IG-64 Posted October 28, 2003 Share Posted October 28, 2003 i just wish that they had some sort of locking method that would lock the sabers together when they touch, that wouldn't be too hard right? Link to comment Share on other sites More sharing options...
Prime Posted October 28, 2003 Share Posted October 28, 2003 Originally posted by ig64 ONE game with ONE new engine that they can re-use I'm not sure what you mean by this... Link to comment Share on other sites More sharing options...
Remirol Nacnud Posted October 28, 2003 Share Posted October 28, 2003 The thing is that the movement of both the character and the sabre are controlled by one thing, the mouse, with a change in position(left, right, forward, backward, up, down) with the key-pad. We've only got two hands! You could get some quite advanced fighting if both people were standing still in front of each other(using some specially designed engine) And btw, does KOTOR use the Q3 engine? Link to comment Share on other sites More sharing options...
Prime Posted October 28, 2003 Share Posted October 28, 2003 Originally posted by Remirol Nacnud And btw, does KOTOR use the Q3 engine? KOTOR is the other end of the spectrum when it comes to saber combat. It is based entirely on programmed rules and the moves are scripted. All the player does is give commands for the character to execute. They have not control over where to swing and so on. And thus it is more or less irrelavent to how JA does combat Link to comment Share on other sites More sharing options...
Remirol Nacnud Posted October 28, 2003 Share Posted October 28, 2003 Originally posted by Prime KOTOR is the other end of the spectrum when it comes to saber combat. It is based entirely on programmed rules and the moves are scripted. All the player does is give commands for the character to execute. They have not control over where to swing and so on. And thus it is more or less irrelavent to how JA does combat hhhhmmmmm, that's....uh......interesting. And there's no demo, so I can't tell if I'll actually like that style. hhhhhmmm, for that to be ANY good, there'd better be a lot of scripted moves..... Link to comment Share on other sites More sharing options...
mtropolis Posted October 28, 2003 Author Share Posted October 28, 2003 they could try some sort of target locking. Like in the Zelda games for Nintendo n64. That would realy make it kinda easy to make those saberduels to seem very realistic. It worked very well i matrix, reloaded. Buffy the vampire slayer for xbox. So it can be done mutch better, no doubt. So that is a realy good challenge for you modding experts out there. Link to comment Share on other sites More sharing options...
razorace Posted October 29, 2003 Share Posted October 29, 2003 Originally posted by mtropolis they could try some sort of target locking. Like in the Zelda games for Nintendo n64. That would realy make it kinda easy to make those saberduels to seem very realistic. It worked very well i matrix, reloaded. Buffy the vampire slayer for xbox. So it can be done mutch better, no doubt. So that is a realy good challenge for you modding experts out there. I'm planning on implimenting that for MotF. Originally posted by mtropolis So the project one guy mentioned, open jedi something. It sounded great. Lookin forward to try that out MotF is the saber combat modification mod. OJP (Open Jedi Project) is the development platform mod I'm also working on. Some of the cooler parts of MotF will be in OJP but they probably won't be turned on by default. I hope that makes sense. Link to comment Share on other sites More sharing options...
mtropolis Posted October 29, 2003 Author Share Posted October 29, 2003 Originally posted by razorace I'm planning on implimenting that for MotF.MotF is the saber combat modification mod. OJP (Open Jedi Project) is the development platform mod I'm also working on. Some of the cooler parts of MotF will be in OJP but they probably won't be turned on by default. I hope that makes sense. Im realy looking forward to try that out! Both of them. I did try the motf for JA actually. Way better than the original setup. I realy loved the dodge function. Since a jedi realy should be able to sence a shot from behind. That was some good work. Keep it up!!! Link to comment Share on other sites More sharing options...
TheLiberator34 Posted October 29, 2003 Share Posted October 29, 2003 What I think we need is the ability to choose when you block and when you attack. The problem with Jedi Knight is defense is automatic and poor because of it. The player should be making a consious choose to go offensive or defensive. The only problem with MOTF is it still depends of purely automatic defenses(like dodging). Sometimes this is bad because you could be in the middle of an attack and your character could go into a full dodge. Although blocking saber blades or blasters will never be fully controlled by the player(not with mouse and keyboard anyways) we should at least have control over weather you attacking or defending. Link to comment Share on other sites More sharing options...
razorace Posted October 29, 2003 Share Posted October 29, 2003 Agreed, that's basically the first thing I'm going to do once the SDK comes out. Link to comment Share on other sites More sharing options...
Kurgan Posted October 29, 2003 Share Posted October 29, 2003 If I'm not mistaken, KOTOR uses a modified Baldur's Gate 2 engine... I'm looking forward to trying the PC version when it comes out. Hopefully they'll optimize the interface and take advantage of the superior power of modern PC's and not just do a straight console port. Link to comment Share on other sites More sharing options...
cylonwwiiol Posted October 29, 2003 Share Posted October 29, 2003 The hack n slash pokemon saber has to go its goofy and i think made for 3 year olds. Link to comment Share on other sites More sharing options...
Neverhoodian Posted October 29, 2003 Share Posted October 29, 2003 originally posted by Kurgan: I'm looking forward to trying the PC version when it comes out. Hopefully they'll optimize the interface and take advantage of the superior power of modern PC's and not just do a straight console port. I read in a preview of KOTOR that they're going to add more movies, items and locations in the PC version. I think the graphics may have been improved as well. Link to comment Share on other sites More sharing options...
Dance Commander Posted October 30, 2003 Share Posted October 30, 2003 Originally posted by cylonwwiiol The hack n slash pokemon saber has to go its goofy and i think made for 3 year olds. Pokemon Jedi? Whatever will Lucasarts think of next. Thats Episode 7 taken care of. Link to comment Share on other sites More sharing options...
Tsaya Posted October 31, 2003 Share Posted October 31, 2003 If I'm not mistaken, KOTOR uses a modified Baldur's Gate 2 engine... I think it's the Neverwinter Nights Engine. Baldurs Gate 2 used the (improved) engine of Baldurs Gate 1 and was still in 2D. Either Way, fights will probably be managed by the computer, leaving you nothing but the choices of a fighting style and some special moves. Not a bad concept for a RPG but nothing one could compare to a FPS like JA. Link to comment Share on other sites More sharing options...
KaiaSowapit Posted October 31, 2003 Share Posted October 31, 2003 Originally posted by JediLiberator What I think we need is the ability to choose when you block and when you attack. The problem with Jedi Knight is defense is automatic and poor because of it. You're entitled to your opinion, but I strongly disagree. If defense in multiplayer wasn't automatic, players with the lowest ping would dominate the game. IMHO, bandwidth already plays far too significant a role in online gaming, frequently more so than skill. I'm afraid what you're suggesting would radically unbalance the playing field even further. Though in theory I understand where you are coming from, in practice we need automatic defense, simply because of server latency. As for "realistic" saber duels... I'm not entirely thrilled with the current system (and have thoughts on how it could potentially be improved), however for reasons such as Tsaya mentioned, it's incredibly unlikely we'll ever see something as authentic as the movies. There's only so much you can do with a mouse and keyboard. Adding more animations might make for nicer eye candy, but at the end of the day, someone still won't be satisfied. Ultimate "realism" means Luke never dies and no one ever respawns. That doesn't sound like much of a game to me. Link to comment Share on other sites More sharing options...
Master William Posted October 31, 2003 Share Posted October 31, 2003 We couldn't get any more obvious! We're talking about the sabers hitting, not THAT kind of stuff. Link to comment Share on other sites More sharing options...
KaiaSowapit Posted October 31, 2003 Share Posted October 31, 2003 Originally posted by Master William We couldn't get any more obvious! We're talking about the sabers hitting, not THAT kind of stuff. Sabers could be hitting all the time, but if it's only for a fraction of a second and your ping sucks, you'd never know about it. Unless you're playing locally, on a LAN or Single Player, animation will always be a bit "twitchy" - that's the nature of online gaming. Try to appreciate you're asking a lot from current technology. At least three computers (yours, the server and your opponent) have to detect, calculate and share data via the internet about some fairly sophisticated collision detection (not to mention everything else going on in the game world)... and all in damn-near REAL TIME. Even if you ARE playing locally, if your hardware isn't up to snuff and you drop some frames you STILL might not see the eye candy you're hoping for. Reread Tsaya's comments. He makes some very valid points. I too am disappointed that dueling is as chaotic as it is, but to some degree we just have to live with it. Link to comment Share on other sites More sharing options...
IG-64 Posted October 31, 2003 Share Posted October 31, 2003 i play sp and duals seem a little wild for me. if they just spent a little time on programming a locking system so the sabers would connect it would be greatly appreciated Link to comment Share on other sites More sharing options...
Prime Posted October 31, 2003 Share Posted October 31, 2003 Originally posted by IG-64 i play sp and duals seem a little wild for me. if they just spent a little time on programming a locking system so the sabers would connect it would be greatly appreciated If you want to see sabers connect more easily, you could always slow down the saber animations. There is a cvar to do it... Link to comment Share on other sites More sharing options...
TheLiberator34 Posted November 1, 2003 Share Posted November 1, 2003 just to clarify my point about defense and attack ill say this. Im not saying you should control which way the saber moves to block a strike or a shot from a blaster. Basically Im saying have the second button on the mouse be the one you hold down when you want to block. Granted you may still end up needing some authomatic defense for blaster fire, but the problem I see is blocking enemy sabers is impossible. The way the game works forces you to go purely offensive with the saber, which isn't how swordplay works. And on another note, if the next game in JK series is sp and has a realistic way of letting you wield the lightsaber I'd be just fine with that. Link to comment Share on other sites More sharing options...
Nemesis787 Posted November 10, 2003 Share Posted November 10, 2003 I have been working very hard on getting a realistic saber server up. I currently admin the darkmatter public server and have set the server up with the following options: Force=on jedi knight no lighning or mind trick Wepaons= limited I got rid of spamming weapons and am considering getting rid of weapons alltogether melee attacks are on and let you do throws etc. tricky to master though. here are some sever settings g_saberLockFactor 20 g_saberlocking 1 g_debugmelee 1 g_saberdamagescale 2 please stop by and offer feedback. any suggestions would be appreciated server info http://www.planethaven.net/jediacademy Link to comment Share on other sites More sharing options...
Samuel Dravis Posted November 10, 2003 Share Posted November 10, 2003 Basically Im saying have the second button on the mouse be the one you hold down when you want to block. There was a command in JO where you could manually block. I think it was '+block' or something. See if it works in JA. Link to comment Share on other sites More sharing options...
Astrotoy7 Posted November 11, 2003 Share Posted November 11, 2003 Bah Humbug ! The more realistic anything becomes, the more boring it can potentially get ! I like the lightning speed of JA. The moves in the films are choreographed, like Nick Gillard(fight co-ord)explains in one of the webdocs for TPM, "each move is a check" and that is the only possible move you could do to counter the opponents move. If you stuck to this rigidly when making a game, you'd end up with something turn-based for gods sake !! But if all you need is more saberlocks to make you feel "real" then console it in man ! MTFBWYA **dont forget to have realsiticcombat on, and dismember probabilities at max. (that makes things hard enough as it is!) Link to comment Share on other sites More sharing options...
razorace Posted November 11, 2003 Share Posted November 11, 2003 Ok, can we now have a "learn the game. n00bs." post? Link to comment Share on other sites More sharing options...
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