Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Weaponry

Page: 2 of 2
 Fracman
04-24-2003, 3:00 PM
#51
Chris, thanx a lot for pointing that out.
Since nearly every weapon Kyle can already use in DF is a firing weapon (the officer's blaster is probably only a light-weight version of the imperial blaster and therefore not much better that Kyle's Briar pistol) I think that reduces the count of NPC weapons to exactly 1: the Gammorean Axe.
The use of this special weapon is very restricted, so Kyle certainly will drop it after a short time if he ever gets the chance to have it.
Nevertheless, a skilled Jedi Master may be able to cut blaster fire in two discharges in a MP game ;)
 recombinant
04-24-2003, 4:11 PM
#52
erm... regarding the gamorrean, don't we have an issue with not having axe-swinging animations in _humanoid.gla?

I guess you'd have to make the gamorrean use lightsaber swings, which should be doable, I guess.

Corto's the expert on that stuff....

Gamorrean DFA with the axe!!!

:D
 michael_collins
04-24-2003, 5:26 PM
#53
I only really thought of that because if it was added to the game it could be used as either A) a cheat or B) as an easter egg if one completed the game on hard.

And I know i should have said that but sue me (waits for lawyers)
 recombinant
04-26-2003, 4:24 AM
#54
Originally posted by Jeff 42
No, don't get rid of the charge-up on the Bryar.

Too late.

;)

But seriously, folks... I got rid of the charge-up yesterday since that behavior is not really consistent with the original game.
 Jeff 42
04-26-2003, 4:42 AM
#55
An unbelievably inaccurate E-11 is also not consistent with the original game. Are you going to fix that?
 The_One
04-26-2003, 10:53 AM
#56
Originally posted by Jeff 42
An unbelievably inaccurate E-11 is also not consistent with the original game. Are you going to fix that?

Yeah, we are. We couldn't fix any aim issues for the demo as we had no source code. We do now, so that will be done at some point :)
 Jeff 42
04-26-2003, 1:38 PM
#57
Cool. :)
 Geoffrey S
04-26-2003, 4:12 PM
#58
I'd keep the charged up blaster shot; it's extremely useful when you're facing single enemies, and would also be the only long range weapon in the game. It might be different from the original game, but it'd certainly be a useful addition to DF had the designers used it.
 Temujin
04-27-2003, 12:41 AM
#59
God damn, I started a HUGE thread... Oh well, I can see my own opinions being expressed by different people. I think the axe should be useable for the simple question (why not?):sbdance
 Salv
04-27-2003, 1:38 AM
#60
I think the axe should be useable for the simple question (why not?)
Kyle running around hacking people with an axe? Somehow Im not so sure about that..
 recombinant
04-27-2003, 2:37 AM
#61
Originally posted by Jeff 42
An unbelievably inaccurate E-11 is also not consistent with the original game. Are you going to fix that?

Just to reiterate what The_One said... Yes it's on my hitlist of things that need to be fixed. Since Blaster-related functionality is next up, I will probably address this problem this week, if all goes well.


...and StrongBad Rules!!!

:sbdance


:D
 recombinant
04-27-2003, 2:46 AM
#62
Originally posted by Temujin
God damn, I started a HUGE thread... Oh well, I can see my own opinions being expressed by different people. I think the axe should be useable for the simple question (why not?):sbdance

a) The animation does not exist for the model (actually this is a problem with using the Gamorrean in the MP engine in the first place - we may have to just fake it)
b) It's not consistent with the original game (which is what we're trying to accomplish, within the irritating limits of the JK2 MP game).
c) It could potentially render the lightsaber cheat (admittedly, not consistent with the original game) useless.

In a nutshell, it's probably not gonna happen.

Hope this helps.

:D
 The_One
04-27-2003, 8:28 AM
#63
Just so you know, I'm against the axe aswell.

Some guy posted earlier in this thread, he liked that fact we are a democracy here at the DF MOD. Well, sorry bud, we are not ;) Even though the majority of people in the poll answered "Yes", I doubt this is going to happen. I really think it could mess up DF if we added this. And as Evan said, there are coding problems attached to using the axe.

Now, let me point out this doesn't mean we don't take any of the polls seriously, because, believe me we do. For example, the recent Corsucant one will be taken into consideration when the level is produced. But at the end of the day it is our mod, if we really don't want to do something we won't. Just because a couple of hundred people voted for it on the poll isn't going to make it happen. If the final mod is downloaded as much as the demo, then that gives us a potential 40-50 thousand players. 200 out of 50,000 is bugger all - and for such a controversial subject, I really doubt it will happen. On a poll such as the Coruscant one, there was never any big fuss struck up about it, so we will go for the Coruscant look you suggested.

Hope that clears a few things up ;)
 Mullaney
04-27-2003, 3:16 PM
#64
It makes sense not to have it in the game. The time used working on that could be used better on something from the original game.

and the fists are way cooler anyway. . .
 Fracman
04-28-2003, 2:05 PM
#65
Heh... we just wanted to hear that from you, thanks!!! :D
Page: 2 of 2