Azymn Posted February 13, 2003 Share Posted February 13, 2003 Sorry it took so long to get these posted... I just threw together a minisite for the next version of Forcemod. It contains a partial list of features for the next release and a handful of screenshots: http://www.geocities.com/ibidetalitis/forcemod2.html Please post in this thread if you can report any bugs, balance problems, or other issues with the current forcemod_beta. Also, if there are any features you would like to see in version 2, mention them here and I'll see if I can accommodate the request. Thanks. Link to comment Share on other sites More sharing options...
boinga1 Posted February 14, 2003 Share Posted February 14, 2003 holy @$%^ that is amazing, makes 1.0 seem primitive Link to comment Share on other sites More sharing options...
AJL Posted February 14, 2003 Share Posted February 14, 2003 That green-yellow-red force meter ?? what is it ?? ( jet fuel maybe ? ) Link to comment Share on other sites More sharing options...
Azymn Posted February 14, 2003 Author Share Posted February 14, 2003 lol, thx boinga1. i've been debuggin this stuff for so long now - its nice to know it still seems like an improvement. AJL - yeah, it's the merc's battery, a sort of power supply for the jetpack/cloaking/goggles/etc... I thought it might be nice to make a visual distinction for it, so it seems more like a battery. The red and yellow represent "low on power" warning colors. Link to comment Share on other sites More sharing options...
bliv Posted February 14, 2003 Share Posted February 14, 2003 Looks better than I ever imagined. Just one thing I'd like to ask. You said pure saber users can block anything in their crosshair. Is there anyway to increase this range where they can block anything? eg. Depending on force level the range of blocking increases. Link to comment Share on other sites More sharing options...
Hekx Posted February 14, 2003 Share Posted February 14, 2003 Any chance of additions / modifications to the Force Powers? The Mercs seem to get a lot more neat stuff than the Jedi. Link to comment Share on other sites More sharing options...
Higginson Posted February 14, 2003 Share Posted February 14, 2003 Looks excellent, but y do the pic links down the bottom all go to the same pic of the radar thing? good job on the mod anyway. Link to comment Share on other sites More sharing options...
Azymn Posted February 14, 2003 Author Share Posted February 14, 2003 You said pure saber users can block anything in their crosshair. Is there anyway to increase this range where they can block anything? eg. Depending on force level the range of blocking increases. Well, they can block any attacks from a single attacker, if the attacker is in their sights. I fear they would be too uber-powerful if we extended it to multiple attackers, but we'll see after the beta is released. Any chance of additions / modifications to the Force Powers? The Mercs seem to get a lot more neat stuff than the Jedi. The Mercs do get a lot of toys....i might add two new force powers (to replace team heal & team force)....and i have another idea i've been throwing around too. I'll post a poll on it if/when it comes time that i could add more stuff for the jedi. Oh, and thanks for pointin out the broken links Higginson - they're fixed now. Link to comment Share on other sites More sharing options...
Higginson Posted February 14, 2003 Share Posted February 14, 2003 S'ok, anytime. i hav to say this is probly gonna be the best MP mod out, but at the mo im sill playin the beta version Link to comment Share on other sites More sharing options...
Padawan_7 Posted February 14, 2003 Share Posted February 14, 2003 Looks great Darth_Syrup! I have a question though...your site says that mercs can use dual pistols, but one of your screenshots show the holding of dual stormtrooper rifles. What weapons can be held in dual fashion? I'm inclined to think that only dual pistols should be allowed for balance reasons. Originally posted by Darth_Syrup Please post in this thread if you can report any bugs, balance problems, or other issues with the current forcemod_beta. There's only two bugs I can think of: 1.) the second lightsaber color for bots is messed up (I mentioned this in the last forcemod thread) and 2.) when using a particular lightsaber stance, and upon death and respawning, the lightsaber stance is automatically moved to the next one in the line up. (i.e. If you're using the light lightsaber stance, when you die, the lightsaber stance will be moved up to medium.) Both of these bugs were in the original Jedimod (and not your fault ). Link to comment Share on other sites More sharing options...
AJL Posted February 14, 2003 Share Posted February 14, 2003 More force stuff for jedis and siths ?? hmm... not sure if thats good idea... I think that it might be best if there are only following powers but all "available" for both Siths and Jedis: Jump = neutral Speed = neutral Saber Offence = neutral Saber Defence = neutral Push == Dark side + 1*Lev Pull == Dark side + 1*Lev Grip == Dark side + 2*Lev Lightning == Dark side + 3*Lev Rage == Dark side + 2*Lev Saber Throw == Dark side + 1*Lev Heal == Light side - 2*Lev Absorb == Light side - 3*Lev Seeing == Light side - 1*Lev Mind Trick == Light side - 2*Lev >> You wondering whats -/+ X*Lev ??? Well i think player shouldn't be able to select his force side but instead his side should be calculated based on what powers he have selected So zero = neutral, Selecting dark side powers will lower that number and selecting light side powers will bring that number up... (if less than 0 then you are sith if above and you are jedi) And it might also be good idea to scale those powers effectiveness with that number... (if you take equally dark and light powers then both will be pretty weak but if you take mostly dark powers then dark powers will be stronger and light powers will be even weaker... and reversed...) Link to comment Share on other sites More sharing options...
Azymn Posted February 14, 2003 Author Share Posted February 14, 2003 What weapons can be held in dual fashion? I'm inclined to think that only dual pistols should be allowed for balance reasons. Right now, only pistols and blasters can be dual-wielded. I will likely make dual blasters less accurate if balance-testing shows that they are too strong. 1.) the second lightsaber color for bots is messed up (I mentioned this in the last forcemod thread) I remember. That bug is now fixed. 2.) when using a particular lightsaber stance, and upon death and respawning, the lightsaber stance is automatically moved to the next one in the line up. (i.e. If you're using the light lightsaber stance, when you die, the lightsaber stance will be moved up to medium.) I have seen where that happens in the code. It's to safeguard against having the wrong stances (for dualblade, etc...) at spawn time. I'll take another look and see if i can fix it. AJL - Did you look at the new force sides? That is how i hoped to address the issue. That way, if a jedi mixes light & dark powers they must choose a preference, and cannot master either side (i.e. level 4). Level 4 force powers are reserved for pure jedi/sith. Link to comment Share on other sites More sharing options...
Lord Tnuc Posted February 14, 2003 Share Posted February 14, 2003 Wow. That looks great. Better than I thought it would. Great job, Darth. I sure hope I'm beta testing testing this one as I did the first. Link to comment Share on other sites More sharing options...
bliv Posted February 14, 2003 Share Posted February 14, 2003 Another few questions. 1) Are the Merc improvements constant in way Jedi Force powers are, meaning you respawn with all the little gadgets? 2) Do any of the gadgets have upgrades like Force Powers? Just wondering about the balance relating to the Force if not. eg. Shield charging being similar to Jedi Healing where a lower level shield charger would charge slower or have to stop moving. Link to comment Share on other sites More sharing options...
Lord Tnuc Posted February 14, 2003 Share Posted February 14, 2003 I was thinking. Perhaps another cool feature would be to be able to switch firing modes on the firearms. Likewith the blaster...you could have 3-round bursts...and another mode for it..as normal fire. or..for dual pistols..will both guns fire at the same time, or will they fire one after the other? I think that'd be another good feature..enabling the person to change how those fire. Link to comment Share on other sites More sharing options...
Archonon Posted February 14, 2003 Share Posted February 14, 2003 That's looking fantastic Darth_Syrup. One small concern though. I noticed the Merc can cloak and not be detected by Force Seeing, yet it can use optic radar to detect Mindtrick (Jedi Cloaking). I think this gives too much advantage to the Merc since not only they have flawless invisibility and detect cloak while they Jedi can neither cloak without being detected nor detect a cloaked Merc. Perhaps it might be best if Force Seeing can detect cloaked Mercs? Especially since bots like to use that damn invisilbility so much. In the interest of balance...just my opinion though. Also maybe you remember a long time ago I mentioned that bug that makes bots lose their sabers once they use saber throw from time to time, especially in FFA maps when even if they respawn they lose it again. If you can find a solution to that it'd be great. Excellent job. Link to comment Share on other sites More sharing options...
Azymn Posted February 15, 2003 Author Share Posted February 15, 2003 1) Are the Merc improvements constant in way Jedi Force powers are, meaning you respawn with all the little gadgets? Yes. I'm tinkering with a 3 class system for the mercs...i'll likely post a poll on it in a few days. But you would always respawn with the toys that accompany the merc. 2) Do any of the gadgets have upgrades like Force Powers? Just wondering about the balance relating to the Force if not. There are varying levels within each power that the user won't see, that relate to the general force rank of the server. i.e. mercs have level 1 powers until about padawan learner, up until level 4 abilities if the server is on jedi master or higher. I'll likely change the merc battery (forcepower) recharge time too, as an added precaution for balance. Perhaps another cool feature would be to be able to switch firing modes on the firearms. Not a bad idea - i'll jot it down for consideration if i put out another version. Archonon: - Cloaking is indeed powerful, but will have a limited duration, as will optic radar. You'll also see the disadvantages to both powers once you start playing - you can still make out cloakers at close range (check out the pic), and optic radar makes it difficult to see the rest of your surroundings, unlike forceSeeing. These will both be balanced during the beta testing. - I'm still working on the missing saber bug... - And the bots won't spam force powers as often anymore, i'm changing the AI. Link to comment Share on other sites More sharing options...
bliv Posted February 15, 2003 Share Posted February 15, 2003 Didn't see anything on the site but.... Are the dual jetpack emissions still in? And what about the improved grappling hook. I haven't heard you mention that in ages. Link to comment Share on other sites More sharing options...
EffJi Posted February 15, 2003 Share Posted February 15, 2003 Would it be possible to make the blaster shots move faster? Like in the movies. They move too damn slow in the game. Link to comment Share on other sites More sharing options...
AJL Posted February 15, 2003 Share Posted February 15, 2003 Originally posted by EffJi Would it be possible to make the blaster shots move faster? Like in the movies. They move too damn slow in the game. Thats easy... but "may" cause some problems... Link to comment Share on other sites More sharing options...
Wudan Posted February 15, 2003 Share Posted February 15, 2003 As we say up in my hood: "Oh no hell no, yall done up and done it now." Damn. That is AWESOME. Hopefully for next version of ForceMod we'll crack open this animation junk. Though I'd rather be coding in some cool stuff like what you've got there ... Link to comment Share on other sites More sharing options...
t3rr0r Posted February 15, 2003 Share Posted February 15, 2003 those screenshots look really great... one suggestion of mine is to peek into the sof2 source to see how people catch fire from the incendiary grenades... because that's a cool looking effect. also, could you make the falling death (when you fall in a pit or something) trigger the animation BOTH_FALLDEATH1INAIR? it would add some more fun detail to the game. Link to comment Share on other sites More sharing options...
Wudan Posted February 15, 2003 Share Posted February 15, 2003 They do it essentially the same we we see people when we turn on force_seeing - you call this, specify that, and whamo! Instant inflamation! Link to comment Share on other sites More sharing options...
t3rr0r Posted February 15, 2003 Share Posted February 15, 2003 Originally posted by wudan They do it essentially the same we we see people when we turn on force_seeing - you call this, specify that, and whamo! Instant inflamation! i assume so, but this way he'll know which flame sprites he'll need extract from sof2 (i can do that if necessary). burn, baby, burn. Link to comment Share on other sites More sharing options...
Azymn Posted February 15, 2003 Author Share Posted February 15, 2003 Are the dual jetpack emissions still in? And what about the improved grappling hook. I haven't heard you mention that in ages. Yeah, i haven't gotten the dual jetpack emissions to look right yet - i emailed Artifex to ask how he did it in promod3. Once i get a good handle on how to best use vectors, the grapple should be working too. Right now, the grapple pushes you miles (literally) out of the map at the point it's supposed to make you swing, lol. It's all in the math... Would it be possible to make the blaster shots move faster? Yes, but AJL has a point in that it may cause some balance problems. But we'll keep the option open as a possibility. wudan - hehe, new animations would be cool. t3rror - Those flame FX are much cooler than my current ones (i'll post pics and let you guys decide) - it would be cool to add those in. I don't have sof2, and i don't think the fx would be packaged with the source code, so if you're willing to extract them i'll try to get them in the game. btw - thanks for suggesting the BOTH_GUNSIT1 animation - it looks much more aggressive than the one i had been using. Link to comment Share on other sites More sharing options...
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