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Dusty

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Everything posted by Dusty

  1. Well you see for the walk backwards animations for sabers, I wanted to use the forward-walk ones played in reverse, because the forward ones for duals and single held up the saber in a guard-like stance correctly making it easier to block, whereas the staff animation was already the forwards one played in reverse. However JA has a bug where animations played in reverse easily get "stuck", so in Dragon I manually reversed the animations and ported them back into the game with the animations reversed playing forward, so the bug was fixed.
  2. Looking for a coder to work on my SP mod, any takers?

  3. Alright, so picking this up again... I'm trying to think what I have to do: 1. Integrate + edit the bonus missions 2. Finalize menus and added models 3. Fool with NPCs, sabers, and maybe some of the SP missions 4. Stylistic elements 5. CODE MODs = lotta conceptual work - make saberlocks more of a hybrid between JK2 and JA - alter the behavior of a couple force powers and Saber Offense + Defense - make saber throws + kicks possible and saber throws less cheap? - save games take screenshots?
  4. Alright so incase Circa, katanamaru, or DT85 see this I finished uploading the new files on sourceforge

    1. Circa

      Circa

      Great! I'll check it out when I can! Probably not until after Christmas.

    2. katanamaru
  5. Well katanamaru is on my mod team for making the mod so we might do some splicing.
  6. ^Yeah it's a bug I caused somehow. This version has a few bugs, but most of them should be easy fixes.
  7. Right right. I have a .gla too in the latest version to fix an animation bug but we might be able to work around that.
  8. So, when it's done, I figure I should contribute it if it's not unwanted? It's basically a slight overhaul of SP without changing the basic mechanics too much, sort of like what the Gold Pack is trying to accomplish but on a smaller scale and SP-only.
  9. Picking up my SP mod again and getting things organized

    1. Onysfx
    2. Dusty

      Dusty

      Soon the circle shall be complete.

  10. I guess what I was saying was, if the CD check was left in, would that make it more non-illegal for OpenJK to have any modded asset files? (I'm not talking distributing the game's assets or anything, but just if OpenJK included say a fixed .glm, NPC, or things like that)
  11. Also, the coder position is still up for grabs. I'm slightly more well-versed in C++ now, meaning I can help more and maybe do little things myself, however, I'm not quite a programmer. EDIT: @redsaurus, would you be interested? If you look at the first post you'll see mostly what I'm trying to do, and I edited it to be more specific
  12. So normally you need the CD to play the game. And I know having any game-related assets distributed with OpenJK is a no-no, but, IIRC, as long as you still need the CD to play the game, then wouldn't that not be a problem, as you couldn't just download in theory all the game assets and OpenJK and be able to play?
  13. Yeah I think it was a tad speedier as Kyle's hilt as a mod on it, animspeedscale 1.05. So, a hair faster. I think I deleted the changes I made to yellow swing speeds in the anim.cfg so that should be the only difference. ATM red is blocked on the defender's side like any other style (aside from occasionally being knocked down), however the attacker can't have their attack interrupted. This makes using red against NPCs more risky as they can counter you without being staggered from blocking your red attacks, however you can pierce their guard with direct hits, and vice versa. Ideally I would change this slightly so Red could be blocked slightly better but it'd have more of a staggering effect on the guard overall.
  14. ^Thank you! Also, I'm adding some more details to the last post.
  15. Soooo, how does it look? The main changes on display are the changed parry speeds, altered walk animations for better blocking, the changed parry values for sabers, so if you look closely, you can see that strong style attacks are actually blocked, but not parried/bounced back. EDIT: Also, no saber throws in there, and the occasional kick attack by me (stylishly I might add, even though this was usually unintentional after a saber lock), the reborn masters seem to like using their tavion style, and the saber damage while overall mostly unnoticeable, should be 1.25x normal. The difficulty is g_spskill 2 which is Jedi Knight/Jedi Master difficulty (they both use the same setting). The only thing I change is the amount of health I have part way through from 50/50 to 100/100.
  16. No it was on here. It might've been as a comment under the tutorial ui coding basics by the dude with the santa hat guy icon (forget his name).
  17. So uh, I might be picking this up again...
  18. I've known that for a year, when you posted it somewhere else.
  19. Here's a video I made: http://www.youtube.com/watch?v=scsU2juKCZQ&feature=youtu.be Basically a compilation of duels I had with Reborn Masters as kyle, where I only used Force absorb and maybe force heal every once in a while. Just showing off the saber dueling and stuff. I didn't mess up too badly managing to win sometimes, at least, I showed you most of the ones where I won. I had to get on a roll before I started using the videos so it wasn't too embarassing lol. Reborn Masters are tough cookiees I'll tell yah. Also, no sound, must've had the recorder set up wrong or something. Up to the 3:00 mark I mostly get owned as I'm playing with 50/50 HP and shields, but after that I tend to do better at full health. For some reason I duel better with full HP, I dunno why, as in I seem to not lose half my health sometimes while at 50% health I tend to die very quickly lol. Also at 4:12, weird saber lock glitch my mod causes but I can't seem to figure out why... I summon @katanamaru, @therfiles, @Circa, and @eezstreet to watch this video.
  20. I could rename styles to be after saber forms. Why does everyone associate yellow with Shii Choo? It's a fundamental style, but not necessarily basic. While it has the elements of Form I being the first style learned in SP, it also has a "classic" feel to it that a skilled practitioner would be just as likely to use it for higher level saber combat as would a beginner.
  21. I am editing existing .menu files though. I don't need this technically, it'd just be useful. Perhaps OpenJK could add an SP-special cvar for this sort of thing, that tells the game to read loose files with priority or allows you to modify in-use pk3s?
  22. Okay, so the game doesn't seem to be reading loose files and the fs_dirbeforepak seems to be unrecognized in SP. What to do?
  23. ^Yes what? The game will read loose files in the game base/ folder if they're in the proper file structure, as long as that value isn't in the launcher? Also, I just checked, there's no ui_load command or sv_pure cvar in either the main menu or ingame that I can find while running OpenJK, unless there's an equivalent command Raven has that is maybe named differently in SP? EDIT: WAIT Wait! I just tried the command anyway, even though it's not listed under cmdlist, and it WORKED, ui_load that is! The sv_pure command is whatevs as we may be able to get around that.
  24. Chisel, Hammer? So far Circa's suggestions are the best Cmon guys, I'm not going to name the styles after objects and french nouns. Give me adjectives! Pretty please? I want some real suggestions!
  25. So, I want to think of a nickname to call Desann and Tavion style in game, as I'd like to give the player the option to learn them in SP in an official-through-the-menu way. I don't just want to call it "Tavion" or "Cyan" style, but something in line with the other styles, like Fast, Medium, Strong, etc. All I thought of so far is "Makashi style" or "Curved style" for Tavion. Anyone have any suggestions?
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