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katanamaru

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Posts posted by katanamaru

  1. I agree with your running idea IRL. But in the game I may not. Now if we could make it possible to roll while walking then there might be some potential there. Voiding/dodging a hit is a gaurantee way of staying safe. Flipside is that the player is also out of range. Rolling gives the player a way to dodge quickly which would give them more options. With g_speed anything less than the default 250 rolling is faster than running.

     

    I'd consider that most players play with running as the default speed. The saber users do so the player probably does too. How will the audience feel if after all these years they are now made to play at the walking speed? That would honestly put me a little off the mod. I know that I could just up the g_speed console command and change an animation around and make walk the same as run. Unless the parry bonus was velocity based that is.

  2. I'm getting confused too. Let's try explaining it like this:

     

    1. I can pull the Clone Wars mod stances out of the mod. I'll keep the breathing. Then I'll put them into JA as the new default stances. Nothing else will be changed. The saber swings will all be default JA. The jumps, force, runs, and guns will all be default JA.

     

    or

     

    2. Are you asking me to add breathing to the default stances in JA? This would mean I would not be using anything from the Clone Wars mod.

     

    I can do either.

  3. Also just saw this thanks to the bump. I'm not a HP fan by any long shot, but the features you listed sound freaking amazing! An inventory system is something I've wanted for JA since the game came out. That would let us modders add weapons and items to the game easily and let the game handle the binding.

     

    Oh yeah, and its a SP mod! Heck yeah!

    Circa likes this
  4. That is the most use command by me. My animations are modified swings with a little or a lot of tweaking. Without an IK chain to work with I'd just import an animation that would be similar to what I want and then modify it to fit my needs.

     

    @

    Downloaded the mod last night so I'll take a look at it. So you only want the blue, yellow, red, staff, dual stances with breathing animations? Nothing else.

    Circa likes this
  5. I agree with making the locks more like JO. I really dislike the one-hit ko in JA. If you want to keep it though I'd say reduce it even further down 10-15% range sounds okay. If the damage is upped then a lost saber is very close to a one-hit ko anyway. If the player loses their saber they will have to think fast to avoid a follow up attack or attacks from other opponents.

     

    I toyed with that idea of running forward is less likely to parry while running back is more likely to parry back in JK and MotS. It sounds ok, and with testing may or may not work out. The downside is that the player will be discouraged to move into a fight and the AI will not be smart enough to stop moving forward towards the player.

     

    In a real sword fight moving forward does not decrease your ability to parry. In fact if I use the provoker, taker, hitter concept effectively while fighting I can set a parry before the other person even swings because I know where they will swing before they do.

    Dusty likes this
  6. I can't help you with what looks off. It doesn't look like a direct match to Jason, but if I was playing the game with that and then a cutscene with Jason played I could tell that he was the same character.

     

    I'm not big on the whole "must look like the actual person at all costs" style of modelling. It's fine when it works, but I'm a-ok with modellers taking some creative liberties.

     

    Have you considered using your new skeleton with any of these new models you are doing? It might be a good way of advertising your skeleton to the community.

  7. 3. What do you mean "more chance to get out"? Like, you wouldn't want to stay in range as much because you can't hack away for as long at a time? I could see that. Also, as far as .sab files go, I can't limit the max chain of a specific style per se. It'd have to be for all styles. Or else I need code edits. Red already has a max chain of 3 though so I don't think it's too bad.

     

    Exactly like in your first sentence. If the player can only make 2 attacks they will plan on a strategy that is only for 2 attacks. A higher number of swings allows the player to get in there and go for more attacks. Thus staying in the krieg (war.)

     

    4. Well a 125% saber damage isn't too bad. G_sabermorerealistic 1 makes it closer to around 175% or 200% I'd say. Also, a 25 % boost means I can make vibrosword enemies do 100% damage so it still feels like a good amount but sabers still do more.

     

    I like the default damage. I mainly use the OJP mod with increased damage because it gives me much more dismemberment.

     

    5. Yeah ideally I'd change saber locks to be more like JK2, where you don't have super breaks (where if you win/lose it's a 1-hit KO). I'd rather that be something you can only do if the saber lock ends very quickly or you have a higher/lower saber offense level than the opponent.

     

    In JK2 saber locks were less annoying because they only led to staggers or disarms I think.

     

    I agree completly here.

     

    6. The problem with alwaysBlock is it makes it so you can block mid-swing and when you're knocked over. The main problem with this is the game makes no differentiation between blocks during those times and when you're actually guarding.

     

    It gets extremely annoying when hitting the saber of a downed enemy causes you to be staggered, or else I would use it.

     

    And that is the reason I like it so much! A sword is always capeable of blocking. It is even better at doing so if it is moving. At my fencing sometimes people do get knocked down or tripped and can still use their sword to attack, defend, or flail about graciously to avoid getting hit.

     

     

    The way I sped things up was just changing animation speeds in the animations.cfg:

    - BOTH_K# anims are parry anims (where you knockaway/stagger an attacker, which is a saber defense 3 thing). The number says which style. 1 is all single saber styles (they all use the same anims), 6 and 7 are duals and staff.

     

    - BOTH_R# anims are the retract/recovery animation you have to do after a block of any kind. 1 is fast style. 2 is medium. 3 is strong. 4 is tavion? 5 is desann? 6 is duals, 7 is staff.

     

    - BOTH_V# anims are stagger anims when you attack and are parried. 1 is all single-saber styles and 6 and 7 are staff and duals.

     

    - BOTH_D# anims are the "you've been blocked" anims where your swing bounces off IIRC.

     

    I figured it was by speeding up the animations. How did you do the standing counter though?

     

    Dusty likes this
  8. 1. Decreasing saber movement speed while attacking slightly

    - Forces you to get into range with saber attacks earlier

    - Makes it harder to pop in and out of close range while swinging

    - This is more realistic? Wouldn't you slow-down slightly IRL if you were putting a lot of power into a swing?

     

    2. Removing saber throw

    - NPCs are cheap with it, you can be cheap with it

    - NPCs drop the saber occasionally leaving them defenseless

    - NPCs/you have to use force powers for ranged attacks instead (Reborn master and Desann force lightning moar?)

    - Only downside is you have to use guns against turrets and stuff

     

    3. Decreasing max chain for all styles

    - Well this wouldn't make much of a difference

    - It'd just give you less control over the saber

    - Maybe decrease spamming a bit though

     

    4. Increasing saber damage

    - Doesn't really make much difference either way, or does it?

    - Makes using your saber more purposeful as opposed to force powers etc.

     

    5. Decreasing frequency of saber locks

    - Makes it less risky to be blocked vs. bosses and stuff

    - Takes away fun/makes saber contact less important (which I don't want)?

     

    6. Make blocking more reliable and purposeful

    - I can speed up blocking making it faster and better

    - Make countering more important; where you block a weak swing then do an auto-aimed attack that rips through defenses

    - ^This is a double-edged sword:

    Over-doing it can slow down gameplay and make it annoying when you are always staggered by blocks or can always stagger NPCs and encourage even more hit-and-run gameplay

     

     

    Anyone have any other ideas? Or comments/suggestions on my existing ideas?

     

    1. I turned my movement speed down a little with g_speed 200 or g_move 200 (I can't remember exactly right now since I have it bound to a button.) This only affects the pc and not the npcs so they can catch up and makes entering combat and fighting in distance a tighter fight. Npc's speed can be adjusted in their .npc file. The nice thing is that the command doesn't affect the roll speed so that becomes a better dodge mechanic.

     

    2. Try and see if you like it without throw.

     

    3. Decreasing attack chain/combos would mean less attacks and more chance to get out. Now reducing the red's number of swings isn't a bad idea because of how powerful it is.

     

    4. A saber that is too powerful leads to tense, fast fights. I tweaked the old OJP Basic mod to use the saber damage values and have mixed views.

     

    5. I like this. Saber locks are annoying. I normally just push out of them.

     

    6. I use the command alwaysBlock 1 in my custom .sab files. It makes blocking more likely so I feel like I can depend on it.

     

    I did want to ask how you both sped up blocking and got a counter move in your mod?

    Circa likes this
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