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Futuza

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Everything posted by Futuza

  1. Me trying to make poison damage. Unfortunately the efx is broken atm and clipping through everything.
  2. 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.
  3. 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 And, yes, my assets are broken/out of date.
  4. 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.
  5. So in regards to shields being changed players no longer start out with a bonus 25 health (from the old shield) and have EVEN LESS health by default than before as a result. Would a change like 125-150 hp as the default be an okay way to help balance this? (Plus I'm thinking eventually in LMO phases, characters will have less or more hp than 100, depending on their level. So its supposed to vary a little eventually, anyway).
  6. Best way would probably be the efx that plays (purple color for one, green bubble for another, current efx for another, etc). Agreed, pulsing is probably more of what I had in mind anyway.
  7. So I have some suggestions after playing around with develop, want to see what y'all think. When you unequip a shield, I think the shield charge should drain a lot quicker then it currently does.When a shield is on cooldown (no charge yet and thus no protection), icon should look different (no green glow) eg: When a shield is fully charged, ui should look different. eg: When a shield is currently charging, the shield ui bar should blink green every now and then to indicate charge is increasing eg:
  8. Things you should be aware of? Well first off, for Jedi Academy, you'll probably want to play with openJK (it's essentially the same thing as the "unofficial skyrim patch", just for JKA instead). It fixes quite a few engine errors and some other simple things without actually changing the game play (for example at the beginning of the game, there's a tree you have to chop down, there used to be a possibility it would fall on your head after cutting it down killing you, this is fixed). There's a lot of good mods to try, most should probably wait thought till after you've beaten the original. You might consider Movie Duels, Movie Battles 2 (remakes the siege game in multiplayer and still has quite a few players), numerous model/skin mods for various different cosmetic changes (or say you just really want to Darth Vader or Yoda in the game for example). I also always recommend checking out some of Szico VII's maps, such as Atlantica or Midgarv3 if you're a Final Fantasy 7 fan. Also if I may, I'll put in a plug for Jedi Knight Galaxies, a mod I help develop for. We just put out version 1.2.0, and we'll be releasing 1.2.1 very soon. Right now it changes the game into a much more interesting shooter match between two teams and there's a ton of new stuff planned we're working on right now, more info here. Either way, whatever you choose to start with there's literally years of work ready to be explored. Welcome!
  9. One drives away EA's profit margins and threatens their business, the other just makes Star Wars more popular and has a history of being allowed. EA on the other hand is notorious for handing out cease and desist documents like they're hot cakes at a fair. I wouldn't touch a project like this without first consulting a law firm and they were confident it would be allowed. Xycaleth is right, it's illegal, plus the other concerns he mentioned are huge. Who's going to lead it? Who can be trusted with something like that? Who's willing to stick around for the 3-7 years it takes to make it and personally fund and guide it, and has the knowledge and expertise to do most of the work (project leads are expected to do most of the heavy lifting)? What is even the goal here, to clone JKA exactly, but in the UE4? If so, why? Why not just build JK4 and make it a brand new game. Why are we trying to resurrect an old game instead of just making a new one? Will it be open source? Will it be open asset? If not, how do you licence it? Who's going to draw new developers to it who are willing to learn a new engine and work on it for free and without compensation? How do you market it? etc. I mean it's cool you want to do it and I've always thought it'd be a neat idea to see jka in a modern engine, but realistically you have to answer these questions first. Any project of this nature that can't face these questions with confident absolute certain do-able answers, is doomed to fail and not worth putting effort into imo. Then you also have to ask yourself, why try to keep the Star Wars licence? I mean...couldn't you just make your own game and make it for profit, by dropping the Star Wars licence? Call it Space Wars and have laserswords and spacemagic. Is there something magical about Star Wars that makes it worth trying to fight EA for it? If you decide there isn't, and your universe is better then you're back at the beginning asking yourself, what make me different from all the other indies and kickstarters out there and what makes me think I'm going to succeed?
  10. What do you plan on doing about Why Unreal? How exactly is putting the game on a new game engine supposed to revive the JKA community and bring new players? (If it's standalone, it's no longer protected by the mod umbrella and things could just get shut down, especially if a certain publisher we all know and fear thinks such a project is a threat to Battlefront). Why not just start with this (go convince the Obsidian devs to expand it)? Convince me that this is reasonable from both a legal stand point first, and then we can talk about all the reduplication of effort that would need to happen.
  11. @@Onysfx you mean like while playing a match? Not sure how that would help exactly...? It appears it was probably caused by a bad assets5, from what I can tell. I'm away from home so I can't check for sure, but I've been playing with things on my laptop and it seems to be working mostly (I'm missing some images, but just need to get them from the latest assets on jkhub, we really should get git lfs working )
  12. I mentioned it yesterday on Discord. I'll see if I can hop on in a bit, but specifically if a grenade item (eg: thermal-e) kills another player, yourself, or an npc it will crash all clients and the server. If the grenade only does damage, there are no problems, only if it does the killing blow.
  13. @@eezstreet I want to do some bug testing first, to make sure nothing obvious was missed first before you release it, let me know when it's ready. Also was the issue with grenades looked at yet?
  14. Here's some of the old concept art: Pretty sure a lot of it no longer exists.
  15. Seems okay, we'll have to play test it to be sure, but I think its okay for now.
  16. In case some of you have never seen it before, this is what a quest might look like (the current system is mostly capable of doing this, there's a few bugs at the moment that need to be fixed as we've been rewriting code and breaking things, but it mostly works) https://www.youtube.com/watch?v=5mODgwKPKho
  17. People are welcome to use the jetpack code, JKG is opensource. But they'll/you'll have to do that yourself. Also multiplayer code is a bit different from the singleplayer code so it's going to take some extra work which is why you'll have to do it yourself.
  18. Please note that this is a Phase II feature and will not have much work done on it at the present, but is one of the major stops on the road to a completed Phase II and beginnings of Phase III. As a result it also going to be subject to a lot of refinement as development goes on, decisions are made and new ideas come forth and does not in any way represent a final decision. Using mainly LUA based scripts, we will transition away from using hard coded game modes for objectives as is done in JKA (eg: TFFA, CTF, Siege) to complete a matches objective. There will be primarily two game mode types: Free Play and Versus Play. The difference between the two is mainly whether or not they are short term or long term. See below for more details on each. Each game mode will have dynamic quests/objectives which can be completed within the larger frame work of the match goal. These may also be a whole game mode in of themselves, but are technically underneath accomplished via only completing lua objectives. Currently the game hard codes certain actions, such as transporting a CTF flag from an enemy base back to your own in order to score points. This will no longer the case with Dynamic Objectives. This means that where you should be delivering the flag to can change on the fly, as well as the method of delivery (you might have to actually give it to an npc through dialogue actions, rather then just standing on a flag dropping area). Using scripting we'll be able to also modify objectives as you progress through a "quest". As an example consider the following (note again, this doesn't represent an actual quest being implemented in JKG, but an example of one): This example is obviously targeted at one particular player, but Quests could easily include other players. We could for example reimplement traditional game modes like capture the flag this way. (Bring flag y to x location, get awarded when you do so). Some of these types of quests would obviously loop and never be "completed". Datapad quest completion data would be stored by the server you are currently playing on, and eventually in later phases (Phase 3 and 4) this will be transitioned to being stored on the master/account server, rather then just on the planet server. This will allow quest data to be persistent and will tie into an account system and character database. LUA Objectives can also be used to track simpler things such as "Kill 10 players in a row without dying". These could be implemented as achievements, or kill streak rewards, or both. To give you more of an idea to expect from both gamemode types here's a list: Free Play Open world. Largish maps, the first to likely be featured will be Mos Eisley. Hoping to get day/night cycles as well at some point.No goals (this mode is mostly to test game features and new objectives/quests)No teams (All players are neutral by default).Various scattered NPCs with dialogue and some quests (this includes things like shopkeepers/vendors, Jabba the Hutt, Training Droids, Mentors, etc.)Beginnings of a crime system (killing other players/npcs will put you on a team hostile to everyone)Party system (create temporary groups/join groups of players)Character creation (Very very basic, similar to base JKA to begin with)Long term storage (eg: Warehouses/Banks for putting your loot in)Emulate eventual PVE combatEventually different zones (eg: Cities will be relatively safe, outside of cities will have dangerous creatures/npcs wandering around you can kill)These types of matches represent the typical LMO world the characters live in. Versus Play Based on Phase I GameplayMore game mode options such as Assault, CTF, Faction Wars, VIP, etc. Implemented via LUA, rather than hard coded inTime LimitsTeamsAchievements???Mostly emulate future PVP combat hereMost Server will probably host these types of matches.These types of matches represent "End Game" style conflicts in the eventual LMO, that leveled characters and guilds will participate in. As you can probably tell the two modes will eventually be merged into one, but keeping them separate in Phase II allows us to test various features more easily and focus on building specific parts of the game. Things will be implemented gradually, and progress will likely be slow, but steady. Note most of the focus WILL be on Versus Play for Phase II and then shift to Free Play for Phase III.
  19. Just FYI: It works fine on Windows, only problem is you have to compile it yourself. (If you don't want to wait for Xycaleth to fix the Windows build bot).
  20. You won't need a cpu cooler other than the stock one that comes with it generally, unless you are overclocking it. You obviously need to at least install the stock one. You could always try a rice diet to and shake things up a little, pizza is expensive
  21. Which parts are from the old machine? This is what I'd probably go for right now, though if you can spend another $100 bucks, get an Core i5-6500 on this instead. Also go for a slightly better motherboard if you're willing to increase the budget, I think Asrock makes great quality cheap boards, but that's just it they are cheap boards. If you need to go for less, drop the SSD and just get the normal HDD, there are also cheaper powersupplies available, but you run the risk of looking at riskier PSU's for lower than what I've got listed here. University's can also be a great place to shop (at Surplus sales) for common parts like Power Supplies, RAM, HDD, etc. I got a 1TB at one for $10 and it works great. PCPartPicker part list / Price breakdown by merchant CPU: Intel Core i3-6100 3.7GHz Dual-Core Processor ($110.99 @ SuperBiiz) Motherboard: ASRock H110M-HDS Micro ATX LGA1151 Motherboard ($49.98 @ Newegg) Memory: Crucial 8GB (1 x 8GB) DDR4-2133 Memory ($43.98 @ Newegg) Storage: A-Data Premier SP550 240GB 2.5" Solid State Drive ($59.99 @ NCIX US) Storage: Hitachi Ultrastar 7K3000 2TB 3.5" 7200RPM Internal Hard Drive ($49.50 @ Amazon) Video Card: PNY GeForce GTX 1060 6GB 6GB Video Card ($234.98 @ Newegg) Power Supply: Corsair CSM 650W 80+ Gold Certified Semi-Modular ATX Power Supply ($49.99 @ Newegg) Total: $599.41 Prices include shipping, taxes, and discounts when available Generated by PCPartPicker 2016-11-08 19:20 EST-0500 I also recommend going to pcpartpicker.com and asking the folks there as there are a lot more PC enthusiasts I think then here at JKHUB.
  22. We're not just playing CTF though Stoiss, that's just one of the things we're doing. You don't have to come for the whole time either.
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