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Old 08-10-2004, 07:42 PM   #41
Mongo05
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Skew, will this mod be open source, because the Super smash brothers team really needs something like this, and i would be ever so grateful if youd help us, or at least let us use the source, thanks,
Mongo

and if you have an instant messanger please tell me your screen name


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Old 08-11-2004, 02:06 AM   #42
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I will release the source after a few weeks.


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Old 08-11-2004, 03:54 PM   #43
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do you have any idea when you will release the mod, and do you have aim or msn?


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Old 09-06-2004, 09:03 PM   #44
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I've got a little free time so I'd like to update you guys as to what I'm working on.

I've moved the character definitions to script files, each grouped and loaded selectively by the cgame, game, and ui. Initially I had the fighters hardcoded, along with their moves (attacks and combos), but adding new moves and characters was becoming a pretty ugly exercise in copying and pasting code. The entire process needed to be generalized, which it has been.

The main benefit of the .fighter files is letting me specify the combos for moves without having to recompile or add extra code. The combos assume that the player is facing to the right using the current control scheme, and will automatically adjust depending on what direction you are facing at the time of the input.

While the combo aspect of the moves can be set in the .fighter files, the attack aspect cannot. The only thing you can do currently is associate an attack with a certain move. The reason for this is that there is alot of player processing that is done during an attack that cannot be generalized well in a scripting language syntax without a massive amount of work. It seemed reasonable to set up a veritable palette of attacks from which to choose from when designing the character. I plan on supporting every major and special attack available in the standard animation files (30+ I believe). Currently only 14 have been implemented, but things are still moving along nicely.

In terms of player processing (during an attack), there are 3 main components: one that is executed as soon as the combo for the move is detected, one that is executed per frame as the attack is being executed, and one that is executed just as the attack has culminated. This lets me make sure that I have total control over the player during all phases of an attack, and will not let there be crazy exploits (see Killer Instinct).

Going back to the .fighter files, they have allowed me to incorporate some more basic features found in traditional fighting games, such as accessing a moves list in-game through the ui, and letting me populate the character selection screens and such automatically.

Overall I think it has really helped me make alot of ground lately, but things are still far from complete. The way I'm doing the .fighter files brings up a whole slew of possibilities, such as servers with customized character sets, but before I go any further with expanding these ideas I'm trying to get everything thats in place working.

Here is an example of a .fighter file that I've been using to test with and doesn't reflect upon the final design of any character.

Code:
fighter Stormtrooper {
  fighterinfo {
    description 'Blah blah'
    alignment dark
    model_path stormtrooper
  }
  moves 6 {
    inherits none
    move 'Test' {
      attack LS_A_JUMP_T__B_
      combo {
        comboinfo {
          clearable no
          min_input_time -1
          max_input_time -1
        }
        buttons 2 {
          button BUTTON_HORIZONTAL_ATTACK -1 -1
          button BUTTON_VERTICAL_ATTACK -1 -1
        }
      }
    }
    move 'Saber Jump Attack' {
      attack LS_A_JUMP_T__B_
      combo {
        comboinfo {
          clearable yes
          min_input_time 50
          max_input_time -1
        }
        buttons 4 {
          button BUTTON_RIGHT -1 -1
          button BUTTON_DOWN 10 300
          button BUTTON_RIGHT 10 300
          button BUTTON_VERTICAL_ATTACK -1 -1
        }
      }
    }
    move 'Lunge' {
      attack LS_A_LUNGE
      combo {
        comboinfo {
          clearable yes
          min_input_time 50
          max_input_time -1
        }
        buttons 3 {
          button BUTTON_DOWN -1 -1
          button BUTTON_RIGHT 25 300
          button BUTTON_HORIZONTAL_ATTACK -1 -1
        }
      }
    }
    move 'Forward Kick' {
      attack LS_KICK_F
      combo {
        comboinfo {
          clearable no
          min_input_time -1
          max_input_time -1
        }
        buttons 1 {
          button BUTTON_ALT_ATTACK -1 -1
        }
      }
    }
    move 'Horizontal Slash' {
      attack LS_A_L2R
      combo {
        comboinfo {
          clearable no
          min_input_time -1
          max_input_time -1
        }
        buttons 1 {
          button BUTTON_HORIZONTAL_ATTACK -1 -1
        }
      }
    }
    move 'Vertical Slash' {
      attack LS_A_T2B
      combo {
        comboinfo {
          clearable no
          min_input_time -1
          max_input_time -1
        }
        buttons 1 {
          button BUTTON_VERTICAL_ATTACK -1 -1
        }
      }
    }
  }
}
Note that this isnt a finalized version of the format, because alot of the fields are redundant and need to be pruned / replaced. This format is still very much in flux.

When I have some time next week I'll finish writing up a short summary on what all of the used fields do to give you guys a better idea of whats possible.


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Last edited by skew; 09-09-2004 at 09:04 PM.
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Old 09-07-2004, 01:57 AM   #45
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If your in need of more melee moves contact me at keshire_the_chaotic@hotmail.com

Being almost the sole animator I see a need to help out every once in awhile. Plus I have some done you may be interested in.

But this WILL push your mod size up by the size of the _humanoid.gla+a few KB


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Ambivalence cannot lead.
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Old 09-07-2004, 11:41 AM   #46
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skew do you have aim or msn?


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Old 09-07-2004, 05:35 PM   #47
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Keshire,

Thanks for the offer. I want to get everything thats in the standard .gla implemented first. I might contact you again later if youre not too busy.

Mongo,

I've sent you a private message with my AIM screenname. Please dont distribute it.


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Old 09-07-2004, 06:59 PM   #48
Lil Killa
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The .fighter files remind of of shader files


Sounds like you've got some good ideas going into this! I can't wait to see some more prgress on this mod as it looks like it will be one of the better mods out there.

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Old 09-07-2004, 08:21 PM   #49
keshire
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Quote:
I might contact you again later if youre not too busy.
Not a problem. I may release a development gla sometime in the future though if I get enough material. So either way you'll have something you can use.


Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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Old 05-10-2005, 01:41 AM   #50
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Sorry for the hiatus folks. I've been finishing up my last year of university (I graduate Friday!).

Heres a video I made of JediFighter a while back.

http://www.3ddownloads.com/telefragg...ter_120904.zip

It wont be long now!


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Old 05-11-2005, 08:22 AM   #51
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Finally good news!




~JA MP Total Conversion~
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Old 05-11-2005, 08:29 AM   #52
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Hey...that's quirky.


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Old 05-11-2005, 02:01 PM   #53
Neverhoodian
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Glad to hear you're still working on this mod, skew! Too bad I can't download the movie, though. Every time I wait in a line queue longer than a minute, the auto-refresh kicks me back to the main page.


Dark Forces Total Conversion-http://darkforces.jediknight.net
Relive the classic that started it all!
Open Jedi Project-http://www.lucasforums.com/forumdisp...s=&forumid=542
Working to expand the JA experience!
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Old 05-11-2005, 02:30 PM   #54
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Fuggin sexy.


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I am life without limit.”
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