Things that I don't like:
-the roll. It's way, way too sensitive and it just looks goofy when someone can roll their way across a whole map. Leave it as it was in base JKA, or give us the option of normal/turbo roll.
-the hit detection is really bad, worse than base JKA. I know you're working on it, so this is just my official nagging to fix it.
Basically what I'd find ideal is the base game with the yellow and red dfa's fixed to where they do the amount of damage they should, plus non-interference duels and the admin commands. I also would like kicking returned, damage optional.
I know this would be the last thing on your list, but since ppl have to download the mod to play it anyway, why not throw in a hilt pack? None of those crazy 3-saber deals, just "normal" hilts that look different.
Also, I wouldn't be entirely opposed to making some graphics for the startup screen and such if I have time. (Inskipp knows I'm good with that stuff, just ask him)
Concerning the hit detection. On our server, we found that if you use the command "/rcon sv_fps 40" you will find that many of the attacks hit their mark more often. Just a suggestion.
Thanks for the feedback. Now for some answers:
- the roll in JO was too fast, I agree, but I got really used to it ;-). - the roll in JA is too slow and you cant roll from a standing position, and that is just not realistic (for a game LOL) - compromise: i have slowed the roll down a bit in 1.1. It should not be faster than running, but it is still fast. Actually a roll should be fast, but the recovery should be slow....
2. hits: - hits suck in JA - hits still suck in Duelers 1.0 (sigh). - I think I have found a way to make hits not suck in 1.1. And the jump attack is deadly again ;-).
3. hilt pack. Nope, no way, no how. Even if some enterprising hilt designer wants a feature in Duelers that will support their special hilts, which I will happily implement, I don't want to couple the distribution of the hilts with duelers mod. Why restrict everyone's freedom?
DementiaConcerning the hit detection. On our server, we found that if you use the command "/rcon sv_fps 40" you will find that many of the attacks hit their mark more often. Just a suggestion.
Now that is interesting... not too suprising given what I am seeing with extensive messing with the saber collision code. You can perhaps overcome some of the problem with "misses" by increasing the server frame rate.
However, I worry that this will make the server work too hard, particularly with a lot of clients!
I hope I can find a solution that just makes the collision detection work well enough at 20 fps (server frames that is ;-)
hey i like the roll and all... but it is a little too sensitive. It makes the use of crouch virtually useless while moving. Could you maybe change that so i is a little less sensitive?
I have been playing on a server that uses Duelers 1.0 along with the rcon sv_fps 40. They have been using that cvar for a long time now to correct hit detection issues. The server has the ability to host 32 people. We've had full servers with little problems. However, the issue we've had is with multiple hits, causing issues such as moving into a move such as a roll stab or rdfa that your opponent missed and getting hit for 200 damage burns and the like. The value of 40 was a number that testers of this cvar came up with for base JA and server-side mods. However, with the "d_saberSPStyleDamage 0" variable default that fixes hit detection for Duelers 1.0, enables increased saber collision, burn damage, etc. few if any people have bothered to go around testing the sv_fps cvar value. Today I asked one of the server admins to test some theories I had, learned a lot about the mod, and found that a good temporary fix until Duelers 1.1 is released would be to use the cvar value of 30 for sv_fps. It improves hit detection even more than Duelers already has, without screwing up the damage values with multiple hits caused from super-increased detection. Good luck on Duelers 1.1, I can't wait till it comes out to see what your new hit detection is like. Hit detection has always been an issue for JA and so far, I think Duelers has handled it the best out of any mod. Keep up the good work, you have much support from the community. :-D [LoS] Rune Knight Tzu
Thanks very much for this additional information. It confirms what I have done for duelers 1.1. I have pretty much been able to restore the damage system to the consistency of JO. I had to increase the ghoul2 collision "strength" and simultaneously increase the "debounce" time for collision detection. This make hits actually hit and hit only once (respectively).
If you liked the ramping damage from JO and reliable hits... I think you will like the results in 1.1.