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Everything posted by skew
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It's a multiplayer mod for Jedi Academy MP. It's intended as 1v1 for a 2/3 round structure of matches. It picks a pair of people to play for each match. It supports clients and bots with a new fighting game AI. Unfortunately you won't find any servers yet since it's still in development. You can find more info here: https://www.moddb.com/mods/jedi-fighter/downloads
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Hey guys, It's been a few years since my last update but I will be trying to work towards a release soon. Quick update: - Trying the built in saber knockbackScale as a hitstun with my own damage system. Video below. It seems to work well enough, but it breaks the knockdowns from kicks and, in certain cases, results in ridiculously far knock backs, so I'll be adding a knock down when the knock back exceeds a threshold.
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What a great idea. Thanks for doing this, Circa. I watched a portion but will check the rest out over this week. Thanks to the staff and the community for keeping this site vibrant. It's much appreciated, even by sporadic lurkers like me!
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Fighting game hit detection, hit boxes or collision detection?
skew replied to skew's topic in Mod Requests & Suggestions
If I go with hitboxes, then I'll definitely be doing weak zones. Also looking at my special move system right now to see how I can do chains/combos. I wrote a scripting system for special moves which I'll include commands to create or delete zones of a certain type at a given time during move execution, which is how I'll do the hitboxes without resorting to per frame info. For chains/combos, I've got a permissive check in the special move script. When an input combo is matched, it'll check permissives before executing the remainder of the move. In the permissives I'd add the moves one must be in to perform the chained move, but this might not be the final approach. Just working on some concepts. -
Fighting game fans are pretty opinionated about how hit detection is done and it can be a major factor in their enjoyment of any given fighting game. Traditional fighting games use one of two methods, 1) hit boxes, or 2) sprite/model based collision detection. I'd like to hear the community feedback on which hit detection approach you prefer and why. I'm considering whether to improve the standard JA collision detection or switch to hitboxes in Jedi Fighter. Hit boxes Hit boxes are basically collision zones (usually a set of boxes) that define the regions of the character which can cause damage (e.g. a leg during a sweep kick) or take damage (i.e. the head while executing a kick). Some variations on this approach are to handcraft or automatically generate the hitboxes per frame of animation, or to use hit spheres/circles rather than boxes. For the purposes of this poll, hit boxes are any metadata defining collision zones that don't match the model/sprite. Many 2D fighting games like Street Fighter II use hit boxes. Some reasons cited for using hitboxes: - to provide consistency of the hit detection zones during idle animations - to keep a hit box fixed while taking damage during a knockback animation so the opponent can execute chained attacks - to define weakness locations during an attack - they provide a method to fine tune and balance the hit detection Examples shown below: Street Fighter II/Turbo/Championship hitboxes Hitboxes from Garou: Mark of the Wolves Examples of hitboxes in 2.5D and 3D fighting games are shown below. Super Street Fighter IV Collision detection The traditional approach for JA is per poly collision detection using the Ghoul2 animation system. This means that the actual polygons of the model are used to determine the collisions against weapons, once the weapon/projectile has penetrated a certain box around the player. You get whatever the animation gives you. Some reasons cited for per poly collision detection are: - less development effort since collision zones are determined by the model directly - collision detection matches how the player looks, so it appears more "accurate" and "realistic" - it is technically more realistic I don't have any art to provide for this type of collision detection but I think this one is pretty straight forward. I'd love to hear which method you all prefer to play with and why! What is Jedi fighter?
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Jedi Fighter beta 3 released - focusing on adaptive AI
skew replied to skew's topic in WIPs, Teasers & Releases
New, shorter, teaser trailer just went up -
I'm trying out a depth based blur now, and you're right that it was really difficult to notice. I made a few changes and will post some shots soon. Looks much more natural now. I'm also working on getting post processing effects to properly show up in mirrors. Here is a test compositing them to the scene image rather than directly to the framebuffer if it's a mirror. When I tried putting it directly to the framebuffer after rendering the portal surface, it never seems to persist in the framebuffer for some reason. Need to figure out why the colors seem off on the blur when compositing to tr.sceneImage though... format issue? EDIT: Also temporarily fixed the issue with the improper scissoring of mirrored surfaces (see previous screenshots) by temporarily disabling the scissoring, but this needs a proper fix. From a cursory check, it looks like the mirrored surface is being split into multiple surfaces. It also looked like, since none of the vertices of the nearer surface are in the frustum, then it culls them entirely rather than checking if the surface exists in the frustum and clipping it to the view. It was then calculating the scissoring coordinates from the remaining verts in clip space, which is only the further half of the mirror surface. I'm going to do more debugging on that to see what is exactly happening, but just another thing to eventually get right.
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Jedi Fighter beta 3 released - focusing on adaptive AI
skew replied to skew's topic in WIPs, Teasers & Releases
Thanks, I really appreciate it. Positive feedback like this always helps to keep up the motivation Just noticed that I forgot to update the credits (forgot to put you down for the Luke model, and left out quite a few others) in the Youtube trailer so putting up a new version today. EDIT: The new trailer is up with higher bitrate encoding too, so no more oddly skipped frames! -
Any thoughts on what you'll be doing? I'm using OpenJK for a mod that relies heavily on gamepad support...
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Hey Everybody, I've been working on a 2D fighting game mod called Jedi Fighter. I just released a beta 3 yesterday, which was mainly focused on making new adaptive fighting game AI. Previous releases relied on JA AI for everything. No more! Check out the mod's profile on moddb: The new AI is loosely Bayesian based and learns on the fly which move to execute next, based on the relative position, health, and absolute health of self and the opponent. It works pretty well, as you can see in the following terrible trailer video: In the next few weeks, I'll post a lot more detail about how the AI and various other features work. Soon I'll be releasing the full source on github too. I'd really appreciate if you guys would try it out, or at least give some comments from the video. Many of the models came from you guys and other talented modders, without which my mod wouldn't have the presentation, so I'm really appreciative that you let me use your assets in Jedi Fighter! Thanks! ------------ BEGIN MARKETING ------------- Features in beta 3 Fight as 10 characters from the Star Wars movies and expanded universe, each armed with unique force powers and devastating special movesFight in 5 arenas, from a Tie hangar bay, to turbolifts in the Deathstar, to the aftermath on HothNew fighting game artificial intelligence, enabling fighters to learn and adapt from opponents on the fly! (new in beta 3)Gamepad support! (improved in beta 3)Full widescreen support for 16:9 (1080p and 720p), 16:10, 4K and 21:9 resolutions! Or any custom resolution!A dynamic camera that gives a cinematic view of the actionAwesome title musicand much, much more!Feedback Your honest feedback is incredibly important and very much appreciated! Please post comments to theforums. I'll be checking them regularly so your comments will help shape the direction of the mod! If you would like to contribute by making maps, please reach out to me via email or messages, or post to the forums. I'd appreciate the help! Requirements: You'll need to install Jedi Academy, the OpenJK engine, and Jedi Fighter beta 3 to play. OpenJK download link: Jedi Fighter beta 3 download link: Installation: Check out these installation instructions to get started. Unzip both Jedi Fighter beta 3 and the OpenJK engine to your Jedi Academy\gamedata directory. Right click on SETUP.BAT in the Jedi Academy\gamedata\jedifighter directory and choose "Run as Administrator".Run JF_CLIENT_OJK.BAT in your Jedi Academy\gamedata\jedifighter directory to get started. Configure your controls, max out your video settings and resolution, and have fun! If you have any issues, check out the detailed instructions in jedifighter\_README_.txt. If you still have problems, feel free to post in the forums. Future plans: JEDI FIGHTER will continue to be improved until the v1.0 release in 2016, with a beta 4 in the next few months. Beta 4 will focus on a few key areas: balancing and adding fighters (including from Star Wars: The Force Awakens)improved user experience with the server browser and match making ----------- END MARKETING -------------
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Tried a Gaussian blur on the ssao result and it doesn't look too bad. Going to try a bilateral filter next because it's supposed to preserve edges better. Without SSAO: With SSAO + 2d Gaussian blur:
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I do want to learn more about modern OpenGL so I'm interested in helping out with what little time I have . I started looking through the renderer source code to see how it was binding textures, providing data to the shaders, etc and generally walked through bits of it to get an understanding of the flow. The mod I'm working on could really use a modern renderer, and is using the refraction with force push/pull, but also reflections, weather, and at least the SSAO. Let me get past my next beta release in about a week and then I'll try to jump back into rend2. EDIT: Thanks for the info re: ioq3. I was about to try that out to see if they evolved it any beyond the old rend2 used as a basis for the OpenJK version. Looks like the blur on the SSAO output is how most people make it look better.
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(Excuse the giant images!) SSAO seems to have an odd screen door effect, almost as if the direction vectors around each normal were following a strong pattern rather than being pseudo-random. Below is a screenshot of the latest rend2 branch from yesterday. When I visualized the random function from the ssao fragment shader( using the fragment coordinates in screen space as the seed just as rend2 at runtime), there is a clear non-randomness to it, similar to the vertical striations from the screenshot. I tried increasing the random vectors per fragment from 3 to 9 to see if it could smoothen out the pattern but it didn't help as much as I wanted. Ultimately I went back to the source referenced by the shader to see if it was an implementation issue. Looks like the random function was done per the source originally but then changed to what is now. // Input: It uses texture coords as the random number seed. // Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive. // Author: Michael Pohoreski // Copyright: Copyleft 2012 :-) // Source: http://stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader float random( const vec2 p ) { // We need irrationals for pseudo randomness. // Most (all?) known transcendental numbers will (generally) work. const vec2 r = vec2( 23.1406926327792690, // e^pi (Gelfond's constant) 2.6651441426902251); // 2^sqrt(2) (Gelfond-Schneider constant) //return fract( cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) ); return mod( 123456789., 1e-7 + 256. * dot(p,r) ); // adnan - this gives a strange screendoor effect because the random numbers have vertical banding } Here is what it looks like if I change it back to the original method ( fract( cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) ) ) and with 9 vectors per fragment. Looks much better. This method is obviously more compute intensive only because I've got it doing the 9 vectors per fragment, but seems to work decently on my machine. I'm going to look at doing what Nvidia mention in some of their papers, which was to interleave the selection of vectors from a larger predefined Poisson distribution to get something closer to random, by using the same random number generator to pick vector indices from the set of 9 predefined ones and see if that improves the screendoor effect even further. Others also did a blur to the resulting values to get it to look smoother, so may explore that too. If it ends up working out, I'll update it in my fork of rend2 and will probably post a pull request!
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Yeah, it was on my old site (skew.telefragged.com) which is now down, so I need to get it from my archives. I'll post it by next week.
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Here are the type of vehicle attributes that were slurped in from a text file. It was stolen from a mod I was making for RTCW, which was a top down vehicles game based on code I started for Combat Quake III Arena (itself a remake of Atari's COMBAT! for Q3)... I loved having so many Q3 engine based games at the time, since you could make your code completely portable between games. vehicles 5 { vehicle deathstar { type tank stats { health 100 armor 200 } weapons 1 { weapon panzerfaust 20 } display { turretmodel models/deathstar/deathstar.md3 basemodel models/deathstar/deathstar.md3 turretshader models/tanks/photon/bluespin baseshader models/tanks/photon/blue turretskin none baseskin none } sound { movesound1 tanks/panzertank/sounds/movesound1.wav movesound2 tanks/panzertank/sounds/movesound2.wav } physics { type treads width 30 height 15 maxspeed 240 } } vehicle tiefighter { type tank stats { health 100 armor 100 } weapons 1 { weapon mp40 200 } display { turretmodel models/map_objects/imp_detention/tie_fighter.md3 basemodel models/tanks/photon/lower.md3 turretshader models/tanks/photon/redspin baseshader models/tanks/photon/red turretskin none baseskin none } sound { movesound1 tanks/panzertank/sounds/movesound1.wav movesound2 tanks/panzertank/sounds/movesound2.wav } physics { type treads width 30 height 15 maxspeed 320 } } vehicle stardestroyer { type tank stats { health 100 armor 200 } weapons 1 { weapon venom 2000 } display { turretmodel models/ships/test.md3 basemodel models/tanks/photon/lower.md3 turretshader models/tanks/photon/greenspin baseshader models/tanks/photon/green turretskin none baseskin none } sound { movesound1 tanks/panzertank/sounds/movesound1.wav movesound2 tanks/panzertank/sounds/movesound2.wav } physics { type treads width 30 height 15 maxspeed 240 } } vehicle jesustank { type tank stats { health 100 armor 200 } weapons 3 { weapon panzerfaust 20 weapon venom 2000 weapon mp40 200 } display { turretmodel models/tanks/panzer/head.md3 basemodel models/tanks/panzer/lower.md3 turretshader models/tanks/panzer/default.tga baseshader models/tanks/panzer/default.tga } sound { movesound1 tanks/panzertank/sounds/movesound1.wav movesound2 tanks/panzertank/sounds/movesound2.wav } physics { type treads width 30 height 15 maxspeed 240 } } vehicle ewing { type tank stats { health 100 armor 200 } weapons 1 { weapon venom 2000 } display { turretmodel models/ships/ewing/ewing.md3 basemodel models/tanks/photon/lower.md3 turretshader none baseshader none turretskin models/ships/ewing/ewing.skin baseskin none } sound { movesound1 tanks/panzertank/sounds/movesound1.wav movesound2 tanks/panzertank/sounds/movesound2.wav } physics { type treads width 30 height 15 maxspeed 240 } } } Anyway, I would support a combat flight sim if someone were to make one. I might be able to contribute in a few months too.
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It would be pretty interesting to see someone pick this idea up. I made a proof of concept of a proper space flight sim back in 2003-ish to present a talk at QuakeCon about alternative mods to counter the onslaught of WW2 mods. Basically I wanted to recreate Tie Fighter in mp. (Fun facts: While playing with some of the maps, I created a giant bridge to look at various star destroyers in space, which became the first map and inspiration for Jedi Fighter. I ended up presenting both Jedi Fighter and Tie Fighter: Shadowhand at that session, while other friends showed a class-based objectives mod called Balance of the Force. Good times!) Couple of features:The physics are all Newtonian physics with a thrust setting, so you need to properly manage vehicle thrust to go in the right direction.Entity orientations are internally managed as quaternions (and packed into the playerstate) to avoid gimbal locking. Also wrote some terrible quaternion client-side prediction which needs to be revisited.The player dimensions were scaled down significantly, while velocity was slightly scaled down, giving the illusion of high speed in large spaces. It took 8 minutes to fly linearly across one dimension of a map from end to end. All the example models were pretty much to the right relative scale: fighters to star destroyers to death star...The .md3 radius field (supposedly used for culling .md3s based on distance of the origin from the edge of the frustum - but we didn't have the engine source at the time so who really knew!) was increased through a model processing tool I wrote, so you could make massive models that would always be visible (i.e. death star)Created a targeting system that allows you to cycle through entities in distance order, and paints a reticle on them in screenspace.Created some viewmodels of cockpits (totally untextured yet)Attached some screenshots. I'll get a download and the source up in case anyone is interested. It was all in JK2 at the time but should be pretty easily ported to JA if anyone cares. It's not as fully fleshed out as the vehicle system in JA, which I feel is unnecessarily complex for making a simple and fun mod. It worked with all of the normal JK2 MP maps, which all of a sudden became gigantic and hilarious space dogfighting arenas, especially the death star map.
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Menu blue tabel - where is the texture for that?
skew replied to Langerd's topic in Modding Assistance
That box is this object in the setup.menu file: itemDef { name setup_background group none style WINDOW_STYLE_FILLED rect 260 185 340 225 backcolor 0 0 .6 .5 forecolor 1 1 1 1 border 1 bordercolor 0 0 .6 1 visible 0 decoration } That object is made visible whenever you click on any of the main option buttons. See this example where you see the "show setup_background" command: itemDef { name gameoptionmenubutton group setup_submenu text @MENUS_OPTIONS text "Jedi Fighter Options" type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 80 257 170 24 font 3 textscale 0.9 textalignx 160 textaligny 2 textalign ITEM_ALIGN_RIGHT textstyle 0 forecolor 1 .682 0 1 visible 1 descText @MENUS_CONFIGURE_GAME_OPTIONS mouseEnter { show gameoptionsbutton_glow } mouseExit { hide gameoptionsbutton_glow } action { play "sound/interface/button1.wav" defer VideoSetup videowarningMenu show setup_background hide video hide applyChanges hide video2 hide vidrestart hide sound show options hide langapply hide mods hide defaults setitemcolor setup_submenu forecolor 1 .682 0 1 ; setitemcolor gameoptionmenubutton forecolor 1 1 1 1 ; } } That object has the style WINDOW_STYLE_FILLED which will get drawn like this in the code: if (w->style == WINDOW_STYLE_FILLED) { // box, but possible a shader that needs filled if (w->background) { Fade(&w->flags, &w->backColor[3], fadeClamp, &w->nextTime, fadeCycle, qtrue, fadeAmount); DC->setColor(w->backColor); DC->drawHandlePic(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->background); DC->setColor(NULL); } else { DC->fillRect(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->backColor); } } This means that if you set the "background" key to a shader for that menu item, it would draw the background shader using the "backcolor" color vector. If you don't have the background key set (just like it is in the setup.menu file by default), it will draw a rectangle using backcolor directly without any shaders. Hope this helps! EDIT: Long story short, set a "background" key with whatever shader you want to use in the setup_background item! -
The Force Awakens Conversion Mod for SP
skew replied to GPChannel's topic in WIPs, Teasers & Releases
For what it's worth, I didn't do anything to the standard Jedi Academy saber blade shaders when I made that saber for Obi-Wan. And the color is just the normal blue. It might look brighter around the glow because it's blending with the blue background, which itself is transparent. jf_obiwan1 { name "Kenobi 1" saberType SABER_SINGLE saberModel "models/weapons2/saber_obiwanep1/saber_w.glm" customSkin "models/weapons2/saber_obiwan/jf_obiwan.skin" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor blue } EDIT VVVVVVV: Don't want to hijack this thread. Another beta will be out by April and final release by June. Beta 2 was a proper release though. You should try it. Post feedback on the moddb forum! -
I updated JAFont to create fonts with different width and height in order to make properly scaled HD fonts for Jedi Fighter for various aspect ratios. The executable, full source, and everything is available here. Please use it for your mods! If you run into any issues, please let me know. Thanks to Wudan and the OJP team for making the first version. Enjoy! ------------------- BEGIN README.TXT ------------------------ JAfont by Wudan, OJP et al, built with help from Bejitt and Fracman Modifed by Adnan "skew" Zafar to make fonts with varying aspect ratiosA Tool for creating fonts for Jedi Academy from TrueType font files.Version 0.0.1c ======================================================== DISCLAIMER THIS PRODUCT IS RELATIVELY TESTED. YOU ARE THEONLY ONE RESPONSIBLE IF YOUR COMPUTER BLOWS UP. ======================================================== ----------------HOW DO I USE IT?---------------- The jafont.exe utility is in the .\bin\ directory that was created when unzipping this archive. It will work on 32-bit or 64-bit Windows. If you have errors trying to run it, download and install the Visual C++ redistributable for Visual Studio 2015 from here https://www.microsoft.com/en-us/download/details.aspx?id=48145 . If your errors persist, contact Adnan by email. usage: JAfont -create_sized <fontfile> <font_height> <font_width> <JAfontname> example: jafont -create_sized anewhope.ttf 180 135 anewhope Resulting .fontdat and .png images will be placed in the executeable's directory. In the example above, anewhope.fontdat and anewhope.png would be created. When packaging the fonts it is important that you do NOT alter the original PK3 files, and place your new fonts in a new PK3 file, this is pretty much standard procedure for "replacing" game assets. -----------------------------------WIDESCREEN UPDATE (Version 0.0.1c):----------------------------------- This version adds the ability to make widescreen compatible fonts. Since Jedi Academy renders the UI to a virtual 640 x 480 screen then, when using a resolution without a 4:3 aspect ratio, the default fonts will end up looking stretched. To compensate, you can generate font files in which each character width is scaled smaller by the ratio of the screen resolution aspect ratio divided by the 4/3 aspect ratio. This version allows for specifying the font width and height independently, thereby providing the ability to make fonts that are horizontally compressed. usage: JAfont -create_sized <fontfile> <font_height> <font_width> <JAfontname> example: jafont -create_sized anewhope.ttf 180 135 anewhope For example, if the screen resolution is 1920 x 1080, then using a font with the same width and height per character with the 640x480 virtual screen in Jedi Academy would result in a character that appeared to be (1920/1080)/(640/480) = 4/3 times wider than it should be. To produce a font that has the correct width on the 1920 x 1080 screen, the width should be equal to (640/480)/(1920/1080) * font_height. Generally, for any given resolution width and height, the font width should be calculated using the following equation and entered into the commandline as the parameter font_width: font_width = (640/480)/(screen width / screen height) * font_height Have fun! ---------------------------COMPILING (Version 0.0.1c):--------------------------- All of the source code is in the .\src\ directory. The code for JAFont needs a lot of cleaning up, and I only modified insofar as adding the capability I needed and to keep it from outright crashing on certain fonts. Feel free to modify it as you want, but make sure to give Wudan and the OJP team the credit they deserve for the original version. The project file JAfont.sln is configured to be opened by Visual Studio 2015 Express (Visual Studio 2015 Community). You can compile DEBUG or RELEASE builds and replace jafont.exe in the .\bin folder. Linking JAFont relies on static libraries for zlib 1.28, libpng 1.6.18, and freetype 2.6.1. The static .lib files are in .\lib\ and all required headers are in .\include\ . These are already configured in the .sln. --------------------------------REDISTRIBUTING (Version 0.0.1c):-------------------------------- Please feel free to redistribute this as a binary and source together. Include this file with your distribution. -------------------------CREDITS (Version 0.0.1c):------------------------- Wudan, OJP et al, built with help from Bejitt and Fracman - Version 0.0.1a - Original releaseAdnan "skew" Zafar - Version 0.0.1b and 0.0.1c - Widescreen font creation
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I'm going to echo everyone else's sentiments and say that this looks fantastic. The settings look like believable encounters in mystical lands, and the characters, their weapons, and the different effects looks as if they're all pretty cohesive. Someone else mentioned that you ought to try to sell this and I totally agree. Get the gameplay figured out and then try to get it greenlit on Steam. EDIT: Actually, you probably couldn't because it looks like you've still got some of the JA assets, like at least some portions of the humanoid animations. Maybe you could ask for permission from Raven...
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I tried to make a list of the different sites that linked to it over the last few days. It's awesome to see that people are still interested in mods like this. http://www.kotaku.com.au/2016/01/theres-a-mod-that-sort-of-turns-jedi-academy-into-street-fighter/ http://www.kotaku.com.au/2016/01/mod-turns-star-wars-shooter-into-2d-fighter/ http://kotaku.com/mod-turns-star-wars-shooter-into-2d-fighter-1754846197 http://www.gameblog.fr/news/56334-un-mod-transforme-star-wars-jedi-knight-en-jeu-de-combat http://www.playground.ru/blogs/star_wars_jedi_knight_jedi_academy/shuter_po_motivam_star_wars_prevratili_v_fajting-178928/ http://www.melty.fr/un-star-wars-a-la-street-fighter-a494062.html http://www.tweaktown.com/news/49942/cool-mod-turns-classic-jedi-academy-fighting-game/index.html http://www.meristation.com/pc/noticias/jedi-knight-se-convierte-en-un-juego-de-lucha-con-un-mod/58/2106009?id_externo_promo=meri-ob&prm=meri-ob&ncid=meri-ob http://www.hobbyconsolas.com/noticias/star-wars-jedi-knight-convertido-juego-lucha-gracias-mod-135806 http://www.pcgamer.com/mod-turns-jedi-academy-into-a-fighting-game/ https://www.reddit.com/r/Fighters/comments/42mbuq/jedi_fighter_jedi_academy_2d_fighting_game_mod/ http://www.gamestar.hu/star-wars-jedi-knight-jedi-academy-jedi-fighter-2d-verekedos-jatek-mod.html http://blogjob.com/oneangrygamer/2016/01/jedi-academy-mod-jedi-fighter-turns-battles-into-a-street-fighter-like-game/ http://www.slashgear.com/mod-turns-jedi-academy-into-a-1v1-star-wars-fighting-game-25424231/ http://gamerant.com/star-wars-jedi-knight-fighting-game-mod/ http://news.douxie.com/zx/40808.html
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I tried to contact them to correct it (and posted comments to that effect) but didn't get a response. I'm not pissed but thankful because this made Jedi Fighter jump to #4 on moddb momentarily. People playing it is all I wanted . There are a lot of follow-on articles on other sites where they get the facts right so I'm not too concerned.
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Awesome, thanks for sharing. They did get the quote wrong though... this doesn't have the revamped AI yet, and no botroutes are going to make this look like a total joke when not playing against people. Oh well!
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Right. The in-game solutions works well when the camera is separated from the viewangles of the actual player because all it does is move the viewangles that translate into client model deformation. If you turn off the jedifighter camera, you'd see the player bobbing his head up and down proportional to his health. You could do it in-game if you used the method I did in the UI, though. I wanted to keep the fighters actually facing each other, so I applied the viewangles grossly as the base of the neck and then applied the inverse of those angles when you go up the spine to the cranium. This way they're technically keeping their faces parallel. That would stop weirdness from happening with the normal third person view.
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It has a pseudo functional blocking system... While you have the block button held down, then it'll clash sabers, do knock-aways and parries depending on saber skill level. It kinda of works but is pretty terrible. I'll make that a higher priority for the next release. Got any thoughts on what you'd want to see in a blocking system? A blocking stance that gets held where you can adjust blocking direction or something? I really want to incorporate parries to do counter attacks (like in the Last Blade games) in the next version so it would need to be conducive to that. Thanks, appreciate it!