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razorace

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  • 3 weeks later...

New Enhanced Version (v0.0.4). The file is currently available @ pcgamemods.com

 

Version 0.0.4:

 

New Features:

 

Movement System (MoveSys):

This is just a collection of the movements tweaks that we've added to the game. For now, all we've done is reduce the speed of players when running backwards and strafing left/right.

 

New Saber Effects (NewSaberEffects):

We've replaced the original saber-to-saber clash effect with something much more true to the movies.

 

 

Improvements/Fixes:

 

Saber Combat System:

 

Slow Bounces:

Whenever a saber user is saber stunned and has 50+ DP, or is saber knockdowned and has 50+ FP, the player will automatically avoid the mishap and instead move a little slower on the saber bounce.

 

- Added realistic stumble movement to the stun animations based on their footwork.

- Tweaked the saber block animation times.

- A player's saber block position now updates properly whenever a new swing is blocked.

 

Saber Throw System:

- Added menu items for Saber Throw Button binding.

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New Enhanced Version (v0.0.5). The file is currently available @ pcgamemods.com

 

Version 0.0.5:

 

Improvements/Fixes:

 

Dodge System:

- Fixed problem with Dodge having an opening in the player's saber defense immediately after a Dodge is completed.

 

Melee System:

- Fixed the problem with melee's kick and grapple sticking the player to the ground.

 

Saber Combat System:

 

Blocking:

- Fixed problem with the parries only regularly working when the defender is moving forward/backwards.

- Blocks made in the correct direction to parry don't cost DP and play a special "knockaway" animation.

- The block animations now update per saber impact.

 

Slow Bounces:

- Slightly slowed down the slow bounce animations.

 

- Having a hidden saber style selected when a player dies no longer causes it to switch to another style when they respawn.

- Tweaked the speed at which players can switch saber styles to prevent style spazing while switching in lagged games.

- Saber drop (disarms) can't occur unless the player has less than 50 FP.

- Saber no longer activates if the saberer kicks while their saber is deactivated.

 

TABBots:

- TABBots now only walk in Enhanced when they are attacking with the lightsaber.

 

Saber Throw System:

- Saber users can now punch if they drop/throw their saber away.

- Dropped sabers no longer turn on saber blade if their owner died and respawns.

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Basic v0.1.2 is now out. Unfortunately, pcgamemods.com's submission system is broken so we're using Kurgan's mirror this time around. You can get the file here.

 

Version 0.1.2:

 

New Features:

 

BugFix20 - Fixed problem with the Bot AI's force power selection not being properly handled by the game.

 

BugFix21 - Fixed issue with players occasionally moving as if in a saber style when using weapons other than the lightsaber.

 

Expanded MOTD:

This new feature allows server admins to send a message of the day to each client as they join the game. These MOTDs are displayed in the center of the player's screen when they first join the server. This MOTD is in addition to the MOTD displayed during map load. The MOTD that is displayed can be based on weither or not the client is running the correct client. See the descriptions for ojp_clientMOTD and ojp_MOTD.

 

Improvements/Fixes:

 

Admin System:

- Added some fancy text wrap to centersay to prevent it from cutting off words mid-word when wrapping the text to fit on the screen.

- Fixed problem with g_teamForceBalance = 2 not working properly.

- Bots removed by bot_minplayers are now removed in a way so that they don't conflict with the g_teamForceBalance setting.

 

CenterSay:

- Tweaked text wrap behavior to be better about not text wrapping when not nessicary.

- Fixed text wrapping so it will work without the client plugin.

 

CoOp:

- Ported Sand Creature's AI from the SP code. (NPCSandCreature)

 

Holstered Weapons:

- Added holster.cfg for atst_pilot.

- Added holster.cfgs for the Clones Ultima package by Marz.

- Added holster.cfg for reborn.

- Added holster.cfg for reelo.

- Added holster.cfg for snowtrooper.

- Added holster.cfg for the magnaguard VM player model.

- Added holster.cfg for jetclone playermodel.

- Added menu item for ojp_holsteredweapons to Setup->Advanced menu.

- Fixed bug with holstered weapons appearing on players that are invisible due to mindtrick.

 

RGBSabers:

- Added menu item for ojp_teamrgbsabers to Setup->Advanced menu.

 

Server Filters:

- Made OJP Basic filter the default server filter to encourage OJP Basic usage on servers.

- Removed the OJP Enhanced filter since the OJP Basic client doesn't work with it.

 

TABBots:

- Fixed the problem with the TABbots crapping out in siege after changing the way objectives are checked for validity by the bots.

 

New Cvars:

ojp_clientMOTD - This is the MOTD that is displayed to players are running the proper client plugin.

ojp_MOTD - This is the MOTD that is displayed to players that aren't running the proper client plugin. This defaults to a message that recommends that the player runs the client plugin.

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Rapid fire! Here's a new release of OJP Enhanced (v0.0.6) as well. You can get it here. Remember to give us some feedback on the forums and that you need to run the mod thru the included .bat file to make everything work properly.

 

Also, see this thread for a list of servers that are running Enhanced.

 

============================================

 

Version 0.0.6:

 

Improvements/Fixes:

 

Fatigue System:

- Carrying a siege objective no longer freezes FP regeneration.

 

LedgeGrab:

- Fixed problem with the player's view jumping around sometimes when they let go of or climb up a ledge.

- Fixed bug with players spaz ledgegrabbing on short ledges.

- You now must be in mid-air for ledgegrab to work.

 

Saber System:

View Lock:

- Reworked the viewlocking system to make it functional. Basically, viewlock adds a little bit of tactile feeling to saber-on-saber impacts by preventing players from moving or turning a way that would make the sabers illogically pass thru each other.

 

- Players now hold their saber stance while walking forward.

 

Saber Throw System:

- Dual saberers can no longer get an invisible saber blade by switching to blue style while their first saber is dropped.

- Fixed problem with dual saberers being able to activate their dropped sabers by switching to another weapon and back.

- Dropped sabers can now be picked up by either crouching or rolling over them.

- Sabers will no longer stick into walls if their blade isn't facing the wall.

- Added german translations for the saber throw menu items.

 

Server Filter:

- Made OJP Enhanced filter the only filter since OJP is incompatible with basejka or OJP Basic.

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  • 2 weeks later...

New Enhanced version (v0.0.7)! Sorry about it being a little late. Pcgamemods.com is still messed up so I'm hosting it on an alternate host. You can find it here

 

And remember that we're running OJP Enhanced every friday at 65.99.207.41. I hope you'll join us for some fun lightsaber action!

 

============================================

 

Version 0.0.7:

 

New Features:

 

Blaster Bolt Block System (BoltBlockSys):

We've retooled the Blaster Bolt Blocking.

- All blaster bolt blocks require 5 DP to block. If a player has less than 5 DP, they can still block by making the bolt physically hit their saber blade.

- There's no time limit between bolt blocks.

- Running or jumping reduces your effective block skill level by 1.

- Jedi Master level defenders now reflect all blocked bolts in into the direction they are facing.

 

Knockdown System (KnockdownSys):

Ported the knockdown system from SP. In addition, players can't use force powered getups if they are fatigued.

 

Saber Combat System:

 

Death From Above:

- The DFA special move can now be done midair.

- To do an DFA, you must be winding up to do a overhead swing and be moving at run speeds.

- Added the DFA special move (with different animation) to the purple (desann) style.

- DFA moves cost 2x DP to block.

 

Desperation Parries:

Parrying an attack while in the danger levels for DP or FP will regenerate 10 DP or 5 FP respectively. This allows skilled players to continue fighting long over their energy is expended. Desperation Parries make the force heal sound to alert fighters to the fact that regeneration has occurred.

 

Dual Saber Balancing:

- No FP cost for transitions or attack fakes

- Double FP cost for attack moves.

- Dual sabers must have a higher amount of FP (75 FP) to prevent being disarmed.

 

Lunge:

The Blue Style's Lunge special move has been retooled to fit in with the new saber combat system.

- All single saber styles can now do lunges.

- When fatigued, defenders can't saber block or dodge a lunge.

- Saber blocking a lunge requires double the standard DP saber block cost (20 DP).

 

Overhead Flip:

- All single bladed weapons now have an overhead flip special move.

- The red and purple styles have overhead flip slash while the yellow, blue, and aqua styles have an overhead flip stab.

- Flip Stabs no longer over spin.

- Overhead flip moves now cost 2x standard block DP to block.

- Overhead flips no longer slow down when a player is fatigued.

 

Purple Saber Balancing:

- Sped up the windup and returns for the purple style.

 

Red Saber Balancing:

- Sped up the windup and returns for the red style.

 

Staff Saber Balancing:

- Staff sabers saber block at half DP cost.

- Double FP cost for attack moves.

- Staff sabers must have a higher amount of DP (75 DP) to prevent stuns.

 

 

Improvements/Fixes:

 

Dodge:

- Players can no longer do body dodges while using weapons other than the saber or melee.

 

Saber Combat System:

 

Fakes:

- Retooled attack fakes to make them occur even when the player isn't moving or is moving in the same direction as the original attack. Attack faking in this situation reverses the direction of the attack. This makes attack fakes much easier to do.

- Attack fakes now have longer saber trails to make them visually different than normal attacks.

- Players can no longer do an attack fake while already in an attack fake.

- Fixed minor bug where attack fakes could continue multiple attacks if the attacker missed or if the defender Dodged the attack.

 

- Fixed problem with players Dodging attacks instead of saber blocking when the blade directly touches the player's body.

- Players can no longer parry during a block that they are forced into while attacking.

- Fixed problem with Blue style (and other styles in some situations) causing exessive DP drain seemly at random.

- Fixed problem with defenders having attacker behavior when hit in certain situations.

- Made the saber behavior be more mechanical and less random.

- Fixed bug with some defenders not going into a block animation when hit.

- Players can no longer parry if they are hit while in a saber bounce animation.

- Reduced Blue Style's attack animation speed by %20 to make it more balanced vs the other styles.

- Removed the ability to instantly transition into a new attack in some saber impact/bounce situations.

- A normal attacking saber now counters an attack fake.

- Increased length of blue style bounce animations to make them visible.

 

 

TABBots:

- Fixed bug with bots not properly starting attack fakes.

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It looks like the erasure might have been an accident. We're looking into it. In the meanwhile, the repository is now back up and running.

 

On another note, our server admin let me know that we're the largest team project on freepository with 98 members. Wooh!

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hmmm, the beta server appears to be down at the moment. No matter. Here's Enhanced 0.0.8!.

 

 

====================================

 

Version 0.0.8:

 

Improvements/Fixes:

 

Dodge System:

- Players now dodge splash damage by rolling with the blast (and getting knocked down).

 

Fatigue System:

- Fixed bug where moves that cost more FP than the player currently had would cost no FP.

- Melee and special saber moves no longer have the saber attack FP cost stacked with the move's FP cost.

- Decreased cartwheel FP cost to 3.

- Backflips now have a single, upfront cost of 3 FP instead of the Force Jump style of constantly draining FP.

 

Knockdown System:

- Fixed problem with the players being able to move during non-force powered getups.

- Players can no longer look around while in a knockdown until they're able to get up.

- Fixed a variety of animation glitches involving the new knockdown system whenever the player gets some hang air mid-knockdown.

 

Saber Combat System:

 

Blocking:

- Fixed bug with players being able to saber block while in a knockdown (due to new knockdown system).

 

Dual Saber Balancing:

- Increased saber attack FP cost to 3.

 

Slow Bounce:

- If player's saber is directly hit while they are in a slow bounce, they will be forced in a true saber mishap.

 

Staff Saber Balancing:

- Increased saber block DP cost from 50% to 75% normal DP cost.

- Increased saber attack FP cost to 4.

- Increased transition/attack fake FP cost to 4.

 

- Fixed bug with sabers not properly bouncing while in swing windups.

- Fixed bug with spin moves not bouncing properly.

- While players in the middle of a parry animation, they will parry any attack as long as the enemy is in front of them. This is to assist players in multiple player saber battles.

- Friendly fire saber attacks still cause bounces/impacts but do not do DP/normal damage unless g_friendlySaber is set.

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