Lockgo
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Lockgo's Achievements
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Smoo liked a post in a topic: JK-XR: Outcast - Jedi Knight II VR - Release Trailer
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Lockgo liked a post in a topic: JK-XR: Outcast - Jedi Knight II VR - Release Trailer
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Lockgo liked a post in a topic: JK-XR: Outcast - Jedi Knight II VR - Release Trailer
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Lockgo liked a post in a topic: Force power's interactions with item objects and npcs.
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Lockgo liked a post in a topic: Force power's interactions with item objects and npcs.
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Lockgo liked a post in a topic: Force power's interactions with item objects and npcs.
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Lockgo liked a post in a topic: Force power's interactions with item objects and npcs.
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Lockgo liked a post in a topic: Jedi Academy Of Weird New Things
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Lockgo liked a post in a topic: Jedi Academy Of Weird New Things
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Well aware of that, but was there not some way to add modded force powers, or was anything that wasn't just cosmetic required at least a different dll file?
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Smoo liked a post in a topic: Force power's interactions with item objects and npcs.
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Smoo liked a post in a topic: Force power's interactions with item objects and npcs.
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Smoo liked a post in a topic: Force power's interactions with item objects and npcs.
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Felt kind of bad that I never "published my work", but I actually don't know what type of "file" I would need to make for my edits to the force powers. Mainly force grip. What would be needed to have my modifications something you could add to a post complied game.
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Archangel35757 liked a post in a topic: Force power's interactions with item objects and npcs.
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Archangel35757 liked a post in a topic: Force power's interactions with item objects and npcs.
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Archangel35757 liked a post in a topic: Lack of coders
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Any suggestions or opinions? Although I have already accomplished my original goal.
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I think I found one or two things I can fix. Where can I report and make changes?
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This looks like a fun game, but this is not at all like Jedi Knight. They are similar, but not the same by a long shot, only on a superficial level. I'm about to try it out since I apparently own it. My opinion by the videos, which are by no means fair since its hard to tell how gameplay is without playing it, is this. 1. Aiming It doesn't look like it has auto aim, or auto focusing like I originally thought, but it clearly is a lot easier to keep your eye on your opponent. They maybe a good or bad thing, but making someone lose track of you in a duel was a valid strategy in Jedi Knight. 2. Combat swings. This is a big one. I can't tell too well, but it looks like the swings for each "stance" fast/balanced/heavy do not seem to have much change in animation and swing angels. In Jedi Knight you had 7-8 swings per stance "depending on single/staff/or two". As well as one "special move" and the roll stabs in Jedi Academy. Knowing when to do what swing was very important. Foot work played an important part here to, the swings where based on the direction you where going "when you hit the attack button" so mastering those quick key presses while still going the direction you wanted was a very necessary skill that also let you know instantly who was new at the game and who wasn't. New players would "W + M1" or move forward while attacking doing an overhead forward swing in blue or yellow stance. Most veteran players would know to do side swings as they came close. Each swing was important, the orientation of your swings greatly mattered especially with how acrobatic Jedi and Sith are. No swing was any more important then any other swing, some just had more uses then others though. Some swings chained better with other swings, while others would give you a longer attack animation that left you open. I could write a long rant post about that. 3. Block I can't tell if there is blocking in Blade Symphony. Although I wish Jedi Outcast/Academy has a block button, its Auto block had many strength and weaknesses. Also, the force, so it made "sense" why your character would autoblock. The autoblock in Jk2/JA required that you where looking dead ahead at the opponent and the swing. If someone hit you in the back or the side it would block as well or at all. Also, your blocks where better if you where standing still as appose to walking and even better then running. Also, if you where attacking, your character would not block. You could also parry in JK2/JA. Mastering hitting someone on the side as appose to head on was very important. I personally wished JK2/JA had a block button as well as the auto block for more added levels of "Blocking". Movie battles 2 Block mechanics are pretty sketchy at best though.
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Anyone still here?
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Its been a while. I decided to focus on my original objective. I was able to make force grip interact with items missiles and thermal detonator. I want to get back to trying to implement a physic engine into Jedi Academy. I learned a lot about gentity_t in getting grip to work. However, the import/convert-BSP that bullet includes, only really works with Quake-3 arena levels. From what I understand, you have to know how the BSP levels work for each individual Quake 3 powered game, since they all do it different. I also found that force grip was a bit wonky. Even before I started editing it. Always has been from what I could tell. Here are the videos http://www.dailymotion.com/lockgo I should also note that the rockets where put at 1/9 the speed, I actually think its next to impossible to catch a rocket at normal speed with the range force grip gives you. I was actually tempted to make an entire new force power as appose to editing grip. Sorry for the late update, though. http://www.dailymotion.com/video/x373xly_2015-09-16-23-28-02-rep_videogames
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Ah ok, found them in SP game library->game->g_breakable.cpp and MP game library->game->g_mover.c thanks. That sucks...
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Just out of curosity, which file/files denotes destructable terrain? Is it in cm_load.cpp? By destructable terrain I mean how certain walls or crates are breakable, like the majority of t3_stamp, the one with the mutant Rancor.
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Most of it was simple references. Having to add references in Visual Studios, having to delete pre-existing lib files so it could re-compile them, and even after a few, it would still say "does not exist" even if I typed out the exact folder paths for the #include statement. After having to do that with Bullet though, I probably wouldn't have changed from newton. Had I know Bullet was going to make me do the same thing.....C'est la vie.
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Newton had weird DLL problems. Not even the sample programs that came with the sdks would work. Decided to try my luck with Bullet. Also, found out why the rotation of items seem random. Turns out, they are just random for some items, as the comment "// give weapon items zero pitch, a random yaw, and rolled onto their sides...but would be bad to do this for a bowcaster" stated.
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Lockgo liked a post in a topic: Force power's interactions with item objects and npcs.
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I was trying to find out how to implement newton, but its a pretty big undertaking. I haven't given up but I don't know if I have the free time.
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Archangel35757 liked a post in a topic: Force power's interactions with item objects and npcs.
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So I looked into the Newton code and how to implement it in my free time. I was just wondering, how long of a project do you think this is? How long did you work on this Xycaleth?
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Do you suggest that I should try using newton dynamics 3.11, as appose to what you had with 2.00?