ComSer Forum
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
September 03, 2010, 08:31:00 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Search:
Advanced search
Visit us on IRC
irc.quakenet.org
#liero
8079
Posts in
701
Topics by
852
Members
Latest Member:
marcusforeman
ComSer Forum
Gusanos Forum
Gusanos Modding
[Mod] Lightsaber Arena 1.4
0 Members and 5 Guests are viewing this topic.
« previous
next »
Pages:
1
2
3
4
[
5
]
6
7
Author
Topic: [Mod] Lightsaber Arena 1.4 (Read 12885 times)
TTFTCUTS
Unreal :0
Veteran Member
Karma: 24
Offline
Posts: 298
Mechineer: No arms yet D:
Re: [Mod] Lightsaber Arena 1.1
«
Reply #60 on:
January 22, 2006, 05:13:28 AM »
Yeah, of course! You can check against nearby pixels being blocked, and check worm speed, and so calculate damage :O
Logged
Boo!
ChanibaL
Proud member of the Bug Gliptic And Basara To Make A Better Net Code People's Front (BGABTMABNCPF for short)
Sr. Member
Karma: 3
Offline
Posts: 61
Re: [Mod] Lightsaber Arena 1.1
«
Reply #61 on:
January 23, 2006, 04:29:38 AM »
A idea to make LA more playable that came to my mind after an hour of splitscreen:
First of all remove the spin of fire function of lightsabers, it looks lame to run near the opponent and spin all the time.
Then, the lightsabers should be controlled a bit different. I'll give the example on the normal lightsaber:
First change the field of work to about this size (propably doable if it's made like the second lightsaber of duals).
Then replace the spin on keypress with something like that: when the saber is on point A and you press the key it's like you would spin your wrists and the end of the blade travels on the edge of the purple circle to the opposite point in a 1/3 sec or so.
Then make PX_aim_speed 7, PX_aim_friction 0
Btw, the lightning is overkill, it takes too much damage.
And for the dualbladed lightsaber, the 'shot' could be like that:
, spinning ~2 times/sec
«
Last Edit: January 23, 2006, 04:48:26 AM by ChanibaL
»
Logged
Mauganra99
Looking for LieroX
Veteran Member
Karma: 16
Offline
Posts: 202
the antisheep
Re: [Mod] Lightsaber Arena 1.1
«
Reply #62 on:
January 23, 2006, 05:11:57 AM »
Well, as I said in chat: great!
The current spinning is a bit weak... it's spammy even. The basics are working now, so it's time to add good things and bring balance. (to the mod, not the force >:|)
I've tried some quick tests, but it's going to be a little bit hard. It's not really easy to create objects in an exact position/speed/angle without adding lots of stuff. I'll definitely try more, though
Logged
"D
VoNaR
formaly r3mc0
Sr. Member
Karma: 3
Offline
Posts: 127
die-hard liero fan :P
Re: [Mod] Lightsaber Arena 1.2
«
Reply #63 on:
February 05, 2006, 09:38:22 AM »
when will there be a new release for .9C
cause it't still my favourit mod
Logged
VoNaR = r3mc0
Mauganra99
Looking for LieroX
Veteran Member
Karma: 16
Offline
Posts: 202
the antisheep
Re: [Mod] Lightsaber Arena 1.2
«
Reply #64 on:
February 05, 2006, 12:55:46 PM »
Now
la1.3.zip
Code:
V 1.3 (LA, 0.9c)
New:
Force Sense
Force Speed
Saber Throwing
Dark_mode support
Saber style/colour selection in menu
Custom console background
Saber-saber clashing (blocking)
Ninja rope keys now trigger force jump
Changes:
Lightsabers now use wu_pixels somewhat
Health isn't shown by default
Capitals removed in some cases
Lightsaber trails have smoother blending
Saber digging is less powerfull
Saber is weaker, most noticable when not twirling
Upated for 0.9c
Distortion for grip changed
Removed:
Keys for saber style/colour changing
'Jump' force power
I didn't add ChanibaL's supercool saber movement system yet. I had quite a few problems with it (and no idea of how to do doublebladed), but it WILL be added later. It'll just look so much better.
Also, damage on grip hasn't been added either. It's a really powerfull tool as is (grab enemy sabers, make enemies collide to kill them, grab your own thrown saber and use it as a lawnmower!), so I don't think it really needs to be damaging too. Maybe some other damaging power will be added, but I doubt I'll change grip.
Logged
"D
Cx2
Jr. Member
Karma: 0
Offline
Posts: 9
Re: [Mod] Lightsaber Arena 1.3
«
Reply #65 on:
February 05, 2006, 12:59:26 PM »
YAYIMFIRST!
yay for blocking and force speed!
Logged
Mauganra99
Looking for LieroX
Veteran Member
Karma: 16
Offline
Posts: 202
the antisheep
Re: [Mod] Lightsaber Arena 1.3
«
Reply #66 on:
February 05, 2006, 01:00:43 PM »
Don't expect too much from blocking: It has nearly no impact on gameplay. It's not really what I expected either...
With ChannibaL's system it'll be more powerfull maybe.
«
Last Edit: February 05, 2006, 01:01:25 PM by Mauganra99
»
Logged
"D
deguix
[sugp] Gusanos player
Sr. Member
Karma: 5
Offline
Posts: 106
Re: [Mod] Lightsaber Arena 1.3
«
Reply #67 on:
February 05, 2006, 10:29:43 PM »
There is still some deprecated stuff being used by LA, and the "JUMP" force power still exists.
About the colors and the saber style in the force powers selection list, it was a little confusing at first, because those were together with the force powers. Maybe adding some space between the force powers list and the color/saber style?
Logged
Uthar
Perfectionist
Sr. Member
Karma: 3
Offline
Posts: 109
Strider I was
Re: [Mod] Lightsaber Arena 1.3
«
Reply #68 on:
February 06, 2006, 01:01:41 AM »
Cool mod. Just tried it for the first time :-).
Bug:
Ruins grappling hook if you switch mod ingame (maybe this bug is for every mod).
Suggestions:
Make walls glow more and more red when you hit them.
Replenishes energy faster if you don't move.
Spawn force enery packs, that gives full energy when you pick them up.
Select Light/Dark/Neutral class in start. Only be able to choose the force powers that fit the class.
Move back a thrown lightsaber after some distance.
New Force Powers:
Shield: 100% defence for some seconds and a max amount of hitpints (neutral).
Resistance: 50% defence for some more seconds (neutral).
Cloak: Makes the player almost invisible by bending light (neutral).
Drain: Takes health from others to replenish their own (dark).
Scream: Wave of hatred (dark).
Mind Trick: Makes the target dizzy and makes it harder to move (light).
Illusion: Duplicates the caster, makes it hard to see wich one is the real one (light).
«
Last Edit: February 06, 2006, 01:05:00 AM by Uthar
»
Logged
marek_sp
"Only Chuck Norris downloaded all RapidShare files onto a single diskette"
Sr. Member
Karma: 1
Offline
Posts: 66
http://cs.nyu.edu/~jhan/ <- nice tech
Re: [Mod] Lightsaber Arena 1.3
«
Reply #69 on:
February 06, 2006, 04:52:36 AM »
Sorry, i use Firefox and i have some topics open on pages and my accuracy using mouse is terrible
Edit: Moved to Doom topic
«
Last Edit: February 07, 2006, 04:07:51 AM by marek_sp
»
Logged
Learning Java
TTFTCUTS
Unreal :0
Veteran Member
Karma: 24
Offline
Posts: 298
Mechineer: No arms yet D:
Re: [Mod] Lightsaber Arena 1.3
«
Reply #70 on:
February 06, 2006, 09:58:26 AM »
Uhm, those messages are for doom, this is LA :O
Logged
Boo!
sindalf
Veteran Member
Karma: 8
Offline
Posts: 264
Further than beyond...ProjectX
Re: [Mod] Lightsaber Arena 1.3
«
Reply #71 on:
February 06, 2006, 11:35:31 AM »
Quote from: TTFTCUTS on February 06, 2006, 09:58:26 AM
Uhm, those messages are for doom, this is LA :O
Logged
Mauganra99
Looking for LieroX
Veteran Member
Karma: 16
Offline
Posts: 202
the antisheep
Re: [Mod] Lightsaber Arena 1.3
«
Reply #72 on:
February 06, 2006, 02:57:16 PM »
Heh, that confused me lots: I got as far as the 'plasma blade' part before I found out what was really going on
Quote from: Uthar
Ruins grappling hook if you switch mod ingame (maybe this bug is for every mod).
Well, it also ruins some other things if you switch back to the default mod, such as playerspeed! I think it's an error in default...
Suggestions:
Make walls glow more and more red when you hit them.
Might be hard-ish, but very cool!
Replenishes energy faster if you don't move.
Won't that encourage camping? I'll give it a try, though
Spawn force enery packs, that gives full energy when you pick them up.
Definitely a good idea. Will look into it. Maybe for maps, maybe for the mod
Select Light/Dark/Neutral class in start. Only be able to choose the force powers that fit the class.
Maybe... It'll be hell to script, but maybe worth it. Allignment could also be shown by other things (colours etc, extra strenths/weaknesses)
Move back a thrown lightsaber after some distance.
Maybe. Maybe make it return on second use of this power?
New Force Powers:
Shield: 100% defence for some seconds and a max amount of hitpints (neutral).
Or maybe like the energy/mana-shield from Diablo? Hits taken from force instead of health? There needs to be more defence, that's true
Resistance: 50% defence for some more seconds (neutral).
Cloak: Makes the player almost invisible by bending light (neutral).
Might be hard, but could probably be done using new distortions. Counterable by vision
Drain: Takes health from others to replenish their own (dark).
Cool! Maybe force-drain too? Blockable by shields?
Scream: Wave of hatred (dark).
misc offensive powers are never bad
Mind Trick: Makes the target dizzy and makes it harder to move (light).
Hard... I'll try, maybe 'force blinding' instead/too?
Illusion: Duplicates the caster, makes it hard to see wich one is the real one (light).
This would be fun. Force vision should counter it
Also, for more ideas: the little sphere-like droids which shoot small lasers and move very erratic... Can't get the name now.
Well, lots of cool ideas... thanks!
EDIT: they're called 'seekers' I think
MORE EDIT: Deguix: if you install the mod over a previous version, the jump power will still be in there... Delete the old one first, then install again.
«
Last Edit: February 08, 2006, 07:12:42 AM by Mauganra99
»
Logged
"D
deguix
[sugp] Gusanos player
Sr. Member
Karma: 5
Offline
Posts: 106
Re: [Mod] Lightsaber Arena 1.3
«
Reply #73 on:
February 08, 2006, 11:41:41 AM »
Quote from: Mauganra99
MORE EDIT: Deguix: if you install the mod over a previous version, the jump power will still be in there... Delete the old one first, then install again.
Hey, thx. That solved it.
Logged
cogito
Jr. Member
Karma: 0
Offline
Posts: 6
Re: [Mod] Lightsaber Arena 1.3
«
Reply #74 on:
June 28, 2006, 11:18:12 PM »
Amazing mod. I never knew a lightsaber mod could be this good.
I LOVE Sense power. Information is the first principle of warfare.
The few things I would like to see adjusted:
The lightsabers seem a little unbalanced. The length advantage that the single saber has is not enough to compensate for its lower chance of hitting. It also provides half the protection of the other two types. This could be balanced by making the single even one pixel longer than it already is, although that might be too much, and (more importantly) might look unsexy. Maybe if you were going to put restrictions on force powers (Dark side, etc.) you could have all of the more powerful ones only available to single-users. Or would it be possible to allow single-blade to get more out of the powers? For example, Heal gives a few more health points or Throw Saber moves a bit more quickly. Or if not that then simply recharge force more quickly?
Even double-bladed isn't quite as powerful as dual. But it does protect better than dual, so if you made more objects that could be deflected or destroyed by a saber I think that would be enough, and it would solve another problem: there isn't enough reason to attack. Holding your saber in place increases accuracy and you recharge force. The only reason to hold down fire is if you're facing the other way (see "running like a coward") or for style (they may not be as sexy as they can be but they look much cooler when spinning than just sitting there).
I think you're right that Grip doesn't need to damage to be balanced, but its minimum reach is an issue. Could it start at the worm and quickly move out to its maximum distance and then hold in place for a while, grabbing everything in between?
Also when I'm using Sense in the dark my opponents can see me. Is there a way to fix this?
One more thing. When in the Cave map if I throw a saber into the water it will stay there for the rest of the game, spinning. If I die I then get a new saber.
I like the idea of more shield options. If you were to make one that absorbed hits using force I think you should make it so that it doesn't need to be "fired" to be in effect, it just needs to be selected, and while it is protecting you your force pool is locked so you can't force-jump. Otherwise it would be very easy to run in, slice a bit, deactivate sabers, and run and use your now quickly regenerating "health" to protect you from blows and then switch to Health power when out of danger. This would slow the pace of the game, which I think goes against the goal of a lightsaber mod.
Logged
Pages:
1
2
3
4
[
5
]
6
7
« previous
next »
Jump to:
Please select a destination:
-----------------------------
News
-----------------------------
=> ComSer News
=> Power Magazine
-----------------------------
ComSer General
-----------------------------
=> ComSer General
=> Liero Wiki
=> Dr. Darka's Linux Centre
=> Off Topic
-----------------------------
Liero forum
-----------------------------
=> Liero Discussions
-----------------------------
Gusanos Forum
-----------------------------
=> Gusanos News
=> Gusanos Support
=> Gusanos Modding
=> Gusanos Development
Loading...