-
Posts
1,895 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Futuza
-
Is Faiorden even trying anymore?
- Show previous comments 3 more
-
Hard to see the bot side is. We must investigate further before drawing a conclusion to the identity of this poster.
-
He changed his steam account's name, but if you check some of his public posts, he used to make a lot more sense
-
New Jedi Knight Jedi Academy
Futuza replied to Darth Ronin's topic in Jedi Knight General Discussions
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. 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. -
Yeah...can we get back to discussing the map at hand?
-
Unfortunately fall damage with jetpacks is bugged atm. Need to fix that.
-
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.
-
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.
-
For when you need more of a rocket and less of a jetpack.
-
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. 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.
-
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.
-
Sure thing. Will make it when we're closer and have a definite time decided.
-
Well I think it went rather well. Who's up for an encore @7pm (EST)?
-
Our server host is currently offline, trying to get another server up. Hop on discord for up to date information as things proceed. @ wakey wakey
-
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.
-
This is what I would hope would make things like bacta useful.
-
I made most of the changes, except for the below 20% health part earlier today, but I can add that in. EDIT: It is in. I'm not sure I agree though with the not being able to bleed to death. Having two different types of bleed damage seems a bit weird and unnecessary to me.
-
v1.2.1 XP Patch Instructions: Extract the contents of the zip into the jkgalaxies folder, tell it to overwrite any files with the same name if prompted. (Same as before). Also you really should update your OS if you're still using XP.
-
@ Update yer server
-
I have implemented Poison damage type in develop and put in a new test weapon for it called grenade_poison. Poison currently does 10% of your current health and then tapers off to 1 dmg over time. (If 10% is less than 1dmg, just does 1 dmg). You also have a 50% chance to resist poison damage each cycle it occurs. Poison does not affect droids and does 1.1x damage against organics. Might need to reduce this a bit with some balance testing, it's a little weird since it does more damage to full hp players and less to low hp players. I have also adjusted bleed damage so that you only have a 4/10 chance of bleeding each cycle and it does overall less damage before (cuz lol 38 dmg from one shot was way too much). Now it does 1 - 2 dmg per cycle (I think cycles are about 0.5 seconds) and lasts for about 3.5 seconds.
-
Development screenshots: cool things that are being worked on
Futuza replied to eezstreet's topic in Jedi Knight Galaxies
I got pissed off from it not working and made this in my anger But I have properly fixed it now: -
Development screenshots: cool things that are being worked on
Futuza replied to eezstreet's topic in Jedi Knight Galaxies
Me trying to make poison damage. Unfortunately the efx is broken atm and clipping through everything. -
If you want a C++ book, I like this one, but a book is not necessary. This is a pretty good generic tutorial for C++. C and C++ are so interrelated that it's hard to learn just one without learning the other nowadays. eezstreet has created some C/C++ tutorials here on JKHub as well that are probably going to be pretty useful. You might want to check out first the primer, then the compiling lesson, then the debugging lesson. After doing those, there are a bunch of other ones, various people have written specific to doing things in JKA (such as adding a new weapon). You can also hop on the discord to ask other modders questions if you get stuck (I would try and at least get your head wrapped around the basic stuff I mentioned earlier first though before bugging everyone there). Good luck and welcome to the wonderful world of programming.
-
So some more suggestions for shields: Silverfang wants flamethrowers/flame damage to alter the regen rate of all shields to -1/sec temporarily while in the cone of fire. I'm not sure, seems a bit weird/complicated? An option for a shield to have a cooldown of 0 UNLESS it is overloaded (shield hits 0), in which case it has a temp cooldown. Shields block stun effects (but still get reduced from the damage). Might also block other possible damage effects, depending. This is implemented. Shields working in the shop now, added a lot of shields with fairly similar stats to these suggestions (with a few extra, such as cheapo "knockoff" shields which are very ineffective, but cheap), probably still needs some work and playtesting, but they're working. They all act basically the same, until new stuff is added to shields like "overload effects", differences between different damage types (eg: shield_prax is intended to block only slugthrower damage eventually). And, yes, my assets are broken/out of date.
-
Sounds might help. eg: If you shoot at someone wearing a shield/armor that is resistant against the damage type being used, get like a plunking noise? Otherwise normal sounds. Also putting it in the weapon descriptions I guess (but who looks at those lol?), eg: "Especially effective against Ray Shielding...etc" Maybe something similar to the floating damage numbers, such as a symbol that means 'ineffective' and/or a symbol that means 'effective'. To help make it less confusing, only have it appear to the player doing the damage (you don't see if other players doing damage to someone else is resisted damage or not, only damage you do). eg: floating little Ê when effective and a R when being resisted.