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Is JK2 dead/dying? (merged)

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 zerowingzero
09-10-2002, 5:59 PM
#101
See the thing with blue stance... it was lag or H4x or something... Just like the 8/10 times i kick ArtifeX's ass on his server, jk ;) Anyway i do see what Jah is saying, for the style of play on his server or maybe others, promod might seem a bit too fast but that's expected. The damage is up from 1.04 and at least in my oppinion it is best played in FF, even with heal and drain people still get killed, belive me. As for other nf servers i've played, i never hear complaints, If you lose in Promod it IS your fault, it's not like playing roulette. If more people would get used to it (or stop saying "i like jedimod....just because...) i see good things for promod. Heh what would be cool is after the final version is released to make Raven push it as a new patch (as well as some models/maps) ;)
 DeTRiTiC-iQ
09-10-2002, 7:42 PM
#102
I think there should be one more patch. However I'm proposing a real patch, since 1.03 and 1.04 were effectively mods. I've been thinking about this for a while and I've got a pretty good list of changes I would like to see: (I have removed a few from this list because I felt they were based on personal bias and play approach) 1) Prevent Saber from blocking sniper shots aimed at feet, its far too easy for anyone to evade snipers simply by switching to saber. Especially since with the blocking animation, the saber doesn't even reach as far as the feet. 2) Fix the animation bugs associated with the various "throwables", purely aesthetic, but its rediculous that this is still present after TWO patches, despite being complained about with the original release. 3) Have the Toogle/Timed force power icons start flashing 5 seconds before they are due to turn off, this should make force managament a bit easier, especially in CTF where EVERYTHING is about timing. 4) Prevent the Toogle/Timed force power icons from being hidden when using the zoom mode of the disrupter, if there is a lot of firefighting around you its hard to tell if seeing has turned itself off. 5) Find some way to stop the Forcefield pickup from causing so much lag, it makes ANY game literally unplayable for anyone above about 100 ping. 6) Make it so that if you cancel dark rage early, the recovery time is proportionally less 7) Fix the bug that makes the red tint of dark rage remain for a few moments after respawning 8) Make the blue tint of Absorb a client-side option, using absorb makes it quite difficult to judge player colours, especially if people are using rage and absorb as well. Whose idea was it to make the Rage and Absorb colours the same as the team colours anyway? Do the same with the red tint of Rage 9) Put the speed and saber trails on/off option in the actual menu instead of just being a little-known cvar 10) Give the player choice over the crosshairs without having to use the console, its mentioned in the manual so I don't know why it was removed from the final version... 11) More netcode optimization, many people have said to me that the new protocol in 1.04 has made lag a lot worse 12) Make it possible to wall-walk whilst holding a gun. Neo does it in The Matrix, so why can't our Jedi? 13) Make Force Speed and Dark Rage less laggy, its practically impossible to use them reliably in any map featuring pits, if your ping is above about 150. 14) Put the option to use the simplified HUD in the menu too You will note that any gameplay changes are generally quite minor, and there is nothing as drastic as the changes in 1.03/1.04 On the subject of reviews for maps, I heartily agree. Now for some good news, those who played the original JK may remember Hyperview, hosted by Jediknight.net. Well anyway, Hyperview is coming back quite soon (it already has LFN hosting), and the first reviews should also be available soon. I think the real problem with the mods is that the editing community is so expansive, just from reading the mapping and coding forums, i've witnessed how hesistant people are to cooperate with each other... Originally I had hoped Massassi would draw some editors, especially with its flourishing showcase forums and screen-of-the-day system. This isn't the case (yet), but JediKnight2.net is far too broad a site, the editing forums get far too cluttered and its practically impossible to find any useful information since when i've asked for help the thread has been 3 pages back within a day. Another problem with mods, is that people have no idea where to begin. I want to start coding for an MP project i've been planning, but i've yet to find a single tutorial on where to begin. We need REAL editing resources.
 Homeboy
09-11-2002, 8:11 AM
#103
I'm not sure if everyone heard the idea... COMBINE PROMOD & JEDIMOD Because I love both mods, and they do not interfere with each other. Even dual and bouble-bladed sabers go with promod if well balanced. Jedimod is simply cool. Many people play it for this reason. Imagine playing Anakin dual saber vs Dooku or playing Yoda or Obi vs Maul.... This is what brings in new players. Promod makes JK2 worth practicing. Without it you can't even count on your saber blocking - who knows if it'll block this time or not? See the point? Jedimod brings in new players while promod keeps people playing. Now THIS can bring life into JK2. For anyone "anti-promod" - it's still in beta it's not perfect, but the basic idea is right. Maybe it needs tweaking/ balancing whatever, it does (trying to do) something no other mod does that's making it competitive. I guess we can agree on this one?
 Doctor Shaft
09-11-2002, 10:04 AM
#104
ah, forget it
 Sith Maximus
09-11-2002, 12:57 PM
#105
Originally posted by Homeboy I'm not sure if everyone heard the idea... COMBINE PROMOD & JEDIMOD Because I love both mods, and they do not interfere with each other. Even dual and bouble-bladed sabers go with promod if well balanced. Jedimod is simply cool. Many people play it for this reason. Imagine playing Anakin dual saber vs Dooku or playing Yoda or Obi vs Maul.... This is what brings in new players. Promod makes JK2 worth practicing. Without it you can't even count on your saber blocking - who knows if it'll block this time or not? See the point? Jedimod brings in new players while promod keeps people playing. Now THIS can bring life into JK2. For anyone "anti-promod" - it's still in beta it's not perfect, but the basic idea is right. Maybe it needs tweaking/ balancing whatever, it does (trying to do) something no other mod does that's making it competitive. I guess we can agree on this one? In a way I guess this is what I am saying too. I have upped my saber damage and skill through the roof on my server to make it more about skill than a random gereration of events, but alas it is not the exactness of promod. But everytime I try to goto promod everyone either throws a fit or leaves, why? Because to the AVERGE player promod is just far too hard and they do not want to take the time to "relearn" tactics. But I have upped the damages over the last two weeks to prepare them for my weekly running of promod. Perhaps in time they will come to see what it is really about. Also maybe by then some of our comments and suggestions in blending these elements will come to pass. As a gamehost I could think of no mod that could or would be better than these two in combination.
 ArtifeX
09-11-2002, 2:55 PM
#106
Originally posted by Sith Maximus I shall do that, thanks. Also I think you may have the wrong idea about the model cfg. Its nice to have a variety of sizes of players, just like in real life. Plus the fact some are faster and some are slower adds to the difficulty factor of the game. Here's the deal with the model size thing: When you play ProMod, most of your effort is expended maintaining a solid aiming lock on your target. The perfect "center" point that you're trying to get a bead on is right in the center of the player model. So if you're aiming at the opponent's head, your aim won't be quite as strong (by a small margin) as it would be if you aimed at their heart. Same goes for aiming at the feet. If you make player model sizes variable, then you give yourself, as a developer, two choices. Do you: 1. Make the player model scaling client-side only and maintain the normal hit box for that player on the server, thus eliminating any advantage you get from having a smaller model, but forcing the attacking player to non-intuitively aim over/under the shortened/enlarged apparent center of mass. or, 2. Make both the server and the client understand that the model is smaller, giving small models a big advantage to avoiding swings, and larger models a huge disadvantage to avoiding swings. The center of mass would be correctly rendered, but would require the player to adjust his aim up or down according to who he was fighting. This would give massive advantages to a smaller or larger player wading into a large saber FFA battle, because all the normal sized players already engaged with like-sized enemies would be aiming either too high or too low to have a strong CSC value. Not to mention what would happen if a diminutive Yoda came across a towering Wookie in a saber battle. Yoda would have to aim nearly straight up as he came within range, and the Wookie would have to look straight down. With the way the camera works, looking up would give the Yoda player a bad case of tunnel vision just when they needed their peripheral vision the most. Making small players fast and weak and large players slow and strong does nothing to address these. Both methods have their problems. Believe me, I've thought about this a lot. I don't want to see ProMod servers full of players using the Yoda model because everyone knows they'll be hacked up by a mob of green-eared Lilliputians if they choose anything larger. The only way to not add a balance problem is to avoid adjustable scaling entirely.
 razorace
09-11-2002, 3:20 PM
#107
Very good points, ArtifeX. There's also the fact that animations/attacks weren't set up to attack targets that far off your torso swing height. If the animations were dynamic it would be much easier but that's behound the scope of the game engine.
 ArtifeX
09-11-2002, 3:42 PM
#108
Originally posted by razorace Very good points, ArtifeX. There's also the fact that animations/attacks weren't set up to attack targets that far off your torso swing height. If the animations were dynamic it would be much easier but that's behound the scope of the game engine. That's another great point. I forgot to mention that one. You can actually be looking completely level while ducked and do a Strong stance right+attack swing and go over the head of
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