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State of ProMod beta 3


ArtifeX

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Scaling? SCALING IN PROMOD??? <froths at mouth> :p

 

Anything that will get ppl to download promod and make it more appealing to the general public is a good thing in my books. The cvar for scaling is a good compromise, altho I wouldn't go too far down the cvar road.

 

My only suggestion would be that you finish a stable version 1 before working on the more ambitious content such as new gametypes etc. This would allow server operators and players to feel comfortable downloading promod without thinking that another beta is around the corner. Having said that, I'm sure you've already thought about this.

 

Your ideas sound very promising ArtifoX, looking forward to seeing them implemented!

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What the? Someone hacked Artifex's site and username?! j/k

 

 

Adding the fun useless stuff will help attract players, don't really see why haveing a small yoda or a tall chewbaca really matters that much, but you have to give the people what they want.

 

What i want to see is your gun/saber balanceing system, right not i'm shying away from then because right now it's really easy to just jump back and rocket someone, or if your good, strafe and alt fire with the main 3.

 

Also some other stuff i'm looking forward to:

 

new force power

new gametype

Some saber throw system

 

as for the new force buying system, i'm assuming you mean the saber offence, not really needed but helpfull

 

Also i have and idea, i need to see if it's plausable

 

automatic knockdown from lv 3 pull when pulling someone from behind, they are runing forward, their csc value on you is 0 and yours is fully red, and the puller has to be very close to the runner. I don't really see this being a problem as knockdowns arent really that bad with jump, but it would help to stop people from runing away mid fight and the best you can do is try and close in on them with the saber, Pull (can't link with an attack if succesful), or saber throw and hope they stay in a straight line.

 

I don't know if this could be implemented easly or needed, so i need some oppinions.

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Originally posted by taboo

...

My only suggestion would be that you finish a stable version 1 before working on the more ambitious content such as new gametypes etc. This would allow server operators and players to feel comfortable downloading promod without thinking that another beta is around the corner. Having said that, I'm sure you've already thought about this.

...

 

Stability is always my number 1 priority. The next version or two will be incremental steps closer to my final goal, but that goal will happen after I release a 1.0 Final version, I think. The good news there is that I'll be adding features a step at a time, each more complicated than the last, so that the core of the game will be rock solid by the time I release the Final.

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Originally posted by zerowingzero

What the? Someone hacked Artifex's site and username?! j/k

 

What i want to see is your gun/saber balanceing system, right not i'm shying away from then because right now it's really easy to just jump back and rocket someone, or if your good, strafe and alt fire with the main 3.

 

Yes, the gun-balancing system will be in Beta 3.

 

Also some other stuff i'm looking forward to:

 

new force power

new gametype

Some saber throw system

 

as for the new force buying system, i'm assuming you mean the saber offence, not really needed but helpfull

 

Also i have and idea, i need to see if it's plausable

 

automatic knockdown from lv 3 pull when pulling someone from behind, they are runing forward, their csc value on you is 0 and yours is fully red, and the puller has to be very close to the runner. I don't really see this being a problem as knockdowns arent really that bad with jump, but it would help to stop people from runing away mid fight and the best you can do is try and close in on them with the saber, Pull (can't link with an attack if succesful), or saber throw and hope they stay in a straight line.

 

I don't know if this could be implemented easly or needed, so i need some oppinions.

 

You've pretty accurately described what I'm doing to Push and Pull. A strong push from behind is going to knock you down if you're caught flat-footed (facing away from your attacker). I'm planning on making thrown sabers vulnerable to an equal or higher level of, and well-aimed Force Push. A Pushed saber will drop dead in the air, and might get pushed far away if the Power Level deficit is bad enough.

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Whoo, can't wait!

 

 

Heh, if you really want to go crazy with the fun mode (and have time to work nonstop), pulling a thrown saber in certain instances should enable double sabers for the puller, with them geting the stolen saber knocked out with a kick.

 

Damn i shouldent have said anything, Artifex will try and do it anyway, why won't he ever take a break? I almost wish i knew something about coding so i could help more...

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Why, that's just plain retarded zerowingzero ... Artifex should obviously be spending his time creating new saber hilt packs! :p Honestly tho, unless the animations were redone, holding 2 sabers looks a bit silly imho.

 

The push/pull changes make a great deal of sense. Sooo, are ya gonna fill us in yet on the saber/weapons balancing changes? I'm dying to know!

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Duel sabers are in my opinion a total waste unless the animation code can get ironed out and have them totally re-done and balanced. A new cvar is a good idea though so all that "fluff" can be turned off for the pureists :)

 

Cant wait to see what the new game types are :D

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Thank goodness for another version of Promod. Praxknights and Artifex's server has been empty so I can't get my promod fix :( .

 

Model scaling is going to be a bit cumbersome... if you're accustomed to aiming at the regular model height and you meet a Yoda or Ugnaught, you're going to have to readjust your aim, which is sort of annoying.

 

But at least it will immigrate some of those crazy Jedimod players by adding Dualbladed Double sabers.

 

 

 

 

Oh wait... Dualbladed Double sabers with Promod damage? CHAOS!!! :eek: :eek: :eek:

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Originally posted by taboo

Why, that's just plain retarded zerowingzero ... Artifex should obviously be spending his time creating new saber hilt packs! :p Honestly tho, unless the animations were redone, holding 2 sabers looks a bit silly imho.

 

The push/pull changes make a great deal of sense. Sooo, are ya gonna fill us in yet on the saber/weapons balancing changes? I'm dying to know!

 

Not just yet. Have to work with it a bit to see how it's going to end up. Once I'm sure of the features, I'll clue you all in.

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Originally posted by Toonces

Duel sabers are in my opinion a total waste unless the animation code can get ironed out and have them totally re-done and balanced. A new cvar is a good idea though so all that "fluff" can be turned off for the pureists :)

 

Cant wait to see what the new game types are :D

 

I agree that the animations don't support dual sabers well, but there are so many people saying that they won't use ProMod until they get them that I'm being forced to capitulate. I'll do my best to balance them. One thing I'll be doing for sure is giving the double saber style a heavy penalty to resisting a Defense Breaker, and low damage. My reasoning: you're using the sabers one-handed. Imagine trying to hit a baseball while holding the bat with only one hand.

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Originally posted by Psionic Jedi

Thank goodness for another version of Promod. Praxknights and Artifex's server has been empty so I can't get my promod fix :( .

 

Try doing what I do. Whenever my server's empty, I just lurk in there for a bit, and usually within a few minutes there's 4-8 people in there. Kinda like "priming the pump".

 

Model scaling is going to be a bit cumbersome... if you're accustomed to aiming at the regular model height and you meet a Yoda or Ugnaught, you're going to have to readjust your aim, which is sort of annoying.

 

But at least it will immigrate some of those crazy Jedimod players by adding Dualbladed Double sabers.

 

Looking at jedimod1.2, the biggest reasons people use it are the dual sabers and the model scaling. Give them those options in another mod, and maybe they'll at least give it a shot. Most people that complain about the lack of these 2 things haven't even downloaded ProMod from what I've seen.

 

Oh wait... Dualbladed Double sabers with Promod damage? CHAOS!!! :eek: :eek: :eek:

 

Believe it or not, the final goal of ProMod will balance dual and double-bladed sabers with the other single-saber styles. How? (taps fingers together thoughtfully).

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Originally posted by thehomicidalegg

maybe limiting the range of the scaling... the <0.5 and >2 models u see in jedimod is just plain ridiculous

 

I'm going to limit sizes to 0.6-->1.2. Anything outside of those bounds would make the game balance go haywire.

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Originally posted by Dath Maximus

hey artifex, why is it your mod is the only mod that doesnt glitch my mp game up?

 

Could be because most of the changes are only to the source code. The only things in the .pk3 file other than the vm's are 5 new texture images. Most of the mods are packaging tons of new models and maps, which could be disagreeable to your system.

 

Try adding some of the models and maps from the other mods into your promod directory. If promod breaks after adding some of these things, then you'll know the problem is with the extra content.

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Just another update on how things are going:

 

I began coding Beta 3 last night. Things went well enough so that I ended up fixing all of the reported bugs in about 4 hours. Jah Warrior and others will be happy to know that the "spinning special move" bug is now gone. All of the specials react exactly how they're supposed to whether they collide with another saber, a player or whatever. Orangina Rouge will be a bit upset to find his favorite technique is now gone (level 2 drain and lightning still had the old range--now fixed). There was some goofiness with Dodging sniper shots with Force Sight when Force was disabled, which is also fixed. The arc in which you can block a sniper shot with Saber Defense has also been narrowed from 45-degrees to about 30-degrees, making level 3 Force Sight more valuable.

 

Next step is a massive overhaul of the UI, including the ability to filter servers running ProMod. One thing I'd like to get some feedback on: Would you guys like Beta 3 to go into a new directory, such as "GameData/ProModBeta3" or would you rather continue to overwrite the old files in their directory?

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Originally posted by ArtifeX

 

Could be because most of the changes are only to the source code. The only things in the .pk3 file other than the vm's are 5 new texture images. Most of the mods are packaging tons of new models and maps, which could be disagreeable to your system.

 

Try adding some of the models and maps from the other mods into your promod directory. If promod breaks after adding some of these things, then you'll know the problem is with the extra content.

 

no your mod is fine, it mods like jedi mod that cause the glytching,

ever since my pc crashed its done that. i can still play, but seeing health is impossible. ohh well, jetpack works atleast

 

you sure you arnt slipping in corrupt files into other mods, making yours the only working one? Much like bill gates.

Artifex Gates

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Originally posted by Dath Maximus

 

no your mod is fine, it mods like jedi mod that cause the glytching,

ever since my pc crashed its done that. i can still play, but seeing health is impossible. ohh well, jetpack works atleast

 

you sure you arnt slipping in corrupt files into other mods, making yours the only working one? Much like bill gates.

Artifex Gates

 

Nope, no "predatory practices" from me!

 

What I meant for you to try was to take some of the bad data files from the .pk3's of the mods giving you trouble and put them into your GameData/promod directory and see if ProMod continues to run well. That will help you figure out exactly what about those other mods is causing you grief. Glad ProMod's not the culprit!

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I am glad to see that you are going to incorporate the "eye candy" into promod. This will bring my regulars to the new promod releases.

 

I have been priming the pump the best I can to get them ready and this will help even more.

 

Jedimod in itself is great fun but promod is where the skill lies and I am glad that u are taking this to heart.

 

My quick question to you is this. Are you doing new code for the dual saber stuff or are u using jedimod as a base. If you do use Jedimod as a base leave all of the emotes in place. People love those things and plus they add a bit of variety to the beginning of a duel when you can give someone the thumbsdown or do a saber flip. Also leave in or add the custom saber hilts. and make them a seperate cvar like they are in jedimod. That way if the server does not want "funmode" on then they can have the custom hilts on. Its just another way of adding a "personal" touch to your model. The new saber color system also does this and works well. Each saber is tuned to that persons color taste and is also a personal mark in the game. You will then know who to "ahem" move away from in a quick glance.

 

Love the direction you are heading and I am glad that you are putting the will of the masses into your mod without giving up on the core integrity.

 

Thanks for your thought and hard work!:D

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There's a ton of existing "emotes" in the animation files already, like the meditatation pose, etc., that I'll most likely put in. Dest and Tchouky seem to say somewhere in one of the forum threads that they have programmatically manipulated the skeleton to produce a few more emotes (not sure if that's so). If that is the case, you can be sure they won't be included. I won't be using any of jedimod's code.

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