razorace Posted November 28, 2003 Share Posted November 28, 2003 Ok, this is a thread for listing what you're currently working (or at going to handle soon) for OJP. This is NOT a thread for brainstorming. Link to comment Share on other sites More sharing options...
razorace Posted November 28, 2003 Author Share Posted November 28, 2003 Since the SDK just came out, I'm currently lightly scanning thru things and figuring them out. I've already determined how the saber collisions have been improved. Basically, the old saber entity is still in play. Whenever a "attacking" saber scan hits a saber entity, the game dynamically creates a more specific hitbox (manually) and checks to see if they collide. I have dibs on doing the improved saber system for Enhanced. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted November 28, 2003 Share Posted November 28, 2003 My first action item is adding the option of LMS play - first for Siege, and then for the rest of the game-types. Link to comment Share on other sites More sharing options...
Samuel Dravis Posted November 28, 2003 Share Posted November 28, 2003 Improved ConfigED, with language module support for JA, JO, and perhaps some other games. Link to comment Share on other sites More sharing options...
razorace Posted November 28, 2003 Author Share Posted November 28, 2003 Originally posted by RenegadeOfPhunk My first action item is adding the option of LMS play - first for Siege, and then for the rest of the game-types. I suggest you simply call it a "no respawn" option instead of "LMS" it's less vague that way. Link to comment Share on other sites More sharing options...
NickR Posted December 2, 2003 Share Posted December 2, 2003 I'm almost finished with the RGB Saber Color Code. I'm putting the final touches to the rgb options in both the main and ingame menus. I have finished the Force Fall code and I am waiting to incorporate it into the OJP Enhanced Project. Link to comment Share on other sites More sharing options...
razorace Posted December 2, 2003 Author Share Posted December 2, 2003 With the help of mushroom, we've gotten the old gametypes to work again. I've added all the nessicary menu items and am currently testing it. Link to comment Share on other sites More sharing options...
keshire Posted December 2, 2003 Share Posted December 2, 2003 For the old gametypes, you may want to include a link to old maps. Link to comment Share on other sites More sharing options...
razorace Posted December 2, 2003 Author Share Posted December 2, 2003 Maybe. I'm pretty iffy on playing favorites in terms of JK2 map conversions. I'm hoping that someone will set up a install program for OJP that rips/patches all the JK2 maps straight from the JK2 disc. Link to comment Share on other sites More sharing options...
keshire Posted December 2, 2003 Share Posted December 2, 2003 May also be a good idea to grab any non-duped textures too. The only pack I've seen out on the net didn't do that. It not only screws up the current textures but is a hefty size too. *edit* and the legality of it is also in question if setup for download. Unless like you propose it rips straight from disk. Link to comment Share on other sites More sharing options...
razorace Posted December 2, 2003 Author Share Posted December 2, 2003 I was thinking two versions. One that rips everything from the CD and one that has the files downloadable. According to Raven, they allow cross product use of material for mods. So, that's not a problem. Link to comment Share on other sites More sharing options...
Samuel Dravis Posted December 6, 2003 Share Posted December 6, 2003 I found a zip file dll a while back that would be useful for ripping/pakking up files off the pk3s. I figure it wouldn't be hard to do really, just tedius. I'm not going to think about it until I'm finished with ConfigED though. Link to comment Share on other sites More sharing options...
keshire Posted December 10, 2003 Share Posted December 10, 2003 I'm currently working on re-implementing the SFL_STICK_ON_IMPACT .sab flag. And I'm getting closer to perfection. Link to comment Share on other sites More sharing options...
razorace Posted December 10, 2003 Author Share Posted December 10, 2003 I've finished the animevent system work and am now tieing up loose ends with the melee system and old jk2 gametypes. Also, Enhanced v0.0.1 and Basic v0.0.4 are now availible. Link to comment Share on other sites More sharing options...
razorace Posted December 11, 2003 Author Share Posted December 11, 2003 I'm also working on adding more weapon disable settings. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted December 13, 2003 Share Posted December 13, 2003 I'm ditching no-respawn (LMS) for the moment, and instead concentrating on vechicle code to allow for more varied vechicle implementations. (Droideka, AT-AT etc.) Details here Link to comment Share on other sites More sharing options...
razorace Posted December 14, 2003 Author Share Posted December 14, 2003 Fixing the menus to only display maps for the jk2 gametypes that support them.....completed. More weapon disable options.....completed. Saber System, I'm calling you out! Link to comment Share on other sites More sharing options...
razorace Posted December 18, 2003 Author Share Posted December 18, 2003 Well, I'm helping kenshire with his saber throw overhaul as part of the saber system. Yesterday I set things up so that the saber throw can be used with the force select/use keys. Link to comment Share on other sites More sharing options...
razorace Posted December 19, 2003 Author Share Posted December 19, 2003 Well, I have an early working prototype of the saberblocking system working now. Just adding more features as I go. Link to comment Share on other sites More sharing options...
razorace Posted December 19, 2003 Author Share Posted December 19, 2003 I added a g_saberanimspeed cvar which acts like the g_saberanimspeed in SP. I'm now working on getting my concept for dynamic viewangle impact "locking" to work. Link to comment Share on other sites More sharing options...
razorace Posted December 21, 2003 Author Share Posted December 21, 2003 Ok, got view locking working. It needs some tweaking (like figuring out a way to prevent lower block positions from "dragging" on the ground.) but other than that I think it's working pretty good. It adds a fair amount of feel to the saber impacts. Should I make uploads to the repository for this stuff or should I wait til it's to a "releasable" stage? I'm thinking that it would be nice to maybe create a seperate branch for my saber system work that will exist for stages where it works but isn't really done yet. Link to comment Share on other sites More sharing options...
Samuel Dravis Posted December 21, 2003 Share Posted December 21, 2003 Seeing as you're the only one working on the saber system, you probably don't need to upload it. However, you might want to as a backup in case something goes wrong with you computer. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted December 21, 2003 Share Posted December 21, 2003 I think you should wait till it's in a releasable state before you upload stuff to the repository. And I don't think making a new branch just for saber stuff is nessesary - is it? Link to comment Share on other sites More sharing options...
razorace Posted December 21, 2003 Author Share Posted December 21, 2003 Well, my thinking is that people will probably want to try it out before it's released to the public. If I'm the only one with a copy, noone else can make comments until I consider it "releasable". Since this is a pretty important part of the game, I'm sure everyone will want a say in how it turns out. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted December 21, 2003 Share Posted December 21, 2003 Hmmm - ok. I see your point. Yeah, ok, it's a good plan Link to comment Share on other sites More sharing options...
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