my ideas for a mod -1 reply

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Erik1495

GF makes me horny

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18th November 2010

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#1 7 years ago

ok so this are my suggestions to a mod based on OJP

GAMEPLAY:

new animation for the manual block:first make the blocking with 1 hand the hand that is holding the saber puting the saber in a straight parallel line to the attack (why? after playing "JEDIS" with my little cousing that loves SW i noticed that if you put your hand paralel to the attack then your oponent will be forced to hold back a little bit and to avoid him, to attack so quick, also knowed as bounce) and then quickly the second hand grab the saber and push a little so it looks like a strong block

the parry or block from OJP should return but with lowered mishap influence and with one hand so it looks like a weak and quick parry

the pasive block animation should be a little bit angled so the lightsaber blade of the oponent looks like its sliding and perfectly able to quickly connect the attack that will follow

a new block that will work by quickly taping the block/use button and will work by beeing stationary or walking to the direction of the attack like the "parry" obviusly each block will make a big diference by influencing the mishap.Stationary block, less mishap influence.Walking block, big influence on the mishap.This type of block is blocked while running. The animation of this block should be the standard one

New animation for the juyo stance.

New class: "warrior" this class can only use swords no lightsaber (this can be made i supose by making and adding a lot of swords,daggers,spears and shields with a futuristic/star wars style and if a user wants to put another sword from JKfiles or one self made then we can use the replacement system of MBII) this class cant block lightsaber swings/attacks of a lightsaber only with manual blocking and the "quick tap block". The dodge bar will lower a lot when you dont block a lightsaber swing but the advantage that the sword has, its: that the mishap bar wont raise a lot when blocked by a saber.when using the dual stance with a shield (if you want to add shields, that might be a good idea maybe not ) then the passive blocking will be aplied and the manual block wont but if the saber doesnt touches the shield and touches you then automatic kill, so basicly blocking with a shield will be angling your body and crouching with the mouse and crouch button

the attack time will be controlled by the time you press the attac1 button for example: i press left mouse button (default attack 1 button) for 5 seconds then the swing animation will last only 5 seconds and autmaticly be suspended after releasing the left mouse button this will add the sense that you are controlling the saber and not smashing the buttons randomly and also will sustitute and improve the fakes perfectly. if you press the x buton at the time you press the left mouse bottun then the animation will be completed automaticly (this should be turned on or off in the options gameplay menu)

lock on feature when you press the z key youll lock on to the nearest enemy if you want to change your lock to another objective then press the z button quickly and it will change to another objective (the nearest one after the last one locked on) i think this is a really and important good idea because after messing up with the console on OJP and EoC i managed to play the game in slow mo and noticed that the blocking animation looks bugy or like it goes trough the enemy, mainly because you rotate or move the mouse after making the attack.If we lock on and disable the "look around with the mouse" then the blocking and bounce animations will looke very dynamic and real. I also compared with more games

perfect example of "what hapens when you fight with a saber and not lock onto your enemy" YouTube - star wars force unleashed sith edition hoth gameplay watch how the lightsaber goes trough again and again and again adn the stormies are alive thats not star wars

perfect example why you guys should add the lock on YouTube - The Legend of Zelda: Skyward Sword Demo 2 - E3 2010

new griping,levitate,telekinesis or whatever name, with new controls: you use your force power with lets say the tab key, you grip your oponent that is nearer, or locked on, the locked enemy then you move the object left,right,up.down with the w,a,s,d keys, you cant move while griping and you will move the object forward or back with the mouse wheel. griping will consume 20 of the force points but only when you lift your oponent form the ground not while you are griping him and moving him.Since you are griping with the tab key then you can combine with other force powers, you throw them by realesing tab button and pressing a direction, example:

you lock on, a enemy then you press tab, and you lift your oponent of the ground, then you move him around with: w,a,s,d then you press "w" you oponent moves forward then you release tab and youll push him forward, but like a normal and strong push, if you were moving your oponent to the left "d" and you realese tab then he will be pushed to the left

new HUD, smaller, maybe transparent.

While talking with a lot of jedi academy players and talking and asking of OJP and EoC they told that the worst thing of these 2 mods was that they were random stupid and noob mods then i convinced them to play it with me (not all of them sadly) and the biggest problem was that they didnt understood how the system worked so i thought we could make a vid teaching them, and instead of an epic saber fight at the main menu we should play this video , also to make training map with text, screenshots and maybe videos: explaining how the system works

i know this is going to much of the main goal of the mod but why dotn we add cloth,ragdoll and object physics not very good physics but at least better than the crappy ones that the game has.

I also came up with a new melee system

when you are using melee you can block with the use/block buton ( also used for "manual block", and "quick tap block")but only taping it before the punch is coming

4 new directions of punches just like the saber but only with 4: front, back(in this case a punch to the stomach) left and right.The punches are made with attack 1 and the kicks are made with attack2

ok so coment or reply if this is possible,a good idea, learn some english or keep dreaming boy

ALSO DOES ANYONE KNOW WHERE CA I DOWNLOAD THIS MODEL? YouTube - Fall of the Empire THE ARMOR AND CAPE JEDI, I BELIEVE THERY ARE CALLED IMPERIAL KNIGHTS

PLEASE ANYONE TELL ME :bawl:




DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#2 7 years ago

You might get more of a response if you had actually titled the thread as a request. But even still...that's a helluva lot of stuff. I mean, even requests for something simple like a re-skin never get taken up.

Don't get your hopes up is what I'm saying.




Erik1495

GF makes me horny

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18th November 2010

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#3 7 years ago

:( well i think they are great ideas, i hope someone like them and eventually make them true

and what about the model? does anyone know sonething about it?




Jonny2199

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18th September 2005

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#4 7 years ago

Wouldn't holding the saber perpendicular to the attack be a safer method of blocking rather than holding it parallel? I believe that there is at least one singleplayer mod that uses a block feature (this one where you play as Yoda) and of course, there is the Dual Backhand mod that replaces the sideways lean function with a block by Katanamaru.

The 'warrior' class sounds a bit naff without a polar opposite 'mage' class, both of which feature in The One and Only's M.O.D. I'm not sure about current progress, but there's a lot of new and cool stuff in that. That stuff about holding attack for 5 secs just went straight over my head. Are you saying that you hold attack for x amount of time and then release, which will activate attack spammage for x seconds or that you'll do an attack loop for as long as you hold the mouse?

Z-target system, as much as I love it in Zelda, would be out of place in an FPS like Jedi Academy. Most third person games have some camera issues somewhere and having a lock-on is bound to cause more.

Your idea of Grip is basically lifted from TFU, so I'm gonna suggest that you go play that. Speaking of which, doesn't that game have a block function? And slight RPG elements that mean if you want to, you can focus on upgrading your lightsaber skills over your Force abilities so you could be a melee-orientated combatant? And a lock-on system? And Pixelux's DMM and Natural Motion's Euphoria to give a physics-infused world with AI inhabitants? And a new, smaller HUD?

Speaking of the HUD, there is a nice tutorial that is rather straight forward once you get the hang of it. Saying that you want a new, smaller HUD is a little difficult to work with - someone might make you a HUD where there's a guinea pig in the top left corner where the left eye is health and the right eye is armour so when you run out, the eyes disappear to show Xs instead so you know that you're dead. Caffeine does wonderful things to my head.

Your alternative block/parry idea is more at home in a fighting game. Or (again) TFU, where blocking just before and enemy attack can stagger the foe or somehow shoot back a missile. Well, I suppose if he can pilot a big ass space ship onto a single city on Kamino from orbit... I was pretty sure that melee combat was directional anyway (you can even jump and kick behind you, because kicking like a mule is fun! CAFFEINE!!!)

A lot of these ideas are from TFU and we ALL know how that mod ended up... the rest seem like a completely different game. I know in Max Payne 2 they made some crazy mods that completely changed gameplay (Street Fighter, anyone?) but I don't see such a transformation as possible here. Since playing Arkham Asylum, I decided that the idea of having a fighting system where you can mix all your abilities in any combination is absolute winsauce so putting that in anything tastes of awesome. Whether it be a hand-to-hand system or a rejigged lightsaber duelling shindig, that should be the aim. Kreate-a-Kombo.

Saying that, if you learn all the swing animations, you can sort-of create moves. For example, if you hold attack and right whilst using a staff saber, you'll slash then spin then slash then spin. If you click attack as you go left then click and hold attack again as you go immediately right, you'll slash left, spin-and-slash right. The spin also acts as a kind-of high block to parry weak frontal attacks. Experiment! CAFFEINE.




Raz0r

Worse than most terrible

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27th September 2006

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#5 7 years ago

...Well, you best start learning how to code :D




Silverfang22

Knight Fall Operative

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7th January 2007

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#6 7 years ago
Raz0r;5495724...Well, you best start learning how to code :D

brotip, look in Raz0r's signature




The One and Only

I R Scary Eyeball

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29th January 2004

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#7 7 years ago

Imma just claim this thread as my own, now =P

The HUD tutorial I think Jonny2199 was probably referring to: Heads Up Display Tutorial - TheOneandOnly - Mod DB

And as for progress on MoD, it's pretty much on hold until I have a job sorted... And until I'm bored with Minecraft again XD

i know this is going to much of the main goal of the mod but why dotn we add cloth,ragdoll and object physics not very good physics but at least better than the crappy ones that the game has.

Ouch..... Well, I've been tempted to look into rigid body physics in JKA before (I know it's possible, it's just a case of how worthwhile it is, considering the workload) Anyway, it sounds as though you'd enjoy MoD, even if it isn't exactly what you described above. I've already messed around with the camera controls once, and I'm tempted to alter them substantially for sabre combat as well - a lock on function certainly isn't out of the question.

The skin you want appears to be of Roan Fel, but I can't find it publicly available, sorry about that.




DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#8 7 years ago

Roan Fel?

Spoiler: Show
RoanFel.png

or Terence Stamp?

Spoiler: Show
382-Terence-Stamp.jpg

Sorry, couldn't resist :naughty:




Erik1495

GF makes me horny

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18th November 2010

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#9 7 years ago

Johny2199: yeah the grip was taken out from TFU everything else was my idea, or apparently not, i haven't played that game, this ideas where more ,for OJP extention mod if you will,

no i meant you press the mouse button for 1 second, and then you swing but the animation of the swing lasts 3 seconds so, immediately after you release the button then the animation stops, like a fake.

ups, yeah perpendicular, my bad.

Zelda has the lock on feature, and it is a 3rd person game.

Yeah TFU has a block option, but is amazingly horrible, even Base Jedi academy has better one, than TFU.

That HUD thing was just, out of place, xD i just tough it would be good to bring something new to OJP.

Razor: Does coding asks for a good pc? do i need to be good in... well math, or cience?

The One and Only: i hope you finish the mod, good luck. And WTH? i didn't understood a thing you said about rigid body physics...

And guess what! i´ve found roan fell!!!, in an old community of RP, but it is strange, it seems that it does not have an icon and i don't know the name of the model, so i need to work in it. Thanks anyways.

Darthstevenus:

ROFL, they looks similar, idd




Jonny2199

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#10 7 years ago

In Zelda, if you lock on and then go near a wall, the camera can go a bit crazy. I like the idea of a 'fake' move. I reckon a saber fighting system that had LMB press as a fake, hold as attack and RMB press as parry and hold as block could be pretty sweet. Tactical fighting for the win. Certainly beats LMB+forward+left/right alternating...

EDIT: Rigid Body Physics. Proper physics that makes things fall as they should, not by some set animation (e.g. turning lightsaber off whilst using Saber Throw - it bounces a predefined height and number of times) that features in some awesomely pretty games. Not like that ridiculous jelly ragdoll stuff from Gears of War.




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