Closed DarthFutuza closed 2 years ago
Implemented Damage Decay/Falloff Beyond Range in f2b0db1.
- Fix shops with more appropriate selections of weapons (the chances of getting an ammo type you need and a weapon that uses it the same time is pretty low and a kinda dumb mechanic). This involves rereleasing all maps with multiple vendor types in each base. eg: each base should have at least 1 general shopkeep, 1 ammo vendor, 1 grenade vendor and 1 medical vendor. On smaller maps, consider placing vendors in other places in the map to create additional points of interests if there is no room at the bases. Remove extra ammo options from the general shop and move to ammo vendor when complete. This can be done via entity hacking for maps we don't have .map files for anymore.
The vendors etc could probably be done using the GLua scripts. It supports creating a GLua script per map which can spawn entities anywhere on the map. I think that's how the old JKG maps spawned special NPCs like for playing Pazaak etc
The vendors etc could probably be done using the GLua scripts. It supports creating a GLua script per map which can spawn entities anywhere on the map. I think that's how the old JKG maps spawned special NPCs like for playing Pazaak etc
That'd be a much better fix than all that work, I'll look into doing that (unless you get to it first lol).
Here's an example:
I think init.lua
is loaded for the map if it exists. This then loads npcs.lua
:
EDIT: Here we go, even this is in GLua too :)
https://github.com/JKGDevs/JediKnightGalaxies/blob/master/JKGalaxies/glua/init.lua#L47
ef6f3ce deals with pay exploits (it could be better: eg tracking credits made from kills/objectives separately, but this is good enough for now)
655e065 makes it so reloads only clear 50% of the weapons heat, and you can't switch weapons while heat is > 50% - needs more work for ui/sound feedback, but mechanically works fine.
I changed it again in a2cbcd1 so that you can switch while heat is > 50%, but it just switches slower the hotter the weapon.
Haven't checked to see if this is doing anything statwise, but you can definitely equip some armor duplicates at least according to the ui:
'Spectator messages get cut off- (when spectating a player when they die)' this one is a bit tricky, as whoever is spectating shares the same player state as the actual player. I haven't figured out a way to differentiate between the two yet, but the call happens in cg_playerstate.cpp inside of the CG_TransitionPlayerState() function.
While I thought that sting/slow debuffs were done, I've apparently introduced a bug where all debuffs result in a slow debuff also being applied. Needs investigation.
This has been fixed with cd23dee
Rifle accuracies were done a while back, but E-11A could use a small improvement in accuracy. Snipers still need accuracy buffs, scoped bryar rifle (sniper) is especially terrible.
I'm going to remove this one from this patch:
Dismemberment doesn't seem to work
It does seem possible to do (to corpses for example), but also seems to have a very rare chance of occurring. This seems like something more appropriate to fix for v1.4, so I think we'll prioritize the other things before this one this patch.
So steam overheating efx is in the game now, I think the efx looks mostly good, but feel free to fine tune it if you're not happy with it Silverfang. I need to adjust the name in the efx file once its finalized (I just kept the 'testing' name for now), but that's trivial.
Moving: Sniper Rifles (e.g. anything in sniper category that isn't a bowcaster) lay on the ground as if they were bowcasters. Need .wpn specific angles for weapons to display in world when dropped #132 to a later release, I don't think its worth doing this patch.
Note to self: For fixing item shop prices and shop refresh times, check jkg_inventory.cpp 's function: void JKG_Inventory_OwnerDraw_CreditsText(itemDef_t* item) {}
Alright August is upon us, in the interest of getting the next patch out in a timely manner, I'm cutting some items this patch and moving them to the next patch list. The rest of the items remaining I would like finished this patch, but may also need to cut some of the new model ones (such as the bacta grenades and texturing items like the IR-5). @Silverfang22
Release successful, moving the IR-5 from this checklist to 1.3.25
Changes to be in v1.3.23
New Features
y=5*((r)^x)
, where r is the rate of decay (and x is the weapons range value). Allow the weapon to set the rate of r, but default it to 0.25. Note that for normal behavior r should be equal to or less than 1 (exceeding 1 results in dmg increasing over distances exponentially which is probably not desired 99% of the time). We'll want to have some sanity checks on the formulas to avoid overflow errors as its easy to end up with stupidly high values from a bad cfg. I'd say it shouldn't increase damage to a value > 999, and once the dmg is less than 1, just cut off to 0. It should only kick in if a cvar (jkg_damageFalloff) is enabled and r !=1.eg:
Map Changes
Bug Fixes and Balance Changes
Perhaps armor items should be available guaranteed, but be a little bit more expensive.There are now armor vendors.