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Futuza

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Posts posted by Futuza

  1. No idea why they disappeared. Our whole YouTube account was shut down for no reason at all.

    Likely some bad automatic copyright strike, probably had Star Wars music in the background or something on one of the videos and got dinged.  Youtube's copyright policies are notoriously bad.

  2. This looks great!

    Slightly off topic though - What time are the servers online? My server list always comes up blank. Australian time zone btw.

    We usually schedules matches for that, but I'll see if I can get NubSmoo to host one for the latest alpha.  Its best if you come on over to the discord if you want the latest updates/find out when people are hosting matches.

    Smoo likes this
  3. Let's try fixing the armor bug first so that it properly reduces damage before we nerf slugthrowers again. I personally feel the LT-60 series is in a good spot right now.

    I've nerfed it already, we can easily move it back to .8 if it doesn't work, but yes armor bug needs to be fixed.

     

     

    Class A thermal detonators costing only 200 might still be a bod idea, even if they rarely show up in the shop a good player who has stocked up a lot of credits could buy half a dozen of these and spam them for lulz...

    I've changed it, we should just see how it goes and see if is a problem in the next play test.

     

     

    EE-3 is a fairly high end weapon that was meant to replace the E-11 series by lore, we need to make it feel more different from the E-11 series though to justify the higher price... right now it sounds and performs about the same. As for the Bryars that's probably fine to reduce their cost.

    I'm thinking much more accurate and less kick with barely higher damage?  Bryar's cost has been reduced a bit.  Might need more.

     

     

    Probably fine, but I've removed the E-11 stun carbine from the general vendor.

     

    Is this pushed to develop?

     

     

    I want to implement a different weapon to fill this role instead of changing a different one so drastically.

    Yes.  IR-5 should work nicely though I'm thinking label it more of a carbine than a "pistol".

  4. P = toggle auto-pilot

    E = fire modes, for example the xwing can fire each laser individually rapidly, all at once, 2 at a time, etc.

     
    Hyperengines (?)  Hyperdrives are for FTL travel, these aern't for piloting in normal space and are only for moving from place to place on a galactic scale.

     
    Cloaking devices are extremely rare, expensive, and even more expensive to maintain. These require specialised crystals which are used up rather quickly when you cloak, they don't recharge so hope you brought quite a few on hand if you're gonna be sneaking through an imperial convoy.

    P should be reserved for 1st person/3rd person, don't change up the bind just cause your in a ship :P

    E is bound to +use and we should probably avoid binding it to other things, additionally firing modes are already mouse3 for guns, probably keep it the same for ships

    Crystals? Hmmm...not sure I want, maybe.  I was thinking just limited charge time, not a specific item that you consume.

  5. I've dabbled a bit with the smudge and burn/dodge tools to hide the beard textures to give off the illusion of "clean shaven". But it still looks finicky.

    Doing photorealistic is not my strong point, I prefer water color/paint style things, so pulling a beard off a face without an appropriate skin texture to replace it can be tricky.  You can just paint over it with various skin hues and sorta blend it together with smudging, but it will look weird if the rest of it is photorealistic (eg: Kyle's face).  I'll see if I have some freetime sometime to record a tutorial video or something.

    TheWhitePhoenix and Noodle like this
  6. I'm pretty good at using GIMP, but I haven't used it much for changing in game textures.  Usually I do things like photo manipulating a normal image or digital painting.  The techniques I use are usually pretty "artistic" in nature and involve a lot of light, repeated touching up with very unopaque brush settings, and use of the smudge tools and burn/dodge tools.  Not really sure how to teach this really, I kinda just do it.  o.O

    TheWhitePhoenix likes this
  7. Something to note, I think that capital ships are not worth the time to get ingame simply because they will require extremely large crews of players to operate, think like 30 players just to run it at minimum capabilities. While I intend to have the entire galaxy on one shard (it can maybe be a distributed system and different regions can run on different machines, but the important part is that the connection has to be seamless) and to remove the player limit, I think it's somewhat ambitious to expect them to be pilotable. Otherwise I pretty much agree spot-on with your ideas.

     

    Also, the Millennium Falcon was a YT-1300. Minor nitpick. :P

    Agreed, capital ships will probably just be npcs - otherwise this becomes Star Citizen in Quake Engine.  Also the Falcon would have different stats from the standard model  (same with the Slave I).   :P   A regular YT-1300 would be a lot less impressive without all those "special modifications". 

     

    In all of the LucasArts flight sim games-- Y-Wings are the slowest. B-Wings were about the speed of the X-Wing but rare to fly in-game. You should look to X-Wing Alliance for comparisons. And Corvette Blocade Runners should be relatively fast (not slow) imo. Surely Star Wars Rebels or other canon resources have updated capital ship statistics?

    Y Wings are intended to be primarily bombers, they need to get to a target quickly and escape.  You'll notice in ANH they keep pace with the X-Wings fairly well, so their speeds are going to be roughly similar; however, they lack maneuverability and fly like a tank.  Making them a little faster than a number of the other fighter ships is something I feel makes them stand out to fulfill that purpose of being a bombing ship, but doesn't given them a major advantage due to their awful handling at high speeds.  B-Wings are basically heavy fighters and should move accordingly (slow and without a lot of maneuverability), but be capable of taking a lot of hits and dealing a lot of damage.  The Corvette Blockade Runners are still relatively fast compared to other capital ships, but fighters like x-wings should be able to far outpace them.  I didn't want to make it too much quicker than the Star Destroyer; however, due to ANH showing that the Star Destroyer is clearly "catching" up to the other ship.  I feel like giving Blockade Runners a "booster"/"afterburner" ability would help them accomplish their namesake, but that they can only achieve faster speeds in bursts - intending to be used for breaking through a blockade and then jumping to lightspeed once free, not long extended chases.

  8. My thoughts about Starfighter stat comparisons, and how some sample ships should measure up.  Note doesn't reflect Star Wars lore entirely because JKG both has its own canon and needs to balance ships/ have a reason for a ship to be in the game.  Additionally, it is doubtful more than a few of these will be playable (wrong time period, etc), but I've provided them anyway for comparison.

     

    Quality Range Key: Inferior, slow/poor/weak, moderate/average/standard, strong/high, superior, legendary.

     

    Starfighters

    • A-Wing - Superior speed, superior maneuverability, weak attack capability, very weak armor/shielding, standard hyperdrive.  Expensive.
    • B-Wing - Slow speed, poor maneuverability, superior attack capability, strong armor/shielding, slow hyperdrive.  Very Expensive.
    • X-Wing - Moderate speed, high maneuverability, moderate attack capability, weak armor/shielding, standard hyperdrive.  Moderate price.
    • Y-Wing - High speed, poor maneuverability, moderate attack capability, moderate armor/shielding, standard hyperdrive.  Moderate price.
    • Tie Fighter - High speed, high maneuverability, moderate attack capability, very weak armor/shielding, no hyperdrive.  Dirt cheap.
    • Tie Interceptor - High speed, superior maneuverability, moderate attack capability, weak armor/shielding, hyperdrive optional.  Cheap.
    • Tie Bomber - Inferior speed, poor maneuverability, superior attack capability, moderate armor/shielding, hyperdrive optional.  Moderate price.
    • N-1 Starfighter - High speed, high maneuverability, weak attack capability, weak armor/shielding, no hyperdrive. Cheap.

    Cargo/Shuttle Ships

    • Millennium Falcon- High speed, moderate maneuverability, moderate attack capability, superior armor/shielding, legendary hyperdrive.  Extremely expensive.
    • C-9979 Landing Craft - Low speeds, inferior maneuverability, no attack capability, moderate armor/shielding, no hyperdrive.  Expensive.
    • Imperial Lambda-class T-4a Shuttle - Moderate speeds, poor maneuverability, moderate attack capability, superior armor/shielding, fast hyperdrive.  Very expensive.
    • Slave I - High speed, high maneuverability, high attack capability, strong armor/shielding, fast hyperdrive.  Extremely expensive.
    • XS Light Freighter - Low speeds, moderate maneuverability, moderate attack capability, strong armor/shielding, slow hyperdrive.  Expensive.

     

    Capital Ships

    • EF76 Nebulon-B Escort Frigate ("medical" frigate) - Inferior speed, inferior maneuverability, superior attack capability, superior armor/shielding, standard hyperdrive.  Ridiculously expensive.
    • Star Destroyer - Slow speed, inferior maneuverability, legendary attack capability, superior armor/shielding, standard hyperdrive.  Ludicrously expensive.
    • CR90 Corvette ("blockade runner") -  Slow speed, moderate maneuverability, strong attack capability, strong armor/shielding, standard hyperdrive.  Prohibitively expensive.
    • Death Star - Legendary awful speed, no maneuverability, incomprehensible attack capability, incomprehensible armor/shielding, standard hyperdrive.  Instant bankruptcy.
    Onysfx, Wasa and Ramikad like this
  9. As it stands, there are two major-ish bugs with this version. However the trouble is we cannot replicate the bugs reliably enough to fix them. They are:

    • Chat sometimes does not show up in the chatbox (still visible in the console)
    • Server sometimes crashes on Linux

    These are glaringly bad problems that need fixing in my opinion.  If you can't even hold a match without the server crashing 3/4ths of the way through it we need to fix that.  The chat bug is also critical since there is no other means of communication in game.  However, I too have no idea how to fix them yet so...hmmm...any of the other JACoders have a chance they could look at it?  Maybe a new set of eyes could fix the chat issue.

     

    Other stuff I'm good with.  Additional special ammo can probably wait for subsequent patches.  Balance issues should be addressed though for 1.3.0 release.  We also probably want to do a bit of advertising for the 1.3 release so its okay to delay a little, I'd like to put out a film montage of some of the changes + some scrimmage footage, to go with the announcement.

  10. This should do the trick. 

     

     

    A more proper explanation and fix available in this old thread:

     

    For multiplayer you can increase the limit by increasing the following line in "codemp\game\NPC_stats.c":

    #define MAX_NPC_DATA_SIZE 0x40000

    For example doubling it to 0x80000.

    And recompile the game.

     

    For singleplayer it's the same thing, but in the "code\game\NPC_stats.cpp" file instead.

    bigphil2695, dg1995, Smoo and 1 other like this
  11. -Jetpack needs to be in slot zero of inventory for some reason to be used, otherwise it wont equip.

     

    ???  Which jetpack?  I haven't seen this happen at all.  I have seen a glitch that occasionally happens where you have to unequip and reequip once to fix it.  Have any screenshots?

     

     

     

    -Burst Jetpack has horrible diagonal control and resulted in my death many times.

    Burst type jetpacks are intended to be used to give you a vertical "boost" to higher ledges, not for diagonal/horizontal movement.  Hence why they're much cheaper than the other variant.  That said, there is a weird bug happening with jetpacks I think (though personally I kinda like how hard they are to control, takes a bit of practice to master).

  12. I've made some changes in develop that obviously need to happen, but more changes will probably be dependent on feedback from the scrimmage.  Here's what's been done:

    • Bacta Stacks fixed (Max is 10, and large bacta is 5)
    • Grenades and Bacta prices have been dramatically reduced
    • DE-10 slightly more expensive
    • Default bounty set to 125
    • Armor much more affordable, most armor has had protection values increased (no changes to movement speed yet though)

    Note: These won't be changed in time for the scrimmage match.

    • Stun grenades are too strong, they should stun for 2-3 seconds and not 4
    • Default bounty amount should be raised to 125 instead of 75

    Imma partially disagree with you there.  I paid good money for those stun nades, and if I don't directly hit you you don't get stunned afaik.  That said I'd be cool with direct hit == long stun, splash damage hit == short stun.

     

    Default bounty should be 200-300 imo.  This is a cvar though, so up to server admin.

    Onysfx likes this
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