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Just for kicks, OJP Enhanced with numpad sabering & locked views


Vruki Salet

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Here is the dlls file:

 

http://www.taddia.com/vruki/ojp_enhanceddlls_xNumpadSwings.pk3

 

Here is a small map I use on my test servers:

 

http://www.taddia.com/vruki/dojo.pk3

 

and what the heck here's a nice set of Kensai's sabers I use. If you don't have them already I recommed the pack:

 

http://www.taddia.com/vruki/kensai_ja_hilts_fixed.zip

 

 

So get those, or at least the dlls, BACK UP YOUR REAL OJP-ENHANCED DLL PK3s, and put the ojp_enhanceddlls_xNumpadSwings.pk3 in place of the real ones. I'd take the real ones out of the ojpenhanced folder altogether to make sure there's no uncertainty about which ones are loading.

 

Put the following binds in your jampconfig.cfg:

 

bind 1 "numpadkey 1"

bind 2 "numpadkey 2"

bind 3 "numpadkey 3"

bind 4 "numpadkey 4"

bind 5 "+altattack"

bind 6 "numpadkey 6"

bind 7 "numpadkey 7"

bind 8 "+attack"

bind 9 "numpadkey 9"

 

Binding 5 and 8 isn't necessary but is convenient. The numpad system really only uses 1,2,3,4,6,7,9.

 

The swings are:

 

1 - top right to bottom left

2 - top to bottom

3 - top left to bottom right

4 - right to left

6 - left to right

7 - bottom right to top left

9 - bottom left to top right

 

Binding 5 and 8 like above lets you do kicks and attack fakes more easily.

 

If you don't like this setup then bind the "numpadkey #" commands however you prefer.

 

The you'll want to bind "togglenumpad" to whatever key you like. The ability to use your numpad to swing starts off, and that command toggles it on and off again. Sorry there's no ui indicator for whether it's on or off.

 

When numpad mode is on, if you face another saberist with your saber drawn and are within a short distance (about 2.5 body lengths away if you're walking or 3.5 body lengths if you're running) your view will lock onto him so you can let go of your mouse. You'll see how it works if you try it.

 

It doesn't lock views, even if the numpad mode is on, if:

 

you're too far away,

you're face turns away from the other,

you hold the "use" button,

your or he is jumping high,

you or he don't have your sabers out and lit.

 

You can be a little sloppier about facing him if you're running. If anyone notices that this causes problems about who you lock to in multiple-opponent situations, let me know.

 

You can look for my server at 72.227.122.179. It'll probably be running that dojo map.

 

BTW if "taddia.com" doesn't work in those urls above you can try that ip address instead cause maybe the dns servers all over haven't got it updated yet.

 

I fixed the problems I was having before and put in a little time filter that I hope counteracts the some of the harm of setting antiflooding to 0.

 

Oh yeah, one more thing is there is no need to hold down the numpad keys to swing like you need to hold down the normal attack button. This means you can't use the little fakes with those keys but oh well.

 

Are these instructions clear?

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First of all, thanks for doing this. It really puts a whole new spin on things and potentially expands the possibilities of this combat.

 

After testing it out for a bit and I have noticed a few things:

 

It seems that the feature where you have to hold the attack button past the start up animation in order to do a full swing doesnt work in this setting. This leaves the people using it at a bit of a disadvantage because they cant fake out with a start fake and more importantly, they cant do attack parries (which involve tapping attack while parrying in order to force a slow bounce).

 

The second thing is that it seems you can only start an attack fake from one direction. This is not that big of a deal, but it does mean that you have less control over your attack fake. Sadly, I'm not sure how this could be fixed in this current setup.

 

Well, those are the only two issues I see at the moment. The fact that you have to turn on numberlock and do whatever toggle key you assign is a little hard to get use to, but passable.

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the feature where you have to hold the attack button past the start up animation in order to do a full swing doesnt work in this setting. This leaves the people using it at a bit of a disadvantage because they cant fake out with a start fake and more importantly, they cant do attack parries

 

Yeah I mentioned that, except for the attack parries which I didn't know about. Honestly I've always hated the "hold attack button" thing but I didn't leave it out because of that; I thought the system wouldn't work if you had to hold down attack. You see pressing the numpad keys isn't exactly the same as pressing attack. There's a tiny little hack involved I guess you could say.

 

The second thing is that it seems you can only start an attack fake from one direction.

 

I didn't realize that, but I was actually surprised attack faking still worked at all. If you bind 5 and 8 to attack and alt-attack then i guess you could quickly toggle off numpad use, hold down 5 and 8, then use your movement keys to do your attack fake directions like always, then toggle numpad use back on in order to do your next regular swing. Sounds like a pain but not too hard maybe with two hands at the keyboard. Try it.

 

The fact that you have to turn on numberlock and do whatever toggle key you assign is a little hard to get use to

 

I always keep my numlock on, but sometimes it does slip off by accident and then you're in trouble. But can't you also bind the keys to work with it off? Try binding the numpad commands to "KP_1", "KP_2" and so on as well as 1,2,3 etc. If you find the names the game calls the keys, you can bind them.

 

-----

 

Reminder: I'm not too sure this is really going to end up in OJP. The sv_floodprotect problem could be serious, for one thing. I can do it in a way where that's not an issue but it'll make hamburger out of some stuff and I doubt Razor'd be happy with it. It effects how you do force powers and makes lots of little changes all over the place. Also finding real fixes for the things you brought up, things that break the OJP-E saber system, could be take more time and effort then I want to spend on it unless there's a massive cry for it and Razor really, really wants this numpad feature in there.

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I just thought of something. The commands "forward", "back", "moveleft" and "moveright" dont seem to be affected by sv_floodprotect, meaning I can hit WASD and my character will...jitter, move about wherever I hit my WASD...maybe you can use this to help you out

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Good thinking, there might be something to that. But it's likely that these exemptions are taken care of in a part of the code we can't access. That's where the whole flood protection code is, locked away. I'll check it out when I have the time. Let me know if you think of any other examples too.

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quite sure it is anything but the internal + cmds, if you were to add one to cg_consolecmds in the list, trap_AddCommand would probably still be affected by sv_floodProtect, or in g_cmds.c. IMO sv_floodProtect is newbish and you really only need to protect from chat spam and voice spam.

 

And the code isn't exactly "hidden" as its part of the q3 engine source, we just do not have the jka source code. However grab yourself a copy of the Q3 Engine and do a search for sv_floodProtect and you will find it right away.

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Ok thanks. I forgot about that. I think I might have a copy of that q3 code around...somewhere... But by "locked away" I meant we couldn't edit it for JKA mods. I can't anyway. If you know how, tell me.

 

You're right about trap_AddCommand.

 

That's interesting about sv_floodprotect. I guess I just have a kneejerk reaction into thinking *anything* called "flood protection" must be indispensible and good. So you think it's just as well to turn it off?

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Yeah I mentioned that, except for the attack parries which I didn't know about. Honestly I've always hated the "hold attack button" thing but I didn't leave it out because of that; I thought the system wouldn't work if you had to hold down attack. You see pressing the numpad keys isn't exactly the same as pressing attack. There's a tiny little hack involved I guess you could say.

 

Hmmm, ok. I can see your reasoning for leaving it out with such a new approach; however, the more I think about it, the more I worry realize exactly how much of a disadvantage not having it will be to a person using this. Against a good attack parrier, the start fakes are almost invaluable to have to fake them out and break through their defense. Also when you are low on FP, the start fakes can literaly save your life since by faking close to them and making them think you have more FP then you do. Thats not even touching on the disadvantages of not having attack parries.

 

Anyways, I'm just saying if it is possible to have them, they should be in there. Since this is just an experiment that you were nice enough to do, you dont have to try and add them in if you dont want to, but I would like to see this code for myself if possible so I can either add them in or just learn more about JKA code in general. I have much to learn of this code and I like seeing what can and can't be done.

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I would like to see this code for myself if possible so I can either add them in or just learn more about JKA code in general. I have much to learn of this code and I like seeing what can and can't be done.

 

The code for it all is pretty simple. I'll zip up the files that are changed and send them to you, give you a link in a pm. If you do add what you want into it though, please talk to me before you go putting it into OJP-E for real.

 

I'm sure it's possible to make it compatible with these OJP-E features, I just never planned it that way so it wasn't a priority to make them work.

 

Hey one thing you might consider is reducing the penalty against a runner in numpad mode. After all there's no need, when the view is locked, to force him with punishments into walking to better face his opponent. You think?

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Hey one thing you might consider is reducing the penalty against a runner in numpad mode. After all there's no need, when the view is locked, to force him with punishments into walking to better face his opponent. You think?

 

Well, having them face them isnt necessarily the problem here. The bigger problem lay in the fact that one of the duelers might not be using this and the person who is using it could easily run behind them and get back hits without penalties on running (remember, back hits do double damage). In fact, disabling force speed or nerf it for this might have to be done eventually, otherwise we could end up with a worse problem than B15 of MB2 had as far as "speeding circles around players like the Tazmanian Devil" (indirect quote from Acidus). The MB team had to literally make it so that you couldn't use a saber while in speed. Also, because the person using this will have alot more control oover what swing is done, they can swing at the perfect angle that would hit the person in the back.

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Gee I kind of like the idea of not using saber when you have speed on...

 

Anyway, the idea is that you wouldn't need to have double damage inflicted on *you* while *you* had your view locked, and when your view is locked it's usually hard to get to your opponent's back. If his view is locked too it's practically impossible. Not to mention that along with removing or reducing the extra damage done to a runner with his view locked, you could reduce the bonus he gets when he gets in a back hit.

 

Anyway I dueled a little with Maxstate and it made me decide to put some effort into fixing those faking problems my numpad system has. I'll see if I can get the whole system to work.

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Vruki, I'd like to see the files that you made changes to. I'd like to see if I could add this into OJP Enhanced. Plus, I might be able to clear up some of your problems as well. :) Ideally, this would make a great alternative to the current movement based control system.

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The files I changed are in here http://www.taddia.com/vruki/NumpadSwingsCode.zip

 

Look for //[NumpadSwings].

 

Sure have a go at fixing those problems if you want but I'd still like to try too.

 

It does make an interesting alternative, sometimes. I'd still like to work out a kind of mouse system that avoids the movement keys, or else uses them in a suppplementary way. So far I have been able to do a couple things towards that goal: single and double-clicking, and turning mouse motion into commands instead of camera & model turning.

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Vruki, I'd like to see the files that you made changes to. I'd like to see if I could add this into OJP Enhanced. Plus, I might be able to clear up some of your problems as well. :) Ideally, this would make a great alternative to the current movement based control system.

Razor bro, if you do implement this...can I bear your first child? Please?

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Here're the latest things I've done:

 

Put the numpad swings and locked facing into the latest OJP Enhanced code, the code with the transition bug fixed.

 

Mostly fixed the problems with fakes and attack fakes. I'm not sure if attack fakes are working 100% yet but the little fake that happens if you let go of the attack button/numpad keys early works fine. The only problem now is that if you hold down a key for even a tiny fraction of a second too long when you swing it registers again and you accidentally do either an unintentional follow-up transition or even a duplicate swing. I'll look into it.

 

Added some new cvars...

 

For the server there is:

 

"g_allowNumpadSwings", which must equal 1 for players to be able to use the numpad swings and special facing lock. It's an integer and default is 1.

 

 

For the client there are:

 

"cg_MBsabers", which must equal 1 for you to use the SFX Saber (that is "MBII style") sabers and trails. Setting it to 0 makes you use regular baseJKA sabers and trails. It's an integer and default is as of now is 1.

 

"cg_MBsaberCoreThickness" adjusts the SFX Saber core thickness. it's a scaler and the default is 1.0. (Take note Maxstate, I think you'll want 0.8 or so)

 

"cg_MBsaberGlowThickness" adjusts the SFX Saber glow size. it's a scaler and the default is 0.5.

 

I figured out how to change the trail length for the SFX Sabers. I can't make em too long or they get ugly becuse they're angular and blocky. I'll experiment on good lengths for the attack fakes and put it in.

 

--------------------------------------

 

I got tired of accidentally kicking when I tried to attack fake so I made a new kick button instead of altfire.

 

Bind +button13 for kicking. It seems to work fine. I hope you don't hate this idea Razor cause I really like it!

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I just got an idea to try to fix the attack fakes 100%. If you are pressing altfire the numpad keys won't work and the game will determine your swing from your movement keys like normal. So bind 5 and 8 to fire and altfire, and if you want to attack fake in numpad mode press them both at once and use your movement keys.

 

I'll compile it and try it now.

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I just got an idea to try to fix the attack fakes 100%. If you are pressing altfire the numpad keys won't work and the game will determine your swing from your movement keys like normal. So bind 5 and 8 to fire and altfire, and if you want to attack fake in numpad mode press them both at once and use your movement keys.

 

I'll compile it and try it now.

 

Awsome work, Vruki. Are you using the latest repository code? It has a fix for that awful hit bug so it would be good to have. Also, I noticed that there are new hit sparks in the other version. Is there a way to adjust these, they kind of override the saberflare PK3 that I have in my enhanced folder.

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I am using the code from last night. I assume that bug fix is in there. Didn't I say so or is this another bug?

 

New hit sparks? I have no idea what that's about. Did I accidentally give you an extra pk3? You'll have to hunt down the cause of it because I don't think it's anything in this new code (though I could be wrong).

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