master_thomas Posted March 17, 2003 Share Posted March 17, 2003 Three new things: 1. What does "dodgy trace..." mean? It comes up on the top left of my screen every once in a while while playing "Movie Battles". 2.I get the error "ERROR: event_param above MAX STATS" in the top left sometimes. Neither it nor number one seem to affect the game. 3. When I'm a mandolorian, sometimes in spectator mode it messes up the leader board with the wrong score. I had 8 and it said " Thomas (Boba pic) Leader:-1" lol I'm in, but I live in the U.S. so we may have a timing problem like you said. My question about heros; I meant, how do you decide the team (villans or heroes)(red or blue) bots are on? The jedi all use the darkside, lightning spamming all the time; thanks for the saber block:). #3 are all mandolorians in red armor. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 17, 2003 Author Share Posted March 17, 2003 thomas: Those error messages are just some debug stuff I put in to help me sort out some problems. Just ignore them. I'll take them out of the next build. I know exactly what that problem is with the score. Basically, the kills / deaths score is a totally new system, but the one in the top-right still uses the old score value. Easiely fixed - I'll sort it for the next build too. I'm pretty flexible on the weekends (I'm as rigid as a board during the week! ). If we get the game going, say, late at night here, that should be early evening for you guys. No - mandalorian bots should come in four flavours! Basically, the four jetpack-less models in the Mandalorian models pack. I think 2 are Red (1 with cape and one without cape), 1 yellow and one blue... Unfortunately, you can't assign certain class bots to certain teams at this point. I may try and get that in for the next build, but to be honest, this is something I wanted to talk to you and the rest of the community about... You see, bots have never been a high priority for me. I'd much rather spend time getting more cool features in to make playing with real players better. Bots are handy to even unbalanced teams (in which case exactly what class it is isn't really that important...), and for testing - but apart from that, I meant this mod to be primarily played online with other people... Also consider that I'd say nearly half my time spent developing the mod so far has been trying to get bots working properly with all the changes I've been making (no joke!)... Let me put it this way - If I say - 'If I don't spend any more time providing bot-specific features, I can get x-y- and z stuff added in the same time' - would you still want full bot support? Personally, I'd much rather concentrate on getting the game working REALLY well when played with other people, rather than diverting a lot of that time to making sure bots work flawlessly. Do you see what I'm saying? I guess it depends on whether you REALLY need proper bot support in this mod. If you can live without it, I could get a lot more cool stuff in quicker. The problem at the moment, of course, is that I've only just got this thing avaliable, so of course no-one's playing it online yet! But assuming it starts to get played more, you might be glad I didn't spend too much time on bot stuff. Let me know what you think... Link to comment Share on other sites More sharing options...
BloodRiot Posted March 18, 2003 Share Posted March 18, 2003 From what i've seen (tested by my own.. couldnt find online server) It's great and shows awesome potential. My Fetts never looked so cool before The class system is great (I never did like to see a lightsaber in the hands of a stormtrooper anyway). The removal of saber throw and it's current replacement seems a good choice. The removal of certain force power also seems interesting so that fight is based upon sabering and not so much force as im used to see out there. Well... basically it all adds up to a very high thumbs up and hopes that it gets better. One request... if it's within your "know how" range... you MUST get some more of the SP combat maneuvers working .... but maybe only active during DUEL mode in FFA so that it doesnt end up looking like the jedi/sith acrobat circus is in town Now im off to see if i can find any server running this thing Good Work... and keep it up. Cheers. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 18, 2003 Author Share Posted March 18, 2003 Well, I have to say, a complement like that coming from you BloodRiot is a complement indeed. Once I saw the simply awesome mandalorian models you were involved in making, I just knew I had to get those guys rockin' proper stylie!! Your models were a central inspiration for this mod. Great work! And I certainly plan to keep working on it. There's still lots more I want to do... As far as I know, no servers are running this yet. To be honest, I haven't really publicised it too much. It's still officially a beta version. (There's still a few issues to sort before I call it an official release..) A few of us are trying to organise a game though. (Possibly for this weekend... guys?). Watch this thread for more details... As far as saber combat goes, I'm gonna try my best, but trying to get the MP combat EXACTLY like SP is quite a tall order. Lag for one thing could be a factor which could not only make this impossible, but also in a way unwise. i.e. it might be better to admit that because there is a lag factor, you actually need to take that into account and therefore make the MP combat slightly different - at a fundemental level. Although this is just speculation to a certain extent. My main aim has been to get MP saber combat to look more movie-realistic, not nessesarily more SP-like, although both aims are very close... We'll have to see. Incidently, I'd be interested in your opinion on the short saber locks I've implemented. Do you think their in the right direction, or no...? Link to comment Share on other sites More sharing options...
BloodRiot Posted March 18, 2003 Share Posted March 18, 2003 Well.. I'll answer your question about saber locks as soon as i can see them working I had to create a server to play this since i couldnt find a server online. But I'll try to extrapolate some scenarios using my vulcan logical computing... (yeah right) Saber locks should indeed be as frequent as an average 1 to 2 saber locks per fight... less than 1 is practically like the orginal game.. and more than 2 or 3 saber locks per fight/duel tends to get boring (and might lead to mouse replacements due to overused left mouse button) so be careful there. In my defense... didnt meant saber dueling exactly like SP... i know that's a tough cookie... i just meant adding some moves from SP like the famous cartwheels and butterflies without replacing the regular roll moves I had thought about using the saber defense button to toggle between those actions... like...when not defending the character performs normal rols and flips etc... when defending if you roll left or right fer instance.. you'd see a cartwheel. Seems logical since those moves are dodging moves. You can always go for the double tap left/right/back/forward a la Unreal Tournament Just a few examples. Well.. that's it for now... like i said before keep up the good work...and hope to see something soon (this weekend... guys?) Cheers Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 18, 2003 Author Share Posted March 18, 2003 ...I like your examples!! I think I was mis-reading your points earlier. The stuff you've just mentioned is definetly worth looking into...! To do the kind of special moves your describing while in defence mode would be awesome! You can play against Jedi bots if you want. Set the g_botclass cvar to 2. Here's a list of the possible values again... 0 = Random <- (Give this a go...) 1 =Soldier (default) 2 = Jedi 3 = Hero / Mandalorian Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 18, 2003 Author Share Posted March 18, 2003 Woohoo! Looks like the jkii.net file server is back up and online... Now I can get some cool new models into the next build - including prequel OB1 Link to comment Share on other sites More sharing options...
wedge2211 Posted March 18, 2003 Share Posted March 18, 2003 A suggestion on saber lock: Can you make it work differently than who can click the mouse button more? That, I found, was really annoying and totally arbitrary. I would say just hold the button down, but then the lock would be senseless. Here's my idea: some combination of the attack button (pushing really hard, but it tips you off-balance a little), lightsaber defense button (right mouse - stable stance, but not pushing AGIANST your opponent), moving relative to your opponent (if you're moving toward them, you push harder, if you move away, then they push a little less and they end up off-balance a little, but you wouldn't actually move since the lightsabers are locked, this only represents a push), and force power (more aggressive moves would drain force a bit [NOT TOO MUCH!], otherwise force is drained at a miniscule rate). If your opponent is "off-balance," they are more vulnerable to your pushes against them, but if you just sit there holding the defense and backpedal buttons, then they would overcome you eventually, which give you some incentive to try a little strategy. Also, the outcome, or maybe the different options you have available in a lock, should depend on saber stance. (IMO, the special stance of yours should have the option to whip the saber out of the lock and make a quick strike against the opponent. This would not deal enough damamge to kill, and would drain lots of force power, and leave you open to a caounterattack.) Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 18, 2003 Author Share Posted March 18, 2003 Wedge: All good ideas! I must admit, I'm happy enough at this point to have got the short saber locks in at all to start with - I think their definetly a step in the right direction. They do achieve one thing quite well for me - and that is make the combat look closer to the movies. But your certainly right - their's a lot more potential for better play and tactics which isn't being exploited with the saber locks at present. However, these ideas are easy to say, but the details of the implementation can get quite tricky... I'll keep working on it... Link to comment Share on other sites More sharing options...
wedge2211 Posted March 18, 2003 Share Posted March 18, 2003 Hehe, if you don't mind a non-modder making complex suggestions, I can always fill in details on that idea for you! I kow enough about programming to have the rough idea that it wouldn't take TOO much more than a couple extra variables and some manipulations of them depending on inputs, but I don't know anything about JKII coding. Good luck with the rest of the mod! Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 18, 2003 Author Share Posted March 18, 2003 It's one thing to set up the variables which keep track of the various conditions to determine each players 'locking' strength... It's another thing to get the saber locks to reflect these conditions in a nice, asthetically pleasing manner...! Don't get me wrong, it's not super complex or anything, but it's certainly not as simple as setting up a few variables!! But as I say, I'll look into it. Most probably I'll be able to get something like you've described in without too much of a problem... Link to comment Share on other sites More sharing options...
Littleman206 Posted March 19, 2003 Share Posted March 19, 2003 Nice mod i gotta say, one problem though. Dont get me wrong the mods great EXCEPT, whever i go jedi, it keeps my previous force settings(i know this is supposed to happen) however, that means i lose the additional point I usually spend on throw and I still get to use protect/absorb/drain/rage in game. So if theres someway for you to wipe out previoulsy saved force settings that'd be nice and maybe remove there pre designed force "classes"(e.g baldemsater, swashbuckler etc.) as they give you proficiency in these powers and you can then use them in the game. Also I'm npt sure if its intended, but it only takes a single zoomed disruptor shot to kill bad guys, i.e you dont have to charge it up so you can still get off about 10-15 shots(takes around 4 each shot). Again not sure if this is intended but thought i should mention it. Finally, is there any way to change it so instead of having LMS rules(not remove them altogether) you can have certain respawn times, for the feel of a contineous battle, kinda like team fortress. Could give Jedi and heroes around 15-30 seconds while soldiers only haev about 5 if any, so they still have there main advantage. Fianlly, I hear you got some plans with force mod, how about you add in his merc classes? If not(as that would proably screw balance completely) atleast add duel PISTOLS(not blasters) also, the bounce emote( i think its bounce, basically its a quick push up) could be used for firing the rocket from the mandalorians back pack, or atleast look Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 19, 2003 Author Share Posted March 19, 2003 Littleman, It's OK, no need to apologise for finding problems! Although this is avaliable for general release, it's still officially a beta - which means I'm still working on tying up all the loose ends etc. I thank you for trying out the mod and finding these issues for me - so that I can sort them! Wow - I missed those loopholes you've found with the force powers. Won't be hard to stop that happenning though - it's now on the list for the next build... As far as the disruptor, it depends what class of 'bad guys' your talking about. Soldiers can be killed with one non-charged blast, but I don't think this is a problem. The soldiers are meant to die relatively easiely. Other classes are harder to kill. Hero's and Jedi's probably don't need a full charge to kill since they have no armour, but Mandalorians - I believe - require at least nearly a full charge to kill them with full health and armour. Although, these are just estimates. I haven't actually bothered to check exactly how much charge is required for each class... If I do end up doing a code sharing deal with Azymnn (this looks very likely at this point...), I'm not going to be simply bolting his classes onto my game directly - mainly because they've been designed with quite different gamplay in mind. I'm going to be excracting a lot of the super kool Mandalorian toys and incorporating them into the existing Mandaloian class. And yes, this will include dual pistols (and NOT dual blasters - I agree!) Plus, I'm sure all the saber colour / hilts and model scaling stuff will keep people happy too... I'll have to look into that bounce emote. (Haven't used emotes as yet... ) Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 19, 2003 Author Share Posted March 19, 2003 Sorry, forgot to answer the re-spawning question... I'm assuming you wanted your idea to be an option, so that you could have it as it is now, or how you described in your post -depending on the server. If not - i.e. you wanted your idea 'instead' of the way it is now, I prefer the way it is now! If you meant an option - this is certainly possible. But I have my reservations about having options which alter the basic gameplay rules too much. You end up in the situation where before you join a server, you have to read a big checklist telling you what gameplay options are on or off... Coupled with this is the fact that it's easier to get balance and gameplay right if you concentrate on one, specific, focused gametype. Every option you add to a game to make sure you keep as many people as possible happy, the harder it becomes to make sure the game is going to play well, no matter what combination of options you have set. In short, I want to keep the gameplay in this mod focused on one type of play. And that means keeping down the options. Sure, some people aren't going to like this specific type of play, but I'd rather make a sub-set of people REALLY happy rather than try and keep everyone happy, but potentially end up with a milk-warm game which a lot of people think is OK, but no-one LOVES... Link to comment Share on other sites More sharing options...
razorace Posted March 19, 2003 Share Posted March 19, 2003 I wouldn't go that far. Mechwarrior 4 is an excellent example of a game with enough options for extended game value but set up in a way where you can always find the type of game you want. (Except for Force First Person to stop the filthy jump snipers. They didn't put in a filter for that. doh!) Anyway, I know we disagree on this but please don't knock all the great games with a huge variety of fun game that ARE easy to just hop into. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 19, 2003 Author Share Posted March 19, 2003 Please take all my comments with a small disclaimer at the bottom: 'This is just my point of view'. I'm not trying to dis games which have a wide variety of options. I'm just trying to explain why I think the concept of not having too many options is possibly a good thing - because a lot of people can't initially understand why i wouldn't want to put options in which try to keep all players happy. Whether it is actually 'right' or 'wrong' is for individual gamers to decide... And remember, what you consider 'easy' is not nessesarily what other people regard as 'easy'... e.g. Ask a console gamer whether they think setting up and playing an average PC game is 'easy'... Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 19, 2003 Author Share Posted March 19, 2003 I've had another person mention the game crashing at some point. I simply cannot reproduce this. Could anybody who's had a crash tell me under what circumstances the crash happens. I know someone mentioned when changing classes. Can you remember whether you were still alive in the round? Or were you spectating? Also, which class were you changing to and from. And also, can you double check that you have the latest build. There was a problem which could potentially cause the game to crash I found in an earlier build, but I've fixed it in the latest one. If you look at the .pk3 file in your MovieBattles folder, it should be MovieBattlesvB4.pk3. (Build 4). If the number on the end of the file name is lower than this, you need to download the latest version from the site... Link to comment Share on other sites More sharing options...
Master_Payne Posted March 19, 2003 Share Posted March 19, 2003 For some I got server disconnect when trying to load a map, so I can't test the crashing thing because I can't play it... I'm the only one with this message (Its B4). Thinking it may be my cstom cfg I restore the defaults, but still get the message... I will keep searching ways to get out of this problem. Link to comment Share on other sites More sharing options...
Jman3ooo Posted March 19, 2003 Share Posted March 19, 2003 I had this... You need to turn off pure server. Link to comment Share on other sites More sharing options...
Alesh Posted March 19, 2003 Share Posted March 19, 2003 Well i've noticed all sorts of weird things happening in the console when going to spectator mode/back to game (couldn't execute comand CMD somethingihadjustdoneintheconsole), apart from music stopping. I also crashed to desktop very often (I think it was always when starting a new round or changing classes). Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 19, 2003 Author Share Posted March 19, 2003 Alesh, Are you playing solo against bots when these crashes happen, or are you playing with at least one more real player connected...? Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 19, 2003 Author Share Posted March 19, 2003 *phew* With Jman3ooo's help, I've managed to reproduce the little b*****d! I'll be able to fix it now! Link to comment Share on other sites More sharing options...
razorace Posted March 19, 2003 Share Posted March 19, 2003 yeah, crash bugs are a bastard to replicate sometimes. Y had this crash bug that I was very able to figure out. Ended up having to code it again from a back up. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted March 19, 2003 Author Share Posted March 19, 2003 Eeeek! Here's hoping that won't be nessesary in this case...! I don't expect it to - I've had a couple of crashing problems with the mod, but once I'd found them they were fairly straight forward to fix... Link to comment Share on other sites More sharing options...
Alesh Posted March 19, 2003 Share Posted March 19, 2003 I think it's a little late but anyway, it was with bots. Link to comment Share on other sites More sharing options...
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