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JK WW, an Open Jedi Project RP community
razorace replied to TomsRocc's topic in Open Jedi Project (OJP)
We still play occasionally and I have been plinking away at bugs at a glacier pace. -
StrikerFelix's Custom OJP 1.2 Server
razorace replied to Frigidair's topic in Open Jedi Project (OJP)
Mishaps now occur based on the player's FP level. We're trying to streamline the system to make it provide more feedback to players. -
It sounds like you used one of the older builds. Be sure to get the file last modified on the google drive. Most of the problems stated are not in the latest build (which is based on OJP 1.2)
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You're right. The changelog is missing from the autobuilds.. DOH! I'll have to fix that.
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Let's talk lightsaber combat styles. I feel like the various forms need to be revisited now that we've removed MP from the game. Here is what I've gleaned from the code so far.... Base Attack Block Cost - Base cost to block an attack from this saber style. Form: Soresu (Blue) SS_FAST UI Description: Parry defense bonuses; blaster defense bonuses. OJP 1.2: Base Attack Block Cost: 12 DP -1 DP cost to block gun bolts. %25 less DP cost for parries. Form: Shii-Cho (Yellow) SS_MEDIUM UI Description: Lightsaber training; faster mishap regeneration. OJP 1.2: Base Attack Block Cost: 15 DP %25 faster MP regen speed. -1 DP cost to block gun bolts, when at Saber Offense 3. (what?) Form: Djem So (Red) SS_STRONG UI Description: Destructive combination attacks; fatigue-inducing strikes if not parried. OJP 1.2: Base Attack Block Cost: 17 DP 10% more DP damage when an attack fake isn't parried. Unparried attacks from this style cost the defender 2 FP. Form: Makashi (Green) SS_TAVION UI Description: Power attacks damage mishap if unparried; opponent vulnerable to Force and melee attacks. OJP 1.2: Base Attack Block Cost: 14 DP Unparried attacks from this style cost the defender 2 MP. Attacking a defender's saber while in a slow bounce causes a disarm. Form: Juyo (Purple) SS_DESANN UI Description: Attacks do mishap damage if unparried; easier disarming. OJP 1.2: Base Attack Block Cost: 16 DP Unparried attack fakes from this style cost the defender 2 FP. Unaffected by force powers when at MISHAPLEVEL_HEAVY. Defenders below MISHAPLEVEL_LIGHT can't counter force powers from this style. Defenders below MISHAPLEVEL_LIGHT can't dodge kicks from this style. Defenders below MISHAPLEVEL_LIGHT suffer knockdowns from kicks from this style (normal kicks cause knockdown at MISHAPLEVEL_HEAVY). Form: Ataru (Dual Sabers) SS_DUAL UI Description: Triple damage for run attacks; low Force cost for acrobatics. OJP 1.2: Base Attack Block Cost: 13 DP Cartwheels cost -1 FP (vs 1 FP normally). Backflips cost -1 FP (vs 1 FP normally). Standard attacks cost 2x FP. No additional FP cost for attack fakes. Running attacks from this style cost 3x DP to block (vs 1.5x DP). mid-air blocks cost .5x DP. Form: Niman (Staff Saber) SS_STAFF UI Description: Upgraded damage potential; faster Force regeneration. OJP 1.2: Base Attack Block Cost: 13 DP Standard attacks cost 2x FP. FP regen ticks 100ms faster than normal. No penalty for blocking attacks from the rear when at saber defense 3. Player suffers slow bounce (vs knockdown) from kicks when at MISHAPLEVEL_HEAVY or DODGE_CRITICALLEVEL.
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There is a changelog in the docs folder of your install. The more recent builds have removed the balance attribute entirely and linked mishaps to the player's fatigue point level. As for over defense, I think the newer combat flow approach should help with that. Several of the guys are very aggressive players who are able to balance parrying with hard attacking. Finally, based on our internal playtests, we're going to start OJPA using OJP 1.2 as a base and add in JKE as needed. JKE had too many partially finished systems to be able to figure everything out.
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Glad to hear it! We are still doing the weekly play sessions. I have updated the time and place in the original post. If you're interested in joining us, PM me and I can get in contact with you on skype.
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StrikerFelix's Custom OJP 1.2 Server
razorace replied to Frigidair's topic in Open Jedi Project (OJP)
It probably isn't. I think Frigidair suffered a hardware failure. There are other servers available if you're interested in playing. -
Giuseppe is currently hosting a RP server. Last time I checked the ip address was 23.81.66.22:22591. We're also using that server for our weekly build playtests if you're interested in joining us.
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Latest OJP build. Get OJP Here! We currently have a selection of builds using two different source code branches. One is based off of the latest JKE (Jedi Knight Enhanced/OJP 1.4) code base. The other is based on the latest OJP 1.2 code (from when I originally retired from OJP). We're currently comparing the two code branches to see which branch we want to work from for OJPA.
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Please leave your thoughts about today's 1-21-2015's playtest.
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OJRP Change Logs - Possibly Merge in OJP Proper?
razorace replied to razorace's topic in Open Jedi Project (OJP)
If players like the saberlocks but not the way they can get executed at low DP as an early finisher, we could change it so that saberlocks automatically happen as the finishing blow when a player is hit by a kill move. This would effectively act like an execution move seen in a lot of modern action games. Sounds cool, but it might be a hassle to program in the current saberlock system thou. -
OJPA Rocket Launcher - Current Status
razorace replied to razorace's topic in Open Jedi Project (OJP)
I get the feeling that the rocket launcher should be a super weapon for gunners with only a couple of shots. The rocket could be used for finishing off injured players or putting health players into a position for a quick followup kill. -
Hi All, I recently got this change log for OJRP, which is a mod that uses OJP 1.2 as a base for adding additional RP features along with some combat system improvements. Are we interested in pulling some of these features into OJP?
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Standard Weapons: Melee: Last resort, normally due to dropping your weapon. You're vulnerable, but skilled players should be able to push back an opponent long enough to regain a weapon. Pistol: Starting gunner weapon; cheap; hits harder than a blaster but has a lower fire rate. Blaster: Standard gunner weapon; higher fire rate; standard damage. Bowcaster: Heaviest blaster weapon; slowest fire rate. Special Weapons: All special weapons should be much more expensive than the "classic" star wars weapons. They should have a specific purpose to justify themselves. Repeater: Lowest damage weapon; highest fire rate; expensive. Demp2: Maybe this should be repurposed to a Geonosian sonic blaster? Sonic blasters can't be reflected, but have a low ammo amount and WP_FLECHETTE, WP_ROCKET_LAUNCHER, WP_THERMAL, WP_GRENADE, WP_DET_PACK, WP_CONCUSSION,