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Duncan_10158
12-10-2003, 12:40 PM
I made two posts in the Jedi Knight Edditing/ Coding forum but i didnt get any help or even replys on it. so keshire told me to post it here, i hope i get here at least a reply on it. this is a coding thing so it fits quite good into OJP. i put both into this thread cause they are some kind of dependent.



fix vehicle limit

Now with the JA sdk released we can do some more in deep changes of JA. as i am working on some new vehicles i would like to start this thread on how we can mod JA to eliminate or at least rise the vehicle limit.

the vehicle limit has something to do with the .veh files. if there are more the 12 added in the base folder JA gives you an error back when loading a map: veh files extention to large, or something like that. its eighter a limit of the number of veh files or the used size of all these veh files together. i couldnt figure that out.

to fix that is very importent for us vehicle modelers, everyone downloading vehicles surly gets the problem of the many veh files. and for mapper its a limit of the vehicles they can use in thier maps. i dont realy have an idea about coding, but with my other request for help in creating new vehicle classes, i hope this can improve our projects a great part. if someone could help me figure out where the problem is and fix it, would be realy great.



creating new vehicle classes

I am working on some new vehicles for JA, like the droideka, and came to the point where without code change i dont realy can finish it as i would like to. the problem is the vehicles in JA are grouped in classes like swoop, walker, fighter or animal. these groups are more importent for how the vehicle is like then the .veh file, which we can mod. creating new vehicle classes would make it possible to creat new vehicle models which are more acurate. for ex. to creat a ATAT usabe we need a vehicle class that can move a head independently from the body or sett up directly what triggers a spezified animation. just to make it clear, i have no idea about coding or any other stuff needed for that. so i am writing here a list of what i hope could be changed or set up in a new vehicle class. perhaps we should creat some different classes so there is some choise for us vehicle modelers to creat new vehicles. if you could help me, would be great

-more variety in movements, some classes have more different movements, but any vehicle can drive sideward or jump. for ex. it could be possible to creat an animal that can make a high jump.

-let bones follow the crosshair, the ATST guns does follow the crosshair in the vertical, a bone named >thoracic< in a walker class vehicle does it. if we could set up bones that follow in horizontal and vertical. or also let the vehicle turn when standing, what work in SP but not in MP.

-using left/right arrow to steer and mouse to aim, this is directly linked to the point above. instad steering the vehicle with the mouse it should work though the arrows. thise would make vehicles like ATAT or ATST much more accurat.

-finish an animation sequence befor a next one can be ativated, the vehicle class seams to set up which animations can be inerrupted and which cant. for ex. my droideka goes much to fast into rolling mode and back, i want to have the sanding up animation finished befor any thing else can be started.

-deactivat sertain actions in stances, for ex. the fighter class cant shoot while standing on gound, i would like to have a similar thing for other actions during some animation sequences. again my droideka, i want to have it set up so it cant shoot while in rolling mode.

-taking different amount of damage in different stances, for vehilces it should be possible to set up a very vulnerable mode, or have some kind of activated energy shield in some animation sequences. i am not talking about the visual part of it, i already created such a visual energy shield for my droideka, that is activ while standing and not when in rolling mode. i would like to have a mod that takes that into account on the damage points.

-more different driver posture, this is set up in the vehicle class altough the is a parameter in the veh files, but it has no effect. if we could set up that other posture are shown and what player model animation sequences are used. for ex. useing that console typing animation for a vehicle driver.

-vehicles with passangers and possibly show them as drivers, there is an option in the veh files to make it possible for vehicles to carry passangers, but its a vehilce class thing again. if we could make it usable and those passangers visible with spezified driver animations. gunner is perhaps the next step, but i suppose thats hard coded.


ok, thats my short list. i am not sure if i mentioned all, but these are the things i realy like to have on my vehicles. i have no idea if its possible at all, so let me know.

razorace
12-10-2003, 07:08 PM
I'll look into the vehicle limit but I simply have too much on my plate to create new vehicle classes. Maybe someone else would like to do that.

razorace
12-10-2003, 08:02 PM
Ok, it looks like the max vehicle issue is just a single DEFINE. I've made the change and will update the repository soon.

Duncan_10158
12-10-2003, 10:50 PM
sounds great. everyone knows you got lots of things on your to do list, so it doesnt hurry. i am happy at least someone replyed to my post :)

keshire
12-11-2003, 08:35 AM
I've got VH_DROIDEKA defined for you Duncan.

At the moment It is exactly like the ATST.

I'll be changing that shortly.

razorace
12-11-2003, 09:01 AM
Is keshire going to share some with the rest of the class? :)

keshire
12-11-2003, 09:05 AM
Soon as I'm done.

I'm hunting down where the attack string is so I can insert an animation there. Something general like BOTH_ATTACK2.

Also need to hunt down the movement area for run. Which shouldn't be too hard, I came across it once before. Just need to re-find it. ;)

razorace
12-11-2003, 09:12 AM
Well, if you're planning on submitting anything to the project, I suggest you get access to the repository so you can do the adding yourself.

keshire
12-11-2003, 09:13 AM
Could you perhaps point me in the right direction for that?

razorace
12-11-2003, 09:40 AM
I'm probably going to have to walk you thru it. PM me your IM information.

keshire
12-11-2003, 09:42 AM
Well I'm primarily on while at work. Get ahold of me at

snip

As you can see I monitor my emails as if it were IM. :)

RenegadeOfPhunk
12-11-2003, 09:58 AM
Duncan_10158,

I am going to be starting work on implementing a Droideka class for my mod soon - and was planning to sumbit this to the OJP. The only trouble is I wasn't planning on using a vechicle implementation for the Droideka because - well - it's not something a player rides!

...wouldn't it make more sense as a siege class?

...however, I might still be interested in working on these new vechicle classes as well - irrespective to the droideka implementation.

Anyway, if you want to get in contact so that we can xchange notes more closely, my e-mail is renegadeofphunk@3dactionplanet.com

keshire
12-11-2003, 09:59 AM
I emailed you the Droideka file and explained to him what you wanted to do. I decided to do this (vehicle class) as a side project.

keshire
12-11-2003, 11:01 AM
I'll try and fix the attack while running and adding in the attack animation tonight. Otherwise I'm out for the day.

razorace
12-11-2003, 07:54 PM
Originally posted by RenegadeOfPhunk
I am going to be starting work on implementing a Droideka class for my mod soon - and was planning to sumbit this to the OJP. The only trouble is I wasn't planning on using a vechicle implementation for the Droideka because - well - it's not something a player rides!


That's true but it might be easier to impliment as a seperate vehicle class that is only boardable thru code commands.

RenegadeOfPhunk
12-12-2003, 10:09 AM
That's true but it might be easier to impliment as a seperate vehicle class that is only boardable thru code commands.


Hmm - I think you have a point...

I would want the droideka 'class' to be avaliable irrespective of whether the droideka vechicle happens to be included in the map, but I guess I can jump that hurdle later...

OK - so I'm definetly interested in helping with all the stuff your talking about Duncan. I wasn't home last night, so I didn't check my mails. I will check them tonight.

Keshire, maybe we can split the work between us. Let me know where you are currently at...

keshire
12-12-2003, 10:11 AM
Have at it. I just have a copy of the walker class renamed. I'm tackling my other project at the moment.

Duncan_10158
12-12-2003, 01:09 PM
this is coming great, thanks everyone.

my first idea was to creat the droideka as player model and not as vehicle. most of the animations are made as it would be a player model. i converted it to vehicle as JA came out and the hole vehicle thing got possible for MP. i also think to code the droideka as vehicle and make it in siege maps for ex. boardable only class selection, as razorace suggested, is the best way.

RenegadeOfPhunk, did you get the droideka file? if not let me know and i will sent it again.

btw, could it be possible to change the code that in the veh file are some of these options to enable? for ex. which animation sequences are used or what bones follow the crosshair horizontaly or verticaly. that would make it for everyone much easier to creat new vehicles.

RenegadeOfPhunk
12-12-2003, 01:24 PM
btw, could it be possible to change the code that in the veh file are some of these options to enable? for ex. which animation sequences are used or what bones follow the crosshair horizontaly or verticaly. that would make it for everyone much easier to creat new vehicles.


The animation triggers are most certainly possible. (Sounds like Keshire has made some headway into this already...)
The bones-following-crosshair stuff I'd need to look into a bit, but I'm sure that should be possible too...

keshire
12-13-2003, 03:26 AM
Yes, I was in the process of hunting down where the attaack occurs so I could implant just any basic attack animation. The only problem I see is the way it switches linked muzzles.

I don't know if the animation would occur before or during the switch.

During would be definately be nice and make less work. But I'm just hoping.

RenegadeOfPhunk
12-13-2003, 10:05 AM
Duncan,

I haven't recieved your current Driodeka work yet. I'm assuming your planning to send me your current vechicle implementation so I can see clearly what needs to be altered / fixed.

...also, have you got an AT-AT in the works? If so, it would be handy to be able to see that too, so I can get a clear idea of what needs to be achieved for that too.

One thing I think I will do is add a variable to the standard vechicle definition which states that the vechicle is something that the player 'is', rather than the player 'rides'. Exactly how we want to make this work, we can think about as we go.

I can try and add a lot of customosability to all the vechicle classes, to try and achieve the things your after, but I need to know some details.
e.g. with the droideka, how is it you are switching from roll to not rolling?

Anyway, if you send me a mail then we can get communicating properly...

Keshire,

I don't know how your approcahing this, but it would be nice if we make this work nice and generically, so that - for example - a vechicle creator could make another 'droid' vechicle, and specify special operational modes, special anims etc. all from the vechicle definition without having to change any code. I think this will be a bit tricky, and we can't try and cover EVERY possibility - but I think we can try and make it fairly comprehensive...

RenegadeOfPhunk
12-13-2003, 10:19 AM
Keshire,

Just looked back up, and seen that you have created a new class specifically for the Droideka.

...I reakon it would be better to leave it as just a VH_WALKER class. That's essentially what it is after all, with a few extra fancy functions.

We can get those new functions in by just making ALL vechicle classes a bit more customisable, but I personally don't think adding new vechicle classes for individual instances of a vechicle (i.e. Droideka) is the right way to go - not in the long term anyway...

..what do you think?

RenegadeOfPhunk
12-13-2003, 10:30 AM
OK,

While I'm waiting to look at the current Droideka vechicle imp. - here's an example of the kind of things I want to add to the .veh definition files to try and handle the stuff being talked about.

e.g.
To handle the jumping stuff...

MaxJumpHeight
Default - 0
Determines the maximum height this vechicle can jump to. If 0, this means the vechicle has no jump capability. I'm guessing only VH_WALKER or VH_ANIMAL vechicles would potentially have this variable set, although I guess VH_SPEEDER isn't out of the question either...

JumpVelocity
Default - ?
The velocity with which the vechicle will leave the ground when jumping.

JumpAnim
Default - ?
A custom anim to be played when jumping.
From the looks of it, you guys have already got new anims working for vechicles. Could I get details as to how that all works...?

razorace
12-13-2003, 10:40 AM
I assume this stuff will be submitted to OJP?

RenegadeOfPhunk
12-13-2003, 10:43 AM
...of course :)

razorace
12-13-2003, 06:23 PM
Well, if you're actively working on something for OJP, please post about it in the "what's new?" sticky.

RenegadeOfPhunk
12-13-2003, 08:09 PM
please post about it in the "what's new?" sticky.


Done.

btw Razor - this max vechicle DEFINE you've upped -do you know why it was set so low? I'm guessing Raven didn't set it low just to spite us! Maybe they had a good reason for it...


...anyway, I've got jumping vechicles now :)
Gotta iron out a few kinks and add those new vechicle options, but pretty much done.

The only thing I can't get working yet is getting a jump anim to trigger. But I think this is mainly because the AT-ST I'm using to test with doesn't have a jump anim defined ;)
Duncan, if you have a vechicle which DOES have a jump anim ready to be triggered, then pass it my way and I can try and get it working properly...

razorace
12-14-2003, 02:37 AM
Well, 16 seperate vehicles isn't that low...especially if you consider that they got cut off in midstream on the vehicle stuff.

In fact, the define states that it's 64. They must have reduced it right before release. My guess is that it's so that the loadtimes are smaller.

RenegadeOfPhunk
12-14-2003, 09:43 AM
Hmm. Well, ok, we'll see how it goes I guess.

Anyway, I've coded in the new entries to the vehicle definition I mentioned above. i.e.:

MaxJumpHeight
JumpVelocity
JumpAnim


They seem to be working fine.

There is only one small problem I have, which seems very strange. If I make the vechicle jump 'on-the-spot' in certain parts of the map, the vechicle can tend to 'drift' a bit until it settles on a certain, specific point!!

...I'm still looking into it, but if I can't get it fixed, it's not a show-stopper I dont' think.

As I say, I can't test the jump anim stuff properly until I get a vechicle with a jump anim defined.


OK- since I still don't have a current Droideka file, nor do I have any details on how your currently handling stuff like rolling, I'm going to propose my own system for handling this kind of stuff.

What I'd propose is to mark out several differnt operational 'modes', activated in different ways.

...for example, the way I was planning to handle Droideka 'rolling' was to make rolling active when the 'crouch' key is held down

OK - so what I propose is to have the concept of different operational 'modes', triggered by custom-defined player input.

i.e.

OPMode1
Default - MODE_TRIGGER_NONE
Determines what control triggers this 'mode'.
Two triggers I can think of off-the-bat are:
MODE_TRIGGER_CROUCH - mode triggered when crouch is held
MODE_TRIGGER_WALK - mode triggered when walk is held

I guess these different triggers could be bit flags potentialy, although I don't know how useful this will be.

Mode1AnimStart
Default - ?
Determines the anim which is played when moving into the specified operational mode

Mode1AnimDuring
Default - ?
THe anim which is played 'during' the operational mode

Mode1AnimEnd
Default - ?
The anim which is played when coming out of that operational mode

Mode1CanFire
Default - 1
If set to 1, this means the vehicle can fire when in mode 1. If 0, it cannot

Mode1ShieldsOn
Default - 1
If set to 1, this means shields can still work when in mode 1. If 0, they cannot.

Mode1VehicleClass
Default - ?
This entry determines new class values to be used to 'over-ride' the normal ones. This allows maximum flexibility between the different operational modes.

For an example of how this would work, imagine a Droideka_vehicle class. THe values speficied directly for that class would be for walking.
The Mode1 settings would look something like this:

OPMode1 MODE_TRIGGER_CROUCH
Mode1AnimStart ANIM_DROIDEKA_FOLD_UP
Mode1AnimDuring ANIM_DROIDEKA_ROLL
Mode1AnimEnd ANIM_DROIDEKA_FOLD_OUT
Mode1CanFire 0
Mode1ShieldsOn 0
Mode1VehicleClass "DroidekaRolling_vehicle"

The DroidekaRolling_vehicle class could contain any settings which would need to be 'over-ridden' when in this mode. Some examples of this would be overall speed, turning ability etc. etc.
Also, one extra setting for all vehicle class would be:

VehicleModeClass
Default - 0
If set to 1, the class definition is only a mode of another class, and cannot be used as a class 'on it's own'.
If 0, this is a 'normal' or 'main' class.

Duncan_10158
12-14-2003, 11:29 AM
i just sent the droideka off, RenegadeOfPhunk. it has jumping animations so you can experiment on it. the modes you are talking about is quite the same i was thinking about. to activat rolling mode through holding shift or toggle by caps lock is as i made it in my JO version of the droideka. but the mode changing animations, fold_up/fold_out, should be shown completly befor another action can be taken.

this is great, thanks everyone. we can make a great addion to JA!

RenegadeOfPhunk
12-14-2003, 06:19 PM
Thx for sending me the Droideka file Duncan.

Unfortunately, I can't check it out because just after I had turned my PC on, a large bang came out of it and then it powered down.

...the f**king power supply has gone and blown!!
...or at least I hope that's all that's happenned... :/

I'm gonna get it looked at tomorrow, so hopefully I should be back up and running as quickly as possible.


but the mode changing animations, fold_up/fold_out, should be shown completly befor another action can be taken.


Agreed. I think this should be a standard feature for all vehicles which have these different 'modes'...

keshire
12-16-2003, 03:39 AM
Yes the way I was going about it is not ideal. But then again I'm not really a coder. and its learn as I go.

RenegadeOfPhunk
12-16-2003, 09:29 AM
Yes the way I was going about it is not ideal. But then again I'm not really a coder. and its learn as I go.


...you seem to be doing pretty well :)

Don't take what I was saying the wrong way. I was just making sure we agreed on how we should approach the problem.

...OK - now all I need is a computer that doesn't blow up when I switch it on - and I can get cracking ;)
...should be fixed tomorrow...

keshire
12-16-2003, 09:32 AM
Don't take what I was saying the wrong way.

Wouldn't dream of it. I was just stating a matter of fact. Soon as I get my throwing code done, and Monsoontide's Acklay smoothed out animation wise. I'll do what I can to help out.

RenegadeOfPhunk
12-20-2003, 02:49 AM
Now that my computer is now (finally) up and running again, I have managed to make good progress on the Droideka-specific vehicle implementation.

I know have:

* The fold in and out anims working correctly (i.e. no movement or firing happens during them).
* Custom sounds triggered during these fold in / out anims.
* Firing disabled when rolling.

All the above stuff is generic (all configurable from the vehicle definition file), and so this kind of stuff can potentially be applied to ANY vehicle quite easiely.

THe only thing I have left to get working are shields. That shouldn't take too long though.
...I'll probably get it all added to the repository as a Christmas present :)

razorace
12-20-2003, 04:43 AM
I really suggest that you use animevents for the fold in/out sounds. It's MUCH easier to set up and it frees up some brandwidthby doing it on everyone's client side.

keshire
12-20-2003, 04:46 AM
Also if you haven't already set up the animations to use the standard enums already present for certain actions.

such as BOTH_STAND2toSTAND1 transitions. It should make custom animation.cfg's more streamlined.

RenegadeOfPhunk
12-20-2003, 10:07 AM
I really suggest that you use animevents for the fold in/out sounds. It's MUCH easier to set up and it frees up some brandwidthby doing it on everyone's client side.


...ok, I'll look into that


Also if you haven't already set up the animations to use the standard enums already present for certain actions.

such as BOTH_STAND2toSTAND1 transitions. It should make custom animation.cfg's more streamlined.


I may not be understanding you correctly, but (I think) this is how I am approaching things.

For the Droideka, there have been two transitions I have needed to implement : walk to run, and run to walk.

For walk to run, I've used the BOTH_RUN1START anim
For run to walk, I've used the BOTH_RUN1STOP anim

These are 'hard-coded', and not configurable from the vehicle definition. So these would be triggered for any vehicle (if the transition anims are enabled in the first place mind you - this IS in the .veh definition).
I'll try and expand this list and put in support for as many additional, sensible transition anims that I can. (Including your example of BOTH_STAND2toSTAND1)

WHat IS configurable at the moment is how long movement is disabled during the anim, what 'modes' can fire primary and alt weapons etc.

I'll post up full details once my implementation is a bit more complete...

RenegadeOfPhunk
12-21-2003, 07:12 PM
OK - droideka implementation is pretty much finished.

Attacking can be disabled in the appropiate modes.
Shields can also be disabled in the appropiate modes.
Transitions between walking and running (rolling) are working correctly.

But before I sumbit this stuff to the OJP, I'd like to provide support for all the different mode transitions. So I'd like to get some feedback about which anims I should use for each transition.

So far I have:

Walk -> Run: BOTH_RUN1START
Run -> Walk: BOTH_RUN1STOP

If anybody really wants these to be different, I can change them. But I think those are sensible.

The ones I still need to decide are:

Still -> Walk = ?
Walk -> Still = ?
Still -> Back = ?
Back -> Still = ?

I can't really see any anims which seem to directly associate, so I'll let you guys choose :) Just look in anims.h and choose an enum for each transition I've just listed above.

..the choices don't make any difference to the implementation, but I guess we should try and choose ones which will make sense to most...

RenegadeOfPhunk
12-21-2003, 07:20 PM
Oh, and Razor. YOu reakon this stuff is Basic Or Enhanced?
..I'm thinking it's Basic...

RenegadeOfPhunk
12-21-2003, 10:48 PM
OK - after watching Ep.I, I've realised that the droideka's shields are only on if it's standing still. When they start walking or rolling, they switch off...

...so I've set that in the droideka.veh file (Good job I made this stuff customisable :) )

I've also ripped some sounds from the films and added them to the droideka using the aminevents stuff (very handy indeed - nice work Razor...)

SO I reakon the Droideka is ready to be submitted.

I'll just give people a chance to choose what anims they want for the transitions I mentioned above. If I don't get any by tomorrow, I'll just pick some myself and submit this stuff to the repository...


Here's the details of the extra vechicle definition entries I've coded in:


MBFstopprimaryfiring
MBFstopaltfiring
MBFdisableshields


These three are Mode Bit Fields (MBF) and they use the following bits:

typedef enum
{
VEHICLE_MODE_RUNNING = 1,
VEHICLE_MODE_WALKING = 2,
VEHICLE_MODE_BACKWARDS = 4,
VEHICLE_MODE_STILL = 8,
} vehicleMode_t;

THe names should be self-explanitory


WalkToRunTime (ANIM: BOTH_RUN1START)
RunToWalkTime (ANIM: BOTH_RUN1STOP)


These two ints set the time (in ms) the vehicle will pause and play the corresponding anims. If set to 0, the transition anims won't be played at all.
Whilst in transition, no movement or firing is possible.

Here are the values I currently have set for the Droideka in it's .veh file:

MBFstopprimaryfiring 1
MBFstopaltfiring 1
MBFdisableshields 7

WalkToRunTime 1000
RunToWalkTime 1000

Duncan_10158
12-21-2003, 11:55 PM
i think thats perfect for droideka! i didnt know that they can have shields only when standing still, but thats perfect. it doesnt make them to strong and they have a fair weekness.

about the transitions, to be honest i have no idea about that so i belief in your desicion. the easier the better :)

i dont know if you mentioned it, but did you take a look on the turning when standing and bone follow crosshair thing. they are not importent features, i just ask if i missed it.

razorace
12-22-2003, 02:16 AM
1. Where are these flags stored? I assume they're either in the playerstate on the server.

2. Remember to do make clear documentation of all this additional material. I suggest you use the OJP_Vehicles.txt that already exists. It will have to be cleaned up thou. :)

3. How did you decide on how to become the Droidika? Is it something that players enter or something that you choose to be?

RenegadeOfPhunk
12-22-2003, 07:38 AM
i dont know if you mentioned it, but did you take a look on the turning when standing


Doh - forgot about that!

...but I've taken a quick look now and I've got that working OK. There is actually an option for this in the .veh file - turnWhenStopped. But it doesn't seem to do anything in the base MP game (at least not for Walkers) -so I've made this option do something now :)


and bone follow crosshair thing. they are not importent features, i just ask if i missed it.


I haven't looked at the bone stuff yet, no. I was concentrating on the Droideka stuff at this point. The droideka doesn't really need horizontal bone-turning at this point -it looks ok to just make it 'walk-on-the-spot' when it's turning...

I think I'll get all the stuff to get the Droideka working submitted first. I think it would be good to allow that to work nicely in-game as soon as possible. THen I'll move on and try and add all the other stuff in a later version.


1. Where are these flags stored? I assume they're either in the playerstate on the server.


The new additions are in two structures:

Vehicle_t
vehicleInfo_t


2. Remember to do make clear documentation of all this additional material. I suggest you use the OJP_Vehicles.txt that already exists. It will have to be cleaned up thou.


Sure, will do.


3. How did you decide on how to become the Droidika? Is it something that players enter or something that you choose to be?


I've just made it enterable like any other vehicle at the moment. It would be some work to make the droideka 'selectable' effectively as a new player type. I'll have to look at it at some point for my mod.

But for the OJP, I'd also be concerned about whether the Droideka was really balanced enough against normal players with access to all the different weaponry etc.
...as a proper vehicle, at least you can jump in and out during a game at will...

...maybe this is something we can determine with some playtesting. On this subject, do we have beta testers who will test new OJP builds before we release them?
...if not, should we get some? :)

razorace
12-22-2003, 08:50 AM
Well, I have some suggestions on how to balance things:

1. use the shield effect seen in SP. The SP shielding effect prevented saber users from getting close enough to do damage without getting zapped.

2. Make the droidekas walk very slowly to make up for this obvious advantage.

3. Give the Droidekas a fairly low turn rate.

4. make the Droideka shots be double blaster shots like we see in the movies.

As for betatesters, yes, we do have one betatester.

RenegadeOfPhunk
12-22-2003, 09:05 AM
1. use the shield effect seen in SP. The SP shielding effect prevented saber users from getting close enough to do damage without getting zapped.

2. Make the droidekas walk very slowly to make up for this obvious advantage.

3. Give the Droidekas a fairly low turn rate.

4. make the Droideka shots be double blaster shots like we see in the movies.


All these things you mention are in - in some form.
The droideka has shields which are only active when standing still (or turning on the spot - it's possible we may want to deactivate the sheilds even then..)
They also have a relatively slow turn rate already.
And they can fire double-shots now as well.

But anyway, I think I should submit this as just a 'normal' vehicle for now, and let people playtest it a bit. I think the different features you've listed would need some tweaking before they could be considered properly balanced - and hence appropiate as a player-type...
...and the best way to test it would be to just release it as a normal vehicle and let the great unwashed (or at least the OJP beta-tester(s)) take it for a test drive. :)

...besides, the base game isn't exactly steeped in realism - so I dont' really think the 'unrealism' of boarding a Droideka is going to be a massive deal to most people...

razorace
12-22-2003, 09:53 AM
Well, I'd have it so the Droidekas can at least walk with their shields up.

RenegadeOfPhunk
12-22-2003, 10:02 AM
..that's not how it is in the films, but yeah, we may have to do that for gameplay balance - at least in the OJP...

k - fair enough. So your current walking-with-shields animations are probably OK Duncan. At least for the moment...

RenegadeOfPhunk
12-22-2003, 10:58 AM
Another thing to consider is that allowing players to spawn directly as a Droideka should really be an Enhanced feature - since that would substantially affect basic gameplay.

The droideka as a normal vehicle could stay in Basic though I reakon - 'cos it just a normal vehicle with a few tweaks...

razorace
12-22-2003, 11:47 AM
Originally posted by RenegadeOfPhunk
..that's not how it is in the films, but yeah, we may have to do that for gameplay balance - at least in the OJP...

I thought the first time we saw them in E1 they were able to walk with their shields up.

RenegadeOfPhunk
12-22-2003, 11:54 AM
I thought the first time we saw them in E1 they were able to walk with their shields up.


I thought so too, just from memory.

...but I watched it carefully the other night, and they switch off their shields when they walk. I couldn't see an instance where they were walking and still had their shields on...

razorace
12-22-2003, 12:18 PM
Ok, well, I can live with that too. :)

RenegadeOfPhunk
12-23-2003, 12:27 PM
Duncan - could you make two walk animations? One with shield and one without?
..and also have shield on and shield off animations in a standing position (i.e. without going into a roll...)

Once we have those, then we can set it up as we like. But I'm thinking we should be accurate to the movies and make the shield go off if you walk...

Duncan_10158
12-23-2003, 12:39 PM
RenegadeOfPhunk, ok let me repeat if i got it right. i make a second walking animation without shields, change the fold in/out animation so there isnt a shield visible at all, a second satnding but with out shiled, add new shield up/down animations and overwork the fold in/out animations.

this way you can code the transfer to rolling like this: standing - shields down - fold in - rolling. right? and from walking to rolling there will not flesh the shield as it would do now, clever :)

i also found my EP.I, i gone take a look at it and work on the animations. i let you know as soon i get results.

RenegadeOfPhunk
12-23-2003, 01:00 PM
i make a second walking animation without shields, change the fold in/out animation so there isnt a shield visible at all, a second satnding but with out shiled, add new shield up/down animations and overwork the fold in/out animations.



Yeap - that's exactly right Duncan. That would be great :)

(Just to double-check, don't remove the shield for the attaking anims - they will be used while standing still, so shields should be on.)

If it's possible, could you get the new shield stuff done first and sent over to me?
...that way I can get on with any code changes needed with the new shield set-up -and be sure that it's all looking and working correctly.
...then you can take your time working on the new fold in / out anims without needing any new code from me...


...the Droidkea is gonna look WAY cool once it's finished :)

btw - the droidekas seen in Ep.I have quite different skin colours than the one yours currently have. Overall, more dark brown than light brown....

I'd be nice if it could be skinned to look more like how they are in the movies? (I'm not sure if your a skinner or not.)
..do you know of anybody who could maybe have a go at it possibly? If you need a screenshot, I can make one...

Darth Sun
12-23-2003, 05:34 PM
About the vehicle limit.

The recent "OmniMOD 2.0" included OJP's VEH limit fix saying they increased it to 64; the problem is, it does nothing.

It's either the OmniMOD team's problem when implementing it or the OJP code doesn't work at 100%.

Just thought you guys should know about this potential problem.

razorace
12-23-2003, 08:12 PM
So it still give you the error then you have too many vehicles?

Darth Sun
12-24-2003, 12:31 AM
Exactly, which was quite a dissapointment for me and for many others I'm sure.

razorace
12-24-2003, 01:20 AM
Doh! Ok, I've asked Phunk to look into it..

RenegadeOfPhunk
12-26-2003, 02:07 PM
Well, I've looked into this vehicle limit thing, and upping the MAX_VEHICLES define definetly does something!

I used devmap and started spawning vehicles all over the place, and I managed to spawn more than 16 different types of vehicles. When I lowered MAX_VEHICLES back down to 16, then it wouldn't let me add the 17th vehicle.

Darth Sun,
I would double-check with the OmniMod guys that they definetly made the appropate change. Because upping the MAX_VEHICLE define definetly seemed to work - at least for me...


Back to the droideka,

Everything is done apart from 1 problem - anims repeating on client comps when they shoudn't. I'm gonna try and look into this a bit more, but I think I may just add it to the respoitory and let Razor attack it with his immense anim experience - he'll probably spot the problem right away...

razorace
12-26-2003, 07:38 PM
Well, it's very possible that BOFH didn't do it right or someone just didn't do things correctly.

RenegadeOfPhunk
12-26-2003, 10:30 PM
Ahh -I think I know what the problem is...

...isn't OmniMod a server-side only mod?

THe MAX_VEHICLES define is in bg_vehicles.h, which means I don't think it will work for just server-side mods. I think you need a client download to fix this...

Darth Sun
12-27-2003, 12:29 AM
The latest releases include a client side DLL, surely to address this problem.

It does seem to be working propperly with Omni2.1 (at least from what I saw so far), so I guess whatever problem there was, is now addressed.

razorace
12-27-2003, 03:33 AM
Sounds like there was a screw up in OMNI's compile, I guess. I'm glad that it wasn't a problem on our end. :)

RenegadeOfPhunk
12-27-2003, 11:28 AM
Sounds like there was a screw up in OMNI's compile, I guess.


I think the mystery was solved with this comment:


The latest releases include a client side DLL, surely to address this problem.


...but anyway, good - this seems to work then...

Duncan_10158
12-27-2003, 12:22 PM
ok, back to the droideka,

i played the newest version RenegadeOfPhunk sent me, everything seems to work as it should. but i think we have a minor problem with the turning when standing, the rpoblem is every time you move the cursor the shield starts to pop down and pop up, this make the hole movement kind of lagy. the shield have to pop down befor it can turn but by then you turn is mostly already over, so its a pop up/down all the time. i would suggest we set shield up on turning when standing. if you are aiming the shields would never be active anyway. it isnt that correct but it make sense in gameplay, a droideka that stays on one spot is an easy target, no mather if turning or not. if its moving (walking or rolling) the shields should be off. if you play a droideka you can keep on moving or stay and have shields.

an other point is movement mode change, as it is now you have to hold down shift to be in roll mode. would it be possible to use right click change the mode or holding right click to stay in rolle model. holding right would be probably best, cause when you are in rolle mode you dont dont use left click anyway. without holding right mouse buttom you are just walking. i think this way the droideka would be much better to control.


i am working on a new fold out animation that is more like in EP.I, i am not sure, but is it possible to keep the model moving forward a second longer then the player holds the key? i think its something like the swoops that keep on moving for a short time, whats the parameter for that?

RenegadeOfPhunk
12-27-2003, 12:51 PM
but i think we have a minor problem with the turning when standing, the rpoblem is every time you move the cursor the shield starts to pop down and pop up, this make the hole movement kind of lagy.


I've changed that already. From what I saw in the movies, it seemed to me that if the droideka moved it's legs in any way, this meant the shields had to go off. But I was wrong about that. At the end of Ep.I, the droidekas can be seen turning with their shields on.

So I've made it so that you can turn and the shields will stay on (no pause). But as soon as you walk or roll, the shields come down.
This didn't require any code changes btw. I just turned the StandToTurnTime and TurnToStandTime values to 0, altered the MBFDisableShields value (both in the .veh file), and messed around with the animevents file a bit...


would it be possible to use right click change the mode or holding right click to stay in rolle model.


Well, it COULD be possible. But I don't think it would be that neat really. For the right button for example, this would rely on the vehicle creator not placing any weapons on alt-fire etc.
If I can make it work in a nice, clean way, I'll add it. But I think using the walk/run button is good enough really I have to say.

I get what your trying to achieve though, and I'll have a think about it.


is it possible to keep the model moving forward a second longer then the player holds the key?


decrease the decelIdle value in the .veh file to make the vehicle deccelerate slower.

Darth Sun
12-27-2003, 11:16 PM
After installing the new "Kotor Flight School", the ".veh extention too long" error once again occurs.
After deleting some of the vehicles I had in base it worked as expected.

Needless to say, I removed KFS and reinstalled the previous vehicles I had.

I'm beginning to think this is an engine limitation, the client side alteration won't work too well if that's the case.

razorace
12-28-2003, 04:48 AM
Or it could be OMNImod's fault.

razorace
12-28-2003, 05:40 AM
Problem located and fixed. It looks like Raven had two seperate defines of the same value (one in base 10 and one in binary).

Say, is there a "convert to binary" command? (like "(float)" or "(int)"?

RenegadeOfPhunk
12-28-2003, 10:51 PM
OK - extra coding for the Droideka is done.

I will be updating this stuff to the repository shortly. Here is a full description of the new features:

New vehicle implmentation (http://www.lucasforums.com/showthread.php?s=&threadid=120582)

There is one problem remaining with this stuff - regarding repeating anims on client comps. I'm hoping after I've submitted it that Razor will have better luck getting to the bottom of it than i have :)

With your permission Duncan, I will also be adding the droideka vehicle itself.

...now all we need is a skinner to step forward :)

razorace
12-29-2003, 02:30 AM
Remember that it should go in the Vehicles pack.

RenegadeOfPhunk
12-29-2003, 02:53 AM
Yeap - it did go into the Vehicles pack

Duncan_10158
01-01-2004, 11:35 AM
ok, i had some free time and worked on my AT-AT vehicle project again. :atat: i am just about to start the animation so i want to pose some questions about possible coded animations. i will post some pics as soon as i have something realy to show.

1. you know, the AT-AT has a very slow movement, only one leg at a time is lifted. a hole walking cycle would take very long and if someone wants to stop in the middle of this cycle the animation will make a jump. my question, is it possible to have four movement modes, one for every leg? like this:
stand1
walk1 (walking animation that goes from stand1 to stand2)
stand2
walk2 (walking animation that goes from stand2 to stand3)
stand3
walk3 (walking animation that goes from stand3 to stand4)
stand4
walk4 (walking animation that goes from stand4 to stand1)

this way a walking cycle would be spit in four animations and the player can stop after ever part and stay in the correct stand posture. the walkX are the modes and the standX are the appropriet stangings. do you know what i mean?

2. the AT-AT has a movable head, i added two bones in the neck. is it possible to let them follow the crosshair in vertical and horizontal? but both only 50% of the crosshair movement, together they will follow compleatly. i want this because if i make only one bone to follow, there will be only one joint and it will look a break point and not like a smoth trun. if this isnt spossible i have to use only one bone as head turning bone.

3. can we have more then one death animation? triggerd by different actions? you know that snowspeeder thing.

4. in general, what animations should a AT-AT have? what code mod do we need to make it work? is it possible at all?


Thanks.

keshire
01-01-2004, 11:47 AM
The walking thing can be solved by having it finish its walk anim before moving on to another.

toolman639
01-01-2004, 01:50 PM
When will the update be out where the vehicle limit will be more then 12

razorace
01-01-2004, 08:11 PM
Originally posted by toolman639
When will the update be out where the vehicle limit will be more then 12

I don't know.

And the original limit is actually 16, not 12. The problem is primarily related to the read buffer being too small.

Duncan_10158
01-02-2004, 03:26 PM
so here are two pictures and a walking cycle movie of the AT-AT
i am working on. and i dont think the walking cycle problem can
be solved by setting it to finish befor starting the next one. take
a look ate the movie, the cycle there is about 1.5 sec long and
much to fast. i think the hole cycle will take about 10-20 sec. this
is too long to let it finish. AT-ATs are realy walking slow.

http://io.meskinaw.net/images/AT-AT/at-at_walking.avi


http://io.meskinaw.net/images/AT-AT/at-at03.jpg

http://io.meskinaw.net/images/AT-AT/at-at04.jpg

Admiral Chemix
01-02-2004, 06:06 PM
Nice walking anim. If you have an msn messenger addy would you mind sending it in a pm to me, I would like to discuss an offer with u. Back to the topic, so the droidecka vehicle is finished, can't wait to see it in action.

Darth Sun
01-02-2004, 10:49 PM
The AT-AT looks awesome!

If it's possible, I think a sort of way of being able to stop the animation in certain frames (the ones where the AT-AT has all the 4 legs fully set on the floor) would be the best and more realistic way of making a stop animation for the AT-AT.

Kinda like having 4 seperate walking animations which always go after the other and if the player stops between each of them that's where the animation stops otherwise the AT-AT will finish the step of the animation (but not standing in place, make the AT-AT force step forward still moving till it can completly stop once the animation reached the end).

Kinda like, you tap once forward and the AT-AT will do a full step forward with one of the legs before stopping even though you're not pressing anything anymore, to both ensure that the animation fully cycles and doesn't have the AT-AT "moonwalk" in place.

I guess a new vehicle would have to be implemented, something like VH_BIGWALKER for situations such as these.

razorace
01-02-2004, 11:35 PM
I agree with Sun. The best way to handle this would be with a state machine that sequencially plays the walk animations when you walk in the ATAT. It shouldn't be too complicated to set up but it would require some time to do.

Try asking Phunk. He seems to be the one interested in messing with that stuff.

RenegadeOfPhunk
01-03-2004, 12:30 AM
I am indeed interested in working on the walker.

I'm right in the middle of some stuff for MBII at this minute that I want to finish off, but I don't think it will take long.

I suggest we do it the same way as we did it last time Duncan. Get the AT-AT at the same kind of stage which the Droideka was at when you sent it to me before - i.e. just have a basic skin and all the animations I need.
...when you've got that ready, just send it over to me and I'll start messing around with it.

My initial thoughts are that we will not need a new vehicle class for this. I think we can have another vehicle parameter to state that the vehicle has a number of walking 'states' - the number of which you can specify. i.e. for the AT-AT:

numberOfWalkingStates 4

This will then use a pre-defined set of animations for each walking state, working in a manner very much like Sun and Razor have just described.

razorace
01-03-2004, 12:58 AM
I don't know. Do we really need a setable number of states? It would be much easier to just code in 4.

RenegadeOfPhunk
01-03-2004, 01:09 AM
I don't know. Do we really need a setable number of states? It would be much easier to just code in 4.


It would be absolutely trivial to make the walk 'state' number selectable. (why do you think this would be so much harder?!) And then the feature is far more flexible and future-proof.

...of course we need a sensible maximum - I'd say 10 would be sufficient...

For example - consider the AT-TE (http://www.starwars.com/databank/vehicle/atte/index.html), which has 6 legs. If this vehicle was made, it could also benefit from this feature...

razorace
01-03-2004, 01:16 AM
Well, I suppose so. I guess it's up to whoever does the coding. :)

Darth Sun
01-03-2004, 01:40 AM
Good idea, indeed it would make things much easier for "big walkers".
If someone wants to make a two legged "big walker" (example, a mech from MechWarrior, not that it fits in SW but it's a good example and it would fit for a MW mod if someone ever wants to do one) it would work very well.

RenegadeOfPhunk
01-03-2004, 02:05 AM
the AT-AT has a movable head, i added two bones in the neck. is it possible to let them follow the crosshair in vertical and horizontal?


I'm not really sure - to be honest, I don't know much about how the bone -> control stuff works - I'm gonna have to look into it. Keep the vehicle how you have just described so I can have a go with it...


can we have more then one death animation? triggerd by different actions? you know that snowspeeder thing.


Yes, this is certainly possible. In the specific case of the AT-AT's being taken down by the snow-speeders, the hardest part by far (at least coding-side) would be getting the tow-rope to 'wrap-round' the legs of the AT-AT. That would be very tricky, but also VERY VERY slick :) SO might be worth the effort -we'll see...

Also Duncan, a little critique on your current anims for the AT-AT. The legs are looking pretty damn good, but I'm pretty sure the body needs to be moving slightly in unison with the legs.
I'll get my copy of Empire off my mate and watch the Hoth scene again to double-check...


If someone wants to make a two legged "big walker" (example, a mech from MechWarrior, not that it fits in SW but it's a good example and it would fit for a MW mod if someone ever wants to do one) it would work very well.


Yeah, that'd be nice :) These would also benefit from the horizontal bone turning -assuming I can get that working...

keshire
01-03-2004, 04:08 AM
Ya, the walker shudders, shakes, and tilts with the walk. Not to mention creaking like it'll fall apart at any moment. Obviously built by FORD.

And speaking of six legs.

Get to work I wanna finish this.

http://mediaservice.photoisland.com/auction/Jan/2004124053254230300205.jpg

http://mediaservice.photoisland.com/auction/Jan/2004125961664507380406.jpg

Duncan_10158
01-03-2004, 01:02 PM
Kinda like having 4 seperate walking animations which always go after the other and if the player stops between each of them that's where the animation stops otherwise the AT-AT will finish the step of the animation (but not standing in place, make the AT-AT force step forward still moving till it can completly stop once the animation reached the end).

i agree, its what i was think of. i already divided the wakling into four sequences after every the ATAT is standing with all four legs on the gound. but this brings us to the next point, the turbolaser fireing animation. i set up the ATAT so it has two kinds of weapons, two light guns at the sides of the head, they can fire all the time, and two heavy turbolasers below the head. i thougt we could make them fire only when the ATAT is standing, this way i could add a turbo laser fireing animation, but one for every standing standing posture:
stand1 => turbolaserfire1
stand2 => turbolaserfire2
stand3 => turbolaserfire3
stand4 => turbolaserfire4

For example - consider the AT-TE, which has 6 legs. If this vehicle was made, it could also benefit from this feature...

how do you know what i am woking on? ;)

yes, it would be great to make selectable count of walking stances. nearly all vehicles would benefit of this!

I suggest we do it the same way as we did it last time Duncan. Get the AT-AT at the same kind of stage which the Droideka was at when you sent it to me before - i.e. just have a basic skin and all the animations I need.
...when you've got that ready, just send it over to me and I'll start messing around with it.


sure, i hope to have a first version in game today. but to make the death animations will take much longer. what animations do you think we need to "mess around with it"? the walkings, fireings, a place holder for death, what else?

I'm not really sure - to be honest, I don't know much about how the bone -> control stuff works - I'm gonna have to look into it. Keep the vehicle how you have just described so I can have a go with it...

the bone-control feature is realy importent for me. i dont want to make presure on you, i am just thinking of all the models, for ex. URL=http://www.starwars.com/databank/vehicle/tfed_aat/index.html]ATT[/URL] , that would realy benefit of it and i would like to make. if you could figure out whats the code behide it, i would be soooooo thankfull! we can then discuss a standart setting for it.

Yes, this is certainly possible. In the specific case of the AT-AT's being taken down by the snow-speeders, the hardest part by far (at least coding-side) would be getting the tow-rope to 'wrap-round' the legs of the AT-AT. That would be very tricky, but also VERY VERY slick SO might be worth the effort -we'll see...

i am not sure if this is worth the hard work, but so many people are talking about that. about every feature we should pose the question if its worth the work and if it makes a sense in gameplay. its a hard desicion in this case, but what if we make the ATAT just very vulnerable to snow-speeders and forget the rope thing?

Also Duncan, a little critique on your current anims for the AT-AT. The legs are looking pretty damn good, but I'm pretty sure the body needs to be moving slightly in unison with the legs.

i have taken a look at the Hoth scene, its true the body is moveing somehow a bit. i am not sure but i think is only in horizontal. a bit forward and back while walking, not up and down, right?

keshire, it would be great if we could do something so the ackley could benefit also of it. its a bomb!

Admiral Chemix
01-03-2004, 02:01 PM
hmmmm, very interesting discussion. I wonder if it's possible to have prople riding inside an atat like an attack group. Duncan please check ur pms

Darth Sun
01-03-2004, 04:47 PM
I know someone made a Lambda Shuttle able to have 3 people inside, one would pilot and the remaining two would control some turrets the person added to the Lambda Shuttle although the turrets couldn't be turned; it was posted somewhere in LucasForums but not sure where, if someone wants it to check out how it was done I still have it.

The "Republic Gunship" could benefit from multi-entry slots of this manner since it does have side turrets and all.
http://www.starwars.com/databank/vehicle/republicgunship/index.html
The Republic Gunship link, for those who aren't sure which one I'm talking about; this vehicle can also be seen in the "Bespin Flight Arena v.2.1" map.

razorace
01-03-2004, 10:17 PM
Moderator Note to Darth Sun: Please be sure to delete any double postings. Thanks.

Darth Sun
01-04-2004, 12:46 AM
Gah, sorry, I try to delete them all but sometimes they don't show up for me for some strange reason. o_O
My browser is messing up it seems.

AIVAS
01-28-2004, 11:07 PM
Ok, I am a very confused person with NO experience modding, no ofense but I don't want OJP mod (at least not at this time) but could someone tell me how to change the vehicle limit?

razorace
01-29-2004, 01:11 AM
Unfortunately it's too complicated for someone without any coding experience.

I should add that the vehicle limit only works when you're running whatever mod has the vehicle limit fix installed. Running basejka afterwards will still result in you hitting the vehicle limit.

AIVAS
01-29-2004, 01:58 AM
Originally posted by razorace
Unfortunately it's too complicated for someone without any coding experience.

I should add that the vehicle limit only works when you're running whatever mod has the vehicle limit fix installed. Running basejka afterwards will still result in you hitting the vehicle limit.

then might I ask something of you?

could you make a standalone mod that simply changes the vehicle limit up to something higher with no extra content?

razorace
01-29-2004, 07:53 AM
OJP Basic doesn't include any gameplay changes. That's the specific reason why it exists in the first place.

toolman639
01-29-2004, 11:56 AM
Will yall be making a standalone mod that fixes the vehicle limit

RenegadeOfPhunk
01-29-2004, 12:05 PM
For those of you who are asking for a standalone mod rather than just using OJP Basic, can you explain exactly what has been added (or is planned to be added) to OJP Basic which you don't want? ...this is assuming of course you've actually checked what is in OJP Basic - which I kind of doubt...

...because otherwise you'd know - as Razor has just stated - that OJP Basic contains no gameplay changes, and therefore will almost certainly do what you want (fix issues like the vehicle limit etc.) - and no more...

AIVAS
01-29-2004, 04:11 PM
I thought that you could only have one mod, such as ojp/xmod/admin mods/strong forces 2 and such?

well if that's true, i wanna change the vehicle limit, but I don't wanna give up strong forces 2 for it.

(by the way, for suggestions on force powers, check out the strong forces 2 mod)

razorace
01-29-2004, 07:10 PM
Well, OJP is open source. Once we get the vehicle fix released, we will be allowing other modders to obtain the fix from us to add to their own mods.

And I've never heard of this Strong Forces 2 mod. Do you have a link to it?

Darth Sun
01-29-2004, 07:10 PM
You don't have to give up on Strong Forces 2, mods work independantly of each other since each goes into its own folder inside JA's location.

AIVAS
01-29-2004, 07:23 PM
strong forces 2 was recently uploaded to lucasfiles.com, check there.

Originally posted by Darth Sun
You don't have to give up on Strong Forces 2, mods work independantly of each other since each goes into its own folder inside JA's location.

yes, but I'm not sure how to run TWO mods like that at once, when you load a new one, it overwrites the old one correct?

razorace
01-29-2004, 09:31 PM
You can have multiple mods installed at the same time but you can only have one running at a time. Please note that I'm refering to actual code mods instead of these "mods" that are just additional vehicles, sabers, etc.

AIVAS
01-29-2004, 10:34 PM
Originally posted by razorace
You can have multiple mods installed at the same time but you can only have one running at a time. Please note that I'm refering to actual code mods instead of these "mods" that are just additional vehicles, sabers, etc.

i've said before, I have no experience editing, if you found the strong forces 2 mod, could you tell me (in newbish) if i can have strong forces 2 and ojp running at the same time?

razorace
01-29-2004, 11:27 PM
Nope, doesn't look like it. However, like I stated before, you could ask the auther to come talk to us and we will provide the nessicary changes once they are ready.

AIVAS
01-30-2004, 06:04 AM
Originally posted by razorace
Nope, doesn't look like it. However, like I stated before, you could ask the auther to come talk to us and we will provide the nessicary changes once they are ready.

what mehtod of communication should I ask them to ask you with? emailing the mod site? (not sure of adress) your email (once again, not sure of adress) or if they are a member of lucasforums, send you a PM? the file is on lucasfiles, and is named strong forces 2 the author's email is inside of the readme i beleive.

razorace
01-30-2004, 11:30 AM
I don't exactly matter other than that they contact the group or at least access our source code. :)

All my contact information is included with all the releases.

Duncan_10158
01-30-2004, 02:48 PM
Originally posted by razorace
OJP Basic doesn't include any gameplay changes. That's the specific reason why it exists in the first place.
i dont know if this is realy gamplay, but its something i wouldnt like to have if i am making a mod. i am always playing in third person view, but with your OJP Basic mod the game changes the view mode when changing from saber to weapon. in the original i set both saber and weapons to third person and i can change weapon without view mode change. with OJP Basic mod if i change the view mod on weapons on third person, the saber gets first person, if i do that with saber, the weapons get first person.

i dont know if there is no other way to have first person saber, but i would prefer to not have first person saber instead of this view mod change problem.

Darth Sun
01-30-2004, 03:04 PM
It might be an unnoticed glitch in the code.

I couldn't test it myself since for some reason I can't seem to download from the CVS to compile it, but if it is a "feature" I don't think I'd like it that much since I always play in Third Person, may it be weapons or sabers.

keshire
02-04-2004, 05:04 AM
Yes that would be a bug. Just press "p" to change views.

I'm also hoping someone takes it upon themselves to add in vehicle attacks for the animal class. Melee attacks and hopefully the rancor grab.

AIVAS
02-04-2004, 05:09 AM
Originally posted by keshire
Yes that would be a bug. Just press "p" to change views.

I'm also hoping someone takes it upon themselves to add in vehicle attacks for the animal class. Melee attacks and hopefully the rancor grab.

yeah, being able to grab ppl up then eat them, or holding them and letting them sweat for a while, or running the rancor over the ledge, but jumping off at the last moment!

ChangKhan[RAVEN]
02-27-2004, 04:06 AM
FYI, not sure if you figured this out, yet, but... if you increase the number of different types of ships, you have to make your mod a client & server-mod. A server-side only mod cannot increase the number of vehicle types because both the client's list of vehicle types and the server's list must be exactly the same... otherwise, the server will send the client an index into the vehicleInfo array that makes the client very, very sad... :)

razorace
02-27-2004, 04:35 AM
Originally posted by ChangKhan[RAVEN]
FYI, not sure if you figured this out, yet, but... if you increase the number of different types of ships, you have to make your mod a client & server-mod. A server-side only mod cannot increase the number of vehicle types because both the client's list of vehicle types and the server's list must be exactly the same... otherwise, the server will send the client an index into the vehicleInfo array that makes the client very, very sad... :)

Yep, we know. That's why I laugh when I see server side mods like JA+ claim to have raised the limit. And, yes, we have a working vehicle limit working. It's just two defines that have to be changed. easy!

But thanks for the heads up anyway. :)