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Old 09-07-2002, 04:38 PM   #81
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Well, someone beat us to the punch....Sort of... Slunker release a partial set of specs for the Saga Gametype (the secret project). It's a objective-based team mode. The link to the thread is here. I'm a little upset being accused of keeping something a secret for malicous purposes, but otherwise we're fine. ASk is about to send in a Mod to fix some minor bugs in the system. I'll start on coming up with some ideas to improve Saga for MotF.

Dragonlance: We can always use help on design or beta testing, if you can't code/map/etc.

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Old 09-09-2002, 02:15 AM   #82
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I've just made a major update to the design doc. It's in .doc format and it's much prettier than the old one. The link is at the beginning of the thread.


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Old 09-09-2002, 03:42 PM   #83
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I'd like to join the team. I have minimal programming knowledge, but I've worked with coders before and have an ability to understand and explain code ideas.

I could also give you a competitive viewpoint on the mod. I can see it becoming standard on many ladders, even moreso that ProMod might become. I've played in many competitions and know what people are looking for in a mod. I know why Quake 3 and RTCW have done so well competitively, and can give you ideas on how to increase popularity of the mod.


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Old 09-09-2002, 04:19 PM   #84
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I just sent you an email about it. Please remove your email address from your previous posting.

As for Promod, it seems to me that it's popular in the forums, but not very popular on the servers.

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Old 09-12-2002, 01:53 AM   #85
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bump!


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Old 09-15-2002, 12:29 AM   #86
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hey razorace, congrats on your 1000 post!!!!!


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Old 09-15-2002, 02:05 AM   #87
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Thanks. Speaking of which, why did my message count drop by about 50 posts?

*bump*


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Old 09-15-2002, 05:29 AM   #88
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Hey razorace, i just read your updated design doc - looks good

FYI - i am doing a couple of the things in my mod that you mentioned in your design doc, and i've already coded them up.
So lemme know when you get to that stage and i might be able to save you some time.

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Old 09-15-2002, 05:40 AM   #89
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probably some spammy topic in Swamp that got deleted

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Old 09-15-2002, 02:29 PM   #90
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It was probably the 9/11 thread then. I don't remember posted in it 50 times thou. :P


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Old 09-15-2002, 09:47 PM   #91
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I've redone the Open Positions/Roster posting at the beginning of the thread. It's now much more in depth and updated more often.


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Old 09-23-2002, 01:13 PM   #92
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greetings all, I am here to tell you that for certain pre-existing reasons, I am unable to access the Mirc chat... wth...

anyway, I had a idea for a weapon that would be very cool, but I need to know if recoil is going/able to be put in at all?

also, for the repeater alt. fire, (or whatever high damage high arc gun gets in) can it be made to only fire if the player is crouched? this would make sence for ballence reasons, and gun backround(you gonna shoot a big gun thats basicly a portable mortor, standing up?)

thoughts, ideas?

oh yes, BUMP!!!


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Old 09-23-2002, 03:21 PM   #93
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Define "recoil". You talking recoil as in aim recoil or gun kick back?

As for the repeater alt fire, I think it depends A) on how powerful the alt fire is, and B) how far the range is.


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Old 09-23-2002, 03:25 PM   #94
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sorry, my bad, KICKBACK!


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Old 09-23-2002, 03:37 PM   #95
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hmmmm...probably, blasters cause kickback just like anyother gun....


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Old 10-05-2002, 01:34 AM   #96
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REALISM

making the game more real is the best of your ideas.

1 thing would be to take out some of these 1 hit kills.

when im playing online as VenoMuS(player name) i can battle with the best or worst for a good while, sometimes up to 5 min. an still have 100 health then 1 luckey hit and i loose,
that dosnt seem fair or fun.

about beta testing, im tottally for it if you still need more people.
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Old 10-05-2002, 01:38 AM   #97
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All the "special" moves are being retooled or removed. Read the design doc for details.


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Old 10-05-2002, 01:53 AM   #98
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Weekly Team Meetings:

Starting tomorrow, we're going to have weekly team chat meetings on Saturday at 9pm PST. We will be meeting on IRC.

Server: gamesnet.net
Channel: #motf

These are openning meetings, so the "public" is welcome. Feel free to come if you want to give some input on the project or get the lastest news.

Mod Progress:

We're currently heavily in the later design stage. We have a first draft of the design set but a multitude of new ideas has created a minor delay in the programming. We'll start up the programming as so as we figure out the great new ideas we've had.

The website is coming along. We have a layout and are currently filling the site with information. Look to it to be up and running "soon".


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Old 10-07-2002, 12:13 AM   #99
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Only two people showed up for the meeting. Is it at a bad time or is noone actually interested in attending?


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Old 10-09-2002, 12:30 AM   #100
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I think what you guys are doing will be awesome when finished. I'm curious to know how far along is this mod and is there a set target date for completion? I downloaded the tools for editing JK2 but have only expiremented with them. I only get to touch my computer once or twice a week(my fiance is a pain sometimes) so I have little time for doing anything. And I know less than nothing about programming. But as I improve I'd like to drop ideas and submissions to you. I'm sure you would appreciate all the help you can get. Keep up the hard work. How is the job distribution going? Hope you have at least one person in every job. Great idea for a mod I hope it doesn't go the way of Jedi Styles. This post is long enough so I'll shut up now.
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Old 10-09-2002, 01:45 AM   #101
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Well, we kind of need people that have more availible time than that. But we can always use more people in the design discussions. Just stop by the official IRC channel during the day...or the weekly meeting and join in on the discussion.


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Old 10-13-2002, 08:37 PM   #102
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Ok, things are pluging along. Y, ASk, and me have been doing some serious design discussion over the last couple of weeks. I think we're about ready to start programming for Release 1. I'll be going over the DD in the next couple of days and try to get a revision 3 completed. We've also are in the middle of doing a "spring cleaning" of the project. Booting all the dead weight and such.

Also, I've updated the Source Code and Job Requirements at the front of the thread.


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Old 10-13-2002, 09:00 PM   #103
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Ok, I've started a thread for comments on Release 1 here.


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Old 11-06-2002, 02:54 AM   #104
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Well, sorry for the lack of updates. I've been spending my time on other things than updating all the time.

Anyway, Release 1 is well on track. Hopefully, it'll be ready to go in about a week. Release 1 will contain that LEAST the following...

Release 1:

1. Dodge fully up and running
2. (1) Super Secret Easter Egg (Two Words: Justice Zone)

Anyway, that's all for now.

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Old 11-06-2002, 09:43 AM   #105
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Nice idea!


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Old 11-06-2002, 04:50 PM   #106
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Which one?


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Old 11-07-2002, 12:33 AM   #107
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Exclamation

(I mean) Nice ideaS!


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Old 11-09-2002, 08:03 PM   #108
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Oh, ok.

Anyway...

Progess Report 11/9/02:

Got a second compile version of MotF up and running. The easter egg appears to be fully working except for a possible minor bug. As for Dodge, dodge IS operational except I must have screwed up the math SOMEWHERE because both Dodge and FP was regening a LOT faster than they should. This makes everyone invincible to player damage but I should have it fixed soon.

As for the visuals of dodge, I don't feel it's looking as good as I want it to. You only dodge once per saber swing so the blade still passes thru your body most of the time. :P In addition, I don't think the dodge is moving fast enough. On the plus side, it's got a cool real-time, matrix-style motion blur to the dodges that I didn't expect.

So basically, things are well on the way and progessing well.

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Old 11-14-2002, 05:56 AM   #109
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First off, according to JK2.net's main page, the forums are getting reorganized. So, this thread and the other MotF threads may end up in the Showcase forums in the next week.

Progress Report 11/14/02

I now have a bug-free version of the early Release 1 code up and running. Things are taking longer than anticipted to get everything to work/look the way it SHOULD.

Mathmatically, the dodge code is perfect (except for map damage), but right now the visuals don't look "right". A saber swing will still pass thru the body (visually) due to the code only dodging once per attack (due to the way damage is dealt). I'm going to attempt to make the character hop back a little bit, in addition to the visual dodge, to eliminate the problem. Of course, this adds the problem of it being possible to suicide by dodging your way off a cliff. However, it shouldn't be too much of a problem as it's only a slight hop back AND dodge will work for fall deaths as well. On the plus side, this will add a additional point of realism (since you can in fact accidently reflexively dodge your way off a cliff) and encourage players to keep a slight distance from any bottomless pits.

In addition, the current dodge animation priorty is too low. You'll rarely do the dodge animations unless you're not attacking and not have your saber ignited.

As for map damage, the best solution I can think of is to have the game deduct a sizable amount of DP/HP and have the player teleport to a random respawn. This sims the concept of the character surviving the fall (ether thru the Force or a gadget (like a jetpack) and running back up to the combat area). For now this will apply to everyone, but it should be refined later. For example, some characters obviously can't survive a fall like that (like a Storm Trooper) and others can (Jedi/Boba Fett/etc.) In addition, we'll probably create some new map triggers to make this ability more beleivible. Like a trigger location for fall death dodge (like an elevator or a ship that flies up whenever a player dodges the fall death) and a "undodgeable" fall death trigger for locations where you couldn't probably survive the fall (getting knocked out of a airlock or falling off the edge of Cloud City).

If anyone has a better solution to these problems please let me know.

In summary, things are still coming along, so please don't think the project has been abandoned.

Razor Ace


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Old 11-18-2002, 09:04 PM   #110
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Progress Report 11/18/02

ok, people. I got the animation priorty problem fixed as while as various new additions to the system. I'm going to need everyone that wants to be a REAL betatester to contact me. There's a lot of new varibles that need to be twicked for the better feel/balance. Release 1 will be completed soon.

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Old 12-10-2002, 11:44 PM   #111
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Progress Report 12/10/02

Sorry about the lack of updates, I was on vacation for turkey week and haven't gotten back into the swing of things until now. Great progress has been made. I'm sorry about the constant pushing back of estimated release dates. Things just keep coming up that just BEG to be messed with (such as the new true lethal weapon damage rates).

Anyway, I'm going to stick to my guns and get this bad boy's Release 1 out the door before Christmas if I can.


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Old 12-11-2002, 08:01 AM   #112
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Hmmm, me and my brother(programmer) and maybe some others might consider joing your mod if we could.

a question.

Do you have a site? if not, i could maybe make one.


A request.

Get on icq or aim so we can talk!


Edit: Oh, and do you have a irc channel?
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Old 12-11-2002, 01:43 PM   #113
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I'm up! I'm up! I'm online now and will be for some time. Feel free to contact me.

#motf on gamesnet.net is the IRC channel.


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Old 12-16-2002, 06:59 AM   #114
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Well, I got good news and bad news.

Good News:
I'm confident that the team will have Release 1 ready and out the door by Xmas. Probably before the end of the week.

Bad News:
I screwed up the code, BAD. I've got at least 1 really weird cvar crash bug and the bot animations are screwing up.

Good News:
In progress of screwing up the code, I figured out how to get Dodge Attack to work. For those who don't know what Dodge Attack is, it's the ability to be able to fire your weapons while dodging. It's complicated to get working because I'm dealing with animations/code that were never meant to be used this way. The biggie is making it look good. Fortunately, when me and ACDCFanBill tested the prototype it worked/looked great, so that's not a issue. I was planning to release some screenies but the code got screwed up before I could get the shots. :P

Bad News:
I gotta rewrite the Dodge Attack code.

Good News:
I backed up the code right before I started to mess with the Dodge Attack concept so no good code was lost. (in fact, I didn't 'loss' any code, including the broken stuff. I just have to go back to the latest backup and start from there to insure that I get the stuff to work without bugs.) I should be able to get it working again tomorrow and will hopefully prevent the serious bugs that were plaguing me.

Bad News:
My internet connection sucks.

Good News:
That means that there's a big opportunity for people to betatest for the mod. Just contact me and I'll provide you with some contact information. Using that info, contact me in "person" so I can get you set up and ready to beta test. The only requirements are you've gotta be able to keep all team info/files secret, betatest only with bots or other team members, stay in contact with me, and follow instructions well. This is serious betatesting so we're not exactly just playing the mod. The testing needs change minute to minute while I code, so it's critical that you can communicate with me while I'm awake/coding on the #motf IRC channel. I reserve the right to send you packing if I don't like you or you give me crap. Also, this isn't a free way to get the mod. I do keep track of who gets what so I CAN track you down and bust your ass if you try to leak the mod to the public.

Bad News:
This mod's going to be a bandwidth hog.

Good News:
It's only as bad as JK2 is normally. Dodge is damaged based so it can't be predicted by the clients. Wether it's frame skippy or not directly depends on your connection. Dodge happens very quickly and if you blink/lag, you'll often miss it.

Razor Ace


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Old 12-20-2002, 06:17 AM   #115
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Exclamation Release 1 escaped!

I've just uploaded Release 1 to my personal webspace, jediknightii.net, and jk2files.com. Feel free to d/l it from the personal webspace until it's up on the two main sites.

http://personal.palouse.net/razorace/MotFR1.zip

http://www.jk2files.com

http://www.jediknightii.net

Enjoy!

Also, I'm heading home for X-Mas so my dedication to the Mod maybe lacking for a couple of weeks.

I'm beat. I'm going to bed.

Happy Christmas,
Razor Ace


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Old 01-14-2003, 04:12 AM   #116
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Need Betatesters!

Ok all. I'm back from break. I've got a new hitzone set up based on Herr's idea/notes. However, I need betatesters to fill in the gabs in my "surface to hitzone" code. I need people to test the mod by firing weapons at a still kyle model player (since all the ghoul 2 stuff is based off him) and matching the hitzones to the reported surface #. It's really simple and easy to do. Please contact me if you're willing to help.

Razor Ace


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Old 01-19-2003, 03:11 PM   #117
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Ok, the new MotF Forum is up. This thread has been transfered to there and closed. Please post any MotF related stuff there.


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