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Posts posted by Futuza
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Saw the movie last night. It was pretty good, I didn't leave the theater disappointed. Although, like Force Awakens, there was a bit too much fan service for me. But I wish they would have just left out the
Tarkin and Leia CGI nightmares. They weren't really convincing to me at all. Every time they spoke I just kept watching their lips, they looked unnatural. I wish they would have just used some new imperial officer character instead of Tarkin. And instead of showing Leia's face at the end, they could just show her from behind with the veil over her face. It's not like we wouldn't know who she's supposed to be.
Oh yeah, and Darth Vader was awesome.
Too much uncanny valley for you? I thought Leia was perfectly fine, Tarkin on the otherhand while good looking I'm afraid won't hold up in five years.
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Hmmm...just watched I'm a little torn on what to give it. Going to spoil stuff so ignore this post until you've watched
SPOILERS, YOU WERE WARNED.
Overall 7/10 movie. Wasn't expecting a lot going in, but it was way better than expected. Definitely worth seeing and watching several times, I didn't like it as much as TFA, but it was very good nonetheless.
7/10 Execution.
Rogue One tells a pretty story and does what we basically expected it to do. However, despite all that it feels rather messily executed. The cinematography while excellent crafted, lacks TFA smooth transitions and symbolic shots. I'm definitely not a huge fan of some of the shots. By contrast this film is jerkily and much faster paced. This is easy to forgive because it serves the story's purpose as it takes place during a time of unrest and rebellion, however, it lacks the masterful prose and mood created in TFA as a result. The first half of the film, (following the prelude and title flash) feels especially rough. For fans of Star Wars this is especially noticeable and makes it hard to become immersed in the story, for those unfamiliar with the franchise (no one), its probably not as bad. This is a result of too many scene jumps in rapid sequence, no John Williams music, no traditional Star Wars title scroll. On the other hand, the film also demands that you already know a little bit about Star Wars to 'get' what is going on. There's very little introduction or explanation for a stand alone viewer. (eg: Why exactly is the Empire evil, why the Rebellion, who are these people!? Are questions someone might be likely to ask). The film also lacks a lot of the symbolism and deeper story telling elements, that many of the other films have used. Despite all that, it's well done and by about the half way point, it really begins to feel like a Star Wars film and we're fully engaged in the story. For a viewer like me, who knows Star Wars better than the average person, it kept me asking things like: "How are they going to tie this in? How is this going to be resolved? Well that's a problem, how the hell is this story going to...oh ah I see, that's very clever. I like that." This is a very nice thing for any Star Wars nerd and definitely feels satisfying seeing all the points and issues click and resolve into their proper place. Some of the costumes looked cheap and poorly made eg: Stormtrooper cod piece armors weren't very believable looking (however its not like they were in IV either), despite looking good in TFA. There's also some confusion in some parts with some non-Imperial Guard fakes wandering around one of the cities. They look like cardboard. Occasionally some of the ships look like unpainted plastic models. The CGI and effects were for the most part, however, very well done and believable.
7/10 Story.
The problem with the story, the real main problem is that it doesn't have a story. We already know what's going to happen. Some rebels are going to find out about the Death Star. Figure out it has a weakness. Get the plans. Have a big fight. And either barely get away, or give most of their lives in order to get the plans to Leia. We already know everyone is going to die. There isn't a lot of room for a unique unexpected story, instead what we get is a cleverly crafted narrative that ties details of Episode III and Episode IV together. For what is possible within the time frame of the story, the narrative is exceptionally clever. However, that's only going to be so interesting. There's also still a lot of unanswered questions and confusing "extra" stuff thrown in which fogs up the main story being told. Some examples:
- Ponda Baba and Evazan show up as a cameo. That's cool. Except...the city they are last in gets blown up by the Death Star. They should be dead. Yeah, sure its possible they might have got away at the last second, but we don't see it happen.
- Saw Gerrera's character was almost completely pointless. He raises Jyn, but we don't get to see it. Jyn is important to him, but we don't really get to see it. He dies...pointlessly. His place in the narrative is confusing and unnecessary. Plus the torture scene, wtf? This adds nothing to the story. Absolutely nothing.
- Governor Tarkin blows up the Imperial archive records (which contain Death Star plans). Why? To what purpose does this serve? Now, not only do the Imperials have no idea as to what was stolen, but they've lost all data on the Death Star. The Rebel's basically have way more knowledge at this point about their own Battle Station than the Imperials do (if we're to believe the narrative being told, that this is the only place to get Death Star plans).
- While Jyn and Cassian manage to deliver the plans, they broadcast them. This makes us wonder why exactly the Empire is so keen on getting the plans back in Episode IV...was the broadcast encrypted so only Rebel ships could get them? If so, how? The story makes it specifically clear that the Rebel's on the surface do NOT have a predetermined encryption scheme with the Rebel's fighting above over the planet. The point being, if the signal was broadcast, the imperials should have got the signal too and ought to be able to analyze the plans just as well as the rebels to figure out the weakness. Then all they have to do is build a 2 meter wide grate, protect the exhaust port.
- Furthermore, Jyn and Cassian just kind of give up on the beach and die. When earlier in the movie when faced with the EXACT same threat, they don't give up and manage to find a ship. Why not the second time? I mean I get Cassian got shot, but come on.
- "The force is with me and I am one with the force" repeated over and over was annoying and silly. A few times is fine. Over and over and over?
- We see Garven Dreis present at the battle trapped on the planet, but never see him escape. Yet he is present at the Battle of Yavin.
- No Kyle Katarn. Seriously the Chuck Norris of Star Wars and you replace him with Cassian?
- Jyn is a pretty bland flat character. No reason to like or dislike her, she's just kinda there reacting and being normal.
While all of these are small things, they do detract from the already simple story being told. Hence the 7. However, there were some amazing things too:
- Darth Vader's triple layered pun to Director Krennic was amazing.
- Darth Vader slaughtering rebels in an attempt to capture the plans was amazing.
- Ingvild Deila looks exactly like Princess Leia. CGI probably helped here a bit, but it looks flawless, so good that I was blown away.
- While Governor Tarkin does have noticeable CGI glitchyness, it is very well crafted and believable. His voice is also spot on. Hopefully this will still be true in five years, after CGI has quadrupled in technical prowess.
- Rebel Hammerhead Corvette "ramming speed" scene was amazing. Nothing like watching a Star Destroyer wrecking ball break all manner of things.
- Vader's Star Destroyer coming out of Hyperspace and wrecking Rebels.
- K-2SO every time he's on screen. Basically a less sadistic version of HK-47.
- Chirrut & Baze's death/heroic scene.
- Rebel's vs defenses at Scariff battle in general.
- Chirrut beats up storm trooper brigade.
- Bodhi Rook's character development and mini story.
- Director Krennic's character in general very well done.
Over all a very good film, despite the fact it doesn't quite feel like a Star Wars film for a good majority of its running time. Highly recommended from me, just know there are flaws.
therfiles likes this -
Doesn't seem to work very well for me either.
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Player Trading
Initiate Trading Session
Players may initiate another trade with another player by using the bound trade key. In this example, let's suppose you've bound +trade to "k". I walk up to [JKG]EEZSTREET and press K. A chat message will inform eezstreet that I wish to trade with him. He will have 10 seconds to respond. If he makes no response, or refuses the offer to trade, the system will reply to me with a message, "[PlayerName] has refused your trade offer". The message eezstreet will see reads, "[JKG]DarthFutuza has offered to trade with you. You have 10 seconds to respond, accept? Y/N". If eezstreet replies with /y it will accept the trade. He can also accept the trade by looking at me and pressing "k" within the 10 seconds. (The reason we will not use a popup dialog box, is because it is exploitable. eg: Player presses k at another player and then shoots them while they're looking at popup). If you attempt to trade with someone who is already trading with someone else or doing something else such as Pazaak, the system will respond with "[PlayerName] is busy right now. Try again later."
Once the trading session begins, you will see a screen similar to the following:
Explanation:
- Items listed under inventory can be selected and added to your offer box (left pane window), by pressing add item or right clicking on the item and selecting add item from the context menu.
- Items offered to me by eezstreet will be shown in the right pane window.
- Clicking on the money bag icon will open a popup dialog box to offer credits/adjust the current credit offer.
- Pressing y draws the chat overlay on top while you are typing.
- Console log of trade actions and chat between you and eezstreet will be shown in the center console panel.
- Items can be removed by selecting it and clicking "remove item" or by right clicking on it in the offer window and selecting remove item.
- Multiple items can be added at once via the context menu.
- Once both players are ready to trade and have adjusted their offers, they will press accept. A checkmark will appear on the offer indicating the offer has been accepted. If a player adjust their offer while the other has accepted the present offer, the acceptation will be cancelled and the new change will need to be accepted. Once both players have accepted mutually, the server will exchange items.
- Pressing decline when you have accepted the present offer, will remove your acceptation. Pressing decline when no offer has been accepted will close out the trade.
- Credits: indicates how many credits are being offered.
- Market Value: Represents the total market value of all items offered + credits
- If the present offers have a more than 10% market value difference between the two, a warning icon will appear as well as a < symbol toward the offer that is worth the most. (This is just a warning and can be ignored if desired).
- Hovering the mouse cursor over an item (in inventory or offer window), will show the item description and name. (Draws the description box from the cursor towards the center of the screen).
Example:
I have offered eezstreet an HK-972 Deepcool Carbonite Rifle and 2342 credits (total market value of 4900) in exchange for a Broken Blastech Detonator Scrap and 2342 credits (total market value of 2400). The system shows the warning icon and shows that my offer is worth more (I'm ripping myself off). We both have accepted the offer (it draws a check mark on your offer panel once you have accepted the present offer). At this point in time the trade dialog is about to close out and the server will exchange the items.
Trade can be initiated between any living players in Phase II. During Phase I trading will only be allowed between living members of the same team.
Other Screens (very WIP):
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I must say I think the White Elephant is a bit more fun, cuz lol random stuff.
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what about... jkhub giving something to all of the jedi knight community? with that said, it'd be unfair if I wouldn't offer my support in this. I'd work on it too. @@Circa?
What would they give? Also JKHub is just made from the Jedi Knight Community...so...it'd be more of a collaborate effort than anything.
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Yay. I think I'll be productive this year.
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Not sure what they'd work with. Maybe we could get Kyle back into firm cannon status though. Would be kind of amusing though if they left Rosh in but acknowledged how annoying he was and left open more options for stiff arming him, before murdering him.Yeah i'd see a reboot more happening, since the old story is now non-canon. Hope they can come up with a decent story though.
I could see them doing a sort of Jedi Academy like game though, where you play a no name padawan and work through the ranks learning from Luke until either joining the Knights of Ren ABC destroying the other Jedi students or fleeing.
LucyTheAlien and Smoo like this -
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I was hoping he would land with a big splat.
Unfortunately fall damage with jetpacks is bugged atm. Need to fix that.
Onysfx likes this -
Unless there was some crazy seismic activity I doubt three decades is enough to change it that much. Maybe if we were talking the Dune Sea where everything is literally just moving piles of sand, but this is solid mountain/rock formation area. It's kind of good though, contradictions like this gives us more room to be more creative with what JKG's Tatooine will look like, since canon itself isn't consistent no one can get mad if we add a canyon here or there.
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You know it's kind of funny because the cannon doesn't match up and contradicts itself. This is the race course, no such formations exist on the other map near Mos Espa.
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It's a single shot rifle, it fires similarly to the pistol. It DOES NOT have a burst mode.
This guy?
Also I'll add I think this thing does not have enough ammo:
The sawed off triple shot bryar shotgun also doesn't use up triple ammo, when in triple mode, only when in burst shot mode. Probably should.
Smoo likes this -
I'd rather have some players able to play, then no players at all. Sure characters can get stuck, but only as long as the server they are on is down, better than the entire player population being unable to play. I'm just not sure I see the benefit of putting it all on one machine, other then you don't have to have a handoff system and wait/loading times between planets is probably going to be a bit shorter.
- New terrain tools are possible (but b/w maps can already be used, see Easygen)
- Why autogenerate terrain when you can just have it be part of the planet? (Albeit inaccessible)Easygen is not easy to use. It's clunky and the functionality should have just been built into the map editor in the first place, which is why I bring it up.
??? Because then somebody has to do extra work to make that part of the planet? More work done by auto generate tool means artists have time to focus on other areas. Not sure exactly what you mean.
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I'll be honest...this sounds very very difficult. Almost easier to just switch engines, where most of the work is already done for us. But I guess we're kind of crazy. 2000 players is also a very high server cap. Something like 400-900 is probably more reasonable. As ooxavenue mentions, it doesn't necessarily need to always be 9x9 in all cases. For example you might only have a southern and western grid open to mos eisley with no path available to the east and north (also going down is not always going to be an option). Getting the server to also process for that many players at once will need not only severe optimizations to the current way the game is run, but also a very powerful machine. Most MMOs have server farms doing this kind of work.
I still think a simpler route is to limit each "planet" (eg: Tatooine, Coruscant, etc.) to a separate server and have information handed off or permanently saved to a master server, which only has to deal with logins, client handoffs and database information saves/loads, not running the game. I still think having dimensions or realms that occur on that planet is a good idea, if it is all limited to each planet, based on the setting. Having one machine responsible for the entire game, seems kind of like putting your eggs all in one basket (yes I know the master server idea is still this way, but its much easier to make a database server redundant, then rely on one machine for everything). While space is cool, I think its an idea that should definitely wait till later, after the major designs are worked out and actually created and not worried about yet at this point. JBSPs should probably be one map (easier for the artist to make it that way, if it's all together), but be divided up evenly into grids automatically by the server, with the ability to manually specify divisions possible.
I'd also like to build some autogeneration tools into the map builder. For example, making terrain in the game engine right now is a pain in the butt. It should be more like Cryengine: create a B&W bumpmap, import it, generate terrain, paint terrain with texture and modify in realtime as necessary with height/curve adjust painting tools. Then you add details like models and entities. Also simply a random map terrain creator, which uses a rand seed to generate a bump map and then texture paint it and smooth it out to a reasonable level. Additionally there ought to be an easy way to add boundaries to maps that create the illusion of being infinite. For example, on Tatooine, Mos Eisley is surrounded by desert. If you walk to the edge of the desert, eventually you run into either a wall or artificial barrier. To help extend the illusion on certain maps, you could for example procedural generate a small amount of terrain extending the edge in real time as you approach closer to it. That might create extreme memory requirements though, so another option is to simply allow edges to stealthily teleport the character backwards toward the true edge, after the edge boundary is crossed, while making it appear that the character is actually moving forward toward an unreachable horizon. Music will also no longer be tied to the map, but to in game LUA events (eg: during fights play battle music, then fade to map ambiance music a few moments after the fight finishes, etc). Destructible terrain is also fun.
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Thanks for matches, but I had to leave game early, so could not play longer. Next time I will try to be present all the time, like in first match.
@Darth Futuza, can you make a time counter for next scrimmage match? It's hard to focus for those who are in different time regions. Thanks.
Sure thing. Will make it when we're closer and have a definite time decided.
nyarl likes this -
Um...it's the one that looks like a tusken rifle...with the brown recoil pad. It's not the e-11, it looks kinda like a hunting rifle.
DLT-19? Or the Bryar Rifle?
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Well I think it went rather well. Who's up for an encore @7pm (EST)?
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Latest release information:https://jkhub.org/topic/8545-released-jkgalaxies-patch-121
See y'all tomorrow! By the way, if you didn't sign up initially you're still welcome to join us. The more the merrier.
Smoo and swegmaster like this -
I've always found bleeding to death in games very annoying. It's like if your at low hp, what's the point in running now?
This is what I would hope would make things like bacta useful.
Dalo Lorn likes this
Star Wars: Rogue One
in Star Wars Franchise Discussions
Posted
Jyn has about as much character as Bella from Twilight. She's a blank slate designed purely to be a window through which the viewers experience the film. She has no remarkable traits or quirks which make her stand out, simply that she wants to rescue her dad and fight the evil empire, but...every generic hero wants to do that. Every line she says is literally something anyone would say if they were in the same situation. She's 100% relatable, and 0% unique. There are about fifty things they could have done to fix this, but poor plot planning held them back from giving her a real character because of lack of running time.
The movie ran 2h and 15 minutes or so, one hour of that time was nearly pointless. From the first hour we learn a few important things: 1) Jyn is the daughter of an Imperial scientist who doesn't want to work for the Empire and sends her into hiding to protect her, her mother was killed by the Empire. 2) Jyn was raised by someone the Rebel's consider an extremist ie: flat out terrorist. 3) The Death Star can blow stuff up pretty good. 4) There's a rumor Jyn's dad is leaking information about the Death Star and knows its weakness. 5) IP Man, a blind Jedi fanboy (and his friend) who's temple was excavated by the Empire and wants revenge. 6) The Rebels hired Jyn to get close to her Dad and learn Empires plans 7)An Imperial Pilot betrayed the Empire and is scared, but brave. Literally everything else could be taken out of the movie without losing anything from that first hour. Gerrera's character was interesting, but completely pointless. Like that torture scene? Take it out and it won't change the movie at all. Also when Bodhi Rook's the most dynamic character of the movie, you've got something wrong in the character development department.
It's interesting that the music for Rogue One was so lackluster in my opinion, especially since I like some of Michael Giacchino's stuff. eg: His stuff from the StarTrek reboot in 2009 was amazing. I feel like maybe he's gotten burnt out lately as a composer, needs to take a break and study some more classical music then come back and do a movie every once in a while. However, that being said, it also isn't fair to compare someone else to John Williams, he's literally the best movie composer alive. While Hans Zimmer and others can certainly make beautiful music it isn't nearly as refined and powerful as William's score.