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Old 04-14-2002, 05:46 AM   #1
Pol Favre
 
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waxy floors+jumping puzzles=bad, very bad

did anyone get ****** off at how slippery the floors are in JKII?
it almost seems like im floating sometimes in SP. i love the game and can't stop playing it, but the jumping puzzles just get so damn annoying.

they would be fun if the physics were just a bit more...sticky. more heavy. now i don't mean like Xargon and Jill of the Jungle, but at least a bit more realistic. the fact that he doesn't have a super-jump until force powers is great, but when you're trying to line up for a jump and keep sliding at the slightest tap of a key...


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Old 04-14-2002, 05:54 AM   #2
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You are moving fast when you tap a key to line up your jump because you have always run on...if you hit your WALK key(shift is default I think) you should be able to line up just fine, and using it makes you go slower....
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Old 04-14-2002, 05:58 AM   #3
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Some of the jumping puzzles are damn annoying.


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Old 04-14-2002, 05:59 AM   #4
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yes, walk does help a bit, but it still is too slippery. it might just be a nitpicky rant, but it's been bothering me lately.


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Old 04-14-2002, 06:08 AM   #5
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Agreed that some of the jumping puzzles are annoying, but I still have yet to run across those floors that the imperials recently waxed(or their janitor)....
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Old 04-14-2002, 06:24 AM   #6
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dont remember where...

but i read somewhere that if you hold use, you "stick" your landing (so long as you dont hold a direction key too), it has worked fine for me.
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Old 04-14-2002, 06:27 AM   #7
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Can't remember exactly where I came across this, probably in the manual or the readme (you know, those things that come with games that no one seems to bother to read anymore? ). You can 'stick' the landing of a jump by holding down the 'use' key when you hit the ground. If you do this when you land a jump you'll hit the ground and stop dead without sliding.
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Old 04-14-2002, 10:15 AM   #8
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Slippery? None of the 20+ levels felt like that to me.
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Old 04-14-2002, 02:12 PM   #9
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hmm, maybe it's just me. im probably exagerating things in my head a bit.


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Old 04-14-2002, 02:25 PM   #10
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I noticed it some, and started using the walk feature more. The jumping puzzles still irritated me, but it's part of most FPS single player games out there (with the exception of RTCW and MOH:AA). It got annoying, but it wasn't the worst thing that could've happened. I do think that this game could use a compass at some points, though. Especially that friggin' swamp map.
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Old 04-14-2002, 02:44 PM   #11
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I also read about sticking your jump with the use key. I would try it. I just finished the game last night and I know what your talking about. When you land sometimes, especially on a small ledge, Kyle slides just a little with the momentum and you can slip off. I think the use key should help you out with this.

Quote:
Agreed that some of the jumping puzzles are annoying, but I still have yet to run across those floors that the imperials recently waxed(or their janitor)....
Hehe... would be an excellent easter egg to come back into a huge room after you have killed everyone in it (say the big docking bay in the asteroid base) and find a lone stormtrooper buffing the floors, listening to music on some headphones and singing along badly.


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Old 04-14-2002, 03:33 PM   #12
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I imagine it would be the cantina theme, as this appears to be the only song in the whole starwars galaxy
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Old 04-14-2002, 03:40 PM   #13
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You won't slide if you let go of the direction keys once you land.

If your having trouble with the jumping puzzles, YOUR the problem, not the puzzle.

What I'm dumbfounded by is the fact that people say, "Man the puzzles in JK2 suck, they should be like JK or DF!" When in fact the puzzles in JK were really simple and easy, and the puzzles in Dark Forces were really ****ing hard! MUCH harder than the ones in JK2. Anyone remember the Imperial Vault puzzle or the Executor puzzle at the end of the level? Those puzzles were much harder than anything you can find in JK2.


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Old 04-14-2002, 03:50 PM   #14
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Quote:
Originally posted by Pvt_Dancer
Hehe... would be an excellent easter egg to come back into a huge room after you have killed everyone in it (say the big docking bay in the asteroid base) and find a lone stormtrooper buffing the floors, listening to music on some headphones and singing along badly.
ROFLMAO!

That is just sooo funny, and I totally agree.

As for 'sticking' a jump...yes, the above posters are absolutely right. Hit the Use key as you land.

I liked most of the puzzles, and thought they were very reminiscent of both DF and JK. I do tend to agree there were possibly a few too many just to complete a level, however.
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Old 04-14-2002, 09:09 PM   #15
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im not just talking about the jumping puzzles. im talking about the entire feel of running, jumping, etc. it's just really light and slippery, and it doesn't look like his feet are on the ground.


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Old 04-14-2002, 10:42 PM   #16
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Quote:
Originally posted by Pol Favre
im not just talking about the jumping puzzles. im talking about the entire feel of running, jumping, etc. it's just really light and slippery, and it doesn't look like his feet are on the ground.
You're right about feet not being on the ground, half the time.

I think it's a failing of many FPS games using many engines...probably to do with bounding boxes, clipping zones, etc. It is more noticeable in some levels than others.

The other thing you may be referring to is the skating effect seen in a lot of FPS games. I'm not a tech-head or game developer, but I believe this is largely to do with trying to attain a realistic speed, without making your character look like they are running at the speed of light. To run at a normal speed in most games, for example...you wouldn't appear to be moving very fast in the game...and you would probably be gunned down in the first few moments. To compensate, they tweak the game balance, increase the character's speed - but it's still using a certain animation. Therefore, when walking or running...the character seems to skate across the floor.

I don't think there's a realistic work-around - either you skate slightly...or you have to speed up the character's animation to ensure their feet look as if they are properly contacting with the floor - which means you would be doing a speed walk to attain a normal walking speed. Or something.

The game speed in JO was probably tweaked to ensure you don't die every minute...and I think there is a slow-down, speed up motion in there...so yes, you do sort of skid to a stop after running.

The solution - as stated above - is to walk, especially when near yawning chasms.
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