Jedi Syrex Posted November 23, 2002 Posted November 23, 2002 Gee i post and the thread dies heh oh and more importantly *Bump!* since things are quiet...
TheWhiteRaider Posted November 23, 2002 Author Posted November 23, 2002 Originally posted by Jedi Syrex Gee i post and the thread dies heh oh and more importantly *Bump!* since things are quiet... Yep it is always you. J/K I am waiting for Darth to reply.
Azymn Posted November 26, 2002 Posted November 26, 2002 Hey guys, sorry about the delay...two weeks of finals in a row, and several large scale programming projects. As such, i haven't worked on the mod at all this month. So...instead of projecting another release date, i will update you as progress is made. To answer a few questions/comments: Perhaps you could introduce a new weapon...the kinetic card ::GASP!:: Umm...sorry Lord Tnuc, better save that one for an X-men mod grip 4 - able to pick up and throw objects at others, be able to crush certain collapsable objects as in the base of a pillar to topple it over (dunno if that'd be a map thing too or not). Picking up and throwing objects is possible, but more work than it's worth to me....as for collapsing structures - the q3 engine doesn't support a type of runtime map-alteration that's that powerful, and if it was possible it would be an ultra-iffy hack done in tandem with special maps made with structures composed entirely of 'glass'. Absorb 4 - able to rebound lighting support added?...if facing the attack incoming from a certain cone of vision itd be repelled. I won't likely alter absorb like that, but your lightsabers will have a new trick. would it be possible to altar the lighting graphics so that it appears to be a single solid bolt of energy lanceing out on the target rather then just an area saturation thing? Perhaps....i'd like that better as well, i'll look into it. What about blocking lightning with Level 4 Saber Defense? You bet...even with level 3 defense. You will also be able to block Drain. How do [bots] use [the jetpack] differently? Well, they won't turn it on everytime they walk down a ramp or hop off a ledge. They'll try to recover from falls and hopefully use it to help access areas they would normally jump to.
Padawan_7 Posted November 26, 2002 Posted November 26, 2002 Darth_Syrup, The blocking of lightning and drain with a saber sounds great. But how exactly will you balance that ability?
TheWhiteRaider Posted November 26, 2002 Author Posted November 26, 2002 Will you have to face the shocker to block lightning? I just hope it does not nerf the dark side too much.
Azymn Posted November 26, 2002 Posted November 26, 2002 You have to have the attacker in your crosshairs, your saber must be available for blocking, and it will cost a small amount of force to block. Level 4 saber defense costs less to block than level 3. So lightning attacks can now be blocked by a competent opponent who can keep his attacker in his crosshairs. Lightning & Drain should be more balanced now that the wielder must catch his opponent off guard to attack.
El Sitherino Posted November 28, 2002 Posted November 28, 2002 make sure that i can change the colors of the core and the glow. please.
Grets Sirob Posted November 28, 2002 Posted November 28, 2002 Ah, one other request(unless you've already got it, which, judging by what you've done, I wouldn't be surprised if you have!) Please, add admin commands and some of that motd.cfg stuff(where it displays a message when you first spawn). That's really the only thing this mod needs to be perfect. Can't wait for the next version, but take your time and make it good!
lonepadawan Posted November 29, 2002 Posted November 29, 2002 NOOO not the custom coloured cores! Please anything but that! A small idea - allow Mercanaries to choose their pistol skin in the same way jedi choose their saber hilt
El Sitherino Posted November 30, 2002 Posted November 30, 2002 without the custom color core i cant have my characters saber. so bleh.
TheWhiteRaider Posted December 1, 2002 Author Posted December 1, 2002 I hate the custom core because it messed up the saber trails. If it did not ruin it Iwould not mind it as much. A small idea - allow Mercanaries to choose their pistol skin in the same way jedi choose their saber hilt I want that one too, but wouldn't it slow the game down?
Lord Tnuc Posted December 1, 2002 Posted December 1, 2002 All this complaining about a mod that can be turned off during gameplay so ya dun even gotta see it? ;.;
Wudan Posted December 2, 2002 Posted December 2, 2002 Enough about pithy saber-this-and-that: Dual Pistoles - how does it work, do they get picked up as 2 weapons, or one and then the other, what stance have you used for WeaponReady and WeaponFiring - you can PM me your response, I've been working on this for AOTCTC and I'd be ever so gracious to know what route you've taken to implement this. I've got it half implemented so far, it looks okay, I just think that it's awesome that you've done it as well.
Azymn Posted December 3, 2002 Posted December 3, 2002 Sorry, no changes to the RGB saber code (aside from the dual color botfix). Admin stuff will be in there. I'm streamlining the dualgun code to make it as fast and bugfree as possible. wudan, I'll PM you about that stuff later tonight or tomorrow. Custom pistol skins will not be in this release. If i decided to do another release, i would add that feature then.
Wudan Posted December 3, 2002 Posted December 3, 2002 I have ideas, oh yeah, I have ideas on how to implement, in fact, it's half implemented, it's tricky, but I think I can, but I'm ever so curious as to your way of going about it.
TheWhiteRaider Posted December 12, 2002 Author Posted December 12, 2002 Good luck on the mod. I look forward to it.
t3rr0r Posted December 14, 2002 Posted December 14, 2002 darth syrup, what animation do you plan to use for the dual pistols? if you haven't done so already, i suggest using part of the gunsit animation for the torso.
TheWhiteRaider Posted December 21, 2002 Author Posted December 21, 2002 I wonder the same as stated above.
Azymn Posted January 1, 2003 Posted January 1, 2003 what animation do you plan to use for the dual pistols? Right now, it's BOTH_HANDS_TALKING or something like that (i don't have the code with me), but he holds both guns at waist level and waves them around (because he's 'talking' with his hands). I'll check out the gunsit anim - thanks for the tip.
DarthDarth Posted January 6, 2003 Posted January 6, 2003 This is mainly a Bump, Any news Darth_Syrup? I and many others have been waiting for this mod for a long time and I hate to see it die. So please give us an update, and yes we do care please don't give up and stop makin this mod. DarthDarth
MustangMatt302 Posted January 7, 2003 Posted January 7, 2003 I was wondering if you could implement a "Orders" menu for CTF and TeamFFA. I've seen this is Q3 and SH3. They work great. I haven't found them for JK2 yet. Is this already done or not? Thanks!
Azymn Posted January 10, 2003 Posted January 10, 2003 DarthDarth, i will release a version 2. It's coming slowly, but surely. MustangMatt- i doubt i'll add the menus...i have very little time. Sorry.
MustangMatt302 Posted January 10, 2003 Posted January 10, 2003 Oh, no problem! I was just wondering if THERE already is a "Orders" menu for JK2. I can't find one and I'd really like to issue orders to my bots and finally have them camp a certain spot in a map. Anybody know how to do this yet? Or am I missing something?
razorace Posted January 10, 2003 Posted January 10, 2003 nope, Raven removed that feature for some reason or the other. As far as I know.
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