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Boothand

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Posts posted by Boothand

  1. Hoooly mantracker. No one seems to put enough emphasis on how incredible this is. Did you actually play this with your hands, or did you make corrections to automated midi transcriptions? Was really cool to hear the part at 57:20 in your first link, as an example. I agree though that the melody sometimes could benefit from more emphasis. The transcription is brilliant (I've done a lot of transcription too and call tell!).

  2. Hmm, I'm not aware of any glitches like that in JK2, at least not with the start animation.

    It shouldn't have anything to do with the legs/torso division, rather just what animation frames are assigned and the harsh transition into those animations.

     

    I tried to fix it by excluding certain starting frames in animation.cfg, and it worked somewhat well serverside + clientside, but once I connected to another server, it became visible again.

  3. I haven't played very much JKA, but instantly noticed something very annoying this time, not sure if this happens for everyone. The animation glitch/jump as he transitions into a swing, and overall animations look very choppy in the 'seams', when going between the start, middle and end of the attack sequences.

     

    JKA gif with JK2 comparison: https://jkhub.org/albums/4wyLJ

     

    If this is a regular thing, have any clientside mods fixed this to your knowledge?

    (Happens with baseJKA and OpenJK)

  4. Thanks, I will check it out.

     

    EDIT: Where does this occur? Can you give some more details?

     

    I've only tried starting a new game, as my previous saved games are from base JK2. It also happens when loading a map directly (/map kejim_post).

  5. I'm not sure if that statement is valid in C, I think it wouldn't compile in C# at least, but note the exclamation mark before cent.

     

    If anything, it would probably be interpreted as

    "if health stats is not less than 50".

     

    Your first post looked more likely to nail the issue.

     

    Either way, I don't really know the context there, and I would still suggest either:

    Doing a console print to determine if the jump code in question is run on the NPC (search for trap_SendConsoleCommand or Com_Printf with Ctrl F to see how it's done)

    In Visual Studio, press Shift F12 on the PM_CheckJump to get a list over all calls to the function, and see if it's being called in any AI related parts.

  6. Coincidentally, the original KotF has been canceled several years ago, on March 31/April 1. The developer said that he won't work on this project anymore, and that he wiped the entire mod files from his harddrive.

    Everyone on the mod's page was like "Yeah, I get it. It's an April Fools Joke. Now release the damn mod!". Well, it was not.

     

    On the other hand, it was a good move. Without the cancelation of the original mod, that project would have taken ages (the developer was notorious for frequently delaying the mod, even for trivial reasons). That's why I'm so happy that it has been rebooted.

    It's wonderful to see Knights of the Force 2.1 progressing. It's now bigger and better than ever.

    I see! Thanks for the context.

     

    I guess that the google drive link didn't work?

    It probably did (now I see Rick Astley's loving face). Just seemed clever if no one could see the video of the proposed bug, although it would be even cleverer if you had coded something that looked like a major bug and recorded that :P

  7. I've barely ever looked into the SP code. Are you sure that this function is called for NPCs? Are they counted as 'clients'?

     

    Try to print a message to the console every time they perform a jump. If the message shows up, they use the function, and if not you need to check somewhere else. The condition itself looks correct though.

  8. Blocked_top probably is a really short animation, may not be able to blend to it?  Though I suppose you could blend out of the old and and into the single frame of the new anim.  I don't really remember much about the inner workings of the anim system when it gets down into Ghoul blending them, etc.

     

    I know we had a few commands to play specific animations in JKA, like crouch, spin your saber, taunt, etc.  Look at the G_SetTauntAnim() function in g_cmds.cpp.  You'll see it's called by ClientCommand when you enter a command on the console (or bound to a key) like "taunt", "bow", "meditate", "flourish", "gloat".  You should be able to just add your own command that calls G_SetTauntAnim() with a different animation of your choosing.

     

    Long story short, turns out PM_SetAnim actually does use blending, and I can't possibly remember what I did wrong yesterday (I found out by checking G_SetTauntAnim which ultimately called NPC_SetAnim, which is very similar to PM_SetAnim, so running G_SetTauntAnim does the same thing as running PM_SetAnim with blendTime 100).

     

    It turns out that when I increase the blend time above 100 (the default), it starts off blending into the animation slower like expected, but snaps into the final frame of the animation after some time. It's not a huge problem to use 100, but makes it a bit less 'smooth' than I'd like.

     

    Blend time 500:

    926147e637.gif

     

    Blend time 100:

     

    d381aabf2d.gif

     

    Same result with other animations (that have more than a single frame). Might have something to do with the duration of the animation? I don't expect there to be a simple solution, but leaving this here for reference either way.

    PM_SetAnim(&pm, SETANIM_TORSO, BOTH_P1_S1_T_, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD, 100); //values above 100 causes him to snap into the final frame too early
    
  9. Doing an experiment for someone, trying to trigger a saber animation on keypress.

     

    ps.saberBlocked = BLOCKED_TOP, for instance, instantly snaps Kyle into the pose. In multiplayer there was some blending actually when doing this.

    I tried PM_SetAnim because I saw it had a parameter for blend time, but same behaviour as above.

    Saw references to animation blending with the SetBoneIndex G2API stuff, but didn't want to touch that.

     

    Calling from ClientThink_real in g_active for now.

     

    Is there a reasonable way to blend to a saber pose?

     

    @@MGummelt

    Archangel35757 likes this
  10. The source code is out, so it could be fixed. I tested setting g_saberAnimSpeed to something low and it plays without glitching in force speed 3. So we can assume it happens because of some animSpeed modifier in the source code.

    Searched around for "animSpeed", "FP_SPEED" and looked through the saber functions, but didn't find much of relevance to the saber speed.

     

    Perhaps this is related (see screenshot below), if the 'weaponTime' addition makes the saber go faster (and in the case of that swing, too fast), though I thought that was only related to the time before the weapon is fireable again. Wherever it is, it might be solved by setting an upper cap on the animation speed whenever you do that that particular saber move.

     

    5ILYk7e.png

    Smoo and gameragodzilla like this
  11.  

    BTW, I wish I could get this board to keep the full formatting of the text I'm pasting in (color, tabbing, etc.)  The code snippets would be a bit more readable.  Anyone have any tips for that?

     

     

    Hmm, you could try the 'code' button in the full editor. Might not be a huge improvement though.

    //sabers must actually collide with the attacking saber
    
    sabersDist = WP_SabersDistance( attacker, owner );
    if ( attacker && attacker->client && attacker->client->ps.saberInFlight )
    {
        sabersDist /= 2.0f;
    
        if ( sabersDist <= 16.0f )
        {
            sabersIntersect = qtrue;
        }
    }
  12. Wow, cool to see a developer around.

     

    1. What things about the gameplay in Jedi Outcast caused you (the company) to make new patches, eventually with very different combat?

    Asking because JK2 today has perhaps most of its active player base still in JK2 1.02, and the rest in 1.04.

     

    2. Have you seen videos of the highly experienced players over the years? Do they play the game anything like how you imagined they would or could when you made the game?

     

    3. Did you have to 'kill a darling' during production, any planned features that either didn't work out or got down-prioritized?

    dg1995, Smoo and Cerez like this
  13. A stamina bar? That may be okay, but if there is only one shooter firing, a Jedi could deflect him / her shots indefinitely.

     

    In addition, in Jedi Outcast does not need to aim to deflect blaster shots, because if you have enemies in front, you deflect all their shots even though there are many enemies firing simultaneously. That is why Jedi Academy seems to me an improvement on this topic, although the progression in deflecting blaster shots is still improvable.

     

    Yeah, would be 'too easy' vs only one opponent I guess. In JK2, some of the challenge is to attack them at the right time after they shoot, especially vs bowcasters, otherwise you might lose most of your HP if they get a shot while you're winding up your attack.

     

    I guess what I mean is when there are multiple opponents (not in a corridor, but in bigger rooms) they tend to spread out and you have to aim around to block them. Not sure how it's like in Jedi Academy.

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