Maxstate Posted June 20, 2008 Share Posted June 20, 2008 Alright guys, I'm leaving for my last day of internship in about 15 minutes. From then on it's FREEEEEEDOOOOOM! I wish quijohn was here to see this. also melissa theuriau hth Link to comment Share on other sites More sharing options...
DarthDie Posted July 16, 2008 Author Share Posted July 16, 2008 To reload you now do eg. bind r reload instead of bind r reload. Rolling anim not working after second time has been fixed. Absorb has been removed from force list when you scroll through them. Grip 2 bug whar people float away no longer happenz, thankz to Grevious for teh fix. And nau cloak makez you invisible unless your moving. Link to comment Share on other sites More sharing options...
DarthDie Posted July 18, 2008 Author Share Posted July 18, 2008 9/10 Circle points fixed, thankz grevious. Grevious also fixed various other bugz in some menus,and he fixed spanish strings. Link to comment Share on other sites More sharing options...
Maxstate Posted July 20, 2008 Share Posted July 20, 2008 what was wrong with the 9-10 things because ićd like to know for future reference_ Link to comment Share on other sites More sharing options...
The Unbeholden Posted July 24, 2008 Share Posted July 24, 2008 whats wrong with it? is he serous? whatss WRONG WITH ITTT !!!!! OMFG WTF IS IN THAT GUYS BRAIN HES LIKE CLUELESSS<< SHOOT DAT NIGGER IN HIS EMPTY HEADD hahhahAHAHA, OMFG BBQ WAFFLES..... actually i don't know. Link to comment Share on other sites More sharing options...
DarthDie Posted July 24, 2008 Author Share Posted July 24, 2008 Az I told max via MSN, grevious fixed it by adding some stuff to a shader. Link to comment Share on other sites More sharing options...
[Alpha]-0mega- Posted July 26, 2008 Share Posted July 26, 2008 "sam staff" I wonder if that can solve all our problems. Link to comment Share on other sites More sharing options...
shadow1987 Posted February 4, 2009 Share Posted February 4, 2009 You have got to get rid of snipers in ojp 1.3. or make there shots less powerful, It's so annoying how a gunner kills a Jedi in like one shot, that's not what happens in the film. If you did get rid of it I think that would make the game between jedi and gunner more balanced, a gunner can still kill a jedi and a jedi can still kill a gunner, but at the moment they are taking the piss. Link to comment Share on other sites More sharing options...
shadow1987 Posted February 5, 2009 Share Posted February 5, 2009 I was wondering if the saber fighting will change in ojp 1.3. I don't care if it doesn't I like it the way it is. Link to comment Share on other sites More sharing options...
katanamaru Posted February 18, 2009 Share Posted February 18, 2009 Hey Shadow1987. Please visit the ojp team at their new site: ojp.filepanther.com. As of right now 1.3 is about to be released. If you go to the new forums you can post questions that the other team members will answer. Link to comment Share on other sites More sharing options...
Dark Jedi Han Posted July 15, 2009 Share Posted July 15, 2009 Also, you can modify the gun stances in 1.3. Make them like disruptor or better said like clone-wars-stances-and-effects modv4. I remember if it was said but the double handguns need correction too (you shoot your enemy and yourself at the same time, the left hand angle is completely wrong). That's all I want, 1.2 is already good for me Link to comment Share on other sites More sharing options...
katanamaru Posted July 20, 2009 Share Posted July 20, 2009 Already taken care of my good man. I already made gun stances like that for the rifle and a new pistol and dual pistol stances. The fires even have recoil added to them. I don't know how the duals look in game right now, but if they look bad the team will let me know and I'll fix em. Here is the thread with pics of what to expect: http://ojp.squirrel-banter.co.uk/board/viewtopic.php?f=7&t=120 Link to comment Share on other sites More sharing options...
Dark Jedi Han Posted July 20, 2009 Share Posted July 20, 2009 Seems quite nice, but the only thing with the pistol stance is that tyhe legs are way too straight. Bend them a little. Same for the arms, they're too straight. But other than that, it's nice Link to comment Share on other sites More sharing options...
katanamaru Posted July 21, 2009 Share Posted July 21, 2009 Well I had some better leg positions originally and then I discovered that the shooting animation is a upper torso only animation. That means that no matter what I do with the legs they will use the legs animations from Both_stand1 or run/walk1. So I wish I could implement my origianl legs or your suggestion but it wouldn't matter. And I don't think altering the code to support the new legs is worth the work for the coders. Their time is better spent on features and bug fixes. I shot guns IRL for the military. Well I did shoot guns, I'm out now. But you do want your arms straight when you shoot. If your arms are slack the recoil will be more pronounced and that will mess your aim up. So that's the reason for the straight arms. Hope you don't mind. Link to comment Share on other sites More sharing options...
Dark Jedi Han Posted July 21, 2009 Share Posted July 21, 2009 You're right, but I've never shot with two guns, hence the "rookieness" lol. But maybe we can change the animations of the guns because baseJKA animations for ranged weapons really is stupid. As for the one handed pistol, can you tweak that ? Edit: The clone rifle is a little bit nasty too. In BF2, it's quite a strong weapon (an award, to be precise), here in OJP, it loses it's glamor. Maybe you should lower the rate of fire, and make the damage a little bit higher. As for Co-Op. I love the idea, but it's quite buggy. Here and there, some things do not work and the map always restarts. If it's easy, can you make such that it continues the story (I have no skill or experience in modding, so I don't know if it's hard or not, just giving suggestions.) The cutscenes are a pain in the posterior too, but I understand why, it's way too hard to mod them. Link to comment Share on other sites More sharing options...
katanamaru Posted July 23, 2009 Share Posted July 23, 2009 What one handed pistol are you talking about? The default one? OJP is going to use a new two handed pistol grip I made for the pistol. Here it is in action: If you have an idea on what a 1handed pistol animation could be like describe it for me, or better yet head over to the new forums and post a thread so the whole team can think it over. http://www.ojp.squirrel-banter.co.uk/board Link to comment Share on other sites More sharing options...
Dark Jedi Han Posted July 23, 2009 Share Posted July 23, 2009 Nope, that's what I ment, it's perfect. The animation is perfect for the default pistol stance Link to comment Share on other sites More sharing options...
katanamaru Posted July 24, 2009 Share Posted July 24, 2009 Thanks. Link to comment Share on other sites More sharing options...
Dark Jedi Han Posted July 31, 2009 Share Posted July 31, 2009 Ok, this the idea. Katanamaru, you said that the shooting animation stays the same right? I downloaded Hirmans animations long time agoand if I remember right, I saw that whenever I was shooting, the legs had the same position as the saber stance (most likely Shii-cho) and the disruptor stance for the upper part of the body. I only removed it because the saber stances and moves were quite buggy. I'll check on the stance and edit the post if I was right or not. I was wrong, the legstance stays the same.. too bad Link to comment Share on other sites More sharing options...
silveera Posted February 25, 2010 Share Posted February 25, 2010 Well, i guess it would be nice to have Weapons Stances... Like hold the pistol with 1 or 2 hands, same with the blaster giving more accuracy with 2 hands, but making slower shots, and 1 hand would be less accuracy but make more shots... Just an idea Link to comment Share on other sites More sharing options...
katanamaru Posted February 25, 2010 Share Posted February 25, 2010 That is a neat idea. It would really be good if we had a cover mechanic in the mod. Unfortunetly OJP/JKE is on indefinite hold for now. The team wants to move onto other projects at the moment that aren't JA related. The original idea for OJP was to be a source of premade functions and mods that would be "open" for anybody's use in their JA mods. Since then the team started putting all those ideas together into an actual mod. So instead of thinking of this as a 'closing of the mod' think of it as going back to its main purpose. As such I'm thinking of putting all my animations together along with some tweaks for a sp mod. This way people can play with the animations I spent time making. Link to comment Share on other sites More sharing options...
silveera Posted February 26, 2010 Share Posted February 26, 2010 Well.. that means the project is stuck? And there's no prevision to finish it or restart the job?? Link to comment Share on other sites More sharing options...
katanamaru Posted February 27, 2010 Share Posted February 27, 2010 There is a 1.3 beta around somewhere. Try google and if not I'll ask the other team members about posting it somewhere public. Right now there isn't any plan to go back to working on it. The files are available for anybody to pick up and use in any mod they want. So if somebody did want to pick it up they could. Link to comment Share on other sites More sharing options...
silveera Posted March 2, 2010 Share Posted March 2, 2010 Hmm, wasn't motivating to read that ;/ So, i didn't find the OJP 1.3 anywhere, could you talk with the other members and ask to post it, like you said? Tks Hope you guys take the project back soon ;] Link to comment Share on other sites More sharing options...
katanamaru Posted March 2, 2010 Share Posted March 2, 2010 I'll ask for you and post a link if I get it. Don't expect the team to return though. Doesn't seem likely. Link to comment Share on other sites More sharing options...
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