lfnetwork.com mark read register faq members calendar

Thread: ArtifeX's ProMod 1.0 Beta -- Released
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 08-15-2002, 12:33 AM   #121
Apprentice
 
Join Date: Jun 2002
Location: canada,vancouver
Posts: 15
Wow...!!

I know im not speaking for myself when i say,

This is the mod that makes sense.

But ... But..?
What if those crazy Lucas Arts bean counters release yet another redundant patch..?
How much of a hassle will it be to compensate for whatever torturous patch they have in store for us next?

Thanks.
We all owe yuz.
I think that it is quite passible , you may have just saved Jedi Knight 2 from complete chaos.
Sorry ,no tips on gameplay yet, but i only just played it for 5 minutes and I just .... Well...

WOW!!

Thank God... err.. No thank coders and programers.
Same dif.
Apprentice is offline   you may: quote & reply,
Old 08-15-2002, 01:42 AM   #122
Cyris
 
Cyris's Avatar
 
Join Date: Jul 2002
Posts: 107
Id have to say this is a great mod and it will avoid losing the fluke duel every now and then.... but what does it do to the n00b who blue spams. I dunno if this mod if gonna give that annoying little hoe an advantage or a disadvantage. It sounds great all and all but if he can aim that blue spam slightly i think its just a way to give ythr noob the advantage.

Well its been great. FOR ME TO POOP ON!
Cyris is offline   you may: quote & reply,
Old 08-15-2002, 02:06 AM   #123
[JHQ]Inty
 
Join Date: Jul 2002
Posts: 48
wtf...

Hotrod, who are you talking about
[JHQ]Inty is offline   you may: quote & reply,
Old 08-15-2002, 02:17 AM   #124
CoreyGH
 
Join Date: May 2002
Posts: 57
Question

I'm having a hard time verbalizing my question but here goes:

As I understand it, to get max damage from a swing the CSC must be small and red. The CSC gets smaller and more red the closer you get your crosshair (and your body) to your opponant. In order to get your crosshair on your opponant you must be facing them and they must be directly in front of you.

The concern I have with this is that there are some swings that are not as effective if your opponant is directly in front of you.

The most obvious one being, of course, the backswing/backstab. If you are behind me, my CSC won't be very small and red. So, if I execute a backswing/backstab will it not cause very much damage?

This also applies, to a lesser degree, to other swings. For instance, if I anticipate that my opponant will soon be infront of me but somewhat off-center to the left or right it would make sense for me to execute a Red Stance back-and-left (or back-and-right depending on what side they would be on) swing. In order to hit them with the begining portion of this swing I wouldn't want to be looking directly at them, but if I don't look directly at them then my CSC won't be small and red.

So I guess after all that my question is this: Is it better to aim my
saber swing or aim my crosshair? It seems to me (and of course I could be wrong) that right now it's better to aim the crosshair and that seems counterintuitive.

EDIT: FYI in-game I'm Soylent Green (and incase i didn't say it GREAT FRIKIN MOD!)

Last edited by CoreyGH; 08-15-2002 at 02:41 AM.
CoreyGH is offline   you may: quote & reply,
Old 08-15-2002, 02:37 AM   #125
razorace
Impressive, Terran!
 
razorace's Avatar
 
Join Date: May 2002
Posts: 9,171
I finally played it and I agree with CoreyGH's statements.

My opinion:

The CSC is a great idea but it's TOO precise now. When people are running around all the time like they normally do, they move too quickly for even me (a very veteran gamer) to keep a good CSC lock and be able to have any sort of control over my saber combos. And god knows how bad this will get with internet levels of lag. :P Maybe if you came up with a reason for people to walk more.

I disagree with the complete lack of auto-blocking. While this would probably the way to go for a sword fighting game, it just doesn't make me feel like a Jedi. I have to stare directly at a opponent to even have a change of blocking him and that makes me easy pickings to another other opponents. I think a set of cvars to change the min. blocking rate for the different arcs would be great. That way you could set it up where you can stand a chance in FFA.

Anyway, that's all I can think of for now. Keep up the good work.

Razor Ace


---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder
razorace is offline   you may: quote & reply,
Old 08-15-2002, 03:00 AM   #126
CoreyGH
 
Join Date: May 2002
Posts: 57
This is unrelated to my last post. These are some things I wouldn't mind seeing added. (these are in jedimod and they seem to work well)

Saber throw knockdown ala single player. It just makes sence and it greatly reduces people spamming the move. If you deflect a thrown saber with your saber it gets knocked to the ground.

Ability to force push/pull items (also ala single player) Again, this just makes sence and I don't know why they didn't keep it in multi player. You could also do this in the original JK: Dark Forces 2.

Call me a sissy but I like some of the emotes in jedimod! Not the tossin the saber type stuff, but the ability to shrug or sit and stuff like that just adds to the game. And yeah, I realize this type of thing isn't high priority and shouldn't be but I'd like to see it eventually make its way in.
CoreyGH is offline   you may: quote & reply,
Old 08-15-2002, 03:13 AM   #127
Chaynsaw
 
Join Date: May 2002
Posts: 46
JediMod, ProMod, and Raven

I haven't had a chance to get back to Jedi Outcast yet, but I'd like to know if ProMod lets you use the "illegal models" that were fixed in 1.03. I thought there were too few models/levels in original JO, and was curious as if those would be allowed again in this or another release of ProMod. Sans the "hands-only" model, i think all the others are pretty fun alternatives to the rather dreary selection confronted with in the menu.

Since JediMod and ProMod seem to be the most oft-discussed and popular modifications to JO, is there any chance we'll see some sort of collaboration? I haven't played either but they both sound fun. I was thinking, take the combat system from ProMod and the extra goodies from JediMod, make it into some kind of hybrid mod that all players can embrace.

I wonder how Raven and LucasArts feel about this. ProMod has released to far more praise (proportionally) than any of their patches, and seems to modify quite a bit more than they have, in a shorter amount of time. Could it be that we always hate the establishment and lionize its oppressed?

Very comprehensive saber guides, Artifex. You have quite a presence in the JO community. Perhaps they have a job waiting for you at LucasArts or Raven.. haha!
Chaynsaw is offline   you may: quote & reply,
Old 08-15-2002, 03:22 AM   #128
CoreyGH
 
Join Date: May 2002
Posts: 57
Server broke?

The map cycle seems to be stuck at the intermission after ffa_yavin and it won't cycle to the next map.
CoreyGH is offline   you may: quote & reply,
Old 08-15-2002, 03:38 AM   #129
razorace
Impressive, Terran!
 
razorace's Avatar
 
Join Date: May 2002
Posts: 9,171
Quote:
I wonder how Raven and LucasArts feel about this. ProMod has released to far more praise (proportionally) than any of their patches, and seems to modify quite a bit more than they have, in a shorter amount of time. Could it be that we always hate the establishment and lionize its oppressed?
I'm sure Raven and LucasArts realizes the truth. People who are 100% content with the game aren't vocal about it. The only people you'll see in the forums are people that...

A. Hate some aspect of the game.
B. Are part of the Modding community.

So, basically the forums aren't a true measure of how people feel about the game / mods / etc.


---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder
razorace is offline   you may: quote & reply,
Old 08-15-2002, 06:15 AM   #130
Deetox187
 
Deetox187's Avatar
 
Join Date: Mar 2002
Posts: 768
Re: Server broke?

Quote:
Originally posted by CoreyGH
The map cycle seems to be stuck at the intermission after ffa_yavin and it won't cycle to the next map.
yep its stuck alright.
Deetox187 is offline   you may: quote & reply,
Old 08-15-2002, 06:51 AM   #131
Jah Warrior
part time waster
 
Jah Warrior's Avatar
 
Join Date: Apr 2002
Posts: 1,393
Lightbulb I noticed another thing....

When I play i use a lot of spinning moves to sort of wind up into an attack, relying on instinct really. Its a bit tricky to explain what i mean with out being able to show you exactly.

The thing is that the mod sort of makes spinning moves to dangerous to contemplate using, thus reducing the diversity and number of effective moves available to the player.

Its almost like you get punished for using moves that took a great deal of practice and skill to use. the yellow normal swings seem as though they are the only 'safe' moves to use. It makes the multiple hit combos far too risky to use and that makes the fights less enjoyable to watch and dare i say play.

This is just my opinion I'm not slamming this mod, its a great piece of work.


Peace & Ting

Jah
Jah Warrior is offline   you may: quote & reply,
Old 08-15-2002, 07:14 AM   #132
muhahaha
 
muhahaha's Avatar
 
Join Date: Jul 2002
Posts: 12
Wow, this seems to be a great mod. Unfortunately I cannot try it from my current location, but I'll try it this evening!

It's great that there people working on improving the game! Not only this improvement, but also the skins, levels and so on. So thanks to all of you!

I downloaded a level editor so maybe I'll join the club some day.

Muhahaha
muhahaha is offline   you may: quote & reply,
Old 08-15-2002, 07:32 AM   #133
Lucky
 
Join Date: May 2001
Location: alaska
Posts: 211
artifex,

did you ever play the original JK? this is from left field so bare with me.


the blocking system in 1.02 was 'random' and 'non-existant' because of the netcode.


I figured out how to block consistently simply by timing the lag and intercepting the swings on the server, which allowed me to block any and all combos effectively so long as i kept that in mind.

This was much akin to how all of the original JK was played, with its pure client style netcode.

I don't know if this is relevant, but its an interesting tidbit of knowledge that you can keep if you'd like.

Essentially, blocking worked fine in 1.02, if you could time lag like a classic JKer.

With your current patch, this might actually be somthing you'd want to consider, because skilled players will eventually figure this out and make use of it.

BTW, best of luck, this game's competitive community has all but died because of the stress raven's been under with their numerous projects.

I have great faith that they'll fix our problems for us, eventually, however anything we can make due with in the mean time is wonderful.


Lucky


Crackas, always wastin my flava
Lucky is offline   you may: quote & reply,
Old 08-15-2002, 08:21 AM   #134
els.DarkLord
 
els.DarkLord's Avatar
 
Join Date: May 2002
Location: Eifel
Posts: 94
One thing i wanted to point out (sorry, if someone already did this, but who cares):
This 'Pro' MOD is pretty different from what we call 'Jedi Outcast', so basically i wanted to say that I wouldn't be that right if every JK2 ladder and whatever switched to ProMOD as ther official JK2 Competition. It is not JK2 anymore.

Be they good or bad, some of the changes are pretty fundamental and do things with JK2 that some will love and others won't like at all. Therefore, it simply WON'T be accepted as a replacement for JK2, so please don't go that route but try to establish something new. 'cause thats what it is. A new game.

I don't want to flame or anything, just trying to point this out :/

The fact that I don't like some of the changes has nothing to do with this post, and I won't annoy anyone with my personal opinion.


Never argue with an idiot. They'll lower you to their level and beat you with experience.

deadHand.com <- Player Models & other boring stuff (german)
els.DarkLord is offline   you may: quote & reply,
Old 08-15-2002, 09:07 AM   #135
Ged
 
Join Date: May 2002
Posts: 18
Nice work mate ;0) .... Whilst i sometimes like the long drawn out duels 1.3, 1.4 this mod seems to have brought back one of the most enjoyable aspects of the original 1.2 for me, ie. being able to take on 3-4 other ppl & cut em down within a minute or so & still be left standing (heh & posing usually;0). The 'Danger' of combat has meaning once again. Seems with this mod that he who concentrates on his skills and keeps a cool head wins. I'll take skill & concentration over random any day of the week. You concentrate on your skills = you live. You get sloppy = you die .... The way it should be.

For the first time in months i really want to play this game again, & not just merely coast on auto (Like i suspect a lot of ppl have been doing), just to keep my hand in.

V nice .

Last edited by Ged; 08-15-2002 at 09:50 AM.
Ged is offline   you may: quote & reply,
Old 08-15-2002, 09:08 AM   #136
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Re: Great work Art...

I certainly appreciate the mention on the page. Hopefully it'll attract a lot more players and server admins.

Quote:
Originally posted by Smood
Well, as you can see, I've posted quite a large news bit on Promod. For a short time, you will be getting massive advertisment! Only fair though, since I felt your work is that of something unique and made with thought and time.

It seemed to me that the visuals of your saber combat was somewhat similar to the look of the 'ideal settings' ghoul2 on, sabertrace off, I enjoyed this work even more because of this.

If you need anything feel free to email me at diablo@jediknightii.net, great work.
The new "feel" of the saber combat is due to the new way that the server sees the relationships between player and saber, which also made the "hit-from-the-opposite-side" and "I-cant-hit-u-from-behind" bug fixes possible. Glad you like it so far! More to come in the final version!


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-15-2002, 09:14 AM   #137
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Don't worry, if Raven releases another patch (my guess is that they won't unless there's some show-stopper bug uncovered in 1.04), then I'll just see if there's anything they implement that's worth having, and if so, I'll find a way to add the new functionality in a new version of ProMod. I really don't know what they'd do other than try to balance things better--which is what ProMod is doing right now.

If they wanted to use anything from ProMod in an official patch, I'd jump at the chance to donate it!

Glad you like the mod so far!

Quote:
Originally posted by Apprentice
Wow...!!

I know im not speaking for myself when i say,

This is the mod that makes sense.

But ... But..?
What if those crazy Lucas Arts bean counters release yet another redundant patch..?
How much of a hassle will it be to compensate for whatever torturous patch they have in store for us next?

Thanks.
We all owe yuz.
I think that it is quite passible , you may have just saved Jedi Knight 2 from complete chaos.
Sorry ,no tips on gameplay yet, but i only just played it for 5 minutes and I just .... Well...

WOW!!

Thank God... err.. No thank coders and programers.
Same dif.


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-15-2002, 09:16 AM   #138
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
We had a huge melee going on last night and the general consensus was that Light style was underpowered, not overpowered. Give the mod a shot with Light style in a big server and you'll see what I mean.

Quote:
Originally posted by Cyris
Id have to say this is a great mod and it will avoid losing the fluke duel every now and then.... but what does it do to the n00b who blue spams. I dunno if this mod if gonna give that annoying little hoe an advantage or a disadvantage. It sounds great all and all but if he can aim that blue spam slightly i think its just a way to give ythr noob the advantage.

Well its been great. FOR ME TO POOP ON!


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-15-2002, 09:20 AM   #139
FatalStrike
 
FatalStrike's Avatar
 
Join Date: May 2002
Location: WWII
Posts: 736
Quote:
Originally posted by razorace


I disagree with the complete lack of auto-blocking. While this would probably the way to go for a sword fighting game, it just doesn't make me feel like a Jedi. I have to stare directly at a opponent to even have a change of blocking him and that makes me easy pickings to another other opponents. I think a set of cvars to change the min. blocking rate for the different arcs would be great. That way you could set it up where you can stand a chance in FFA.



Razor Ace


You wanna feel like a Jedi? Then practice like one. Play Play and Play some more until you kick serious butt no matter how many people are hacking at you.

Auto block with a larger arc is garbage and adds luck to saber fights. There should be NO FREEB's, you live and die based on your skill alone.

I think that is the point of this Mod.


Battlefield 1942........

Last edited by FatalStrike; 08-15-2002 at 09:31 AM.
FatalStrike is offline   you may: quote & reply,
Old 08-15-2002, 09:23 AM   #140
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Quote:
Originally posted by CoreyGH
I'm having a hard time verbalizing my question but here goes:

As I understand it, to get max damage from a swing the CSC must be small and red. The CSC gets smaller and more red the closer you get your crosshair (and your body) to your opponant. In order to get your crosshair on your opponant you must be facing them and they must be directly in front of you.

The concern I have with this is that there are some swings that are not as effective if your opponant is directly in front of you.

The most obvious one being, of course, the backswing/backstab. If you are behind me, my CSC won't be very small and red. So, if I execute a backswing/backstab will it not cause very much damage?
This isn't a problem. The CSC is inverted for all backsweep/stab moves, though not visibly so on the client. So, if you want to hit someone with a backsweep/stab, you need to make sure they are directly behind you for maximum effect.

Quote:

This also applies, to a lesser degree, to other swings. For instance, if I anticipate that my opponant will soon be infront of me but somewhat off-center to the left or right it would make sense for me to execute a Red Stance back-and-left (or back-and-right depending on what side they would be on) swing. In order to hit them with the begining portion of this swing I wouldn't want to be looking directly at them, but if I don't look directly at them then my CSC won't be small and red.

So I guess after all that my question is this: Is it better to aim my
saber swing or aim my crosshair? It seems to me (and of course I could be wrong) that right now it's better to aim the crosshair and that seems counterintuitive.

EDIT: FYI in-game I'm Soylent Green (and incase i didn't say it GREAT FRIKIN MOD!)
All saber damage is derived from the position of the saber in its animation. The CSC doesn't help you do more damage, it only affects blocks/parries/breakers, etc.

It's usually best to aim with your crosshair, and not try to hit someone with your saber early or late in the swing animation. If you want to hit someone in a particular manner, you'll need to test all of the different swings at your disposal and choose the one that gives you the effect you want. Keep in mind that even in the official version, swings always did the most damage at the mid-point of the swing, so the CSC is just training you to do what you should have been doing all along anyway.


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-15-2002, 09:29 AM   #141
FatalStrike
 
FatalStrike's Avatar
 
Join Date: May 2002
Location: WWII
Posts: 736
Quote:
Originally posted by els.DarkLord

This 'Pro' MOD is pretty different from what we call 'Jedi Outcast', so basically i wanted to say that I wouldn't be that right if every JK2 ladder and whatever switched to ProMOD as ther official JK2 Competition. It is not JK2 anymore.

Be they good or bad, some of the changes are pretty fundamental and do things with JK2 that some will love and others won't like at all. Therefore, it simply WON'T be accepted as a replacement for JK2, so please don't go that route but try to establish something new. 'cause thats what it is. A new game.

Let go of your autoblock blanket and join the movement for a better JKII!

This Mod is actually more like what the game originally was then the patches are. So if anything Raven created a new game in 1.03.

The only changes people will hate is that in this Mod it really shows how bad you are. In 1.04 you can escape many tough situations. In this Mod, if you suck, the world will know it. There is no Uberblock and buggy hit detection to save your butt.

First time I played it I got beaten like a Rock Stars wife, for like 3 hours. I am starting to get better, but am no where near my 1.02 level...yet.


Battlefield 1942........
FatalStrike is offline   you may: quote & reply,
Old 08-15-2002, 09:34 AM   #142
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Quote:
Originally posted by CoreyGH
This is unrelated to my last post. These are some things I wouldn't mind seeing added. (these are in jedimod and they seem to work well)

Saber throw knockdown ala single player. It just makes sence and it greatly reduces people spamming the move. If you deflect a thrown saber with your saber it gets knocked to the ground.

Ability to force push/pull items (also ala single player) Again, this just makes sence and I don't know why they didn't keep it in multi player. You could also do this in the original JK: Dark Forces 2.
Those two things are certainly on my list. They've been quite popular suggestions.

Quote:

Call me a sissy but I like some of the emotes in jedimod! Not the tossin the saber type stuff, but the ability to shrug or sit and stuff like that just adds to the game. And yeah, I realize this type of thing isn't high priority and shouldn't be but I'd like to see it eventually make its way in.
The key word there is, "eventually". I'm going to have to add an animation or two for the final version, so depending on the difficulty, they may get in at some point.


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-15-2002, 09:41 AM   #143
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Re: JediMod, ProMod, and Raven

Quote:
Originally posted by Chaynsaw
I haven't had a chance to get back to Jedi Outcast yet, but I'd like to know if ProMod lets you use the "illegal models" that were fixed in 1.03. I thought there were too few models/levels in original JO, and was curious as if those would be allowed again in this or another release of ProMod. Sans the "hands-only" model, i think all the others are pretty fun alternatives to the rather dreary selection confronted with in the menu.

Since JediMod and ProMod seem to be the most oft-discussed and popular modifications to JO, is there any chance we'll see some sort of collaboration? I haven't played either but they both sound fun. I was thinking, take the combat system from ProMod and the extra goodies from JediMod, make it into some kind of hybrid mod that all players can embrace.
There's a lot of stink going on in the coding forum over this type of thing. I'd be very hesitant to do anything like this unless I knew the author personally.

Quote:

I wonder how Raven and LucasArts feel about this. ProMod has released to far more praise (proportionally) than any of their patches, and seems to modify quite a bit more than they have, in a shorter amount of time. Could it be that we always hate the establishment and lionize its oppressed?

Very comprehensive saber guides, Artifex. You have quite a presence in the JO community. Perhaps they have a job waiting for you at LucasArts or Raven.. haha!
A job at Raven...damn, i'd never want to go home.


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-15-2002, 09:46 AM   #144
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Re: I noticed another thing....

All the spinning moves are unsafe only because they take longer to complete the swing. You are much more vulnerable while swinging your saber than at any other time, except for wielding a gun. The only way they can really be used is by inserting them into a chain of attacks, hoping to throw off your opponent's timing.


Quote:
Originally posted by Jah Warrior
When I play i use a lot of spinning moves to sort of wind up into an attack, relying on instinct really. Its a bit tricky to explain what i mean with out being able to show you exactly.

The thing is that the mod sort of makes spinning moves to dangerous to contemplate using, thus reducing the diversity and number of effective moves available to the player.

Its almost like you get punished for using moves that took a great deal of practice and skill to use. the yellow normal swings seem as though they are the only 'safe' moves to use. It makes the multiple hit combos far too risky to use and that makes the fights less enjoyable to watch and dare i say play.

This is just my opinion I'm not slamming this mod, its a great piece of work.


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-15-2002, 10:02 AM   #145
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
I agree, this isn't the official version any longer, and those who want to play it well will have to learn a new skillset. That is a lot to ask, but I believe that it will be worth it in the long run.

Why? Because playing a game well that relies heavily on random numbers is not, and will never be, as rewarding as playing a game that eschews them for skill. And that is what the competitive player wants: the thrill and respect garnered from outthinking and outmaneuvering your opponent, not being handed a victory because a computerized random number generator decided that you would get a Defense Breaker at that critical moment. The latter only leads to a lackluster sense of victory for the winner, and frustration for the loser.

I say that a victory gained from a roll of the dice is no victory at all!

Quote:
Originally posted by els.DarkLord
One thing i wanted to point out (sorry, if someone already did this, but who cares):
This 'Pro' MOD is pretty different from what we call 'Jedi Outcast', so basically i wanted to say that I wouldn't be that right if every JK2 ladder and whatever switched to ProMOD as ther official JK2 Competition. It is not JK2 anymore.

Be they good or bad, some of the changes are pretty fundamental and do things with JK2 that some will love and others won't like at all. Therefore, it simply WON'T be accepted as a replacement for JK2, so please don't go that route but try to establish something new. 'cause thats what it is. A new game.

I don't want to flame or anything, just trying to point this out :/

The fact that I don't like some of the changes has nothing to do with this post, and I won't annoy anyone with my personal opinion.


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-15-2002, 10:04 AM   #146
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Quote:
Originally posted by Ged
For the first time in months i really want to play this game again, & not just merely coast on auto (Like i suspect a lot of ppl have been doing), just to keep my hand in.
This is exactly what ProMod was intended for.


Artifex *ASC*

Last edited by ArtifeX; 08-15-2002 at 10:48 AM.
ArtifeX is offline   you may: quote & reply,
Old 08-15-2002, 10:20 AM   #147
Xenoeye
 
Xenoeye's Avatar
 
Join Date: Apr 2002
Location: UK
Posts: 131
Quote:
Originally posted by ArtifeX
[B]

[b]This is exactly what ProMod was intended for.
Yeah if they took the fast paced skill out anymore JK2 would've been turnbased if they released another patch.
It's like you did a move and waited for it to finish.

Linking accuracy to damage was a great idea, now you actually try to make sure you hit and not just do the button presses in the general direction of you opponent, also saving yellow and blue has made everything that little bit faster.


Hybr1d
Xenoeye is offline   you may: quote & reply,
Old 08-15-2002, 10:30 AM   #148
Dark Begger
 
Dark Begger's Avatar
 
Join Date: May 2002
Location: Calgary
Posts: 404
I think that ArtifeX's mod is quite good for competition (aside from the little nit pick about saber damage variation), and competition only. But hey, that's what he's making this mod for. I feel that new players will not be able to get into this mod easily, since it requires skill to kill, and most like to jump into a game, and think they are automatically 'good at it'.

So What I think will happen is that even if ArtifeX takes the mod to the next level, put on all ladders, new players can still play 1.04 or Jedimod, get accustomed to it (more like, get some skill and learn to love the game) and if they are in the need for competition, they can upgrade to promod and go for the ladders.

Once again, ArtifeX is nto going for the general JK2 player here nor is he trying to replace JK2. He's only creating a new basis for competition where you are ranked on skill, not luck, and hence this mod.


Hey Superman, Cry me a river!


------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------
Dark Begger is offline   you may: quote & reply,
Old 08-15-2002, 12:21 PM   #149
Rad Blackrose
Banned
 
Rad Blackrose's Avatar
 
Status: Banned
Join Date: May 2002
Location: Retired
Posts: 810
Arti, besides the Force Push vs Saber Throw development, will you be implementing something in accordance to single player as to where if you block or deflect a saber throw, it is knocked to the ground? Throw whores are still around these days, it would be nice to see them punished accordingly.
Rad Blackrose is offline   you may: quote & reply,
Old 08-15-2002, 12:41 PM   #150
Dark Begger
 
Dark Begger's Avatar
 
Join Date: May 2002
Location: Calgary
Posts: 404
it's a good idea to punish saber throw whores Red Blackrose, but you don't want to nerf it to the point where it is pointless to use. We need to find a balance where it is dangerous to use, but when connected, it is worth using.


Hey Superman, Cry me a river!


------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------
Dark Begger is offline   you may: quote & reply,
Old 08-15-2002, 12:48 PM   #151
Xenoeye
 
Xenoeye's Avatar
 
Join Date: Apr 2002
Location: UK
Posts: 131
I think decreasing the damage would be enough 1.03+ damage was halfed and it was still alright.
I dunno about you but Im getting too many kills just by throwing my saber while I run up to people before I can get close enough to slash.


Hybr1d
Xenoeye is offline   you may: quote & reply,
Old 08-15-2002, 12:51 PM   #152
Dark Begger
 
Dark Begger's Avatar
 
Join Date: May 2002
Location: Calgary
Posts: 404
now think about it this way, if saber throw can be pushed away and the saber goes flying across the room, do yo uthink people will still use it? Let's say you're runnign towards me, try to saber throw, I quickly push it away, you are without a saber, infront of me, and I am ready to rip you apart. lol It still has it's 'damage' but much more difficult to connect, and if it is deflected, you are held at agreat disadvantage. this would make the throw good.


Hey Superman, Cry me a river!


------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------
Dark Begger is offline   you may: quote & reply,
Old 08-15-2002, 12:53 PM   #153
Neo Honor
 
Join Date: May 2002
Location: Philadelphia
Posts: 35
Will there be two sabre and bouble bladed sabre fighting? Like an adjusted and balanced way of fighting either using one sabre (regular) double bladed (the destroyer) and two sabre (anikan vs. dooku)?


Fight or Flight? Anything that assures that you will fight again.
Neo Honor is offline   you may: quote & reply,
Old 08-15-2002, 01:04 PM   #154
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
I would only do Double sabers and double-ended sabers if I felt like I could make them as good as the single sabers of the original game. That would require a ton of new animations and no small amount of added code, either. It's something I'd like to do, but this is going to be far down the road, as balancing the current styles has to take precedence over adding new ones.

On saber throw:

I'm thinking about several different scenarios for balancing saber throw. As it is, there is very little risk versus the damage you can deal out. I'll reconcile that somehow. I don't think that nerfing the damage is the answer, though.


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-15-2002, 01:17 PM   #155
zerowingzero
 
zerowingzero's Avatar
 
Join Date: May 2002
Location: Yes please. No Wait...
Posts: 485
I got an idea, What avout increased saber damage while the saber is currently being thrown (when your hand is sticking out waiting for it to come back), That could make it more risky to use, And maybe a scale for the amount of force you invest in it, right now it's 30 every time right?
zerowingzero is offline   you may: quote & reply,
Old 08-15-2002, 02:28 PM   #156
Twins of Doom
Webmaster
 
Twins of Doom's Avatar
 
Join Date: Apr 2002
Location: http://wc3.ogresnet.com
Posts: 1,260
i know my reply is a little late, mainly because zerowingzero just told me about all the complaints about JHQ....


i would like to say a couple things:

i read some posts about people complaining that JHQ members use guns....i don't remember artifex ever saying anywhere that this mod didn't change anything to guns, and actually guns are harder to use because saber kills you in close quarters easily, you have less defense and take more damage, or so it seems

can somebody tell me some names of the JHQ members who are causing the trouble (chat killing etc), and tell me what they are doing...as i know of a few trouble causers but not too many...you can look at the members list and see if you recognize any names of trouble makers here
http://jkhq.ath.cx/members.php

also feel free to look at our rules page to see that we don't support chat killing or killing those with sabers off... i'm looking into it right now to see who is doing this and they will be punished


Wizard's First Rule: People Are Stupid

Twins of Doom
-Webmaster-
twinsofdoom@ogresnet.com
Kingdoms of Azeroth
Twins of Doom is offline   you may: quote & reply,
Old 08-15-2002, 02:34 PM   #157
RpTheHotrod
LFN Staff Emeritus
 
RpTheHotrod's Avatar
 
Join Date: Apr 2002
Posts: 2,798
LFN Staff Member 10 year veteran! Forum Veteran 
I was in the server when JHQ was causing trouble. For the weapons, it wasn't that they were just using weapons, they would rocket people even through thy KNOW the people were getting ready to duel, or they had their saber not out waiting in line, or when people were testing the new saber accuracy thing.

Also chat killing, and pretending they want to duel by standing in front of you without a saber, and when you challenge them, they immediatly would blue lunge you and kill you when you put your saber away too)

I don't remember the names, but I do want to say that the Inty member seems very kind...but the others were plain jerks.


Current in-game name is #include
RpTheHotrod is offline   you may: quote & reply,
Old 08-15-2002, 02:39 PM   #158
Twins of Doom
Webmaster
 
Twins of Doom's Avatar
 
Join Date: Apr 2002
Location: http://wc3.ogresnet.com
Posts: 1,260
http://jkhq.ath.cx/members.php

would you recognize the name, that's a link to the members list

there is a reason that inty is a jedi master


Wizard's First Rule: People Are Stupid

Twins of Doom
-Webmaster-
twinsofdoom@ogresnet.com
Kingdoms of Azeroth
Twins of Doom is offline   you may: quote & reply,
Old 08-15-2002, 04:09 PM   #159
ASk
No purchase necessary!
 
ASk's Avatar
 
Join Date: Mar 2002
Location: Israel
Posts: 525
the stink is pretty much over. All issues are pretty much resolved as well.

I am sure that Dest would be glad if you add the CSC into jedimod source. I won't cause any problems, that's for certain

You would have to make a cvar though, because CSC with 2 sabers/dual saber won't work as designed though
ASk is offline   you may: quote & reply,
Old 08-15-2002, 04:23 PM   #160
blackfire
 
blackfire's Avatar
 
Join Date: Jun 2002
Posts: 109
I had trouble with these two today(there were others, just don't remember their name)

[JHQ]Ayanami

Typekilled me a couple times and was lunging or DFAing me immediately(as in I didn't even see it coming) after I won a duel with people. He wasn't a jerk entirely though, unlike this one:

[JHQ]EatMoreChicken

This guy was just a plain A**HOLE, he did the above offences and was killing me and choking me while I was waiting to duel on the pad with my saber off. As a matter of fact, this all happened on the pad today.
blackfire is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > JediKnight Series > Game Discussion > Jedi Outcast > ArtifeX's ProMod 1.0 Beta -- Released

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:56 PM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.