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Stoiss

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Posts posted by Stoiss

  1. I played that Addon for MD2 with the blocking that Serenity made.It was awesome,considering that access to the code was NULL back then,I thought it was an ingenious idea.

     

    I also played the first EoC mod by you stoiss and serenity.And ive played your excellent mods for about 5 years now.I'm one of the lucky ones who hand no problems with the mod.

    happy to know you like the mod, but i only worked on it on til 2012 and gave it over to serenity as i wanted to do somthing else then EoC, me and Serenity didnt have the same ideas for the mod at that time so we split up :) but are still god friends today :)

  2. There is real manual blocking in SP, I'm surprised no one knows this.

     

    Set g_saberAutoBlocking to 0, and then bind "+block" to a key. There is no autoblocking at all (attacks hitting your saber cause you to stagger), but it's actually kind of overpowered. You can block saber attacks that don't guard crush and blaster bolts almost perfectly. Visually the animation looks a bit weird because it's kind of slow and your character just holds the up block pose.

     

    As for Serenity's mod for Movie Duels II.... I didn't really understand how it works. It seemed he was just telling you to press Use to block, but that he didn't actually add anything... unless maybe... in base SP, when you press Use and you stand still, your character just holds his saber stance without doing any animations, which actually lets you block almost perfectly which is pretty OP in my opinion (but this is just a basic feature of the game). And then if g_debugmelee is 1, you can press any direction to hold lean animations. Maybe he replaced the lean animations with block animations and forgot to switch on g_debugmelee. There was another mod called Saber Realism that used this to make manual blocking.

    the manual block there was done for MD2 was done with the dodge animations and replace with parry animation to do that :) i remeber that becours it was the good times where me and serenity join together for EOC and formed it there :) and i maked a coded manual block for EOC after that for MP  :)

    JaceSolarisVIII likes this
  3. yes. @ you should download there files and use there launcher to start their own OJK Fork in it. and for better support i would suggest you go to there forum for getting faster answers for any related MB2 issues you might have as they don't come so offend in here and deal with MB2 relates stuff :)

  4. last update Uniqueone did a update was the 12 aug.

     

    * Improved volumetric light system a bit by changing depthmap colors to black for occluders and white for background objects. Now shadows are more visible and light is a little brighter.
    * Experimental adjustments to the grass (r_foliage 2 only) system.
    * Adjusted grass images to take up more of the image to improve FPS by spending less time thinking about blank areas.
    * Adjustments to the FPS tweaks in the last commit.
    * Changed a few default cvar values.
     
    this is lates changelog :)
    i could be wrong but i think he is having a break atm :)
  5. if you don't know what you are doing here and you want to alter the sp code for outcast to have ojp saber system you will get stuck really fast.

     

    outcast don't use the same codes as OJP does. first of SP is done in C++ and OJP mp or Jka mp is done in C. you will end up get a really big mess out of it.

     

    SP is combind with codes for both saber system stuff and force powers. but give it a try learn from each mistakes you do with it each time.

  6. Ok.. Wow..

     

    There are many files , many changes that makes everything very complicated.

    The glm model works fine but MD3 model (i think it is viewmodel.md3) Has strange paths.

     

    Use modview and use MD3viewer to find the textures You need. The pain in the ass will be creating new folders just to make the model paths work.

     

    The other problem is that ... It will not load in the game. The default game allows 1000vert model in FPS . This one has more than 2000... So It needs editing in blender for example to work in normal game :S The JKG modification could overpass the limit.. the default game.. will not load the model.

    just what i said a few post ago.

    Langerd likes this
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