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-   -   [Alpha Mod] Gunslinger's Academy (http://forums.filefront.com/sw-jk3-modding-mapping-editing/413004-gunslingers-academy.html)

Distortedcoder December 13th, 2009 10:06 AM

Re: Gunslinger's Academy
 
Allright, Cool. Didnt know if you where aware or not, so guess that solves that issue. :) so far i havent encountered anything Major that needs adressing aside from the crahing which i know your looking into and trying to solve. :) Keep it up everything is comming along nicely.

Raz0r December 13th, 2009 10:06 AM

Re: Gunslinger's Academy
 
I suggest you wait until I rework the code into using a proper weapon table.
I haven't done any weapon modifications as of yet, just planning.

What I suggest for obituaries and whatnot, is to use the 'reliable command' system.
Check out cgame -> cg_servercmds.c -> CG_ServerCommand so you know what I'm talking about.
Server sends a command with a few extra args, client interprets and reacts accordingly.
Link this together with a custom chatbox thing (I believe chatbox uses reliable commands too, actually) and you have a working obituary in the cleanest way possible.
Using the event (EV_) system is bad, you can run into PVS issues where the event isn't broadcast to the client. Reliable commands never fail.


Also, this is from my console..
Quote:

WARNING: expecting '{', found 'blendFunc' instead in shader 'SFX_Sabers/saber_blade'
WARNING: expecting '{', found 'blendFunc' instead in shader 'SFX_Sabers/saber_end'
WARNING: expecting '{', found 'qer_editorimage' instead in shader 'gfx/2d/eezstreet/grenadeindicator'
WARNING: expecting '{', found 'blendFunc' instead in shader 'gfx/2d/eezstreet/pwnedindicator'
MP3ERR: Source file is not sampled @ 44100!(sound/weapons/blaster/alt_fire.mp3)
May want to remove notifications for trueview loading too.

eezstreet December 13th, 2009 10:14 AM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by -Raz0r- (Post 5167622)
I suggest you wait until I rework the code into using a proper weapon table.
I haven't done any weapon modifications as of yet, just planning.

That's what I was planning on doing (I need to make new maps anyhow)

Quote:

Originally Posted by -Raz0r- (Post 5167622)
What I suggest for obituaries and whatnot, is to use the 'reliable command' system.
Check out cgame -> cg_servercmds.c -> CG_ServerCommand so you know what I'm talking about.
Server sends a command with a few extra args, client interprets and reacts accordingly.
Link this together with a custom chatbox thing (I believe chatbox uses reliable commands too, actually) and you have a working obituary in the cleanest way possible.

I'll give it a look.
Quote:

Originally Posted by -Raz0r- (Post 5167622)
Using the event (EV_) system is bad, you can run into PVS issues where the event isn't broadcast to the client. Reliable commands never fail.

How else do I detect a kill in clientside? Killstreaks in clientside would be the best way to go (So instead of a message, could draw a shader when there's a killstreak, etc)

Quote:

Originally Posted by -Raz0r- (Post 5167622)
Also, this is from my console..
Quote:

WARNING: expecting '{', found 'blendFunc' instead in shader 'SFX_Sabers/saber_blade'
WARNING: expecting '{', found 'blendFunc' instead in shader 'SFX_Sabers/saber_end'
WARNING: expecting '{', found 'qer_editorimage' instead in shader 'gfx/2d/eezstreet/grenadeindicator'
WARNING: expecting '{', found 'blendFunc' instead in shader 'gfx/2d/eezstreet/pwnedindicator'
MP3ERR: Source file is not sampled @ 44100!(sound/weapons/blaster/alt_fire.mp3)

Those shader errors are truly weird, they are the ones I mentioned before. I think it could be fixed by placing the shaders in the base folder (instead of baseGA)

Quote:

Originally Posted by -Raz0r- (Post 5167622)
May want to remove notifications for trueview loading too.

I'll look into it, again I'll need you to optimize the code so I don't cause conflicts later on

Raz0r December 13th, 2009 10:20 AM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by eezstreet (Post 5167627)
How else do I detect a kill in clientside?

in game -> g_combat.c -> player_die you call trap_SendServerCommand and interpret it clientside. Reliable commands never fail =p
When it's interpretted, you take note of the time it was recieved (Store in something like cg.lastKillTime), and when you draw the shader, do a check to see if ( cg.killCmdReceivedTime > cg.time - 2000 ) which will make sure it only draws the image for 2 seconds, then once you get another kill it'll draw for 2 seconds after that.
You could also send the command only when you get a kill-streak bonus.
But I really do urge you to track it all serverside and interpret it client-side :)

Quote:

Originally Posted by eezstreet (Post 5167627)
I'll look into it, again I'll need you to optimize the code so I don't cause conflicts later on

Of-course, that's mostly what I'm here for =p

Distortedcoder December 14th, 2009 06:50 AM

Re: Gunslinger's Academy
 
Wow, looks like you guys are making some major progress... I cant wait to test the new package when its put together. Just let me know. :) I have hopes the crash situation has been worked out.

Oh some Ideas for the Fencing game type for holocron FFA, Have the swords reflect what stances you have, Like a 2 handed greatsword needs more power, so you have the strong stance as default, or the rapier is fast and nimble so you have the fast stance as a default. Just an idea. I still like the idea for thoes ppl who want to go dark ages on a stormtroopers ass and lop his head off with a bastard sword. :)

eezstreet December 14th, 2009 09:36 AM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by Distortedcoder (Post 5168343)
Oh some Ideas for the Fencing game type for holocron FFA, Have the swords reflect what stances you have, Like a 2 handed greatsword needs more power, so you have the strong stance as default, or the rapier is fast and nimble so you have the fast stance as a default. Just an idea. I still like the idea for thoes ppl who want to go dark ages on a stormtroopers ass and lop his head off with a bastard sword. :)

Can be done (like "select a sword", and lock the stances for a particular weapon, if you don't understand what I mean by "locked stances", I mean that through the .sab files you can set it to only have one stance). I've also been working on anims, I have a rapier stance done (and also, I will copy the Desann style's moves, because the Desann stance is the best for rapiers. Bastard swords will probably just use the red stance for now)

Check out the rapier stance:



Another little tidbit: if Raz0r's theory works, and we can Akimbo weapons, Akimbo might be a powerup (like the Ysalimari, it would last for 30 seconds or so). I was thinking of also making the Blaster Rifle use Bryar animations, seeing as how the blaster rifle is going to be a mini uzi)

Distortedcoder December 14th, 2009 11:02 AM

Re: Gunslinger's Academy
 
That sounds really cool. The fact you can lock stances with a weapon will allow for more strategy and player preference, so thats always a plus, one thing that will need to be looked into is the damage and weapon speed, we dont want ppl picking the strong broad swords for their almost one hit kills, there needs to be a balance, which could be hard, or easy to achive depending what you already have in mind.



And akimbo powerup would be sweet, but we need to moderate spawn rates, and a random spawn would be nice, Insted of everyone camping where it spawns because its set, have it spawn randomly, no rotate, but a totally random respawn system so players cant predict where the powerup is so they can rape all opponets. i figured this falls under coding which raz0r seems to be very skilled at, along with you.



Oh i dont remember if i mentioned this but for regular Gunslingers, Insted of a lightsaber customization have it so you customize what guns you spawn with, have it so not everyone spawns with the bowcaster. I think it sould be limmeted to the Bowcaster, E-11, the heavy repeater, the flechette, and the sniper. Im sure this would be a bit more complex, but if it can be achived, this would make it so much more interesting.

Okay so thats it for now... if i have anything else that could possibly make this any more interesting ill let you know.

katanamaru December 14th, 2009 11:22 AM

Re: Gunslinger's Academy
 
If you would like some help with stance animations I'll help out.

One piece of advice; If you change the legs position that will give you a glitch when standing on slopes or on ledges. This is because the game will switch between the cutom stances leg position with the Leg_up positions. So you can do one of three things:
1. Remove the need for Leg_up animations.
2. Make all the stances use the same leg position as their default stance.
3. Make new leg up positions.

The One and Only December 14th, 2009 11:25 AM

Re: Gunslinger's Academy
 
The rapier stance should be turned more side-on to the enemy, presenting a smaller target to him. Other than that, I like the look of what you've done so far.

Pande December 14th, 2009 07:15 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by Distortedcoder (Post 5168343)
Wow, looks like you guys are making some major progress... I cant wait to test the new package when its put together. Just let me know. :) I have hopes the crash situation has been worked out.

Oh some Ideas for the Fencing game type for holocron FFA, Have the swords reflect what stances you have, Like a 2 handed greatsword needs more power, so you have the strong stance as default, or the rapier is fast and nimble so you have the fast stance as a default. Just an idea. I still like the idea for thoes ppl who want to go dark ages on a stormtroopers ass and lop his head off with a bastard sword. :)

I just had an idea from this. It would be kinda like assassins creed.

You have a broadsword, a longsword, and a shortsword. When you change your style, you also switch weapons. So when you change to fast, you get shortsword, when you switch to red, you get broadsword, and yellow is longsword. It would be so much more interesting!


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