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Old 12-20-2005, 07:49 AM   #121
Lathain Valtiel
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Forget that, I have a better idea.

Holocron Team FFA.

You know you want it.


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Old 12-20-2005, 03:43 PM   #122
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MB2 is actually using a modified version of the Siege gametype rather than something team-FFA based. It would be easier to impliment it from scratch rather than attempting to "port" it from what was done in the MB2 code.

As for blocking in the current version, there is no blocking button. Blocking is automatic. However, to attempt to parry attacks, you just need to move into the direction of the attack.

Finally, I don't know how the next version of Enhanced will be. I'm sort of hoping to finish SP Navigation code port before working on Enhanced again. We will see.


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Old 12-22-2005, 05:39 PM   #123
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Quote:
Originally Posted by Buffy
like some SP's NPC ride swoop bike and chase player ..
I hope MP's Bot use all vehicles too (Tauntaun, ATST, X-wing, ete ...)
Well sorry for answering so late, but the npc's follow you on a swoop on that zonju v level, so maybe that can be a start. (But after thinking, I don't really use bots, so this wouldn't be that important, I think.).

But what I would like to see is something totally new, like the wall hanging, and holstered weapons. But I don't know what that could be.
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Old 12-26-2005, 07:06 AM   #124
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Smile thank you for reply !

Quote:
Originally Posted by Neon
Well sorry for answering so late, but the npc's follow you on a swoop on that zonju v level, so maybe that can be a start. (But after thinking, I don't really use bots, so this wouldn't be that important, I think.).

But what I would like to see is something totally new, like the wall hanging, and holstered weapons. But I don't know what that could be.
I can wait long time hehe ..
ok can make NPC I spawn in SP map
make they ride any vehicles too ?
right now they just standing and shooting me or attack me by light saber
is only "zonju v level" NPC can use vehicles ? only swoop Bike ? can make use X-wings or Tie too ? Tauntaun or ete too ?
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Old 12-26-2005, 03:48 PM   #125
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Unfortunately, programming the NPCs to drive vehicles is very tricky since the vehicles are so customizable and act so much differently than the normal players. Anyway, I think the only vehicles that the NPC were originally designed to drive were the ATST and the shoops. The Tie Fighters/Bombers don't count as that was done with scripting.


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Old 12-27-2005, 01:38 AM   #126
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I see ... thank you



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Old 12-28-2005, 09:26 PM   #127
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Escaped Turkey is changing the beta server's IP again as part of a ISP provider change. The new IP will be 65.99.207.41 as of the new year.

Have a great New Year's Eve!


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Old 01-13-2006, 05:11 AM   #128
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New Enhanced Version (v0.0.4). The file is currently available @ pcgamemods.com

Version 0.0.4:

New Features:

Movement System (MoveSys):
This is just a collection of the movements tweaks that we've added to the game. For now, all we've done is reduce the speed of players when running backwards and strafing left/right.

New Saber Effects (NewSaberEffects):
We've replaced the original saber-to-saber clash effect with something much more true to the movies.


Improvements/Fixes:

Saber Combat System:

Slow Bounces:
Whenever a saber user is saber stunned and has 50+ DP, or is saber knockdowned and has 50+ FP, the player will automatically avoid the mishap and instead move a little slower on the saber bounce.

- Added realistic stumble movement to the stun animations based on their footwork.
- Tweaked the saber block animation times.
- A player's saber block position now updates properly whenever a new swing is blocked.

Saber Throw System:
- Added menu items for Saber Throw Button binding.


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Old 01-13-2006, 05:13 AM   #129
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Also, remember that the latest version of OJP Enhanced will be running all day today (friday). Enjoy!


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Old 01-17-2006, 05:59 AM   #130
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Thumbs up thank you for updating !

Im still enjoying this Mod ... I love ojp Bot so much !
thank you again !



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Old 01-20-2006, 04:34 AM   #131
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New Enhanced Version (v0.0.5). The file is currently available @ pcgamemods.com

Version 0.0.5:

Improvements/Fixes:

Dodge System:
- Fixed problem with Dodge having an opening in the player's saber defense immediately after a Dodge is completed.

Melee System:
- Fixed the problem with melee's kick and grapple sticking the player to the ground.

Saber Combat System:

Blocking:
- Fixed problem with the parries only regularly working when the defender is moving forward/backwards.
- Blocks made in the correct direction to parry don't cost DP and play a special "knockaway" animation.
- The block animations now update per saber impact.

Slow Bounces:
- Slightly slowed down the slow bounce animations.

- Having a hidden saber style selected when a player dies no longer causes it to switch to another style when they respawn.
- Tweaked the speed at which players can switch saber styles to prevent style spazing while switching in lagged games.
- Saber drop (disarms) can't occur unless the player has less than 50 FP.
- Saber no longer activates if the saberer kicks while their saber is deactivated.

TABBots:
- TABBots now only walk in Enhanced when they are attacking with the lightsaber.

Saber Throw System:
- Saber users can now punch if they drop/throw their saber away.
- Dropped sabers no longer turn on saber blade if their owner died and respawns.


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Old 01-24-2006, 02:55 PM   #132
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Tokakeke has been nice enough to host the latest version of Enhanced on his server, [KP] OJP Enhanced 0.0.5. You can find it @ 72.36.250.36:29070.


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Old 01-31-2006, 09:37 PM   #133
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I've created a server tracker for Tokakeke's server using soil's custom JKA Server Tracker thingy. You can check that out in this LucasForums thread.


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Old 02-06-2006, 07:35 PM   #134
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Basic v0.1.2 is now out. Unfortunately, pcgamemods.com's submission system is broken so we're using Kurgan's mirror this time around. You can get the file here.

Version 0.1.2:

New Features:

BugFix20 - Fixed problem with the Bot AI's force power selection not being properly handled by the game.

BugFix21 - Fixed issue with players occasionally moving as if in a saber style when using weapons other than the lightsaber.

Expanded MOTD:
This new feature allows server admins to send a message of the day to each client as they join the game. These MOTDs are displayed in the center of the player's screen when they first join the server. This MOTD is in addition to the MOTD displayed during map load. The MOTD that is displayed can be based on weither or not the client is running the correct client. See the descriptions for ojp_clientMOTD and ojp_MOTD.

Improvements/Fixes:

Admin System:
- Added some fancy text wrap to centersay to prevent it from cutting off words mid-word when wrapping the text to fit on the screen.
- Fixed problem with g_teamForceBalance = 2 not working properly.
- Bots removed by bot_minplayers are now removed in a way so that they don't conflict with the g_teamForceBalance setting.

CenterSay:
- Tweaked text wrap behavior to be better about not text wrapping when not nessicary.
- Fixed text wrapping so it will work without the client plugin.

CoOp:
- Ported Sand Creature's AI from the SP code. (NPCSandCreature)

Holstered Weapons:
- Added holster.cfg for atst_pilot.
- Added holster.cfgs for the Clones Ultima package by Marz.
- Added holster.cfg for reborn.
- Added holster.cfg for reelo.
- Added holster.cfg for snowtrooper.
- Added holster.cfg for the magnaguard VM player model.
- Added holster.cfg for jetclone playermodel.
- Added menu item for ojp_holsteredweapons to Setup->Advanced menu.
- Fixed bug with holstered weapons appearing on players that are invisible due to mindtrick.

RGBSabers:
- Added menu item for ojp_teamrgbsabers to Setup->Advanced menu.

Server Filters:
- Made OJP Basic filter the default server filter to encourage OJP Basic usage on servers.
- Removed the OJP Enhanced filter since the OJP Basic client doesn't work with it.

TABBots:
- Fixed the problem with the TABbots crapping out in siege after changing the way objectives are checked for validity by the bots.

New Cvars:
ojp_clientMOTD - This is the MOTD that is displayed to players are running the proper client plugin.
ojp_MOTD - This is the MOTD that is displayed to players that aren't running the proper client plugin. This defaults to a message that recommends that the player runs the client plugin.


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Old 02-06-2006, 08:07 PM   #135
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Rapid fire! Here's a new release of OJP Enhanced (v0.0.6) as well. You can get it here. Remember to give us some feedback on the forums and that you need to run the mod thru the included .bat file to make everything work properly.

Also, see this thread for a list of servers that are running Enhanced.

============================================

Version 0.0.6:

Improvements/Fixes:

Fatigue System:
- Carrying a siege objective no longer freezes FP regeneration.

LedgeGrab:
- Fixed problem with the player's view jumping around sometimes when they let go of or climb up a ledge.
- Fixed bug with players spaz ledgegrabbing on short ledges.
- You now must be in mid-air for ledgegrab to work.

Saber System:
View Lock:
- Reworked the viewlocking system to make it functional. Basically, viewlock adds a little bit of tactile feeling to saber-on-saber impacts by preventing players from moving or turning a way that would make the sabers illogically pass thru each other.

- Players now hold their saber stance while walking forward.

Saber Throw System:
- Dual saberers can no longer get an invisible saber blade by switching to blue style while their first saber is dropped.
- Fixed problem with dual saberers being able to activate their dropped sabers by switching to another weapon and back.
- Dropped sabers can now be picked up by either crouching or rolling over them.
- Sabers will no longer stick into walls if their blade isn't facing the wall.
- Added german translations for the saber throw menu items.

Server Filter:
- Made OJP Enhanced filter the only filter since OJP is incompatible with basejka or OJP Basic.


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Old 02-08-2006, 04:49 AM   #136
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Thumbs up yay new version again !

thank you !!!



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Old 02-17-2006, 03:48 AM   #137
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New Enhanced version (v0.0.7)! Sorry about it being a little late. Pcgamemods.com is still messed up so I'm hosting it on an alternate host. You can find it here

And remember that we're running OJP Enhanced every friday at 65.99.207.41. I hope you'll join us for some fun lightsaber action!

============================================

Version 0.0.7:

New Features:

Blaster Bolt Block System (BoltBlockSys):
We've retooled the Blaster Bolt Blocking.
- All blaster bolt blocks require 5 DP to block. If a player has less than 5 DP, they can still block by making the bolt physically hit their saber blade.
- There's no time limit between bolt blocks.
- Running or jumping reduces your effective block skill level by 1.
- Jedi Master level defenders now reflect all blocked bolts in into the direction they are facing.

Knockdown System (KnockdownSys):
Ported the knockdown system from SP. In addition, players can't use force powered getups if they are fatigued.

Saber Combat System:

Death From Above:
- The DFA special move can now be done midair.
- To do an DFA, you must be winding up to do a overhead swing and be moving at run speeds.
- Added the DFA special move (with different animation) to the purple (desann) style.
- DFA moves cost 2x DP to block.

Desperation Parries:
Parrying an attack while in the danger levels for DP or FP will regenerate 10 DP or 5 FP respectively. This allows skilled players to continue fighting long over their energy is expended. Desperation Parries make the force heal sound to alert fighters to the fact that regeneration has occurred.

Dual Saber Balancing:
- No FP cost for transitions or attack fakes
- Double FP cost for attack moves.
- Dual sabers must have a higher amount of FP (75 FP) to prevent being disarmed.

Lunge:
The Blue Style's Lunge special move has been retooled to fit in with the new saber combat system.
- All single saber styles can now do lunges.
- When fatigued, defenders can't saber block or dodge a lunge.
- Saber blocking a lunge requires double the standard DP saber block cost (20 DP).

Overhead Flip:
- All single bladed weapons now have an overhead flip special move.
- The red and purple styles have overhead flip slash while the yellow, blue, and aqua styles have an overhead flip stab.
- Flip Stabs no longer over spin.
- Overhead flip moves now cost 2x standard block DP to block.
- Overhead flips no longer slow down when a player is fatigued.

Purple Saber Balancing:
- Sped up the windup and returns for the purple style.

Red Saber Balancing:
- Sped up the windup and returns for the red style.

Staff Saber Balancing:
- Staff sabers saber block at half DP cost.
- Double FP cost for attack moves.
- Staff sabers must have a higher amount of DP (75 DP) to prevent stuns.


Improvements/Fixes:

Dodge:
- Players can no longer do body dodges while using weapons other than the saber or melee.

Saber Combat System:

Fakes:
- Retooled attack fakes to make them occur even when the player isn't moving or is moving in the same direction as the original attack. Attack faking in this situation reverses the direction of the attack. This makes attack fakes much easier to do.
- Attack fakes now have longer saber trails to make them visually different than normal attacks.
- Players can no longer do an attack fake while already in an attack fake.
- Fixed minor bug where attack fakes could continue multiple attacks if the attacker missed or if the defender Dodged the attack.

- Fixed problem with players Dodging attacks instead of saber blocking when the blade directly touches the player's body.
- Players can no longer parry during a block that they are forced into while attacking.
- Fixed problem with Blue style (and other styles in some situations) causing exessive DP drain seemly at random.
- Fixed problem with defenders having attacker behavior when hit in certain situations.
- Made the saber behavior be more mechanical and less random.
- Fixed bug with some defenders not going into a block animation when hit.
- Players can no longer parry if they are hit while in a saber bounce animation.
- Reduced Blue Style's attack animation speed by %20 to make it more balanced vs the other styles.
- Removed the ability to instantly transition into a new attack in some saber impact/bounce situations.
- A normal attacking saber now counters an attack fake.
- Increased length of blue style bounce animations to make them visible.


TABBots:
- Fixed bug with bots not properly starting attack fakes.


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Old 02-17-2006, 04:20 PM   #138
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I just posted on the MB2 site, you know the drill. Got to go.


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Old 02-18-2006, 05:30 AM   #139
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I've decided to continue running OJP Enhanced on the beta server for this saturday. This will hopefully let more people try the mod out.


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Old 02-18-2006, 02:38 PM   #140
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Only this saturday I hope.


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Old 02-18-2006, 05:58 PM   #141
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Probably only saturday. It is a three day weekend afterall. Hopefully we'll be able to get Tokeke to start hosting Enhanced again so we can switch over to there after today.


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Old 02-22-2006, 12:10 AM   #142
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Someone attacked the OJP repository and deleted all the files. Fortunately, we can recover from a backup copy but it will take a while before I update the repository with new code.


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Old 02-22-2006, 12:15 AM   #143
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Sorry to hear that. Some people are losers.


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Old 02-22-2006, 01:38 AM   #144
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I just did a CVS update a few hours ago so let me know if you need a copy of it. (Not that you don't have backups Razor. Lol I don't mean to imply that.)

The "modified" date says 10:46 AM Tuesday Feb. 21.
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Old 02-22-2006, 02:16 AM   #145
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Understood. Fortunately, the awesome freepository guy is on the case and will hopefully have the most recent backup up-and-running soon. I might take you up on your offer if I have problems.


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Old 02-22-2006, 03:30 AM   #146
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It looks like the erasure might have been an accident. We're looking into it. In the meanwhile, the repository is now back up and running.

On another note, our server admin let me know that we're the largest team project on freepository with 98 members. Wooh!


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Old 02-24-2006, 06:43 AM   #147
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hmmm, the beta server appears to be down at the moment. No matter. Here's Enhanced 0.0.8!.


====================================

Version 0.0.8:

Improvements/Fixes:

Dodge System:
- Players now dodge splash damage by rolling with the blast (and getting knocked down).

Fatigue System:
- Fixed bug where moves that cost more FP than the player currently had would cost no FP.
- Melee and special saber moves no longer have the saber attack FP cost stacked with the move's FP cost.
- Decreased cartwheel FP cost to 3.
- Backflips now have a single, upfront cost of 3 FP instead of the Force Jump style of constantly draining FP.

Knockdown System:
- Fixed problem with the players being able to move during non-force powered getups.
- Players can no longer look around while in a knockdown until they're able to get up.
- Fixed a variety of animation glitches involving the new knockdown system whenever the player gets some hang air mid-knockdown.

Saber Combat System:

Blocking:
- Fixed bug with players being able to saber block while in a knockdown (due to new knockdown system).

Dual Saber Balancing:
- Increased saber attack FP cost to 3.

Slow Bounce:
- If player's saber is directly hit while they are in a slow bounce, they will be forced in a true saber mishap.

Staff Saber Balancing:
- Increased saber block DP cost from 50% to 75% normal DP cost.
- Increased saber attack FP cost to 4.
- Increased transition/attack fake FP cost to 4.

- Fixed bug with sabers not properly bouncing while in swing windups.
- Fixed bug with spin moves not bouncing properly.
- While players in the middle of a parry animation, they will parry any attack as long as the enemy is in front of them. This is to assist players in multiple player saber battles.
- Friendly fire saber attacks still cause bounces/impacts but do not do DP/normal damage unless g_friendlySaber is set.


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Old 02-24-2006, 03:47 PM   #148
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I've discovered that the normal MeatGrinder server is down and might be down for a while. As such, I've added a mirror on my backup computer that I'll try to run until the normal MeatGrinder is back up. The IP address is 129.101.19.10.


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Old 02-24-2006, 05:38 PM   #149
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Another thread has been posted at the offtopic section of the Moviebattles site. Blah..blah.. post there to keep it recent....blah ...blah...blah..you know the drill.


Game screen name: Master Jon Hoc Ni

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Old 02-24-2006, 05:53 PM   #150
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I might try playing OJP again, maybe if i win the MB sabertourney..

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Old 02-24-2006, 06:47 PM   #151
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Quote:
Originally Posted by Maxstate
I might try playing OJP again, maybe if i win the MB sabertourney..
Whoa!!! Is that Paddy or Nosense?!!

Paddy right? Well...May the force (ping) be with you in the tournament. Then come here!! LOL! We have a new saber system for you to become the Master of!


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Old 02-24-2006, 06:52 PM   #152
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Its Paddy.

Ive been here for a pretty long time, mostly asking questions. I did some modding for Kotor2 a few months ago as well, i was about to release some big saber color pack but the first beta-tester said that they didnt look really different from the default ones and well i chickened out. I was just trying to improve the existing ones abit, i had however released my new darker blue, its on PCGM.

Thanks man, i hope im gonna win! Havent come this far for nothing.

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Old 02-27-2006, 03:47 AM   #153
razorace
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Does that mean that PCGM is finally working again?

ET has finished switching over our beta server to the new ISP and we now
have a new IP of 207.210.238.102. From the looks of it, I'm getting a noticeably faster ping so hopefully everyone will have a faster ping too.


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Old 02-27-2006, 06:46 AM   #154
Maxstate
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Quote:
Originally Posted by razorace
Does that mean that PCGM is finally working again?

ET has finished switching over our beta server to the new ISP and we now
have a new IP of 207.210.238.102. From the looks of it, I'm getting a noticeably faster ping so hopefully everyone will have a faster ping too.
Whadda ya mean working?

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Old 02-27-2006, 01:14 PM   #155
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Quote:
Originally Posted by Maxstate
Whadda ya mean working?
Pcgamemods has been unable to take more mods for a while because it's harddrive it full. The only new ones there are ones that authors have deleted one of their old files and replaced it with a new one..


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Old 03-13-2006, 10:14 PM   #156
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Here's Enhanced v0.0.9. Pcgamemods.com is still down so we're using Lucasfiles this time.
A special thanks to everyone who played on the code server and helped us hammer out bugs and new features. This is definately the best Enhanced release yet!

Anyway, in celebration, we'll be running Enhanced on Meat Grinder for at least a day or two.

====================================

Version 0.0.9:

New Features:

Force System (ForceSys):
We're now in the process of retooling and balancing the force powers to work in conjunction with the new saber system.
Drain:
- Due to Drain being completely unbalanced in OJP Enhanced, we've made drain fire Lightning until we can figure out what to do with Drain.

Grip:
- Players can now only be gripped if they are stunned, heavy slow bounced, knockdowned, or has less force skill in absorb/grip than the attacker has in grip.

Lightning:
- Lightning can now be blocked by saber users for a cost of 1 DP per lightning hit if the are facing their attacker and are not in a stun or heavy slow bounce.
- Lightning now causes knockback and knockdown to successfully hit victims.

Misc:
- During powerduel, the doubles team now has a force mastery rank of one less than the map's set force mastery level.

Push/Pull:
- Push/Pull can now be countered while a player is attacking, in the air, or charging up an attack. Push/Pull can't be countered during heavy slow bounces or while the player is stunned.
- Push/Pull now has more realistic knockdown strength.

Weapon System (WeaponSys):
Basically, we've retooled all the gun damage, speed, ammo usage, ammo capacity, and spread factors to make the blasters be more realistic.

Improvements/Fixes:

Blaster Bolt Block System:
- Saberers can now deflect primary shots from the Demp2 gun.
- Saberers can now block shots from the disruptor gun.
- Repeater bolts now cost 1 DP to saber block instead of the usual 5 DP.

Desperation Regeneration:
- Desperation regenerations have been removed for balance.

Dodge System:
- Added Body Dodge support for direct fire weapons.
- Increased DP cost for body dodging a saber attack to 40 DP.
- Fixed some issues with the Dodge System and the new knockdown system.
- DP meter now gives the critical alarm at less than 35 DP.
- Added ojp_allowBodyDodge cvar to allow enable/disable of the Dodge System's Body Dodges.
- Tweaked Dodge Push code so that it no longer costs FP.
- Players can now Dodge kicks by backflipping. You can do a Kick Dodge automatically whenever you're on the ground, not stunned/slow bounced, and walking/standing. You can do a Kick Dodge when you're in a slow bounce by pressing Jump. Kick Dodges cost 10 DP. Players can't dodge kicks made by a player using melee kicks.
- Fixed bug with missiles/blaster bolts getting stuck inside players and causing massive DP loss.

Fatigue System:
- Fixed a problem with the meditation regen rate not being consistent.
- Fixed problem with the meditation regen still happening even after a meditation taunt is finished.

Knockdown System:
- Fixed problem with knockdowns requiring a player to press their getup button before they had even hit the ground.

Ledge Grab:
- Doubled the ledge pull up animation to make it look better.

Movement System:
- Players now walk backwards slightly slower.
- Increased the spinning animation movement speed to %75 normal.

Saber Combat System:
Attack Fakes:
- Shorten the saber blade trail for attack fakes to 2x normal.
- Non-directed attack fakes that are started from the top attack position now properly shift to the lower attack directions.
- Attack Fakes now do 25% more damage than a normal saber attack.

Blocking System:
- Getting attacked from behind now costs double DP to saber block.
- Parrying now costs 1/3 normal DP instead of no DP at all.
- Players can only parry attacks from players that are in front of them. This parry arc is in a 180 degree arc in front of them.
- Fixed bug with players auto parrying any attack that hit the player while the player was already in a block animation.
- Roll stabs now cost 2x DP to saber block.
- Running doubles the DP cost required to saber block something. However, this is capped at the Body Dodge cost of dodging a saber blade (35 DP).

Hit Detection:
- Dramatically improved the saber combat hit detection by retooling the Real Trace and saber collide code.

Fatigue System:
- Being fatigued now reduces a player's saber trail length to .5 normal since a fatigued player swings much slower.

Misc:
- Fixed bug with certain moves (mainly spins) not getting knocked into bounces after an impact.
- Players now make shoved grunts sounds when they're stunned or knocked into a slow bounce.
- Downward ground stab moves now do damage to players are in the process of getting up.
- Saber attack wind ups no longer do attack damage.
- Fixed the attack move detection to also account for players who have just started a block/bounce move this frame. This issue should fix the problems with dual saberers doing vast amounts of damage.
- Players now get a DP and FP bonus of 20 for killing another player.

Mishaps:
- Players who are running now have some level of slow bounce protection (while above 50 DP).

Slow Bounces:
- Fixed problem with slow bounces occurring when they shouldn't.
- Changed things so that return animations are used for all slow bounces while players have more than 50 DP. The older, more vulnerable slow bounce animations are used when the player has less than 50 DP.
- Players can no longer move during slow bounces.

Style Balancing:
- Each style now does a different amount of DP damage.
Duals = 12 Yellow = 15
Staff = 12 Purple = 16
Cyan = 13 Strong = 17
Blue = 14
- Heavy Hitter Styles (red and purple) now have a stun threshold of 30 DP.
- One-Handed Styles (Duals, Cyan, and Purple) have higher disarm thresholds of 30 DP.
- Reduced the attack fatigue for dual/staff sabers to 2 FP.
- Decreased the attack fake FP cost for sabers back to normal.
- Completely removed transition move (spin moves) FP costs for all styles unless the transition is part of an attack fake. Dual sabers still get attack fakes for free.

Viewlocks:
- Viewlocks now no longer apply to two idle sabers touching.


New Cvars:
ojp_allowBodyDodge 1 - toggles the use of Body Dodges by players.


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Last edited by razorace; 03-13-2006 at 11:12 PM. Reason: Changed Download URL
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Old 03-14-2006, 01:32 AM   #157
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Ah crap, there's a major crash bug in the 0.0.9 release related to the improved hit detection. It's very simple fix, but not one you can do without altering the .dlls. Anyway, I'll release a fix tomorrow ASAP. In the meanwhile, I've put Basic back on the server.


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Old 03-14-2006, 03:05 AM   #158
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Sorry about the nasty crash bug in 0.0.9. That was my fault. I didn't betatest the new code enough before releasing. Anyway, I've created a patch that will fix the crash problem. Note, there also seems to be a power duel related bug as well, but I haven't figured that one out yet. The patch can be found here.

To install the patch, just unzip it to your JKA directory just like you normally install OJP. Note: This patch isn't standalone, you do have to have the old Enhanced 0.0.9 installed to have things work.


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Old 03-14-2006, 12:34 PM   #159
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Does a build of the latest CVS (today at noon) require the patch too?
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Old 03-14-2006, 02:27 PM   #160
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Nope. I always keep the CVS repository up to date with all the latest code that is in the releases.


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