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Old 01-20-2007, 04:06 PM   #1
JRHockney*
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JRHockney's OJP Enhanced code changes

Man our forums have been dead for a while now. in order to breath some life back into OJP for a bit, I made a ton of code changes that will hopefully balance what we have so far and also adding a few things. I tried to think of every cheap exploit we have and do something aboiut them in a balanced fashion without recking features. I am not a very good coder at all so alot of the new ways of balancing features that I chose were chosen because I couldn't get other ways to work I Like the end result though.

I don't think anything I did was a hack. Its all based on how the code is already set up. Some of the features in my code were already at the repository when I updated so I cant take credit for everything. Also, this is by no means an official beta release eventhough there are some official features in it from the repository. I do think that alot of what I have in here should be the way to balance things though, but the community will have to decide that.

EDIT: heres a new one that is mentioned at the bottom of the thread.
http://files.filefront.com//;6848412;;/ From Jacks post. This one has mindtrick working I believe.


If you guys want to play with maxstates anims, use one of his old cfgs for them. I took them outbecause without them, the stall bugs in Makashi and juyo don't appear (I use the ones old anims from 0.0.9e). This is just a temporary fix until a good coder or animator can figure out whats really wrong with them. IF the server has the default anims, people joining who have max's anims MIGHT be able to use them without the bugs but I'm not sure.

Now for the new changes and features.

New addtions:

- SFX_Sabers!!! You can turn them on and off with a wonderful new cvar that Lathain made. THe Cvar is: SFX_Sabers 1 or 0. Warning: a person on the server who is using default sabers will see the SFX_sabers messed up and vice versa because they are different code. Also, RGB sabers dont work with the SFX_Sabers. I love how much better these make the combat look.

- Single saber style differences!! I based these on some older forum ideas as well as some of my own. They are as follows:

Blue: 12 DP damage and a multiplier for reducing parry damage by 25% to yourself up to 3 times. Based on Maxstates old idea and how Soreau is suppose to be a defensive style. I lowered the DP to 12 to cut nerf of blue's hacksaw ability a bit.

Aqua: 14 DP damage and it does a little mishap damage for hitting someone and not getting parried. Based on Count dookus aggressive Makashi and overwhelming opponents with speed and percision.

Yellow: 15 DP damage and a slightly faster mishap regen. Based on the idea that shii cho is a "balanced form" I also wanted to give yellow a more benifitial perk.

purple: 16 DP damage and slghtly faster FP regen. Since juyos a powerful form and sith like it alot, I figured FP regen was the best way to give them more swing endurance and force power usage without overpowering it.

Red: 17 DP damage and a multiplier for attackfakes hitting without being parried that adds 10% DP damage each time. THis is based on max's old idea as well and on djem so's power style.

The multipliers seemed to work ok based on my testing, but this is my first time using loops in C code so I'm not sure.

- I retooled saber reflecting so it works a little better. Now you just have to hold attack to reflect the bolts more accurately. Sadly, level 1 and 2 still arent very accurate, but level 3 usually goes to were you are aiming. You an't reflect while running though. I still think this could work better though, but I'm not sure what I can do to the code to make it so since most of it is beyond my understanding.

- I expanded the mishap range at which heavybounces happen so they show up more often. I also created a higher mishap level in the heavybounce range were only there are you vulnerable force powers. The force vulnerability leve is a little over 75% full.

I wanted to add stuff to the skill menu myself, but I couldnt find the code to do it. Can anyone help me here?

The following new fixes and features were already at the repository:
Quote:
Version 0.0.9s:

New Features:

Stun Shield (StunShield):
- Force field item now acts like stun shield. Enemies that touch the field are knocked to the ground.

Weapon System:

Misc:
- Dropped weapons now have the ammo amount that their owners had when the weapon was dropped.

Improvements/Fixes:

CoOp:
- Fixed time limits for CoOp maps.

Experience System:
- Fixed problem where skill points weren't being saved between gametypes.

Fatigue System:
- Fatigue in Siege now behaves the same as in the other gametypes.

Flamethrower:
- Boosted fuel cost to 3. (JRHockney: this helped alot)

Improved Seeker Item:
- Fixed problem with seekers not attacking other players outside of CoOp.

Ledge Grab:
- You can now grab onto ledges created by solid non-brush entities such as a misc_model_breakable.

Saber Combat System:

Blocking:
- Having Saber Defense 3 allows players to block back attacks without the extra DP cost.
- Players can now saber block while in a stumble.

Saber fix:
- Saber will no longer fall though some solid objects when thrown.

Ledge Grab:
- You can now grab onto ledges created by solid non-brush entities such as a misc_model_breakable

Sentry Gun (SentryGun):
- Can now have multiple sentry guns.
- Doesn't target player's seekers.
- Has larger ammo supply.
- Doesn't self-destruct from old age.
Now for my new balancing features and fixes:

- Based on razors suggestion, I made attack parries (pushparries/reposits) done by requiring hold both attack AND alt attack while parrying. This seemed to help those random parries from not happening alot. Hopefully we won't see any other side effects to it and it wont overpower doing attackfakes.

- I made running cut DP regen in half for anyone with a saber. This seems to have helped make normal guns alot more useful against jedi while allowing jedi to stand there and reflect if they want. I tried to make it range based in general, but I couldn't figure it out and this seemed to help enough for the moment.

- I created a feature where gunners lose DP while running at double the rate of the DP regen. Once they get to critical, whether they have absorb 3 or not, they are vulnerable to forcepowers. THis allows for both quake 3 like combat of running gunners and MB2 style of walking to be less vulnerable. Gunners can just switch to melee to avoid the drain I think. I tried to make it in the air too, but it didn't work in my code; although since regen stops anyways its not that big of a deal.

- Just so pure gunners aren't too badly force spammed, I made it so that Jedi can only use force powers if they have over 75% DP, so gunners can shoot them 2 or 3 times while their running or use a det to stop them from using force.

- I made jedi or melee people vulnerable to force while they use flamethrower so they are penalized for binding and avoiding the penalties of not being a gunner or hybrid gunner.

- I tried to make falmethrower drain at twice the rate if someone tries to use ito with lightning, but I havent tested it out yet. The flamethrower drains so fast now anyways its really not that big of a problem anymore.

- I made getting hit while kicking cost *1.5 the normal damage and took away the ability to parry in kick. I did this because I still wanted kick useful for two on one, but didn't want it to be so spammable.

- I also made a *1.5 damage for hitting someone in a stumble since the repository code made it possible to block in stumble, but didnt add anyother penalty.

Now for the bad news. Since I didn't have the patience to reinstall all my repository code and my visual studios just to get my windows headers back, and then figureout why the heck it didnt compile originally (which I probably couldn't figure out anyways), I took out the newer crash protection code just so I could get to work on this stuff. I havent really experienced any differences with it gone though. I'll probably get around to it eventually, but taking a chance of losing my changes to do something that is no fun and I don't even know if I can do is not worth the risk.

Also I could not fix the lightning mishap problems and a few others.

Well, I think that's everything. I'll probably think of something else I did later though and add it here. I hope this will keep you guys busy until Razor has the time to do more work here.


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs

Last edited by JRHockney*; 03-18-2007 at 03:04 AM.
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Old 01-21-2007, 12:04 AM   #2
Buffy
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Wink I cant download from link

I get
403 - Forbidden


could you upload some more other links too ?
thank you
http://www.uploading.com/en/
http://uploadhosted.filefront.com/
http://www.mooload.com/new/



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Old 01-21-2007, 02:23 AM   #3
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The Uploading site never produced a link after I uploaded it but the other two sites worked. Hopefully one of them will work for you.

Here's those files for filefront: http://files.filefront.com//;6577624;;/
and http://files.filefront.com//;6577643;;/

Here's the links for mooload: http://www.mooload.com/new/file.php?...7s+changes.pk3
and http://www.mooload.com/new/file.php?...aber+stuff.zip

EDIT: ah ha! I finally got file front to expect my entire zip file. Heres a more complete package: http://files.filefront.com//;6577886;;/


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs

Last edited by JRHockney*; 01-21-2007 at 03:22 AM.
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Old 01-21-2007, 05:50 AM   #4
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..







..








Lets try this out lawl, reporting back in a few hours

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Old 01-21-2007, 03:22 PM   #5
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before i make the switch is there a server i can try this out on cus we all know theres a big diff between bots and people

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Old 01-21-2007, 03:32 PM   #6
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Thumbs up thanks link !

filefront work for me



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Old 01-21-2007, 04:42 PM   #7
Maxstate
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Quote:
Originally Posted by madcatmach2
before i make the switch is there a server i can try this out on cus we all know theres a big diff between bots and people
I had my good friend JaSK upload it on the templars, enjoy.

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Old 01-22-2007, 06:35 AM   #8
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Quote:
SFX_Sabers!!! You can turn them on and off with a wonderful new cvar that Lathain made. THe Cvar is: SFX_Sabers 1 or 0. Warning: a person on the server who is using default sabers will see the SFX_sabers messed up and vice versa because they are different code. Also, RGB sabers dont work with the SFX_Sabers. I love how much better these make the combat look.
^ Wait WHAT?!

This can't be. I explicitly designed it so that if you set SFXSabers, you would see SFXSabers no matter what anyone else on the server had.

And RGB don't work with my SFX code? Okay, I messed up badly somewhere... especially since I could've sworn Max made them work.

EDIT: Errr... Jon?

In your dll pack... where's the cgame? All of the SFX code was cgame code, therefore you need a changed cgame DLL if you want it to work. This is why you have that bug in the servers I suspect: they don't have the cgame code required. I would also like to see your cg_players.c.


Kurgan's Meatgrinder (JA Server: 72.5.248.212:29070)

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Valtiel approved downloads for Meatgrinder: http://strategy.jediknight.net/jka/downloads.shtml

Last edited by Lathain Valtiel; 01-22-2007 at 07:12 AM.
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Old 01-22-2007, 08:37 AM   #9
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Quote:
EDIT: Errr... Jon?

In your dll pack... where's the cgame? All of the SFX code was cgame code, therefore you need a changed cgame DLL if you want it to work. This is why you have that bug in the servers I suspect: they don't have the cgame code required. I would also like to see your cg_players.c.
Aww crap, no wonder it wasn't working for other players on the server I'll make a new one after work with a few more bug fixes as well.


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 01-22-2007, 11:47 AM   #10
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I did get them to work after a friend compiled them, but they don't work anymore.. weird. I don't mind though, my sabers and trails are so good I sometimes hardly even notice *shameless self promotion*

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Old 01-22-2007, 12:01 PM   #11
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hmm ic i gess ill wait for the fixed version and then ill test it out on the templar server

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Old 01-22-2007, 07:49 PM   #12
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Alright heres the fixed version: http://files.filefront.com//;6589212;;/
I'll put it up top too.

bug fixes:

- made sure the cgame code was in there so the SFX_sabers work

- fixed the bug with Juyo were it didnt have a faster fp gain like it was suppose to.

- Made the dual saber spin and staff saber spin moves do only *.75 damage like the lunge since they seem to hit several times per usage as Max showed me. hopefully this will be a good enough fix for now.

And Lathain, I will give you my cgplayers file next time I see you on AIM.


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 01-23-2007, 08:48 PM   #13
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ok i havent tested everything yet but i wanted to give u my opinion while it was still fresh in my mind
1. I loved the new run thing for gunners it made it loads easier to hit the running gunners insted of the normal 3/4 swings

2. i like the stun shield its pritty usefull for a quick surprise to slow down people in say CTF now they fust cant stand there as easily and destroy the shield

hope to have more opinions after some more in depth testing as its exams this week and my time is limited

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Old 01-23-2007, 10:45 PM   #14
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were the new stances and animations left out intentionally?


^Sanjuro
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Old 01-24-2007, 03:33 AM   #15
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Quote:
Originally Posted by crail227
were the new stances and animations left out intentionally?
Yeah

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Old 01-24-2007, 11:12 AM   #16
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I get this error:

Corrupt JPEG data: premature end of data segment
Shutting down OpenGL subsystem
Unsupported marker type 0x82

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Old 01-24-2007, 06:45 PM   #17
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Quote:
Originally Posted by UDM
I get this error:

Corrupt JPEG data: premature end of data segment
Shutting down OpenGL subsystem
Unsupported marker type 0x82


aww crap. I'm not even sure what that means. Make sure theres nothing strange in your based or Enhanced folder that could potentially conflict, especially files that have dlls in them (though that would mainly be a problem in your Enhanced folder I think). Does any body else have that problem?


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 01-25-2007, 06:50 AM   #18
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I''m guessing it might be a corrupt file?

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Old 01-25-2007, 03:00 PM   #19
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i never got that problem

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Old 02-03-2007, 10:19 PM   #20
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well, I've been able to test my code changes with several people and I must say I think I've struck a very good balance between Jedi and gunner combat and so do the people I've tested with. I really wish I knew why the templar server started crashing with these changes I'm assuming it has more to do with corrupt files though. I'll try to post an updated version when I'm at my computer.

I also love the more recent changes I made to the saber combat as well. Aside from the changes I've already posted about, I also made it so that those quick pauses for every hit and block or parry only happen when you block without parrying and only happen on your swings when you are lower than 1/2 of your DP level. This looks the most movie realistic I've seen yet and really allow for both old trilogy looking combat as well as new trilogy without making things unbalanced. In fact, this helps offensive combat just enough to be balanced against defensive.

I hope we can consider keeping some or all of these changes for the actual mod. I'm still trying to figure out how to add things to the skill menu, but I'm kind clueless. Does anybody know how to do that? That lightning mishap bar thing also really needs to be fixed and thats out of my knowledge level.


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 02-07-2007, 02:49 PM   #21
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Great stuff.

Though I seem to be crashing when I add TABbots to the game or when I discover enemies in Coop.

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Old 02-13-2007, 01:41 PM   #22
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Quote:
Originally Posted by JRHockney*
well, I've been able to test my code changes with several people and I must say I think I've struck a very good balance between Jedi and gunner combat and so do the people I've tested with. I really wish I knew why the templar server started crashing with these changes I'm assuming it has more to do with corrupt files though. I'll try to post an updated version when I'm at my computer.

I also love the more recent changes I made to the saber combat as well. Aside from the changes I've already posted about, I also made it so that those quick pauses for every hit and block or parry only happen when you block without parrying and only happen on your swings when you are lower than 1/2 of your DP level. This looks the most movie realistic I've seen yet and really allow for both old trilogy looking combat as well as new trilogy without making things unbalanced. In fact, this helps offensive combat just enough to be balanced against defensive.

I hope we can consider keeping some or all of these changes for the actual mod. I'm still trying to figure out how to add things to the skill menu, but I'm kind clueless. Does anybody know how to do that? That lightning mishap bar thing also really needs to be fixed and thats out of my knowledge level.
I'm glad you're happy with the changes. They sound good. We can talk about intergrating them into OJP when I have time. Unfortunately, it's crunch time here and it's also hectic with wedding planning and such.

As such, we're probably going to have to wait until I have more free time before we can talk. I'm guessing about a week or so. Just harass me (thru email) then to remind me then.


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Old 02-13-2007, 09:25 PM   #23
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Quote:
Unfortunately, it's crunch time here and it's also hectic with wedding planning and such.
Wedding?! Man, we really need to catch up! LOL!

Btw, I have mindtrick back in my code and I've almost got the repeater/clone rifle and the disruptor on the skill menu but for some reason, it makes the skill menu not appear when I select the skill menu on the root menu, and makes the root menu disappear as well when I select it. I think I have all my references right to the repeater and disruptor in the source code right, but this happens as soon as I reference them on the ingame_playerforce.menu. I do know that it happpens at the "ownerdraw UI_FORCE_RANK_....." area, but that means the problem is somewhere in the source code and I can't find it. Anyone who can code have any ideas?


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 02-14-2007, 10:19 AM   #24
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check the console when you start game at main menu. You will probably see some errors in the menu load portions. Usually you have a typo or something when a menu does not show up.


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Old 02-20-2007, 12:50 PM   #25
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1. Refer to references to one of the UI_FORCE_RANK_ for one of the new skills.
2. Refer to SK_ for one of the new skills.
3. Make sure you update the forcerankdef (or something like that) so that the the skill is actually updated on the UI side.
4. Refer to one of the changesets for one of the new skills that I added. In theory, several of the changesets should relate to just the addition of a new skill.


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Old 02-20-2007, 10:23 PM   #26
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Quote:
Originally Posted by razorace
1. Refer to references to one of the UI_FORCE_RANK_ for one of the new skills.
2. Refer to SK_ for one of the new skills.
3. Make sure you update the forcerankdef (or something like that) so that the the skill is actually updated on the UI side.
4. Refer to one of the changesets for one of the new skills that I added. In theory, several of the changesets should relate to just the addition of a new skill.
Ok I'm not sure what alot of that means. I'l just post the code changes i made to try to bring about the repeater and disruptor:

in menudef.h, I added to the expsys skill list:

#define UI_FORCE_RANK_REPEATER 311 //added by JRHockney
#define UI_FORCE_RANK_DISRUPTOR 312 //added by JRHockney

in ui.force.c, I added this under qboolean uiForcePowersDisabled[NUM_TOTAL_SKILLS] = {:

qfalse,//SK_REPEATER, //repeater/clone rifle skill added by JRHockney
qfalse//SK_DISRUPTOR, //Disruptor/sniper rifle skill added by JRHockney

this, under int uiForcePowersRank[NUM_TOTAL_SKILLS] = { and int uiForcePowerDarkLight[NUM_TOTAL_SKILLS] =:

0,//SK_REPEATER, //repeater/clone rifle skill added by JRHockney
0//SK_DISRUPTOR, //Disruptor/sniper rifle skill added by JRHockney

added two i%'s to this:
trap_Cvar_Set( "forcepowers", va("%i-%i-%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i %i%i%i%i%i%i%i%i"

and uiForcePowersRank[31],//added by JRHockney
uiForcePowersRank[32]) );

In bg_misc.c, I added this to int bgForcePowerCost[NUM_TOTAL_SKILLS][NUM_FORCE_POWER_LEVELS] =:

{ 0, 8, 8, 8 }, //SK_REPEATER, // repeater/clone rifle skill added by JRHockney
{ 0, 8, 8, 8 } //SK_DISRUPTOR, // Disruptor/sniper rifle skill added by JRHockney

In ui_main.c under static int UI_OwnerDrawWidth(int ownerDraw, float scale) {, static void UI_OwnerDraw(float x, float y, float.....bah,bah,bah, and static qboolean UI_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key) {, I added:

case UI_FORCE_RANK_REPEATER://added by JRHockney
case UI_FORCE_RANK_DISRUPTOR://added by JRHockney

In ui_shared.c, under qboolean Item_OwnerDraw_HandleKey(itemDef_t *item, int key) {, I added:

case UI_FORCE_RANK_REPEATER://added by JRHockney
case UI_FORCE_RANK_DISRUPTOR://added by JRHockney

in q_shared.h, I added to the skill list:

SK_REPEATER, //Repeater/clone Rifle skill added by JRHockney
SK_DISRUPTOR, //Disruptor/sniper rifle skill added by JRHockney

In g_client.c, I added along with the other weapons:

if (!wDisable || !(wDisable & (1 << WP_REPEATER)))//added by JRHockney
{
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_REPEATER );
}
if (!wDisable || !(wDisable & (1 << WP_DISRUPTOR)))//JRHockney
{
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DISRUPTOR );
}

and this:

if(client->skillLevel[SK_REPEATER])
{//player has blaster added by JRHockney
if (!wDisable || !(wDisable & (1 << WP_REPEATER)))
{
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_REPEATER );
}
}
if(client->skillLevel[SK_DISRUPTOR])
{//player has blaster added by JRHockney
if (!wDisable || !(wDisable & (1 << WP_DISRUPTOR)))
{
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DISRUPTOR );
}
}

and this in the ammo section:

client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max * (float) client->skillLevel[SK_DISRUPTOR]/FORCE_LEVEL_3;//added by JRHockney

client->ps.ammo[AMMO_METAL_BOLTS] = ammoData[AMMO_METAL_BOLTS].max * (float) client->skillLevel[SK_REPEATER]/FORCE_LEVEL_3;//added by JRHockney

and some other less relevant stuff to the NPC.spawn code like this:
ent->client->skillLevel[SK_REPEATER] = FORCE_LEVEL_3;
ent->client->skillLevel[SK_DISRUPTOR] = FORCE_LEVEL_3;

in the ingame_playerforce.menu thing, I added this:

// repeater title by JRHockney
itemDef
{
name setsk_repeater
group gunpowers
style 0
text @OJP_MENUS_SKILL_REPEATER
rect 30 348 110 15
textalign ITEM_ALIGN_RIGHT
textalignx 105
textaligny 0
font 4
textscale 1
forecolor .2 1 .2 1
outlinecolor 1 .5 .5 .5
backcolor 0 0 0 0
border 0
bordercolor 0 0 0 0
visible 1
decoration
}

// repeater assign by JRHockney
itemDef
{
name setsk_repeater
group gunpowers
style 0
ownerdraw UI_FORCE_RANK_REPEATER
rect 30 348 175 15
textalign ITEM_ALIGN_LEFT
textalignx 115
textaligny -6
textscale .25
forecolor .2 1 .2 1
backcolor 0 0 0 0
forecolor 1 0.2 0.2 1
border 0
bordercolor 0 0 0 0
descText @OJP_MENUS_DESC_SKILL_REPEATER
visible 1
action
{
play "sound/interface/button1.wav" ;
}

mouseenter
{
setitemcolor setsk_repeater forecolor .7 1 2. 1
}
mouseexit
{
setitemcolor setsk_repeater forecolor .2 1 .2 1
}
}
// disruptor title by JRHockney
itemDef
{
name setsk_disruptor
group gunpowers
style 0
text @OJP_MENUS_SKILL_DISRUPTOR
rect 30 362 110 15
textalign ITEM_ALIGN_RIGHT
textalignx 105
textaligny 0
font 4
textscale 1
forecolor .2 1 .2 1
outlinecolor 1 .5 .5 .5
backcolor 0 0 0 0
border 0
bordercolor 0 0 0 0
visible 1
decoration
}

// diruptor assign by JRHockney
itemDef
{
name setsk_disruptor
group gunpowers
style 0
ownerdraw UI_FORCE_RANK_DISRUPTOR
rect 30 362 175 15
textalign ITEM_ALIGN_LEFT
textalignx 115
textaligny -6
textscale .25
forecolor .2 1 .2 1
backcolor 0 0 0 0
forecolor 1 0.2 0.2 1
border 0
bordercolor 0 0 0 0
descText @OJP_MENUS_DESC_SKILL_DISRUPTOR
visible 1
action
{
play "sound/interface/button1.wav" ;
}

mouseenter
{
setitemcolor setsk_disruptor forecolor .7 1 2. 1
}
mouseexit
{
setitemcolor setsk_disruptor forecolor .2 1 .2 1
}
}

and finally, in the all the langauge strings for the Menus stuff, I added this:

REFERENCE SKILL_REPEATER
LANG_ENGLISH "Clone Rifle:"

REFERENCE DESC_SKILL_REPEATER
LANG_ENGLISH "Gains the user the Clone Rifle."

REFERENCE SKILL_DISRUPTOR
LANG_ENGLISH "Disruptor:"

REFERENCE DESC_SKILL_DISRUPTOR
LANG_ENGLISH "Gains the user the Disruptor."



Whew! (sign) OK now will somebody who know how to code please tell me what I'm doing wrong? And while your at it if your so kind, will you please explain to me why this is able to switch indexes, it been driving me nuts trying to figure out if it has anything to do with my problem

if(ownerDraw < UI_FORCE_RANK_JETPACK)
{
findex = (ownerDraw - UI_FORCE_RANK)-1;
}
else
{//use a different index shift for the addition skills
findex = (ownerDraw - UI_FORCE_RANK_JETPACK)+(UI_FORCE_RANK_SABERTHROW-UI_FORCE_RANK);
}

any help from anyone would be greatly appreciated.

EDIT: oh yeah I also added this to g_items.c to register the items for starting:

RegisterItem( BG_FindItemForWeapon( WP_REPEATER ) );
RegisterItem( BG_FindItemForWeapon( WP_DISRUPTOR ) );


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs

Last edited by JRHockney*; 02-20-2007 at 10:39 PM.
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Old 02-26-2007, 06:41 PM   #27
JRHockney*
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Ok, I decided to release my newer stuff eventhough I didnt get those new guns on the menu Razor will have to help me with that.

http://files.filefront.com//;6817077;;/

I'll update at the top too.

Install:

Switch out your Enhanced0.0.9r dlls with my EnhancedJonchanges dlls. Then just add in the JRHockneys patch. You'll know its working if you can see
mindtrick on the skill menu or play with SFX(MB2) sabers. If it doesnt work, put a z on the front of that pk3 name. Or that doesnt work, post at the forums
let me know if you have any server stability problems or start up on solo game problems at the forums. If your solo game doesnt start up right away, try again with the same map.

Newest features:

- added mindtrick back on the skill menu!

- Changed how the collision stops work. Now you only stop if you do a normal block without parrying or on your swing
if you have less then 1/2 DP. This makes things alot freer and more movie realistic looking and helps the offensive end of the combat balance against the defensive end.

- fixed a problem with the Blue DP damage reduction for normal parry multiplier...I think.

- Fixed blue stances slowbounce so it is not so fricken fast! Its now alot easier to kick!

- made all tabbots invulnerable to force powers until they are low on DP or high on mishap so they arent so easy to kill.

- made kick more useful. Now you can kick over a person who has low DP unless they hold alt attack (yep, the old kick block button )
This definitely added alot to the combat dynamics in testing without making kick spammable.

Remember, if you want to get rid of those lousy animation stalls for the new anims, replace the ones in your enhanced stuff
pk3 with an older OJP version of the animations... or just use my last stuff folder.

Lastly, HELP ME RAZOR!!!!! Ensiform already took a look at the code changes I posted above and didn't see what was wrong. YOU ARE MY ONLY HOOOPPPPPPEEEE!! :P I MUST GET THOSE GUNS IN AND ITS DRIVING ME INSANE!!!


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 02-26-2007, 08:35 PM   #28
razorace
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Thank you for posting all that information. But, FYI in the future, you could just send me the modified files for inspection.

Anyway, of what you posted, the only problem is can easily see is with....

Quote:
and some other less relevant stuff to the NPC.spawn code like this:
ent->client->skillLevel[SK_REPEATER] = FORCE_LEVEL_3;
ent->client->skillLevel[SK_DISRUPTOR] = FORCE_LEVEL_3;
This is a no-no since this would give a repeater and disruptor to every NPC and NPCs are only really supposed to have the weapon that they are assigned.

Quote:
- Changed how the collision stops work. Now you only stop if you do a normal block without parrying or on your swing
if you have less then 1/2 DP. This makes things alot freer and more movie realistic looking and helps the offensive end of the combat balance against the defensive end.
What was your motive for doing this?


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Old 02-26-2007, 10:31 PM   #29
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Well, I tried what you suggested and it didnt work However, i did reset the resolution to higher and low and behold, I noticed a few errors in the console!! ....and I have no idea what it means!!! It said something like:

ui/jamp/ingame_playerforce.menu/ couldn't parse menu item keyword "ownerdraw" line 1276

ui/jamp/ingame_playerforce.menu/ couldn't parse menu ikeyword "itemDef" line 1276

menu file not found: menu ui/menutest.txt, using default

any ideas?

Quote:
What was your motive for doing this?
TO TAKE OVER THE WORLD!!!...um,no but I had several actually. After talking to quite a few people, I noticed that not everyone liked the stops for every collision. One even thought tanqexe old video of 0.0.9h looked more movie realistic, which I didnt entirely agree but I saw what he was getting at. So just for grins, I watched all the movie saberfights all over again and noticed that the stops in 0.0.9r look more like old trilogy saber combat and there is alot more walking and charging in the newer trilogy combat (like anakin rushing obiwan and dooku).

So as a compromise, I made it like this, and I definitely noticed the difference in overall looks. Its a perfect balance between old and new, theres not too much of that old "on ice" feel since the stops still happen a good amount, and it really does seem to free things up a bit. Heres a vid to demonstrate:http://www.youtube.com/watch?v=nB8iqyjjlxI . Notice how that old weaving around people thing that we were trying to get rid of is hardly existant becaue the stops happen just enough. It seems to help balance offense against defense (since defense was a little too powerful in 0.0.9r) and so far, everyone I've played it with seems to like it alot better.

Anyways, if you want I could send you just the files for added those weapons, or I could send you ALL the files I changed so you can clean up the code a bit. If you like all the changes, I won't be able to commit them myself since ensiforms crash code still isnt in there for previously stated reasons.

Anyways, once the repeater and disruptor are back in, I was planning on changing the files to make them the clone rifle and the modified JKA sniper rifle (which I'm not sure where to find it) and then experiment with them to balance them out in our gameplay. If you want to discuss the balancing or maybe even implement them yourself so its cleaner, let me know.

Also, I was considering trying to make it so that you can't used both forcepowers and guns or items until you reach a certain skill level and until then it would be an either or thing (maybe pistol 1 as a prereq). That way Hybrid classes would come about only through much experience and it would be more gunners vs jedis for the beginning. The way have it set up in my code, hybrid classes are still plenty defeatable, but harder. What do you think of that idea?

EDIT: oh one last thing. I have a video of that dreaded lightning mishap bug that I can send you a quick clip for. Id make a youtube vid, but I don't want to make new players we get from there nervous


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs

Last edited by JRHockney*; 02-27-2007 at 01:12 AM.
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Old 02-28-2007, 04:55 AM   #30
Maxstate
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No collision stops for parries is pretty nice to play with actually, the saber system is at it's peak right now if you ask me.

But if you guys are anything like me (or I'm anything like you ) you'll continue to tinker and tinker and tinker and keep making new things that are nothing like your starting product. (this is bad mmkay?)

Gunner combat is fine now in comparison to other mods, the saber system is epic, a lot of the bigger bugs have been fixed and a plethora of imbalances have also been dealt with. I think we're ready for the big 0.1.0 or R1 release, even though I don't completely agree with the way Force powers and skills work right now.

Don't get me wrong, I love the possibility of hybrid classes and surely am not against the ability for gunners to get Force powers to mimmick Force Sensitives like we have now. It's just the Quake-esque gameplay we face when we allow a certain build the mobility of jump 3 and jetpack, the defense of Dodge and Absorb 3 and the firepower of Lightning 3, flamer and rocket launcher. There's just something wrong with that, and if we are planning to introduce this mod to more people, that is the response you're going to get.

I originally introduced the fact that the JKA community had a lot of gunners, but I don't think this was anything new here. My concern, or the solution to it, however has been taken out of proportion severely, I think. I mean, is this, our current skills system the solution and compiled thoughts of our community and small group of contributors? Or is it a jury-rig solution to a big problem we don't have time to deal with?

It seems there are a lot of inconcistencies and contradictions concerning the skills system, and mainly it's gunner-Jedi hybrid part. For one, it was clear intention that gunners would never be even close to Jedi in matters of lethalness and score-racking ability. More importantly I think, where and when did the idea of giving gunners access to jedi abilities and skills come in, and why is it considered a "fix" to the hybrid system imbalances?

"Oh this again.." , "We already talked about this didn't we?".
Yes we did, but did we solve the problem in a benefitial way or did we just create a quick compromise for the matter, only really benefitial to the more FPS-oriented, score-racking players out there?

"What are you talking about, Jedi can counter everything gunners use, including Force powers."
Haha, yes they can. When Saturn is in line with Earth's moon and the stars group up together thusly that they appear to be making a stratocaster model guitar in the sky.

All jokes aside, yes, they can counter gunners. With A LOT of trouble, though.
There are a lot of ingame combinations of skills that will leave most of a Jedi's abilities look like child's play and only really leave the tactic of "rush forward slashing your saber mindlessly".

I think though it's not the case if Jedi can counter gunners that is important, but if gunners can counter Jedi that is even more important.
Since remember what we said? Gunners should not be equal to Jedi qua skill?
Yeah, right.

I hope it won't be my duty to inform all of you that there are certain troubling imbalances considering Force Sensitive gunner versus Jedi combat. An example:

Step 1: Jedi runs at gunner.
Step 2: Gunner jumps up and over Jedi with Force Jump.
Step 3: Gunner shoots rocket launcher at the head of Jedi, which hits the jedi because auto Push does not work out of the Jedi's sight or over the Jedi's head.

Would you consider that imbalanced? No? So you want to say that it's a clearly good tactic that Jedi can use as well? Oh? How? What are Jedi supposed to do to a gunner, seriously?

You come close you get flamed, you jump up and get lightninged or rocketed, you stand still and you get rocketed, you run away you get lightninged..

It seems to me that OJP is played on 2 different levels when comparing a Jedi to a Hybrid:

Firstly, the Jedi is playing the equivalent of a tactical shooter. Slowly, thoughtfully you need to make your way on the battlefield and dispatch enemies as quickly but as safely as possible, not to lose your own head.

The Hybrid however does not play a tactical shooter, the hybrid plays an Unreal Tournament or Quake 3-esque game where bunny hopping, Jumping and speed/height in general is important. A game where you blindly rush into the battlefield because you know that none of your opponent's weaponry can keep up with you as long as you keep holding your left mouse button while tapping the spacebar furiously.

No matter how much I try I just can not accept the fact that the system turned out this way, I can't go around the blatant imbalances and quick fixes no more than I can go around the fact that "Jedi" has been demoted to a rudimentary name for players that don't want to adapt to the new jerk-muscle Unreal Tournament clone and still want to play a good game, where intelligence, reflexes and wits ruled.

It doesn't come as a surprise to anyone that these two levels are different, very different and very unlike each other. They clash constantly ingame.
It won't hopefully come as a surprise to anyone that the latter style of gameplay will beat the former time after time, simply because the former (being the slow, tactical type) does not belong in the game anymore. It's like trying to command a swat team on CTF_Face, like trying to tiptoe your way around someone with a Link gun.

No more is the result of a game judged by the player skill of someone but more by the amount of rockets they can fire per second while consecutively steering their jetpack.

Any attempts made to console Jedi players and return their ingame dignity (ha-ha) have been futile, but this is something you can only blame lack of time on.

Boosting the E-11 and bowcaster damage, giving the guns buyable upgrades, boosting detpack and thermal usefulness and damage, nerfing the rocket launcher with limited ammo instead of a cooldown, making the flamer blockable or destroyable, making the jetpack a burst-action device, denying the use of Force lightning 3 without proper training.

Those are examples of balanced changes, they may take more time or less time depending on the subject, but none of them were even thought about.

Flamer drains more Jet fuel, Bowcaster shoots 4 shots per second, higher levels of weapons give you more ammo, bunnyhopping costs 2 fp per hop, gunners get force powers to make up for weaknesses.

These are examples of jury-rigged fixes that COULD've worked if not for the fact that they are as much fixes as giving the Hindenburg titanium plating would be fixes..

--

In short, new players:

If you are expecting to have a new and refreshed gunning or hybrid experience from OJP, you are in the wrong place. I recommend you play either Quake 3, Savage or unreal tournament for the first, for the second you should try playing the Jedi Academy or Jedi Outcast singleplayer campaign with cheats on and /give all binded.
Because that's what being a gunner or hybrid feels like in OJP, you can buy ALL the guns and gadgets with enough points, spawn, and then go to your profile screen and unbuy your guns and gadgets and buy all the Force powers. Since in OJP Force powers update dynamically, but guns and gadgets don't, this means you can have both all the gadgets and guns AND all the Force powers at your very first spawn! Have fun!

If you are a seasoned gunner looking to kill some easy jedi prey, OJP however IS for you and you should certainly try it just for the sheer pleaure.

Jedi players looking for a good duel, or wanting to relive certain parts of the single player campaign, YOU are at the right place.

*sigh* I'm sorry for this rant, but there's no shaking the feeling that most of our troubles could be solved if we had this/that/then/with/that way.

Bottom line is this:
OJP IS a very good mod, it's refreshing in many many aspects, the dueling is excellent and very movielike and fun to boot. The gunnr combat however is nothing new from the original JKA save for having access to less weapons. Also, hybrids are not recommended for Jedi with weak stomachs.

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Old 02-28-2007, 04:12 PM   #31
razorace
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Quote:
Originally Posted by JRHockney*
EDIT: oh one last thing. I have a video of that dreaded lightning mishap bug that I can send you a quick clip for. Id make a youtube vid, but I don't want to make new players we get from there nervous
What was that bug again? If you're worried about posting it, post it under a different name than OJP.


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Old 02-28-2007, 05:39 PM   #32
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Here's some balancing ideas:

1. Can't block force powers while using rocket launcher or flame thrower.

2. Can't shoot lightning in mid-air.

3. Firing a rocket in mid-air blows the player backwards.


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Old 02-28-2007, 06:06 PM   #33
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Quote:
Originally Posted by razorace
Here's some balancing ideas:

1. Can't block force powers while using rocket launcher or flame thrower.

2. Can't shoot lightning in mid-air.

3. Firing a rocket in mid-air blows the player backwards.
With a touch of E-11/Bowcaster boost, plox!

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Old 03-01-2007, 05:44 PM   #34
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plox? wha?

Well, if you got time, I'd appreciate it if those ideas where posted to the bug tracker.


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Old 03-01-2007, 05:47 PM   #35
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Thumbs up

Quote:
Originally Posted by razorace
plox? wha?

Well, if you got time, I'd appreciate it if those ideas where posted to the bug tracker.
Plox = please in internets

If you mean the things outlined in that rant post, I don't think I want too. Wasn't in an all too fine emotional state when I wrote it and was on the verge of deleting it, but will leave it to remind myself of shennanigans in the future.

I will however keep aiming for a standardised weapon (e-11 or Bowcaster) for gunners that they can use primarily and which they can buy upgrades for, since I feel that the rocket launcher and the flamer are still too.. useful to give up.

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Old 03-03-2007, 12:06 AM   #36
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Here's the latest files from Jon's changes but in a more compact and more easy to install form. Just copy and paste the GameData folder and everything should be installed. Make sure to have the ojpenhanced folder within GameData deleted when you do this though.

http://files.filefront.com//;6848412;;/
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Old 03-03-2007, 02:06 AM   #37
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I have a random thought. What about having it such that as long as I have any Merc points, the points requisites for certain exploitable Jedi skills will double? If Absorb normally requires 8 points, then putting any skills in Merc eg. Flamethrower will cause it to cost 16 points

However, to encourage purists to participate too, maybe we could have incentives for them, like having any additional skill points transferred to dodge points. Maybe every additional skill point adds 1% of existing dodge points. Thus, if my DP is 100 and I have 40SP, in total I will have 100 + (100*0.4) = 140DP. Actually, I think this system was used in place already, wasn't it?

As for the issue of gunners being able to exploit the system ie. stuff all points into gunnery, spawn, remove points, add points wherever they like, voila! Guns + lots more force powers! Sorry got no solution :P

Last edited by UDM; 03-03-2007 at 03:19 AM.
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Old 03-03-2007, 03:24 AM   #38
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I changed from the 0.0.9r to this one and noticed that whenever I kick an opponent when he isn't in a slow bounce, heavy bounce, or a stun, my leg just goes through him and i don't get to see any reaction whatsoever from my opponent.

Aren't they suppose to do a sort of "backflip" to recover from the kick?

There are also a few times when this also happens even though the opponent is in a slow bounce.

I also have a question about this one:
Quote:
Aqua: 14 DP damage and it does a little mishap damage for hitting someone and not getting parried. Based on Count dookus aggressive Makashi and overwhelming opponents with speed and percision.
does this mean that if I use Makashi and keep hitting my opponent without getting parried, both of our mishap meters will fill up instead of just mine?

And just to clarify something. Aside from Juyo, which seems to have an FP regen that's on par with Makashi/Soresu, do the styles have differences in FP regen speed with Djem So having the slowest and Soresu having the Fastest?


Anyways. Great job on upgrading the Saber Styles. Now they actually differ more from each other than before.
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Old 03-03-2007, 04:56 AM   #39
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The kick seems to be harder to land with the base animation, takes some getting used to but the kicking works more or less the same in terms of causing mishaps. With a change when you have low DP that causes knockdown.
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Old 03-03-2007, 08:00 AM   #40
Maxstate
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Quote:
Originally Posted by mark2000
I changed from the 0.0.9r to this one and noticed that whenever I kick an opponent when he isn't in a slow bounce, heavy bounce, or a stun, my leg just goes through him and i don't get to see any reaction whatsoever from my opponent.

Aren't they suppose to do a sort of "backflip" to recover from the kick?

There are also a few times when this also happens even though the opponent is in a slow bounce.

I also have a question about this one:


does this mean that if I use Makashi and keep hitting my opponent without getting parried, both of our mishap meters will fill up instead of just mine?

And just to clarify something. Aside from Juyo, which seems to have an FP regen that's on par with Makashi/Soresu, do the styles have differences in FP regen speed with Djem So having the slowest and Soresu having the Fastest?


Anyways. Great job on upgrading the Saber Styles. Now they actually differ more from each other than before.
Juyo has the fastest FP regen of all the styles to permit both more "firepower" and more fancy moves in combat. They're not changed for the rest of them as far as I know.

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