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 08-13-2002, 07:34 AM   #1
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
ArtifeX's ProMod 1.0 Beta -- Released

**UPDATE**

Official Server up!

Artifex's Official ProMod 1.0 Beta Server
IP: 63.99.213.122:28070


**UPDATE**

ProMod 1.0 is now up on fileshack.com. Here is the link to download:

http://www.fileshack.com/file.x?fid=837

**UPDATE**

ProMod 1.0 Beta has been delivered to jediknightii.net's file upload address. It should be available in their file section as soon as their admins can get around to posting it.

The mod is based off of the issues I had in my article "What needs to happen in 1.04" (http://www.oculis.org/asc/features_104.html), which some of you may already be familiar with. Its aim is to replace the official version of the game in competitions and pro tournaments.

Two major things have been done in the mod:

1.) Saber Combat bugs have been fixed. The infamous, "hit-from-behind-from-in-front" bug is gone, among others. The mechanics have been altered to more accurately reflect true sword combat. See the promod_readme.html file in the distribution file for more info.

2.) Random factors have all been removed. All combat logic is now based upon player skill and input rather than random number generator calls. Again, see the promod_readme.html for more details.

I will be putting up an official game server sometime today hopefully. What was originally the *ASC* challenge server will become the official ProMod dedicated server. Any server admins who would like to get their server up and running with ProMod before jkii.net gets the files posted can contact me at arsartifex@msn.com and I'll see about sending the files directly to you. You can also contact me through that address with feedback on the mod.

I'll update this post throughout the day as questions arise.

*update*

A short feature list:

1. Combat Strength Crosshair (CSC) -- This is a secondary crosshair that will appear outside the radius of the normal crosshair. It shrinks and grows depending on how accurately you are aiming at your opponent.

2. New Combat Engine -- All blocks, parries, deflections, knockaways and defense breakers are linked to the CSC of both players. Two sabers coming into contact with one another will result in an opposed check on both players' CSC's. The player with the higher value (better aim) will end up inflicting some kind of effect on the losing player. The greater the differences in CSC values, the more drastic the effects to the losing player. This means that there are no unblockable swings in ProMod, but neither are there any swings which are 100% blockable.

3. Lightsaber Style Personalities -- Each of the different saber styles gives bonuses and penalties to certain types of combat. For instance, Light style gets bonuses to blocking, but lacks the finesse to Deflect and Knockaway well. Medium style is excellent for Deflections and Knockaways, but has poor Defense Breaking capabilities. Strong is weak on Blocking, but Defense Breaks much more often. This underscores the need to switch between styles as the situation demands.

4. CSC Bonus System -- How many Levels you buy in certain Force Powers can affect your ability to perform different physical and force powered combat maneuvers. Force Jump (which now allows kicking at even Level 1) will change the strength and ease with which you can kick other players and wall jump. Saber Offense and Defense greatly affect your CSC values.

Check out the full readme file: http://www.oculis.org/promod


Artifex *ASC*

Last edited by ArtifeX; 08-13-2002 at 02:03 PM.
ArtifeX is offline   you may: quote & reply,
Old 08-13-2002, 04:41 PM   #2
dood
 
dood's Avatar
 
Join Date: Jul 2002
Posts: 33
nice but...

I see one problem-> I can't register and can't download a promod. Maby is a different place from I can gat file?
dood is offline   you may: quote & reply,
Old 08-13-2002, 04:58 PM   #3
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Re: nice but...

You can get it from the jediknightii.net files section as soon as they can put it up. I sent the file to them this morning.

Quote:
Originally posted by dood
I see one problem-> I can't register and can't download a promod. Maby is a different place from I can gat file?


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-13-2002, 06:06 PM   #4
dood
 
dood's Avatar
 
Join Date: Jul 2002
Posts: 33
THX- I will do that. Thank You
dood is offline   you may: quote & reply,
Old 08-18-2002, 09:55 AM   #5
Olisple
 
Olisple's Avatar
 
Join Date: Aug 2002
Location: New Jersey
Posts: 14
If I install this will it mess up my regular play like the jedi mod? Or will it play like normal in server that do not use the pro mod?

BTW, this sounds like it friggin ownz, n would make this game lots better.

Last edited by Olisple; 08-18-2002 at 10:05 AM.
Olisple is offline   you may: quote & reply,
Old 08-18-2002, 10:38 AM   #6
Olisple
 
Olisple's Avatar
 
Join Date: Aug 2002
Location: New Jersey
Posts: 14
Well I played it. It plays very very nicely, and is a big difference form the ghoul 2 I'm used to playing.

I think this could be very nice if lots of duel servers start playing it
Olisple is offline   you may: quote & reply,
Old 08-20-2002, 05:46 AM   #7
dood
 
dood's Avatar
 
Join Date: Jul 2002
Posts: 33
hm...

I agre, duel servers should start use a promod. I thing that promod can by this what cpma is for Q3A… Who knows ?… ))
dood is offline   you may: quote & reply,
Old 08-25-2002, 05:02 PM   #8
TheGreenKnight
 
TheGreenKnight's Avatar
 
Join Date: Jun 2002
Location: NY
Posts: 2
I've read the readme and everything about it i thought was too good to be true. I download the mod and start playing it, boy was I wrong. It's an excellent mod and i hope that a lot of people play it and more versions come out . A question i have though, what is the tournament style playing you were talking about? If Pro and Vulcanus mods could join together into one, it would be an outstanding mod but thats just in my opinion of course . The only thing I suggest is to make the target recticle expanded a bit more. I just have to put the crosshair just a bit close to the body for it to be as tight as possible. It's still good the way it is so if you don't change it, it's fine. I'm out, must.. find.. more.. pro mod servers...
TheGreenKnight is offline   you may: quote & reply,
Old 08-26-2002, 10:03 AM   #9
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Glad you all are liking the mod. Remember, Beta 2's going to be out in the next few days, and it's a huge improvement over the first. The new bonus system is just as innovative as the CSC is. Check out http://promod.moddb.com for the latest updates.

Quote:
Originally posted by TheGreenKnight
I've read the readme and everything about it i thought was too good to be true. I download the mod and start playing it, boy was I wrong. It's an excellent mod and i hope that a lot of people play it and more versions come out . A question i have though, what is the tournament style playing you were talking about? If Pro and Vulcanus mods could join together into one, it would be an outstanding mod but thats just in my opinion of course . The only thing I suggest is to make the target recticle expanded a bit more. I just have to put the crosshair just a bit close to the body for it to be as tight as possible. It's still good the way it is so if you don't change it, it's fine. I'm out, must.. find.. more.. pro mod servers...


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-26-2002, 11:25 AM   #10
TheGreenKnight
 
TheGreenKnight's Avatar
 
Join Date: Jun 2002
Location: NY
Posts: 2
All i gotta say about Beta 2.0 is.. Go ArtifeX Go! I hope this mod gets to be on the ladder, i just love this mod so much. I can't stand 1.04 that whenever i get hit by heavy and then i do the same thing to the person its blocked I've had JK2 since 1.02 but i never bothered to play it till 1.03, man did i miss out.. Anyway, hope to see you on a promod server sometime, i think you can guess my name on it lol.
TheGreenKnight is offline   you may: quote & reply,
Old 08-26-2002, 11:34 AM   #11
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
I'm in my official server occasionally (check my sig for the ip). I don't tend to stay long, as i spend more time coding than playing these days.

Quote:
Originally posted by TheGreenKnight
All i gotta say about Beta 2.0 is.. Go ArtifeX Go! I hope this mod gets to be on the ladder, i just love this mod so much. I can't stand 1.04 that whenever i get hit by heavy and then i do the same thing to the person its blocked I've had JK2 since 1.02 but i never bothered to play it till 1.03, man did i miss out.. Anyway, hope to see you on a promod server sometime, i think you can guess my name on it lol.


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 08-26-2002, 03:45 PM   #12
dood
 
dood's Avatar
 
Join Date: Jul 2002
Posts: 33
Yes, GO ArtifeX GO...:>> I Will waiting on next version to.

BTW crosshair is to big like for me... but maby I'm wrong?...

Any way, pro mod is a fu%# good mod! :>


I apologize for my English…
I still learn…
dood is offline   you may: quote & reply,
Old 09-04-2002, 05:53 PM   #13
Azymn
 
Azymn's Avatar
 
Join Date: Jul 2002
Location: ~(40.14, -111.40)
Posts: 544
Excellent job on beta 2 - nice hud additions too.

If anyone reading this hasn't checked this mod out, it puts the skill into lightsaber combat that makes the whole game really feel solid.
Azymn is offline   you may: quote & reply,
Old 09-04-2002, 06:00 PM   #14
keo718
Jedi Council
 
keo718's Avatar
 
Join Date: Jun 2002
Posts: 1,036
This mod is great, I just wish that it had model scaling. There are certian models I cannot use with it, especially Yoda.


"Do or do not. There is no try."

Custom Avatar made by Aru-Wen
keo718 is offline   you may: quote & reply,
Old 09-04-2002, 07:38 PM   #15
ArtifeX
 
ArtifeX's Avatar
 
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
The model scaling issue could be solved very easily if someone would just create a yoda model that maintained the scale of an original player's bounding box. Since ghoul 2 allows per poly hit detection, a saber swinging over yoda's head wouldn't hit some invisible, generic bounding box. I think the only problem would be scaling the skeleton down to match yoda.

Somebody tell me if I'm wrong on this.


Artifex *ASC*
ArtifeX is offline   you may: quote & reply,
Old 09-04-2002, 08:21 PM   #16
keo718
Jedi Council
 
keo718's Avatar
 
Join Date: Jun 2002
Posts: 1,036
I believe that the model scaling in Jedimod alters the size of the bounding box. There is no problem of swinging over his head and still hitting him. If you notice when you use Yoda in your mod, he is like 6 feet tall, meaning that was created to the proper skeleton size.


"Do or do not. There is no try."

Custom Avatar made by Aru-Wen
keo718 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 > Editing Central > Showcase forum > Beta Testing > 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 01:28 AM.

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