Jump to content

Futuza

Members
  • Posts

    1,891
  • Joined

  • Last visited

Everything posted by Futuza

  1. 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. 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.
  3. Not really, sorry. I've only worked on code lately.
  4. Right, but we should try to keep the bind schemes similar is what I'm trying to say.
  5. 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. I've changed it, we should just see how it goes and see if is a problem in the next play test. I'm thinking much more accurate and less kick with barely higher damage? Bryar's cost has been reduced a bit. Might need more. Is this pushed to develop? Yes. IR-5 should work nicely though I'm thinking label it more of a carbine than a "pistol".
  6. P should be reserved for 1st person/3rd person, don't change up the bind just cause your in a ship 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.
  7. Reminder to self and Silverfang: http://starwars.wikia.com/wiki/IR-5_blaster_pistol Add to be a blaster to compete with the carbine_lt-60 and other slugthrowers. Should have similar fire rate and accuracy. Cost 675-760 credits. Also need a long consumable buff that lasts something like 60-90 seconds and prevent bleed when active.
  8. Available weekdays after 5pm (GMT+7), except Fridays and Mondays. Also free Saturdays past noon. Might be able to record/bring people.
  9. 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.
  10. 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
  11. So very helpful. So glad someone figured it out. Thanks!
  12. 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). A regular YT-1300 would be a lot less impressive without all those "special modifications". 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.
  13. 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.
  14. 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.
  15. This should do the trick. A more proper explanation and fix available in this old thread:
  16. I'll play around with it, see if I can reproduce it.
  17. ??? 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 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).
  18. 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 reducedDE-10 slightly more expensiveDefault bounty set to 125Armor 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.
  19. v1.30b XP Patch Instructions: First install the 1.30b normal patch. Then extract the contents of the zip into the jkgalaxies folder, tell it to overwrite any files with the same name if prompted. (The idea is to replace the executables and dlls with the xp versions).
  20. Current version here: https://jkhub.org/topic/9963-released-jkgalaxies-130b-preview-version/
×
×
  • Create New...