKA, for whatever reason, did not have that so I didn't put it in. As to the missing cvars, I don't know about all of those. I do know, however, that some commands and cvars just simply aren't that useful at all to server admins or basic players. As such, I have left those out and did my best to focus on gathering all the useful and/or fun commands. If one was a coder though, yes, you'd be right in that this guide would not be all that helpful. Nevertheless, if you feel that there are commands and/or cvars that would good for a player and/or an admin to know, please tell me and I will happily add them in.
  25. Hey. Artificial here. I come on behalf of the oFc clan to bring a gift to the JKA community. A small yet great gift of knowledge. But what knowledge you might ask? Well, (for now) how about a list of ALL console commands for JKA and JA+? Yes, that's right. With full explanations too. Some of the more powerful commands like /bind and /amtele have gotten whole paragraphs devoted to explaining all of their ins and outs. Also, I offer lists. Lists of spawnable NPC's, of hidden models, of hilt lists, and more. Even command syntax is also discussed. And this is not all. Although the console sections are finished, the combat sections need serious work and the RCON section is in need of any work, period. As such, this guide can be considered incomplete. I hesitated on the decision of whether or not to release this without at least the combat section also finished, but I am of the belief now that this has been under wraps for too long. The sooner people can get their hands on this, the better. The console sections alone are extremely helpful. - This guide was first started about 11 months ago and it was written with the primary goal of deobfuscating JKA's console and its combat. It branched out a little from there but the goals remained the same. When one looks for information on how to do something with the console, for TOO LONG has it been a frustrating search for knowledge that SHOULD HAVE been laid out a long time ago. But it is not so. Even today, console commands, syntax, and lists are scattered to the four winds of the internetz, along with the knowledge of what could or could not be done vanishing along with the dwindling playerbase. Even more unfortunately, the knowledge of saber combat or even full-force combat is in an even worse state. Clans are keeping to tradition and hoarding their knowledge of combat amongst themselves. Now, normally, this wouldn't be a problem back in the days of JKA's release when thousands of people used to play. However, as the game grows older, the number of players that still play are slipping. People, of course, are simply moving on to other games and, as an unfortunate side effect, are taking their knowledge of combat with them. This all leads to a scarcity of knowledge where only a few people anymore know how to fight extremely well. IMHO, this all needs to end and hopefully, I have started on the path of ending it all with the production of this guide here. If anything though, I hope that all of you will find this guide, as incomplete as it is, helpful to you all. Perhaps we can get this train back on track. And so, without further ado, the Tome. Version 0.60 http://pastebin.com/e5Yv4q2i Version 0.51: http://pastebin.com/0s3RBDjS Version 0.50 http://pastebin.com/F69JNRJt
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