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katanamaru

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Everything posted by katanamaru

  1. Are you talking about sound switching in the combat or cutscenes?
  2. I used a number of Kyle replacements and hilt replacements. Lots of custom maps too. But I can't rememeber anything that affected the base game That is neccesary.
  3. Nice. I didn't even know melee wasn't useable in first person in JA. Maybe because I never used it...
  4. Here's your /sign.
  5. 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.
  6. 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.
  7. I actually kind of like watching those on occasion. It helps the hate flow through me.
  8. Only thing I can remember is that mp and sp have different ways of working. Someone made that comment on the filefront forums. I'd search there if you haven't yet.
  9. Overall I'd say don't sweat the cutscenes too much. People are mostly going to watch them a time or two and then skip them to get to the game. That's what I do anyway.
  10. There are some missing textures. I only know that because some maps will...have missing textures. Can't help with which ones though.
  11. I agree with that, but only if they behave like they should.
  12. 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!
  13. 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.
  14. Simplified is: drop the .gla in the Dragon folder. open and find the new animations in the animation.cfg use the import command to load those save and put into a clean .gla I have a few different Dragon folders for my animations.
  15. 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.
  16. I was thinking of using Dragon to just pull them out and then put them in a clean .gla.
  17. I voted for original videos. I liked those a lot. I am ok with whichever decision you go with or whichever one would be easier for you to do.
  18. 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.
  19. Someone did make a Wyrlock once. It wasn't very good. I don't remember their name, but I may have it. It was the same arthor who did the Demona model.
  20. I'll look at it tomorrow after work and see what they are like.
  21. Shouldn't. I have the JO Reborns using their sounds in the "Ladder" sp map. They have their sounds and the New Reborn have theirs.
  22. Can you link to the mod or get a screenshot of the stance(s) you want to have breathing?
  23. I'll replay it this week and see what I can find.
  24. 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?
  25. 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?
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