-
Posts
672 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Dusty
-
No. You can already parry all medium and fast attacks, with the odd exception here and there. You can't block it anymore than parrying really (again with odd exceptions sometimes). You can do disarms if you have a disarm bonus, but that's basically the exact same as being parried, you just drop the saber. All in all, saber defense 3 is simple. Basically, if you get a solid block, you parry the attack always, unless the attack is too strong to be blocked in the first place, which would be staff/strong style, however upping parrybonuses very high bends the rules a bit.
-
Nope. With a parrybonus of 3+ you can block strong style -- kind of.
-
So a server can use two different .dll's with overlapping code?
-
Well, the point of it would be code-mods on top of Open JK. As in, you can have Open JK or whatever else installed like normal, then maybe have your own mod .dll's overwrite a small portion of that code. Basically, you could have multiple code mods installed at a time to some extent without having to splice them together manually into a new .dll file containing the appropriate code from both mods.
-
Yeah, and then I could make it swing a bit less returdedly, and make it feel more realistic IMO, instead of "I CANZ SWING MY SABER LIEK A BASEBALL BAT!@!" And make the blocking anims a bit faster for it, which I already did in my mod a little. Right now you can block strong style, but you can't stop the swings, so you can block it a little bit at a time. Basically, you can block glancing blows (IE they would've damaged supposing you had your guard crushed), but you can't block a serious hit - really.
-
Something I thought of, is there any chance of getting something like the mod .dll system with the proxy and stuff you were working on? Was kinda a cool idea.
-
/sign
-
You should check out eez's JK2 Uncut mod on here, or PM him about it. He had already gotten a bunch of JK2 levels working in JA, and then there's OpenJK, which is porting over JK2 SP I believe.
-
Wanted: An icarus scripter/mapper, and a coder
Dusty replied to Dusty's topic in Mod Requests & Suggestions
Well, no luck on jacoders so far . Everyone there seems pretty obsessed with OpenJK, which is cool, just beat for me . -
Yeah you can still block if the saber is in the way, aka Perfect Blocking I would think, but you/NPCs can't do another block animation until it's done (except NPCs might cheat sometimes and cancel their anims, idk). And about Strong style, I wasn't talking so much about its ability to block, but rather its ability to be blocked.
-
Wanted: An icarus scripter/mapper, and a coder
Dusty replied to Dusty's topic in Mod Requests & Suggestions
Alright so I got @@DT85 and @@katanamaru? I can PM you guys some stuff. How about @@Circa? And for a coder I guess ill have to ask around jacoders. -
Wanted: An icarus scripter/mapper, and a coder
Dusty replied to Dusty's topic in Mod Requests & Suggestions
*Shameless double post* Alright, so DT85 and therfiles on board possibly for scripting... Circa, would you want to be a tester? Also, I summon @@katanamaru. Hopefully he might be willing to test for me. -
Wanted: An icarus scripter/mapper, and a coder
Dusty replied to Dusty's topic in Mod Requests & Suggestions
Uh, well I want to include quite a few. Imperial Outpost, Crash on Tatooine, Eve of Redemption, Valley of the Sith, Deception, a ladder, also probably the Remnant Rocket Train jimmy, just to name a few, all integrated into the menus (aka no having to load separately). I've already got a couple ingame, I'm just getting lazy and disorganized. -
^I just feel 200 would seem a bit slow just for general moving around and running in a level from Point A to B. The main reason for the saber offense and defense tweaks, is that in JA, saber offense is the most useless power. In JK2 it had the purpose at least of granting you saber styles, but in JA all it does is affect saber locks really as far as I can tell (even looking in the code). At saber offense 0 you don't feel much less skilled than offense 3 frankly. Conversely, this makes saber defense less important, as you can block saber offense 3 with saber defense 1, albeit with a random disarm every once in a while. Another thing I'd like to change is to make saber defense 3 feel more useful. It actually has a disadvantage against 1 and 2. I'm not sure whether this is the result of sloppy coding, or it was intended by Raven... but -- parries can fail occasionally, and you're technically unable to block until you finish the parry animation. Now, when I say "fail", I mean, your character/the NPC does the long parry animation, but you/they aren't staggered, you just bounce off like a normal block. Not to mention NPCs cheat sometimes and just cancel their staggers anyway, and saber defense 3 is the only one that can parry by default without parry bonuses, so it actually makes your ability to block attacks consecutively a bit weaker/slower in a way than defense 1/2. This is offset somewhat by your overall "faster?" deflection speed and your increased block arc, but still. Also, I don't like how when a style/attack is "strong", it completely throws any blocking out the window. As in, one touch from strong or staff and your guard is crushed! Not realistic at all IMO. Stronger attacks when combo'd should break IMO but not instantly. Also that makes it so I can make strong style less silly without it being overpowered. As it is I can let the player block strong but at that point almost nothing (save specials sometimes) can break your guard.
-
I mean, running makes it harder to perfect block, which is necessary at higher difficulties that decrease your autoblock radius, but that's about the only disadvantage atm. I would probably make running speed about 230. Most NPCs only run at 200 speed so the player still has a 1-up on them. Anyway, I've been drumming up ideas about code edits that are non-saberlock related, and here they are: - Saber Offense: Each level corresponds roughly to saber defense (but not exactly)Saber offense sets your base power level sort of, and then it is further modified by your saber stance (atm it's only dependent on saber style, offense doesn't do hardly anything)Styles would be split into 3 categories; power levels 1-3; fast would be 1; strong 3; medium 2; etc.power level 1 is like saber offense - 1; power level 2 is + 0; power level 3 is + 1each level also decreases your stagger recovery time slightly when you're parried; and this carries over regardless of style, so offense 3- Saber defense: parries lower power swings; blocks same-level swings; breaks from repeated assault by higher power swingsparries can only be done by saber defense 3 with small exceptions (not sure what though yet)blocking higher level swings knocks the stagger counter up by how many power levels higher until your guard is broken stagger counter is always 2 + your level of saber defenseparrybonus increases your stagger counter, and lets you parry sometimes at saber defense level below 3?breakparrybonus increases your damage done when you have a higher power level than the opponents guard, it doesn't add to your base power, but if you strain the opponents guard you can overload it faster (only problem with this is unless you're using strong it's irrelevant vs. same level opponents???) Now where do parry and break parry bonuses come in you ask? I have a couple ideas , but I'll edit them in this post in a bit, I have to run for now.
-
Wanted: An icarus scripter/mapper, and a coder
Dusty replied to Dusty's topic in Mod Requests & Suggestions
So, alright. Anyone I can count on? Therfiles for scripting possibly, but that's all I got so far. Besides scripting and coding I also need a willing tester or two to give me feedback and also point out any odd bugs that might arise for whatever reason. And perhaps a creative person to make some artwork for me, or give me ideas. I uploaded my files to a sourceforge repository so hopefully that might be of some team-coordination use. Also, if anyone is willing, hop over to my topic on the saber system in general modding discussion, as I need some help brainstorming. -
Wanted: An icarus scripter/mapper, and a coder
Dusty replied to Dusty's topic in Mod Requests & Suggestions
Hijack my thread moar guys? -
^Well, 3 seconds is a very short time. The idea there is to reward you if you manage to end the saber lock that fast, or punish you if you can't manage to hang on that long at least. Like when you have Offense 2 vs a reborn with Offense 3, it's very difficult to win, but you should have to try and last a few seconds at least. The idea about running is basically again, to make slower movement be more rewarding. I feel running should take something away from your defense, whether running backwards or forwards.
-
Is this possible? Without having to release a new version of the mod everytime OpenJK is updated? Like my SP mod ATM is depending on some OpenJK cvar bug fixes to run correctly, and I was thinking about having some code edits in the mod too. How would that work, or could it even work, that is besides taking the OpenJK source and compiling it with my mod's edited code?
-
So I'm trying to think of simple (keyword: SIMPLE, at least in ideology as to what it does to sabering, if not in coding) alterations I could make to the saber system, to improve sabering, without changing the overall feel too much at all. The saber locks thing I'm looking into. Basically something like this: Saber locks like JK2Just a few alterations:- Saber offense 3 is required for super breaks (where you/ the NPC gets to do a 1-hit KO move) - If the saber lock is ended in the first 3 seconds, the winner gets a 40% chance to do a super-break plus 30% for each level lower the loser's saber offense is - If it ends later then it's just a parry or disarm And besides that, I'm trying to think. Maybe running would have a penalty to blocking or something? Like you can't do parries and crud while running?
-
Wanted: An icarus scripter/mapper, and a coder
Dusty replied to Dusty's topic in Mod Requests & Suggestions
Well there's a tutorial on map entity-modding here, so I could maybe even do that myself, we're prolly just looking at some text editing. I mean, I'm too lazy to check, but I'm pretty sure Raven never released the full set of their SP level .map files did they? The de-compiled script fixing I could do in theory, I'd just have to decipher the behaved.bhc or whatever that converts scripting identifiers into numbers during the compile process. Basically the script-editing for Raven's maps is low-priority to me. The most important thing I'd like to do there is maybe script some enemies to use alt-fire sometimes (they never do in JKA ), and change some enemies on the 2nd part of the korriban level. More important to me would be the script-editing on the custom SP levels. EDIT: I summon... @@eezstreet; @@Scooper; @@ensiform; maybe one you coders can recommend someone? -
^If it didn't come with the full source release of the engine and SP code, prolly not. Also, I'm going to mark this solved, as you guys have pretty much explained what needs to be done to fix scripts (basically turn the left over numbers back to their correct stuff), and I thank you for that!
-
So, I'm looking for some help for my JA SP mod. I would still do the bulk of the work, but I wanted a little help with a few things. I could still even do some of the icarus stuff and code myself in theory, but I'm not familiar with either, so I'll need some help getting off the ground if nothing else! 1). First off, a scripter: - Familiar with BehavEd and icarus scripting - Knows about entity-modding .bsp files (without decompiling, hence the "mapper" part) - Script-savvy enough to possibly fix and recompile de-compiled .ibi files What I'd want you to do/help me with: Edit scripts on custom SP levels I want to include in my campaign (maybe having finishing one map load another, adding objectives)Add a few goodies to Raven's SP maps possibly^basically enemies in a couple spots, maybe some items like bacta tanks and stuff 2). And a coder: - Familiar with JKA source code - Familiar with the SP code at least a little bit (I can help because I know how it's organized somewhat) What I'd want you to do/help me with: Perhaps put some hardcodes on my inventory select menu to make it smootherHave saber locks changed to be more like JK2- If both opponents have Saber Offense 2 or lower, the end of a saber lock always results in the loser only being staggered/disarmed - If the winner has Saber Offense 3, and wins in less than 3 seconds, they have a 100% chance to do a super-break (the 1-hit KO moves), or else they stagger/disarm the opponent Have savegames take screenshotsA few alterations to force powers and saber offense and defense- have attack power be modified by saber offense, and then saber style, instead of just saber style alone - the power level of a style would be your offense level + (-1 to 1) depending on saber style + (0.5 * breakparry bonus on saber) - change defense to have a stagger counter, where attacks blocked that have a higher power level number than your defense level add to that counter, which decreases by 1 every second. If your counter goes over whatever the limit is your guard is broken temporarily. minor changes to a few force powers- maybe a lightning block effect for sabers - Force absorb and protect made slightly less powerful, but force regens at half speed up to the amount you had after using the power