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OLD - WIP: Masters of the Force


razorace

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I just added additional information about what positions are open, in the Roster post at top of the thread. In addition, I've completed Force Powers part of the DD (Design Doc). However, I think I'm going to edit the posted DD into a simpler "Features" list.

 

Razor Ace

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I'm a bit confused. Are you saying that you'd like to help, but don't have the time and dedication to do more than brainstorm? That's ok, if you can't get too involved, just post ideas to the thread. :)

 

As for Beta Testing, if you're willing to do some hardcore Beta Testing / Balancing, I'll sign you up for the team. However, I should note that I think we're going to be making fairly rapid releases to show off what we are doing. So, if you just want to Play Test it, just d/l it when we start releasing. :)

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Well I have time to do more than brainstorm, but I don't really have any experience with anything techincal in JK2 is what I'm saying. I've edited skins, units, and maps in previous games before. But I don't think it can really qualify as knowledge on how to do anything in JK2. Since every game is different from that stance, knowing something on one game is knowing nothing in another.

 

And yeah I'd be willing to do hardcore beta testing and balancing, if you need me.

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oh, ok. Well, we don't care if you're a JK2 Modding newbie, we are too. Everyone has to start somewhere. How about you look over the available positions and DD and pick out what you'd like to help with Then just give me a PM and I'll get you set up. :) Me and Sonic are thinking that the Force Powers will the easist to do and therefore will be done first. As such, if you want to, you could look into creating some models of "ordinary" SW objects for us to sprinkle into some of the maps for the TK (telekenetic) Power.

 

I'm glad you willing to help. :)

 

Razor Ace

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quick idea: re, gun addons: would it help to make the addons a invintory(sp?late) item? now, before you jump on me, I dont know jack about Q3 coding, other then the 16 weapon limit...

 

I have heard this might be hacked, is this yes/no/maybe/ok, kinda thing?

 

also, I have some people I know, who map, and one guy for animations... you want me to put you togeather? or what?

 

th eonly problem, nither of them do much in the forums... hmm... anyway, it looks cool sofar!:D

 

doh, I know what I forgot.

 

if you are tweeking the guns, I would like to see somthing added that has been lacking in all SW games so far.

 

clips.

 

gun clips that is, just think: having to reload your gun/let it cool... this could balence some of them vs sabers right there... would you spam alt rep fire if it took 3 secs to reload that nade lonucher? and I KNOW the e-11 has a 15 rould clip...

 

the only problem, there are not any animations for this... you would either have to make them, or just have the gun lower/rise out of sight... and hear the sound. it cant be hard to code, many Q3 games do this...

 

one thing thats harder to do, but would rock, is to have random/heat buildup jamming... americas army does this very well... it does not happen often, but often enough to need a key bound...

 

anywya, I've been talking to long, I shuld so to bed now... late... night, and hope to hear good things about the above ideas

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Sorry, I haven't explored the possibly of weapon addons yet. It all depends on how the game handles weapons. If a each stance on the saber counts as a "weapon" the we probably can't do much if the game has a 16 "weapon" limit. If the game counts the different modes of a gun as one "weapon" we should be able to do a lot of stuff with it. :)

 

YES! Get them in contact with me ASAP! We can use all the help we can get :)

 

Clips are a great idea! I'll add to it the DD. I was considering it for the missile launcher (which fires WAY TOO quickly) but didn't think to apply it to the other weapons. I imagine we'll just do a quick "gun disappears" trick so we don't have to create new animations to do it. I'm really worried that truely new animations will be next to impossible to create without the motion capture equipment and software. If that turns out to be true the Mod will limited by that.

 

And yes, the Repeater secondary is planned to have much less ammo and have a "wind-up" period and sound. I envision it as a sort of energy gernade launcher so I'm trying to balance it to be like one. :)

 

As for gun jamming, I have two issues:

 

A. How can a plasma based weapon jam without exploding?

B. Do Star Wars weapons jam at all?

 

In real life, jams aren't THAT big of an issue, guns aren't complicated enough to realistical jam hard enough to be hard to unjam. Jams are the result of a casing not ejecting or loading correctly. The problem is that SW guns are not based on a casing system so they simply can't "jam" in the way our guns do. If you can figure out how a SW gun could jam we could probably add it to the game. :)

 

You know, if you're interested enough and have the time you could work as a weapons designer for the Mod. I'm mainly interested in the saber design and I don't use the guns enough in the game to really know how to balance them vs. other gunners. :) As of now, I haven't even touched any of the weapons in the DD except for the repeater and the saber. We need to work out a gun / force point system (that may or may not be linked) for the Stage One implimentation.

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sure, I would go for the weapon designer spot, but like I said, I know less than jack about programing... but tons about how things should act/balence...

 

re, jams: hmm point on the plasma weapons... but remember in JKII you have 2 guns that use a metal bolt clip(real ammo) and a rocket gun... the repeater shoots real bullets, a jam is not out of the question... for the rocket louncher, I am thinking.... right now, there are 2 modes of fire.. dumbfire and homing... both are low risk...perhaps... um... if mind trick is still in, in some form, have it work on the rocets, and have it chage targets randomly at low levers, and at lvl3(or whatever) have it try and seek the shooter...

 

ohh... that sounds cool:D have push still affect it, but only shove it off course perhaps...this could get interesting...

 

other idea, leave the rate of fire, wait for it... but have it, so that the more rounds you fire fast, with out leting it cool, makes it start to increse the chance that the next round you shoot will blow up in your face...

 

damn, thats evil too:D

 

also, I send you a PM about this... I got some names.

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re, jams:

Good points. So what is the repeater then if it fires real bullets? Real bullets travel much faster than that AND even a jedi couldn't deflect a spray of real bullets...

 

As for the rocket launcher, I was thinking that it would make sense if we seriously limited the reload speed and ammo. And maybe change the homing mode to a lazer guided or guided missile mode to make it more realistic.

ohh... that sounds cool have push still affect it, but only shove it off course perhaps...this could get interesting...

My thoughts exactly, I think force push or Dodge should instead of reversing the missile rotate it off course depending on your TK skill. And the pure TK Mode could actually manuver the missile around just like any other object. Say Push = (25% deflection Level 1; 45% level 2 90% level 3) and TK = (none level 1, 50% slow down in missile speed Level 2; 100% stop Level 3) So, if you caught the missile with TK you could throw the missile against the shooter or another person.

 

Overheating:

I think that's a great idea for the better guns. (practical and a realistic explaination why not everyone has they in Star Wars. :) However, I imagine you'd have to set it so you'll not risk blowing up your gun unless you continuously fire the gun thru multiple clips without pause (No one would use a gun that explodes all the time. :)

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Let's say this:

 

As long as it does not touch Ghoul (i.e. saber and animations) I'm ok with it.

 

The problem is, I do not know how much free time I will have from september 1st.

 

But things like weapon changes, general prog, I can do them

 

[edit]

 

oh and also, just for you to know, the wall walking is now treated like a jump with a modified animation AND a chance to jump to side (aka flip from the wall)

 

[more edit]

 

Lightsaber is one weapon. The stances are treated like different values of one variable (for example similar to this):

if(pm-ps.right>0 && pm->ps.forward>0) //moving right-forward

if( stance==1) //light

{

 

ExecLightMove();

}

else if(stance==2)

{

ExecMediumMove();

}

etc etc

(code is only an example, actual names will differ of course)

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ok, great!

 

I don't think we intend to mess with the Ghoul 2 system, just interface with it's output.

 

Thxs for the info on Wall Walk and the weapons. That means we should be able to impliment weapon addons or a more controllable Wall Walk. Excellent!

 

Thanks Ask and welcome to the team!

 

Razor Ace

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I would love to hardcore beta-test your mod. My email is -edited out-. I'm not on ICQ or AIM, but I could get one of those if I had to. I do get on IRC alot, though. I really like the idea of the clash versus the lock (as a matter of fact I turn off locks when I play against bots), and the other ideas in your DD sound like a blast to play.

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What I do suggest is:

 

meanwhile, when the site is not ready, I can make a private section for the mod on my site's forums os we could talk there without fear of:

"mail me this mod to abc@aol/hotmail/yahoo/lycos.com when it's done".

 

also, some channel on IRC would be nice, but GamesNet would probably only register it when we have a site. Not sure about other networks.

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I haven't found it to be a problem yet. We haven't had a single "mail me this mod to abc@aol/hotmail/yahoo/lycos.com when it's done" yet.

 

As for IRC, I've never used it before I normally use ICQ. Sides, the staff seem to be in different countries anyway. :) I'm up most of the time, Spr's on late, and S0nic is up earlier than me. :)

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Damn, this mod just sounds wonderful! Cant wait to play it!

 

I am curios, on wich IRC-network will you be on ? I would very much like to be up-to-date with this wonderful mod!

 

Also, you said that you would like to have more movie-like maps to play on? Well im working on a tattooinemap for the moment, and its pretty buggy right now, but its not finished ;). Here are some screenshots:

 

http://total.mine.nu/Bilder/bra.jpg

http://total.mine.nu/Bilder/bra1.jpg

http://total.mine.nu/Bilder/bra2.jpg

http://total.mine.nu/Bilder/bra3.jpg

http://total.mine.nu/Bilder/bra4.jpg

http://total.mine.nu/Bilder/bra5.jpg

http://total.mine.nu/Bilder/bra6.jpg

http://total.mine.nu/Bilder/bra7.jpg

http://total.mine.nu/Bilder/bra8.jpg

http://total.mine.nu/Bilder/bra9.jpg

http://total.mine.nu/Bilder/bra10.jpg

http://total.mine.nu/Bilder/bra11.jpg

http://total.mine.nu/Bilder/bra12.jpg

http://total.mine.nu/Bilder/bra13.jpg

http://total.mine.nu/Bilder/bra14.jpg

http://total.mine.nu/Bilder/bra15.jpg

http://total.mine.nu/Bilder/bra16.jpg

http://total.mine.nu/Bilder/bra17.jpg

 

As you might see the textures are not lined up properly, and the lightning isnt good too, but it will be soon.

 

The map is small, but it is intended to be a duel, and a FreeForAll map. My email is buckman@spray.se , so please contact me via email if you are interested ;)

 

 

-Buck out

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Some mod tips I wrote can be found here :

 

http://www.lucasforums.com/showthread.php?s=&threadid=39024

 

In addition to that I would suggest 1 more thing, do not spread you design documents out like that, for everyone to read. 95% of the people on these forums are good and nice blokes who are all working for the community, trying to increase the jk2 experience.

 

The other 5% are copycats, and try to do stuff that other people invent or what they find on these forums. If you don't watch your stuff, some other mod will start with a similar design document and some small changes.

 

It is not because I think bad of people that I say this, but because I have seen it happen before.

 

I can see that you've gone through a lot of work to have some design docs, keep up the good work, try to lead your project decently, and you'll get there.

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Thanks for the suggestions UniKorn. I understand the possibility of people stealling our work but I'm not overally concerned. The project is going to be open source, plus I imagine anyone who needs to steal ideas is going to not be originized enough to be able to impliment any of the cool features we want to try. I mainly have the DD posted to encourage people to get involved in the project. People can't make suggestions when they don't know what you're doing. Many of the other Modders feel the need to totally conceal their project's purpose until after they start releasing.

 

And yes, I've read your Mod tips thread. I think we're following that pretty well except for a website. I can't do good graphic websites and I haven't been able to find someone willing to webmaster for us yet.

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