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Old 03-19-2008, 02:15 PM   #41
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Good point. If you went with China you'd have to worry about lead poisoning.

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Old 03-19-2008, 04:08 PM   #42
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Quote:
Originally Posted by Maxstate
With the current Euro exchange rates, I'd probably be able to hire 2 American coders for the price of a kebab. ;p ;o
Go hire John Carmack
Wait, what's his payment for month? 30.000 USD or so?
Btw, dollar suck ass now - it's going lower and lower...
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Old 03-19-2008, 07:45 PM   #43
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hehe. Fortunately, it's not that bad.


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Old 03-20-2008, 02:26 AM   #44
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Originally Posted by razorace
You know, while I think it's a lot of fun for computer games, I'm not sure it could translate to consoles that well. I don't think you could move the analog stick fast enough.
I use a PS2 style controller for OJP and always have. The feel is great and I've even had comments from Hockney on my defense being good. I'm able to win defensively and offensively against bots with a handicap. I even turn up the saberanimspeed to 1.4ish sometimes. It took a few tries to get the buttons programmed to max efficiently but it's honestly great. Not saying I can beat Hock or Jackbaldy consistently but I don't get slaughtered. Sucks for guns because consoles have auto aim to help but I can execute all the saber and melee moves in Ojp with the controller. I strongly recommend the controller, it feels that much more like a sword fight moving an analog stick to parry and do combos rather than pushing w a s + d.
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Old 03-20-2008, 04:49 AM   #45
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I should get some nintendo geeks interested in putting the wii motion sensor into a power glove and then making it compatible with a regular PC. ;o

How do you aim your force powers qui?

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Old 03-21-2008, 01:46 AM   #46
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I just aim them with the right analog stick. I have all the aim requiring force powers mapped to buttons that don't interfere with aiming. There's 4 trigger buttons so I have those set to attack, kick/attack fake, push, and pull. I also have 1 of the right thumb buttons programmed as a shift key that changes all my buttons to secondary functions that are less important like weapon switching and styles. It took a while to get things efficient but it works well now. I'll admit that force powers would be easier with the mouse but i'm able to exploit a mishap with forcegrip when I want to. Oh, and I'm all for the power glove idea.
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Old 03-21-2008, 12:47 PM   #47
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That's very impressive Quijohn. I didn't think it was really doable.


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Old 03-22-2008, 07:13 AM   #48
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...Did you forget I've been ripping you all new ones with a controller like that for years?

I wonder if he uses the controller I do... care to spill the beans?


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Old 03-23-2008, 01:03 PM   #49
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So back to wishes and wants?

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Old 03-23-2008, 02:55 PM   #50
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Yea. Maybe you can improve saber locks? They should be more...interactive. You know that both sides can win, just like in basejka.
And when will you release it? I can't wait give me moar ojp arghh.
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Old 03-23-2008, 02:59 PM   #51
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Quote:
Originally Posted by Maxstate
So back to wishes and wants?
I got one suggestion, why won't you make no mishap drains for Disruptor? Cuz it's such a bull**** when you aim, pre-count enemy position and miss only cuz of this mishap.
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Old 03-23-2008, 03:02 PM   #52
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Because you can fire twice in about 1.5 second and that's all you need to kill anyone without a saber. We'll make it easier to snipe with, though.

@KARODAR:

Ask Ernie what he thinks should be done about saberlocks. I think we should make the quick ones much quicker and cut off some frames so it isn't a full lock but kind of like a really long-winded parry.

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Old 03-23-2008, 06:31 PM   #53
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ALso, someone who knows something about photoshop or another program needs to change 'mishap' sign in in the hud or what ever new hud we get, to 'balance'


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Old 03-23-2008, 08:01 PM   #54
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I thought we agreed to wait out until we got a new HUD?

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Old 03-23-2008, 09:31 PM   #55
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I don't remember what we agreed on for the hud, but since its a simple change and it will help noobs understand a bit more it might be a good idea to do that. And heck, maybe we should consider changing the 'dodge' meter to a "dodge/block" meter since thats really what it is too. I doubt we could squeeze that into this hud so it would probably have to wait. I just figure it would go towards making new people less confused initially.


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Old 03-23-2008, 09:33 PM   #56
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Quote:
Originally Posted by Maxstate
Because you can fire twice in about 1.5 second and that's all you need to kill anyone without a saber. We'll make it easier to snipe with, though.
Well there's also a very annoying bug; it happens only sometimes, but it really screws up things. Sometimes when you shoot with Disruptor in scope and quickly go out of scope, you can't shoot and switch weapons for quite a time (mostly long enough to kill you).

Any suggestions?
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Old 03-24-2008, 03:06 AM   #57
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Originally Posted by JRHockney*
And heck, maybe we should consider changing the 'dodge' meter to a "dodge/block" meter since thats really what it is too.
Maybe just call it "defense"?


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Old 03-24-2008, 04:40 AM   #58
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Ask Ernie what he thinks should be done about saberlocks. I think we should make the quick ones much quicker and cut off some frames so it isn't a full lock but kind of like a really long-winded parry.
Ernie what do you thi... no, that's not a cookie. No it's not! No no please, not my eyes! Only not eyeeeeeeaaaaaa*ymmm yummy yummy cookiez jaks were caputer the flag?????*

Med, you didn't understand me. They should be longer, more powerful and more interactive. All you can do know is to wait or break it. It could be like that: left mouse bottom - click fast to win, right mouse bottom - click to bounceback or knock down (depends on mishap), both mouse bottoms - insta kill, fatal1ty etc. If someone would win the saberlock normally, he would for example make nice combo which would take 50 dodge points.
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Old 03-24-2008, 06:10 AM   #59
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I know what you mean but we'd have to rethink the entire system to make them work in a way that'd be bound to someone's skill and not the amount of DP they have. Furthermore, I really advise against taking saber locks and doing something that drastic to them. I personally am of opinion that once they get used more, they'll get used too much and then in the end, won't be used at all. Afterwards we can expect people coming to the forums demanding more changes.

I'd rather have the saberlocks be a visual aid that you can use at times to break the monotony of all of your saber fights. Or maybe make it so that it works like a player-deterrent for when facing multiple enemies? Making it key to the combat in OJP, though, not if I have anything to do with it

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Old 03-24-2008, 11:01 AM   #60
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Originally Posted by Maxstate
With the current Euro exchange rates, I'd probably be able to hire 2 American coders for the price of a kebab. ;p ;o
True that

If we have to prioritze, go for the witcher, I never played it but I heard it was great. JA + uses the .sab system that can discern between swords and sabers and where they should go on the body, maybe we should kidnap their codemonkey. And then when we're done, we can ransome him back. Problem solved, we get two codemonkeys and the ransome money!
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Old 03-24-2008, 01:44 PM   #61
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The witcher was/is great, but it's plagued by some problems typical of its genre and generation. First, too little freedom. You can't go everywhere you please, even in an open field you'll be held back by slightly-larger-than-normal bushes. Second, the combat is too easy. The latter is a recurring theme in today's games.. sadly.

Play Assassin's creed and you'll know what I mean. You can win all of the battles in that game by just timing two buttons.

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Old 03-24-2008, 02:16 PM   #62
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Ok yeah it should be a defense meter...geez I think we've thought of that before and I completely forgot.


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Old 03-24-2008, 04:51 PM   #63
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I have another small request. There is a command r_we which can change weather (really cool!), but it's only clientside. Could you make it serverside? Is it possible?
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Old 03-24-2008, 06:47 PM   #64
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What's the command?

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Old 03-24-2008, 10:27 PM   #65
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Quote:
Originally Posted by Maxstate
I know what you mean but we'd have to rethink the entire system to make them work in a way that'd be bound to someone's skill and not the amount of DP they have. Furthermore, I really advise against taking saber locks and doing something that drastic to them. I personally am of opinion that once they get used more, they'll get used too much and then in the end, won't be used at all. Afterwards we can expect people coming to the forums demanding more changes.

I'd rather have the saberlocks be a visual aid that you can use at times to break the monotony of all of your saber fights. Or maybe make it so that it works like a player-deterrent for when facing multiple enemies? Making it key to the combat in OJP, though, not if I have anything to do with it
As a person who practices swordfighting I can tell you that real swordlocks or "binds" result in either a break like we have in ojp or death for the unfortunate guy. They don't last long, you just quickly decide if he's pushing or releasing and do the opposite. If he's hard at the sword you go soft taking away what he was pushing against(throwing him off balance) and come around attacking a different quarter. If he goes soft then you power through. It's called "feeling". I for one, like the locks how they are in ojp and would only wish for a few extra animations so that not every lock and instant kill looks the same. The only technical change I would make is to have it so that locks could be initiated by the defender as well as the attacker, but I have no idea if that's possible to code in. A sort of "parry lock" where you maybe just tap both attack buttons while holding the correct direction to parry the incoming blow. Oh, and I'd love a toggle setting to make all locks lethal unless you break. Gameplay would be intense and difficult but realistic. These are just my suggestions and please understand I'm not trying to sound holier than thou by mentioning that I practice real swordfighting. I just want to offer ideas when I have them because ojp's the closest thing to the real deal when you're too bruised up to play outside.

Quote:
Originally Posted by Lathain Valtiel
...Did you forget I've been ripping you all new ones with a controller like that for years?

I wonder if he uses the controller I do... care to spill the beans?
Logitech Dual Action Gamepad. So fun.
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Old 03-25-2008, 02:45 AM   #66
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We use to have it that attack parries caused saberlocks too, but that just made for way more saberlocks then anybody wanted in combat..of course at the time we had attack parry set up in such a way that it happened alot more and often randomly.

As far as saberlocks are concerned, I'm really not that comfortable with making them in a reaction based way for an actual move. Lag and ping and greatly effect that as far as who moves first and thats one of the reasons why are saberlocks are the way they are now. If we do another saberlock thing random or otherwise, I'm thinking it should be more for visual change up and not able to be fought, just a pause lock that can be broken almost immediately with no consequences. As far as saberlocks killing all the time, I;m not so sure enough people would like that enough to even warrent a toggle for it. We've had builds in the past where attackfeints were spammed to death and I think most of us are pretty happy those days are gone


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Old 03-25-2008, 04:54 AM   #67
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What's the command?
r_we and name of the weather condition for ex. rain, heavyrainfog, sand, constantwind 10. There can be 3 weather conditions at one time. Try this and tell is it possible to make it serverside.
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Old 03-25-2008, 11:06 AM   #68
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Understood. Yeah, more visual changes would be cool.
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Old 03-25-2008, 02:04 PM   #69
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Originally Posted by Maxstate
Second, the combat is too easy. The latter is a recurring theme in today's games.. sadly.

Play Assassin's creed and you'll know what I mean. You can win all of the battles in that game by just timing two buttons.
I rather like the Assassin's Creed combat system. You're right that it's pretty easy, but it's still possible to get ripped if you get pinned down.

Side Note: I think the biggest problem with Assassin's Creed is that it feels like they were making a set piece rather than a game. Apprenently they didn't think that you'd get bored with doing the same 4 missions over-and-over again.


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Old 03-25-2008, 02:06 PM   #70
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All you need to do is hold block, there is no danger at all. Especially not when your HP meter is 20 bars long adn you auto-regenerate HP.

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Old 03-25-2008, 10:32 PM   #71
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not in the end when enemy's know how to guard break, and counter.

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Old 03-27-2008, 06:38 AM   #72
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Assassin's Creed is awesome game. One of the most nice games of 2007/2008
Combat system is easy, but it's realistic and brutal. Block won't save you from combo, when enemy just rushes through your defense and slaps you in the face. I like it that way.
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Old 03-27-2008, 10:11 AM   #73
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Block saves you from everything. The fact that you can get pushed to the ground or combod is just an annoyance. Your health regenerates too fast for it to matter. I wish the enemies weren't so damn dumb.

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Old 03-27-2008, 02:10 PM   #74
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Lies. Templars are pretty cool
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Old 03-30-2008, 03:11 AM   #75
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Quote:
Originally Posted by Quijohn
Logitech Dual Action Gamepad. So fun.
Ah yes, I used that.

I upgraded to a Thrustmaster Dual Analog, since it had two extra undertrigger buttons perfect for using the Force and crouching.

Pity they break like nothing.


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Old 03-30-2008, 03:14 PM   #76
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As far as our work on the new version goes, we're done save for the dual saber invulnerability bug. Stay tuned.




http://willhostforfood.com/access.php?fileid=18517


The new enhanceddlls.



Come to the new templars (tntclan) server and test some of these changes out with us before we do a really "big" release.



Known errors:
-firing animation for dual pistols
-dual pistols idle/run/walk stance
-FP bar dissappearance (reappears when you use it)
-one pistol in holster
-sentry can't be deployed (hack time problem?)

Note to self:
-raise speed when running without jetpack


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Old 03-30-2008, 03:24 PM   #77
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Quote:
-firing animation for dual pistols
-dual pistols idle/run/walk stance
Duals?! I love OJP team ^^

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Old 03-30-2008, 06:44 PM   #78
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There have been numerous changes to most of the gun mechanics. As for Force powers, grip is now easier to use and allows you to force push, pull and saberthrow people while holding them. Use push with some caution as it can fling your enemy pretty far away.

Darth added dual pistols, of which the animations still need some smoothing. Ledge grab, falling physics and jump have all been smoothed out and fixed. Haven't been able to fix the dual saber invulnerability bug as far as I know, but we'll get there.

Loads of stuff has changed for the better and the only thing I can tell you really is to experiment.

You guys try out the version that we uploaded and tell us what you think and we'll be sure to fix it up even more, add some new anims and effects and give it back to you in even better condition.

Edit:
sig and website have been updated.

Edit 2:
what the hell is up with my grammar lately?

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Old 04-01-2008, 06:53 AM   #79
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Hmmm... just out of curiousity, can you kill somebody in a fairly effective manner by gripping the then ramming them into a wall with high level Push? You should, that would break bones.


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Old 04-01-2008, 06:56 AM   #80
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Yeah, grip is over nine f***** thousand right now. We won't spoil too much but the possibilities of it will be endless when it's been tweaked. Force Unleashed, suck it.



how about I upload and post some pics?

stand by....



http://i2.photobucket.com/albums/y30...e/shot1711.jpg

I thought I took more but I can't find them.
Basically, the grip system is now much more incorporated into the JA physics system. We've developed a primitive Force Unleashed-styled Force manipulation system wherein Grip3 plays a central part.


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