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ForceMod 2.0 - Dual Pistol screenshots


Azymn

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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.

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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.

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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.

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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.

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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 :p:D ).

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More force stuff for jedis and siths ?? hmm... not sure if

thats good idea...:rolleyes:

 

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...)

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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.

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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.

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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.

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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.

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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.

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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 ...

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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. :D

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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. :)

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