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Futuza

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Posts posted by Futuza

  1. You had a lot of interest before, not sure if you do anymore.

    Never really had that much interest it in it to begin with.  I'm not really a mapper and I have too many other JK related projects that take up my time, I was merely adding information to the topic about horizon blending/beaches to try and point Kessno in the right direction, should he decide to want to finish the map (or whoever would want to finish it).

  2. I feel dubious somehow. Yes, TCW was one of my favourite stories in Star Wars in recent years, something that never happened to me with Rebels. And yes, I am glad, we'll see new episodes, which is good.

     

    What I am afraid of, is perhaps, that the previous seasons touched the Expanded Universe quiet gently, rewriting completely only a few of the moments there. They even considered Clone Wars (2003-2005) as part of the main line, mentioning the battle of Dantooine with Mace Windu, as well as preserving Anakin's story of a scar, etc. 

     

    This is something we might not see with the new seasons, but there is always hope.

    As long as Dave Filoni is in charge I doubt it'll change much.

    Pickles256 likes this
  3. Hey everybody, in case you haven't been on the discord, here's a summary of changes planned so far for the next release of JKG.  If you'd like to try it out and help us bug test, feel free to download the binaries here and the assets here (just follow the readme instructions to install).  Please note that you will have to replace pre-existing installs of JKG entirely if present (other than maps), as this is a full install - this is due to some directory changes and significant asset changes a smaller patch is not possible.  I hope to have a Dev server up by the end of this weekend to have somewhere for people to test changes.  The official release will be out forthcoming after this preview release has been more fully tested and possibly one or two more features are finished.

     

    EDIT: A preview patch (for v1.3.19) is available here.  You need 1.3.18 installed first before you can apply the patch.

     

     

     

    Changes included in v1.3.18

     

    New Features

    New Cvars

    • g_teamsLocked : (default 0), if set to 1 will lock the teams so
      players cannot switch teams after 20% of the match timelimit has passed
      (new players have 3 minutes to pick a team).
    • g_teamSwitchTime : (default 5), how many seconds players must wait
      before switching teams
    Bug Fixes and Balance Changes
    • fixed blank name on bacta grenades
    • client data now keeps track of how much a player has spent
    • fixed jkg_buyAnnounce so that it can be disabled, set to announce to your team, or to both teams
    • exploit fix with pay
    • selling back starter guns now shows correct price (1) in shop menu
    • starting weapon ammo is now free of charge
    • ammo for the losing team is discounted off normal price depending on how badly the team is losing by (note: unfortunately this is not displaying correctly yet, though the actual charged amount is correct)
    • compiler fixes
    • don't reward our own team teamkillbonuses for suicides or team kills!
    • don't reward the teamkillbonuses if someone switches teams!
    • increased default spawn invulnerability time to 4 seconds from 3.

    Changes included in v1.3.17

     

    New Features

     

    New Vendors

    There are now several new types of vendors and treasure class sets, vendors can also use specific fail/buy/interaction sounds if present. You can use these in game by spawning an npc vendor with the command npc spawn vendor npc_name vendorclass eg:/npc spawn vendor vendor_medic medicalvendor

     

    Healing Buffs

    There are now healing buffs, presently no shop weapons actually use them, but we will soon have a number of items put in to make use of these such as bacta grenades. There are two test items currently that use healing buffs including the grenade_bacta_antidote-e grenade and the medicinal slugthrower ammo.

     

    New Efx For Poison

    On body hit effects for poison are now here.

     

    Bug Fixes and Balance Changes
    • Healing plums work again!
    • Weapons can do negative damage (healing).
    • Price adjustments to some weapons and slight balance changes
    • CTF Credit bonus fixes.
    • jkg_allowDebuffKills 1 will now use debuff settings to determine whether the debuff can do a last hit and finish someone off
    • Reorganization of some code modules for cleaner code and improved performance
    • Reorganization of some file structures for zz_jkg_asset5.pk3 and glua/server files
    • Added "percentage" (boolean) to debuff data, will interpret damage as a % of current health to inflict rather than a hard number (eg: 25 would do 25% of the target's current health).
    • Ammo price adjustments
    • Nerfed costs for some of the more expensive weapons to make them more likely to be purchased and used.
    • Shield prices have been reevaluated based on their usefulness from play testing
    • Healing Plums now work for items that use lua scripts (such as bacta).

     

    Changes included in v1.3.15

     

    New Features

     

    Passive Credit System

    Configurable via cvars, player's will gain a small amount of credits when employeed by a team every thirty seconds. Those who join late will be paid what they would have received had the been on a team from the beginning of the match. Three cvars control variables for this system:

    • jkg_passiveCreditsAmount, defaults to 15 credits; how much to be paid each iteration
    • jkg_passiveCreditsRate, defaults to 30000 milliseconds; how often to pay
    • jkg_passiveCreditsWait, defaults to 60000 milliseconds; how long to wait till player's receive payments
    • jkg_passiveUnderdogBonus, defaults 1, disabled if set to 0. If enabled gives 20% increased credits to the losing team's players when passive credits are awarded.
      Setting jkg_passiveCreditsAmount to 0 will disable this system on the server.
    Underdog Reward System

    For late joins introduced. Intended to help player's who join the game's losing team catch up more quickly and keep up with the opposition.

    • jkg_underdogBonus defaults to 1, disabled if set to 0. If enabled, gives player's who join late additional starting credits depending on when they join the game consult the following table

       

      less than 30% match complete = +10% credits
      30-44% match complete = +25% credits
      45-59% match complete = +40% credits
      60-64% match complete = +70% credits
      65-69% match complete = +80% credits
      70-79% match complete = +100% credits
      80-100% match complete = +125% credits

      Additionally if the winning team is only ahead by 2 or less points, the credit reward is halfed.

       

       

    Team Kill Bonus System

    Configurable via cvar, all player's on a team will be given a bonus amount of credits anytime any player on their team gets a kill (the killer is excluded from this reward). Use jkg_teamKillBonus to set the amount to reward, if set to 0 Team Kill Bonuses are disabled. Player's who's rank (kill count) doubled is less than their death are rewarded double.

     

    Improved Bounty System

    A new cvar, jkg_MaxKillStreakBounty will limit the maximum amount of credits one can receive from claiming a bounty by limiting the multiplier used to determine credit rewards when claiming a bounty. The default is 7. For example: Suppose Jill kills Jack 8 times and has a killstreak of 8. Jack kills Jill but will only receive the max reward (as if Jill had a killstreak of 7). This will help better balance bounties so they don't tip the scales too drastically. Additionally whenever a bounty holder dies from natural causes (falling off a cliff, suicide, etc) the opposing team will receive the bounty divided up by the number of players on that team.

    Bug Fixes and Balance Changes
    • Disabled jkg_safeTreasureClasses by default until that system can be fixed
    • MAX_PLACEABLE_CONSUME_WPNS increased to 20 (you can now have up to 20 detonators/trip mines on the field at once).
    • Fixed a minor problem with safeTreasureClasses attempting to read memory out of bounds
    • Other miscellaneous bug fixes, code refactors, and optimizations.
    • Various item price adjustments and slight damage changes for better balance.
    • Refactored some code
    Smoo, Onysfx and GPChannel like this
  4. Hey everybody, in case you haven't been on the discord, or paid attention to the screenshot thread, I've been working on improving v1.3 and we're now on iteration 1.3.18.  I haven't done an official release yet, as I still need to do more testing with misc linux issues and I'm debating on whether to add a few more features now or release and add the features later. eezstreet is currently busy with RL, so I've mostly been working slowly on my own at the moment, but I hope to get a new version out soon.  Happy 4th of July!

     


    Here's a summary of changes so far:

    Changes included in v1.3.18

     

    New Features

    New Cvars

    • g_teamsLocked : (default 0), if set to 1 will lock the teams so
      players cannot switch teams after 20% of the match timelimit has passed
      (new players have 3 minutes to pick a team).
    • g_teamSwitchTime : (default 5), how many seconds players must wait
      before switching teams
    Bug Fixes and Balance Changes
    • fixed blank name on bacta grenades
    • client data now keeps track of how much a player has spent
    • fixed jkg_buyAnnounce so that it can be disabled, set to announce to your team, or to both teams
    • exploit fix with pay
    • selling back starter guns now shows correct price (1) in shop menu
    • starting weapon ammo is now free of charge
    • ammo for the losing team is half off normal retail price (note: this does not yet display correctly in shop, but it will charge the correct amount). Also jkg_passiveUnderdogBonus must be enabled for this to be allowed
    • compiler fixes
    • don't reward our own team teamkillbonuses for suicides or team kills!
    • don't reward the teamkillbonuses if someone switches teams!
    • increased default spawn invulnerability time to 4 seconds from 3.

    Changes included in v1.3.17

     

    New Features

     

    New Vendors

    There are now several new types of vendors and treasure class sets, vendors can also use specific fail/buy/interaction sounds if present. You can use these in game by spawning an npc vendor with the command npc spawn vendor npc_name vendorclass eg:/npc spawn vendor vendor_medic medicalvendor

     

    Healing Buffs

    There are now healing buffs, presently no shop weapons actually use them, but we will soon have a number of items put in to make use of these such as bacta grenades. There are two test items currently that use healing buffs including the grenade_bacta_antidote-e grenade and the medicinal slugthrower ammo.

     

    New Efx For Poison

    On body hit effects for poison are now here.

     

    Bug Fixes and Balance Changes
    • Healing plums work again!
    • Weapons can do negative damage (healing).
    • Price adjustments to some weapons and slight balance changes
    • CTF Credit bonus fixes.
    • jkg_allowDebuffKills 1 will now use debuff settings to determine whether the debuff can do a last hit and finish someone off
    • Reorganization of some code modules for cleaner code and improved performance
    • Reorganization of some file structures for zz_jkg_asset5.pk3 and glua/server files
    • Added "percentage" (boolean) to debuff data, will interpret damage as a % of current health to inflict rather than a hard number (eg: 25 would do 25% of the target's current health).
    • Ammo price adjustments
    • Nerfed costs for some of the more expensive weapons to make them more likely to be purchased and used.
    • Shield prices have been reevaluated based on their usefulness from play testing
    • Healing Plums now work for items that use lua scripts (such as bacta).

     

    Changes included in v1.3.15

     

    New Features

     

    Passive Credit System

    Configurable via cvars, player's will gain a small amount of credits when employeed by a team every thirty seconds. Those who join late will be paid what they would have received had the been on a team from the beginning of the match. Three cvars control variables for this system:

    • jkg_passiveCreditsAmount, defaults to 15 credits; how much to be paid each iteration
    • jkg_passiveCreditsRate, defaults to 30000 milliseconds; how often to pay
    • jkg_passiveCreditsWait, defaults to 60000 milliseconds; how long to wait till player's receive payments
    • jkg_passiveUnderdogBonus, defaults 1, disabled if set to 0. If enabled gives 20% increased credits to the losing team's players when passive credits are awarded.
      Setting jkg_passiveCreditsAmount to 0 will disable this system on the server.
    Underdog Reward System

    For late joins introduced. Intended to help player's who join the game's losing team catch up more quickly and keep up with the opposition.

    • jkg_underdogBonus defaults to 1, disabled if set to 0. If enabled, gives player's who join late additional starting credits depending on when they join the game consult the following table

       

      less than 30% match complete = +10% credits
      30-44% match complete = +25% credits
      45-59% match complete = +40% credits
      60-64% match complete = +70% credits
      65-69% match complete = +80% credits
      70-79% match complete = +100% credits
      80-100% match complete = +125% credits

      Additionally if the winning team is only ahead by 2 or less points, the credit reward is halfed.

       

       

    Team Kill Bonus System

    Configurable via cvar, all player's on a team will be given a bonus amount of credits anytime any player on their team gets a kill (the killer is excluded from this reward). Use jkg_teamKillBonus to set the amount to reward, if set to 0 Team Kill Bonuses are disabled. Player's who's rank (kill count) doubled is less than their death are rewarded double.

     

    Improved Bounty System

    A new cvar, jkg_MaxKillStreakBounty will limit the maximum amount of credits one can receive from claiming a bounty by limiting the multiplier used to determine credit rewards when claiming a bounty. The default is 7. For example: Suppose Jill kills Jack 8 times and has a killstreak of 8. Jack kills Jill but will only receive the max reward (as if Jill had a killstreak of 7). This will help better balance bounties so they don't tip the scales too drastically. Additionally whenever a bounty holder dies from natural causes (falling off a cliff, suicide, etc) the opposing team will receive the bounty divided up by the number of players on that team.

    Bug Fixes and Balance Changes
    • Disabled jkg_safeTreasureClasses by default until that system can be fixed
    • MAX_PLACEABLE_CONSUME_WPNS increased to 20 (you can now have up to 20 detonators/trip mines on the field at once).
    • Fixed a minor problem with safeTreasureClasses attempting to read memory out of bounds
    • Other miscellaneous bug fixes, code refactors, and optimizations.
    • Various item price adjustments and slight damage changes for better balance.
    • Refactored some code
    Smoo and Noodle like this
  5. Would anyone consider trying to code in a way to use this to search and download mods via a console command? I would try this myself but I'm not that familiar with the OpenJK code.

     

    JKG might want to make use of it this for when people don't have maps etc, we could have the client prompt them if they want to download/install the server's map.  That being said, its pretty low on my list of priorities to do so, and I've got several other things I'm working on for JKG right now before I worry about a feature that is somewhat unnecessary.

  6. I've encountered the same issue as well, I originally thought it was caused by disk access problems, but I've had others disprove that.  I think its probably caused by a Windows 10 update or driver update.  Which version are you on for Windows?  I've found that if you restart the client enough times it will eventually run normally, which is why I thought maybe superfetch or similar processes in Windows that control disk access were causing the issue - but its likely just coincidence.

     

    Also to provide more information on what I've seen on my end: You get like 1-5 fps in the menu and then if you load a map this will also continue and you'll continue to get extremely slow unplayable performance.  Its even a burden just to open the console.  Happens with OpenJK and JKA (and JKG).  I've never seen it happen on my desktop (which has an SSD and nvidia card), but have had it happen on laptops (but only on Windows 10 ones).  The issue also either occurs or it doesn't after launching the game (it never reverts in the middle of playing, after loading a new map etc).  Seems to happen about 40% of launches and the rest of the time its fine.  To get around it for now I've usually just had to the launch the game a few times (and just ~ /quit when it doesn't work) until it works normally and then its fine.

  7. Pardon if I'm in the dark asking this, but why let bots download it in the first place at all? Why not ban bots entirely, and only let real users download? :huh:

    That's the goal, but the bots goal is to make it look like they're a legitimate user and get past the radar - thus its always a constant struggle to keep the bots out entirely as programmers/admins on both sides do all they can to achieve their goal.

    the_raven likes this
  8. I'm going to try to get a new patch out by Saturday (hopefully Friday at the earliest), those of you who are available are welcome to join us on the test server (which I'll try and have @@Smooさん leave up for a while so other people can try throughout the following week etc).  Lots of bug fixes and new features to try out so I'm looking forward to it.  I would like to host an informal match that Saturday evening starting at 6:30pm GMT (00:30am July 1st UTC - here's an event calendar which will show UTC and your local time).  We'll probably end up organizing a more formal 4th scrimmage after that point and after a few more features have been completed, but let me tide everyone over with that.  I'll post links to patch update here on JKHub and on the Discord the day before the event if I'm ahead of schedule, but I'll have them up before the event at the latest.

    Smoo likes this
  9. Yeah, it's what I usually do, but they become too huge and are very slow to load on JKHub, from what I've seen. I tried posting all my gifs like that earlier, and the post just.. vanished, after I posted it.

    When they get bigger than 3MB, its probably better off as a video.  I wouldn't be surprised if Caelum has some sort of cap on size limits to gifs so we don't kill everyone's bandwidth if it isn't enclosed in spoilers.

    Boothand likes this
  10. @Kylo ... Star Wars canon is not technical.. because is science fiction...LOL ! We are talking about a Crystals.. so.. NEVER a cracked crystal will be more accurate, powerful, almost perfect like a diamond ! What is so hard to understand ? Must be the George Lucas to answer to this post to believe this Reality ?!  ^_^

    If you're going to go there....can we talk about how lightsabers are completely impossible and ignore fundamental laws of physics?  And Hyper Drives?  What even?  And then the Force is just ridiculous space magic....oh wait it literally is.  This is Star Wars, not science fiction - but space fantasy/space opera.  Where space is not a vacuum nor very deadly, explosions make sounds in space, and the rule of cool is more important than science.  I mean its your mod do what you want, but can't you see how directly contradicting canon makes less sense than trying to apply real world physics to a highly fantasized series where such would contradict already established rules?  Finally, in terms of game balance, why would anyone want to use an unstable saber if its just inferior in every way? No one will pick it in a serious match, unless it has some sort of benefit that outweighs such disadvantages?  New gameplay elements should offer something to the playing field, some benefit, anything, and not just be an inferior version of every other element that's already in place.  For example: If I introduce new items that suck compared to existing equipment in JKG, I usually balance out that suck by making it cost less (we use credits to pay for equipment).  Here you've just given everyone a crappy piece of equipment with no benefits.

    Wasa, Boothand and the_raven like this
  11. My thoughts were that unstable blades were going to mean more raw power (damage), but also meant is was prone to shorting out randomly, slowly draining the power of the blade (thus requiring a new energy cell much more frequently than stable blades), it also made it produce unusual magnetic fields that caused it to be more difficult to handle and unwieldy as it interacted with other saber blades and other magnetized weaponry.  In terms of gameplay this would cause it to have a random chance every minute of shutting off for 10 seconds, do about 1.3x more damage, but also be more prone to failing to block (weaker saber blocking).

     

    But do what you want, if you want it to just be a weaker broken blade that's cool.

    Wasa likes this
  12. 7G66ZMp.jpg

    Fixed healing buffs (buffs can now also properly heal you).  Additional damage plums had gotten broken earlier at some point (probably when we switched to new debuff system), so they were not displaying correct green healing colors when gaining hp.  This has also been fixed.  Now I just need some healing buff items to actually have something to try it out in the game with.

    DarthStiv, Smoo and Droidy365 like this
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