qrc Posted March 24, 2005 Share Posted March 24, 2005 Hi, I've recently learned of this mod and thought it's great. Trying OJP Enhanced, I developed the following wishes for it: [1] - Better documentation on cvars and/or commands. The readmes that I read didn't summarize everything in an easy-to-access manner (for some reason I couldn't wall-hang in the latest beta, and I couldn't find any documentation telling me how or stating if that was a bug). The main thing I'm talking about is, like in OJP Enhanced's Saber system readme file, it instead of listing the cvar and its description, the cvar is somewhat hidden amongst other words. Example: in the OJP Enhanced OJP_sabersys.txt, it took me a while to find: "[. . .] Dodge regens at a much faster rate than Fatigue (is controlled by g_dodgeRegenTime)." This command and others should be made easily accessible in one definite place in the file. If you need help with documentation, I gladly offer to try and clean things up. [2] - I'd like the features to be more customizable. Everything from wall-hangs, auto-dodging, blocking, could those all be part of server configuration? The one I want most is configuration for dodging; if I were to put OJP Enhanced on the server, I would probably disable dodging at least at first so that people can first get used to the other features of the mod. Plus, I prefer to keep the whole game of fighting as manual as possible, and auto-dodging sort of goes back to the core basejka itself of letting the game do things for you. I really love the block/parry button though; I had literally fantasized a mod that did what MoveBattles did for JK2 in terms of having to both defend and attack using specific buttons. So anyway, I'd love a cvar that controlled either the disabling/enabling of auto-dodging, which features of auto-dodging can be used (like disabling the auto-roll), or maybe even both of those. [3] - OJP Enhanced Linux compile? [4] - (also my wish for OJP Basic) Fights took a long time, especially with auto-dodging. Just for the sake of making the game more real, I'd like some fully customizable damage cvars. This way, even just one hit after all that dodging and blocking would result in the amount of damage a hit from a saber would do in real life. I know it may seem like something that would add too much uniqueness to the mod, as was not the goal of the project, but don't most good mods have that anyway? Putting in totally customizable damages would ease the load on other modders, which is the goal of the project, sort of. Also though, specifically, I would like a setting that allowed me to control the butterfly. The butterfly is used in Episode I by Darth Maul, not as a move, but showing off; he did it in the complete opposite direction of Obi-Wan and Qui-Gon. I'd like a setting that controlled whether or not the move could be used, and if it could, a setting that made the butterfly do barely any damage at all if used, due to the fact that in terms of physics, it's not a really powerful move, as is not the case in basejka (simply being touched gently by the tip of it can cause collossal damage! ). Link to comment Share on other sites More sharing options...
razorace Posted March 24, 2005 Share Posted March 24, 2005 1. All the cvars are located in the master cvar list (OJP_cvar.txt file). 2. I don't want there to be a cvar overload that is present in most of the other mods. As the auto dodge stuff, you can basically disable it by setting the regen to a very high value. 3. I haven't messed with Enhanced in a long time. Maybe I'll make a linux compile and port all the new Basic updates when I have time. 4. use the default saber damage cvar. Link to comment Share on other sites More sharing options...
qrc Posted March 24, 2005 Author Share Posted March 24, 2005 1. All the cvars are located in the master cvar list (OJP_cvar.txt file). Not all the cvars were listed in that file. Running an Edit > Find search just for g_dodge turned up no results. As I said, I would help in any way I can; if there's no one else that has the time to keep the files updated, I'd be glad. I don't want there to be a cvar overload that is present in most of the other mods. Oh, I didn't know about that. Hmm, would you be able to give an approximation of about how many cvars cause this trouble? By knowing, maybe I could then know when to keep my mouth shut when I think of more ways to give people modding headaches As the auto dodge stuff, you can basically disable it by setting the regen to a very high value. Good thought, (though I haven't actually tried this) but doesn't having dodge or force at a low make some sort of sound signalling to the player that they're running out? If it does indeed make the sound for dodge, I would think people would get annoyed by the sound. I guess it wouldn't really hurt my members to play a mod with auto-dodging; it just seems like a big change. I haven't messed with Enhanced in a long time. Maybe I'll make a linux compile and port all the new Basic updates when I have time. Thanks I really like the Enhanced mod a lot. It adds the features I was hoping Raven would add when they were making Jedi Academy : D use the default saber damage cvar. Oh I forgot about that, sorry, but what about disabling certain moves? (I guess though, that would go along with your cvar overload answer?) Link to comment Share on other sites More sharing options...
razorace Posted March 25, 2005 Share Posted March 25, 2005 I've tried to label the ojp specific cvars by the "ojp_" tag instead of the "g_". You're probably right about the low dodge sound going off. I never attended dodge to be disabled but on the other hand I never finished it to the point where people would actually enjoy using it. As for disabling certain moves with cvars, it's not going to happen. Disabling cvars would cause problems with game balance that I don't want to force onto players. Just set up your server with "house rules". Link to comment Share on other sites More sharing options...
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