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Everything posted by Dusty
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I saw your long list there. I don't think I have the kind of firepower to do most of those things, but they are interesting ideas! As far as Raven's SP levels go, I can't realistically do those kind of modifications though even if I know how, as we don't have the .map files so we'd have to decompile the maps (which really screws them up I hear). As for NPCs and stuff those are just entities which can be modded without decompiling. As for the 2 reborn masters outside the tomb of Ragnos, that would be fun, I'm just hoping that fight wouldn't be even harder than the final boss fight itself lol. One thing I was going to go for in the mod was to make close combat slightly more important. Force speed, rage, and Strong style wouldn't make your attacks completely unbreakable and you'd have to get more upclose and personal with NPCs, which are pretty difficult fights. Also they would get little buffs to their more non-cheap abilities or something I'd imagine. It's a delicate balance but that's what feedback is for. I made a video showcasing the codeless version of saber combat but it seems Youtube deleted it. I'll have to re-upload it. The 4 items max thing was just how many items you're allowed to bring with you, there wouldn't have been any limit on your actual inventory once you were in the level. I decided against this though, as I think the player should only be able to take items with them besides the saber and blaster pistol, and just have to pickup weapons from enemies. For the Lightside vs. Dark Side I thought of this idea: You earn alignment points. Your alignment affects how much FP force powers cost. There would be 5 levels: Very Dark, Dark, Neutral, Light, Very Light. Very dark would make dark force powers a bit cheaper, and light side powers a bit more expensive, like maybe +40%/-40%, and the lower level would be 20% (not a huge difference but noticeable). You would earn dark side points by attacking defeated enemies, surrendered enemies, and throwing enemies off ledges. Light side points from not killing/defeating surrendered enemies, and I'm not sure what else... As for Melee, I'm not sure what to do. I feel like it would be unfair to let katas work on enemy saberists as normally this ability is restricted to boss kyle, and even if they are allowed to break out sometimes, it's still unfair unless they can do it to you too. For force lightning, I want it to be more clear when your saber is blocking some/all of the damage as it's difficult to tell save hearing pain sounds and your HP draining. As for Force Sense, currently if you have Force sense 2 or above active, it makes weapons fire from normally inaccurate weapons (like the E11) perfectly accurate which doesn't make any sense to me, as it's not Jaden's sloppiness causing the inaccuracy but the nature of the weapon that shots dont fire extremely accurately. Your other force suggestions were good and I will keep them in mind!
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^Listen to Razor, he knows teh codez and stuff more than I do. Also, I edited the link into the end of the first post. Will post a feature list soon!
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So I drummed up this idea almost 2 years ago?! Has it really been that long? Anyway, the basic point of this mod was to enhance the JA SP experience and campaign. The overall goal was not to make any huge design changes or change the overall feel of the game, which I personally thought was good, but rather to make little tweaks and improvements, finish things it seemed Raven left out (like a proper Saber Offense and Defense system), and to merge player made levels into the game. Originally it was going to be a completely codeless mod using lots of clever UI hacks, external cvars, and special config files to accomplish some of my goals, however I ran into bugs with the game always resetting my cvars which was only fixed by Open JK. And with the release of the source code, why not take advantage of it? So the mod will make code changes, but except for the saber powers relation to the saber system, will stick to mostly minor changes and tweaks. If any of you downloaded the beta version of my mod, you probably noticed a lot of the UI features were broken because of this, unbeknownst to me. Now, things are more complicated however, with the Jedi Academy Gold Pack turned Jedi Knight Enhanced. That mod follows a similar philosophy to this one, so perhaps they will merge or overlap somehow. I have a small team together for the mod, but I've been spending so much thinking time on MBII I've extremely neglected working on this mod and therefore we haven't done any true formal work yet: @@katanamaru: testing, feedback @@therfiles: testing, feedback, ICARUS scripting advice @@redsaurus: coding @@Circa: testing, feedback, forum work, guidance on permissions and legal stuff me: UI coding, file splicing, wee bit of coding Link to the beta version of my mod: (if you want to get an idea of the kind of stuff I was doing with it) http://jkhub.org/files/file/1459-dustys-jk3-patch-and-expansion-beta/
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A few suggestions that I had wanted to implement in my mod, any thoughts?: Saberists being knocked down by jumping on them, maybe they should be more resistant/immune to this Reborn masters shouldn’t be able to throw their saber multiple times without cooldown while using 2-handed force lightning Saberists too willy-nilly about throwing their saber - Have them only throw if a certain distance away? - Go into evasion mode if saber throw knocked to ground (AI for evading is already used when you try to use a special attack on them that can’t be blocked) - OR have NPCs cheat and always pick their saber super fast? Tweak considerations (for altered saber combat mechanics in my mod) - NPCs go into evasion mode when their stagger counter is high? - Walk just before an anticipated block to do parries? (if changed so parries can only be done while walking) Jedi shouldn't attack surrendered enemies I think
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For my mod I basically decided I think the weapon select screen should be replaced with inventory select. In JA, you're not a mercenary, but a Jedi. I figure a lightsaber and blaster pistol are enough, and rather you get to pick equipment like seeker drones, sentry guns, bacta tanks, etc. Maybe at the most you could take 1 extra weapon with you. Then like Circa said you actually have to raid weapons and find them during missions, which I think would be more fun anyway. In JK2 Kyle is more of a mercenary armed-to-the-teeth type anyway but JA I feel is a little different. I'm not advocating limited inventory or anything, but just that you start with equipment rather than all these weapons and rather have to find them.
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What if Obi-Wan used Force speed to save Qui-Gon?
Dusty replied to CaptainCrazy's topic in Art, Media & Technology
He needs to work on braking. -
I think a comment in the code mentioned something too about how likely NPCs are to give up searching for you possibly? Or maybe it was just talking about chasing you, not after they've "lost" you. This honestly GREATLY confuses me... I always thought higher aim = better, except in special cases like rodians who seem to ignore their aim stat (and they are snipers of course). You seem to be implying to that an Aim of "5" is a "low" aim stat, isn't that the highest possible value? Or are you referring to some coded "aim" ability of NPCs that is influenced by their NPC file aim stat, as well as other things? You say generally a higher aim stat is better, is your main point that snipers simply follow their own rules? Doesn't affect how likely they are to run away or anything? Also, are you sure Aim and Move do nothing for Jedi? Aiming type things seem to be talked about a lot in Jedi AI, I didn't specifically track down any references to an NPC's aim stat as I got like 100 hits in the find results, but I'd find it hard to believe it has no effect. And the same thing for Move, this doesn't affect NPC movement at all? Like what attacks they use? It seems Rank serves the theoretical functions of Intelligence and Move, as this increases the complexity and intelligence of AI behaviour... And to comment on what you said Asgarath, it seems very strange that Move and Intelligence especially seem not to do anything. So did Raven basically lie to us? In their .npc helper files they say things like "Intelligence is how smart NPCs are in general" and "Move is how complex their moves are when evading or in combat" ...
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Perhaps we could "decode" this? Most of the stats are obvious enough for Jedi on the whole. But for gunners, the specific effects are kind of ambiguous. Perhaps we could document some specific effects as stated by the code that Aggression, Aim, Evasion, Intelligence, Move, and Reactions have? Like how does "Aim" affect a Jedi? Does Intelligence actually change gunner's behavior? Do Move, Aggression, or Evasion have any effect on Gunners that for the most part stand still except for retreating occasionally? To keep tabs: Gunners - Aggression: Seems to be references to how likely they are to attack or maybe how quickly they start firing once alerted. Since bad guys will ALWAYS attack you, I'm guessing this effects how quickly they start blasting. Aim: Seems pretty obvious. Probably don't need anything here. Intelligence: Doesn't seem to be any code anywhere that uses this. Maybe this was scrapped in favor of an NPC's rank affecting behavior complexity? Evasion: Move: Reactions: Jedi - Aggression: Aim: Intelligence: Evasion: Move: Reactions:
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Intellisense: No additional information available
Dusty replied to Dusty's topic in Coding and Scripts
When I say spellchecking I mean, checking for easily proofread errors/typos in my syntax, like if I write "inr" instead of "int", "swtich" instead of "switch", forget a ";" or something. Not rocket science, which is partially why I don't get why this isn't working... I'm not asking Visual Studio to do anything overly complex lol. -
Maybe I'll just list any and all planned features? Then we can discuss overlap/crossover/incompatibility?
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Intellisense: No additional information available
Dusty replied to Dusty's topic in Coding and Scripts
^So it auto-lists members and gives you squiggles when you refer to non-existent variables or forget semi-colons and stuff like that? I mean, there is a database there for me where I can look up where variables are declared and what not, but the very basic feature of spellchecking by Intellisense seems to be broken. I've basically given up for now, I'll just have to make do I suppose... But... @@eezstreet: Is there anything I might have done in building the .sln file with CMake that would cause Intellisense not to work, and I could rebuild it? Or that's not even really related? -
Intellisense: No additional information available
Dusty replied to Dusty's topic in Coding and Scripts
Where would this file be? In the folder where the OpenJK solution file is? EDIT: NVM, I think I found it, it was labeled as an SQL Server Compact Database or something file, deleted it, now I'm starting up visual studio, and it seems to be parsing all the files in the solution again... still no error reporting from Intellisense though, I think I'm going to have to look it up on the internet more. I have all the proper settings on so I don't know why it's not working... What are ctags? -
So, any chance of being able to merge my mod with this? Or no? Perhaps some of the code-side features I had planned could be part of the "Custom Game" options?
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And the difference between Jedi Master and Jedi Knight difficulty except for HP and Shields is? Yes it can. And no, you can't deflect primary fire, at least in one of the games, JK2 or JA, and I'm assuming it was both of them. It cannot be deflected back at you, does ridiculously high damage = eats reborn for breakfast. Secondary fire can be deflected back at you of course, but not the underused primary fire
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Pfff, Saberists are so easy to beat with guns. You just load them full of shots when they start to slash at you. Better yet just use the bowcaster primary fire which can't be deflected back at you and does like 50 damage.
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Intellisense: No additional information available
Dusty replied to Dusty's topic in Coding and Scripts
Can anyone vouch that VS2010 (or 2008) on Windows XP has had working Intellisense for them with OpenJK? -
Intellisense: No additional information available
Dusty replied to Dusty's topic in Coding and Scripts
So, without Windows 7 I can't use VS 2012 or 2013. Any suggestions? I never changed anything with Intellisense apparently, still says No Additional Information Available. Has anyone gotten Intellisense working in VS 2010 for OpenJK? -
Intellisense: No additional information available
Dusty replied to Dusty's topic in Coding and Scripts
Don't think we have MBII set up for VS2013 yet -
Intellisense: No additional information available
Dusty replied to Dusty's topic in Coding and Scripts
Didn't do it. I never really had Intellisense to begin with... is there anything I had to do special for OpenJK to get it going? I saw some stuff on the internet about enabling intellisense for makefile projects but none of the options they had showed up for me :/ -
Intellisense: No additional information available
Dusty replied to Dusty's topic in Coding and Scripts
Would VS2012 have better Intellisense support too? I tried cleaning the solution, VS still won't tell me though if I forget a semicolon though and stuff like that... not getting the "No additional information" message though anymore... also I did try double-clicking on it a bunch of times but that didn't take me anywhere it was just a plain message I guess... -
Giving him a boss class like Desann, or Kyle may help a bit.
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I need someone who knows his way around scripting!
Dusty replied to Rooxon's topic in Mod Requests & Suggestions
^Oh no, I don't do simple key binding my friend. Very complex ones! And more may be possible with ICARUS, but therfiles would have to fill in there. -
I need someone who knows his way around scripting!
Dusty replied to Rooxon's topic in Mod Requests & Suggestions
^ICARUS might be cleaner than me writing scripts, and by scripts I mean chains of commands. As you can write a variable using the "runscript" console command, so your icarus script no longer needs to be tied to a map. However if you don't want the player to have to use the console or cheats at all, we could use menus to have them select the saber, then the menu would set a variable such as "vstr evolvesaber" to the correct .sab file set using a .cfg based on what button the player presses.