Admiral Chemix Posted December 26, 2003 Share Posted December 26, 2003 Hello, I'm Admiral Chemix, I have a few ideas for this mod and if possible I would like to assist with OJP. Well first with the ideas, I think you should raise the possible amount of icons that apear in the profile, right now it's around 50 or so, it won't even show all the skins in a skin pack. Also I had some ideas about force changes and bot changes. I find that bots use lightning at every chance if they use the dark side, perhaps there is a way to make it so they don't use lightning as often and have them use grip a little more often. For Force Ideas I would be interested in seeing similar things to that which was in forcemod such as level 4-5 force skill levels. Also I think there should be more force powers, for lightside, lightside lightning which is more costly in points wise but takes much less out of the force pool than darkside lighting, but is slightly more powerful. For Darkside, a force absorb ability, allowing the player using this power to absorb other players force skills, such as lightning, protect, grip, it would be like singleplayer drain when one grab a player and suck the life out of them except green and would not damage the other player in any way, this ability would be extremely costly in points, level 1 can only absorb neutral skills, level 2 can absorb lightside skills, level 3 can absorb all skills, level 4 can absorb all skills much faster, level 5 same as 4 except takes much less out of the force pool. I currently have several models waiting to be boned and put ingame including a droidecka(destroyer droid), an atat, a fixed up reborn model and an untextured female reborn model. I was hoping that perhaps I could assit in the mod through modeling, ideas and skinning. So What do ya say Link to comment Share on other sites More sharing options...
razorace Posted December 27, 2003 Share Posted December 27, 2003 So how long would this Force Vampire ability last on the victim? And how would this balance vs. the light side? A female reborn sounds cool. We already have Droideka model WIP so you're probably going to have to compare notes with the other modeller. I don't think we have an ATST yet but you're going to have to talk to Phunk about implimenting it since a new vehicle class will probably have to be created for it. The vehicle discussion thread is here. Link to comment Share on other sites More sharing options...
Marker0077 Posted December 27, 2003 Share Posted December 27, 2003 Originally posted by Admiral Chemix I think you should raise the possible amount of icons that apear in the profile, right now it's around 50 or so, it won't even show all the skins in a skin pack. It's set to 256 altogether between red, blue & default. We plan on upping that eventually. Actually I forgot why this hasn't been implimented already. Originally posted by Admiral Chemix Also I think there should be more force powers, for lightside, lightside lightning which is more costly in points wise but takes much less out of the force pool than darkside lighting, but is slightly more powerful. For Darkside, a force absorb ability, allowing the player using this power to absorb other players force skills, such as lightning, protect, grip... I think we should just make any force power available to a user. In other words, you can use light & dark side force powers. That's how it is in SP & I think that's how it should be in MP. Originally posted by Admiral Chemix I currently have several models waiting to be boned and put ingame including a droidecka(destroyer droid), an atat, a fixed up reborn model and an untextured female reborn model. I was hoping that perhaps I could assit in the mod through modeling, ideas and skinning. I'm currently getting into modeling more seriously myself. Can always use another modeler though. Link to comment Share on other sites More sharing options...
Admiral Chemix Posted December 31, 2003 Author Share Posted December 31, 2003 As for the force vampire power it would last as long as there is force to use (would use it very quicly though), as for a light side power to balance it out, force reflect would be interesting, for 10 seconds or until force runs out it would reflect all force back at the oponet using it, or perhaps a force wind ability similar to that in kotor, it would make the oponet spin in the air for about 10 seconds, during that time the person using the power can attack. Also perhaps you should switch the bots to use a modified version of the singleplayer npc code. If the player model/skin limit is 256, I'd up it to atleast tripple that amount. So may I assist with OJP Link to comment Share on other sites More sharing options...
razorace Posted January 1, 2004 Share Posted January 1, 2004 Well, OJP is open ended. You can work on whatever you want as long as the majority approves of it. Link to comment Share on other sites More sharing options...
Marker0077 Posted January 1, 2004 Share Posted January 1, 2004 Originally posted by Admiral Chemix ...force reflect would be interesting, for 10 seconds or until force runs out it would reflect all force back at the oponet using it... I like this idea but I think time-wise it should be setup exactly how force Absorb is. Originally posted by Admiral Chemix ...or perhaps a force wind ability similar to that in kotor... I already suggested this idea elsewhere. We already have a different thread specifically for new force powers, I suggest you post these ideas there, especially the "force reflect" one, I like that alot. Originally posted by Admiral Chemix If the player model/skin limit is 256, I'd up it to atleast tripple that amount. There's a problem with upping the model limit, I forgot what it is exactly but I do know there is one. A 512 limit shouldn't be too problematic & I think you might even be able to get away with a 1024 but I wouldn't go any higher. I know whether or not a users PC can handle it or not does depend on the users PC. Link to comment Share on other sites More sharing options...
Darth Sun Posted January 1, 2004 Share Posted January 1, 2004 Originally posted by Marker0077 There's a problem with upping the model limit, I forgot what it is exactly but I do know there is one. A 512 limit shouldn't be too problematic & I think you might even be able to get away with a 1024 but I wouldn't go any higher. I know whether or not a users PC can handle it or not does depend on the users PC. [/b] Indeed 512 is a good new limit, 1024 could start being a problem at some point. To answer your doubt we have to observe how Quake 3 handled this, it would cause a memory overflow and crash Quake 3 (and most of the times lock up your PC) once you tried to load a map after "abusing" the memory with tons of character models and skins. If I remember the message that would appear in the screen was something like "Memory out of reach" when that happenned, correct me if I'm wrong everyone since I'm working from memory here. Link to comment Share on other sites More sharing options...
Admiral Chemix Posted January 1, 2004 Author Share Posted January 1, 2004 I think I know how to solve the overload problem, make pages of skins. with little arrows to go to the next page or the previous page, and a model veiwer to the left of the screen to show the selected skin/model. It might solve the mem issue Link to comment Share on other sites More sharing options...
Marker0077 Posted January 1, 2004 Share Posted January 1, 2004 That's already how it is. The only real way to fix this is to re-write the UI menus & probably the code as well & no one wants to do that. Actually, we might need to change the engine to make that happen & if that's the case, there's no chance because there is no code for modifying the engine. What I plan on doing is adding alot of the models into the CPC menu, this will take away from the need to add onto the standard menu. Link to comment Share on other sites More sharing options...
Admiral Chemix Posted January 1, 2004 Author Share Posted January 1, 2004 I didn't mean a scroll I meant like a page, loads a page of icons (10 icons per page) Link to comment Share on other sites More sharing options...
Darth Sun Posted January 1, 2004 Share Posted January 1, 2004 The number of pages isn't an issue, you could have an icon per page and it would still overload the memory after a while. Quake 3 had a page setup (about 20 per page or something? don't remember exactly), but it would still overload after a while. Link to comment Share on other sites More sharing options...
Marker0077 Posted January 1, 2004 Share Posted January 1, 2004 Right, it has nothing to do with how many avatar icons are loaded on the screen at one time, it's how many are loaded altogether (including team colors). Link to comment Share on other sites More sharing options...
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