Hello out there all greats jka players.. I need some C++ coder who knwo how to work whit Microsoft Visual Studio 2005... im working on whit some friends to make a mod whit the Movie battles saber system just more harder to use a littel info how it my could be.. special kind of duel mode (as described in the concept) in FFA
I. Concept The following document is a brief conception of a Jedi Academy modification solely attempting to improve 1 on 1 duelling by revamping it completely. Exaggerated jumping and slashing, say unrealistic movement, basically ruins the duel experience in Jedi Academy as we know it from the Star Wars movies. The PDM (working title) rules off this unaesthetic kind of fighting and introduces a system based on two-dimensional movement and a 360-degree view. II. Basic Movement Ideas Two-dimensional movement does not mean to move only forward, backward, up and down. It rather means to limit movement to the side by abstracting it to slow sidesteps. Striving for realism, it is furthermore essential for a great duel experience to wipe out overstated jumping as seen in the JK series and cut it down to the bone. There will be no jumping to the side and no nonsense jumping over a specific height. III. Sword fighting By introducing sidesteps triggered by pressing A or D twice, it becomes possible to use these buttons to direct the sword to the left and the right while moving forward or backward and to block accordingly. Yes, blocking will (of course) be manual. There will be no automatic blocking. But let’s get into the details: There will be four means of combat in PDM: Melee, evading, attacking and blocking. Melee: Players will be able to perform fundamental punches, kicks and throws while the saber remains activated to make blocking possible. Throws require extremely precise timing and can be used to counteract melee and sword attacks. Evading: Avoid being hit by anything and everything through ducking and jumping. Jumps are divided into a normal leap and one enhanced by the Force to jump over the enemy. Attacking while ducking / jumping will not be possible. Attacking: The PDM provides classic body target zones (1 - head, 2 - left arm, 3 - right arm, 4 - back, 5 - left leg, 6 - right leg). There will be two forms of attacking with a lightsaber: Shii-Cho: The first form of the seven forms of lightsaber combat is wild, raw, and deadly, requiring much emotional heat. The Shii-Cho practitioner moves step by step and performs single strong hits. Form I enables the player to block every slash easily, but also leaves them unprotected after striking into space. Makashi: The second form of the seven forms of lightsaber combat relies on timing, accuracy, and skill, rather than strength. It offers fast footwork and a quick, fluent and elegant fighting style. Blocking is difficult because it requires very accurate timing. Switching the combat form during a duel will not be possible. Combos for both styles are taken into consideration. Initially further forms (III – VII) will not be included, because Shii-Cho and Makashi are wonderfully controversial and sum up the other forms. Blocking: To block a lightsaber attack, it is necessary to switch into the blocking mode (e.g. right mouse button) and move the saber into the attack’s direction using W, A, S and D. An attack from the right can only be blocked by blocking to the right and so on. All attacks aiming at the body target zones 1, 2, 3, 5 and 6 can be blocked using both Shii-Cho and Makashi. IV. Overall Enhancements Of course game mechanics, menus, graphics and sounds will be tweaked as well as minor issues. Mechanics: There will be one hit kills. If you don’t block an attack and get hit by your opponent’s sword you will die. Full stop. According to the body target zone that was being hit you will lose an arm, a leg or your head. If you are being hit slightly, you will lose an immense amount of health points and start vanishing, say losing health points constantly. Possibly there will be longer sword contacts as we know them from the movies if you block a very strong Shii-Cho attack. Graphics: Lightsabers will not have trails. All models and levels are extremely detailed. Animations are much more realistic, introducing vivid opening and ground stances for both Shii-Cho and Makashi. There will be no blood or anything similar. Effects of colliding swords are not as over-exaggerated as in JA. Sound: Unlike JA, the PDM will make the lightsaber whir continuously. All sounds will fit to the movements the player performs with the lightsaber and taken directly from the movies. Thank you for reading this fundamental concept for the "PDM". Please note that it is a draft. If you believe this is something you wanted to do since JA came out, please support me. Since I can only do the sound design, I cannot complete the mod on my own and need the help of experienced JA modders. So if you ppl like to join out team work we will like to here from you soon :) mail me or add me on msn and write a mgs to me and i will talk whit you whit my friend... Hope to hear form you Yours sincerely, Minastir and Stoiss
Isn't JA coded in C? not C + +
You'er saying jumping hight is gonna be altered?
I love you.
Szico VII;3526272Isn't JA coded in C? not C + +
you can make it in C++ also what i have haerd of... If it in C or C++ no matter we just need some good coders who make join our team and make it whit us So hope someone is in for it.. Our forum is here if you guys like to join up.. http://wwwblockmod.s4.bizhat.com/
I know someone who may be able to help you, hes my freind. His name is Raz0r.
johnpp;3526295I know someone who may be able to help you, hes my freind. His name is Raz0r.
Cool i'll like to speak whit him if it is possible :) That whould be very cool
new update for forum http://jkevolvedcombat.s4.bizhat.com/