JackBaldy Posted June 21, 2006 Share Posted June 21, 2006 I was playing extensively 0.1.0 beta with Razor Ace, JRHockney, and Tapela (sushi came but not for that long =P ) and I can truly say this build is amazing. The fights are more fast paced, more skilled, and definitely made some amazing progress. The new meter (the mishap meter) is an amazing addition to OJP, makes it more complex but at the same time adds to the gameplay, making attack fakes and parry more useful than ever before thus rewarding the player for good reflexes (parrying). Another thing I must say I enjoyed was the attack parry, with the whole new mishap system it is real rewarding to know you successfully executed an attack parry. Well my closing thoughts, OJP Enhanced is shaping up to be one hell of a mod, I would definitely say it is the best saber fighting in JKA and it is the most movie like saber fighting too. PS. OJP Enhanced is only getting better Link to comment Share on other sites More sharing options...
Tapela Posted June 21, 2006 Share Posted June 21, 2006 I think people will be very excited to see what this build has to offer. I'm excited thats for sure. I've got nothing but good things to say for quite a few things, the mishap bar is great, I absolutely love it. Though it gets a bit confusing (it probably varies from person to person) with the saber swings, two handed sabers and the flurry of bright colors confused me . But once you get the hang of it and maybe practice with a friend you can recognize things easier and know when and how to parry and then you see how great the changes really are. Gotta be on your toes the entire time or else you can lose pretty fast, even if you controlled most of the fight. So even in this beta build with still a bit of work to do, OJP enhanced 0.1.0 is shaping up to be one awesome dueling experiance. Link to comment Share on other sites More sharing options...
JRHockney* Posted June 21, 2006 Share Posted June 21, 2006 Yeah, I think this is the best yet. I had alot of fun with this one. There are still things that need to be changed before the next release, but the saber combat is almost definitely a keeper. Worthy...of a Strongbad dance! Link to comment Share on other sites More sharing options...
UDM Posted June 21, 2006 Share Posted June 21, 2006 Now if only we can find some way to eliminate 300ms latency online Link to comment Share on other sites More sharing options...
ensiform Posted June 21, 2006 Share Posted June 21, 2006 Unlagged Link to comment Share on other sites More sharing options...
Vruki Salet Posted June 21, 2006 Share Posted June 21, 2006 I read about unlagged and it sounds good. Is there any reason why it isn't or can't be incorporated into OJP? Private source code? Razor doesn't want it? Link to comment Share on other sites More sharing options...
ensiform Posted June 21, 2006 Share Posted June 21, 2006 he never asked. theres only one problem ive noticed with in jka and that is probably due to how runframe is done and how missiles are handled. dropped sabers bounce almost infinately sometimes or until u put them back. probably fixable i just havent seen what is causing it. and no, its not private because i have it running in EnsiMod for the most part. All of the client weapon predict effects were pretty much stripped though because JKA uses the FX system for most things. Link to comment Share on other sites More sharing options...
Vruki Salet Posted June 21, 2006 Share Posted June 21, 2006 dropped sabers bounce almost infinately sometimes What a nightmare. If those things you mentioned were taken care of it sounds good, as far as I can tell. Anything that can help even out the benefits and harms of ping sounds good. Link to comment Share on other sites More sharing options...
razorace Posted June 21, 2006 Share Posted June 21, 2006 he never asked. theres only one problem ive noticed with in jka and that is probably due to how runframe is done and how missiles are handled. dropped sabers bounce almost infinately sometimes or until u put them back. probably fixable i just havent seen what is causing it. The primary cause of that behavior appears to involve the saber spawning inside of the ground/walls/etc. I've created some additional checks that help prevent most of the weird behavior in the OJP. As for game lag, the main issue with the code server is that I'm on a cable connection. It's servicable, but not going to be perfect. As for the unlagging code, it would be possible to program into JKA, but it's effectiveness for the saber combat is debatable. A LOT of the saber combat is server side, so even unlagging's setup isn't going to help with most of the lag effects. Link to comment Share on other sites More sharing options...
ensiform Posted June 21, 2006 Share Posted June 21, 2006 The primary cause of that behavior appears to involve the saber spawning inside of the ground/walls/etc. I've created some additional checks that help prevent most of the weird behavior in the OJP. thats a different thing, i already have that fix in my source, it doesnt help. the bouncing saber really isnt much of a problem because you dont drop it that often unless u have debugs on and use debugDropSaber heh, but it still does happen when it normally falls. and its not truely infinite, it will return when you call it. Link to comment Share on other sites More sharing options...
Vruki Salet Posted June 21, 2006 Share Posted June 21, 2006 As for game lag, the main issue with the code server is that I'm on a cable connection That's not the issue, your server in particular, it's just lag is a problem with most JKA servers all over the world, regarding the desire to have saber swings register as close in time to each other as possible. But you said it wouldn't help there so that's too bad. Link to comment Share on other sites More sharing options...
UDM Posted June 21, 2006 Share Posted June 21, 2006 I just wish someone can develop a 300mbps connection for home users, at cheap flat rates of just 50 bucks a month Link to comment Share on other sites More sharing options...
razorace Posted June 21, 2006 Share Posted June 21, 2006 That's not the issue, your server in particular, it's just lag is a problem with most JKA servers all over the world, regarding the desire to have saber swings register as close in time to each other as possible. But you said it wouldn't help there so that's too bad. Well, you could sync up the animations a bit better if you also included the animation's start time in the playerstate. It would take a bit of work to do, but it would help, in theory. Link to comment Share on other sites More sharing options...
Vruki Salet Posted June 21, 2006 Share Posted June 21, 2006 Could you eloborate and explain a bit, Razor? Link to comment Share on other sites More sharing options...
razorace Posted June 22, 2006 Share Posted June 22, 2006 Basically, you'd record the time when an animation is started on the server. Then when the animation is recieved on the client side, you'd use that start time to skip the animation forward slightly to be consistant with the server's start time. Hopefully the skipage wouldn't be noticable with interpolation and the amount of lag we would be accounting for. Link to comment Share on other sites More sharing options...
Vruki Salet Posted June 22, 2006 Share Posted June 22, 2006 Nifty thanks. Link to comment Share on other sites More sharing options...
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