Randsaber Beta 7
The Massassi Temple » Levels/Mods » Jedi Knight Mod » Randsaber Beta 7
Description
The lightsaber - Fire 1 is swing, with 42 randomized saber animations at a quick rate. They leave light motion trails in a style that has never been done before, ever, and it slows you down to swing. No more JK run+swing+pray sabers! Fire 2 changes color. Anything else saber-wise is 7 randomized block animations as well as 00D3R3D up saber graphics.
Lockon - Just like in the leaked beta of TDiR, used with permission. Uses fieldlight.
Agility - uses bacta. On the ground, forward + agility is a high jump, backward + agility = handspring. If you jump, though, nothing+agility is a regular old WoW wallrun. Any direction pressed + agility is a flip in that direction, and if you hit a wall or ceiling feet first, you'll run on it for a second and a half. Note: I'm aware that the camera on front/back flips is fubared up. I'll fix it.
Observer Mode / Fists == peace, seriously. This makes you put away your gun, or hold your deactivated saber. It gives you god mode, while draining all of your mana (which recharges fairly quickly), disabling healing, and disabling all attacks. The reason is that a certain n00b, who shall remain nameless (for a while), kept killing me with fists out. This is the result.
Physics - You jump a LOT higher, and run a LOT faster. What more need I say?
Enhanced GFX - I never saw much wrong with LEC bullets, so I brightened the colors and gave them white cores like they SHOULD have. They look cool.
Bugs - I am aware of two bugs - if you select fists>saber>fists REALLY fast, you'll be standing in observer mode with a saber active.
The other bug is the healing: you get healed 1 point per second, even when you're dead. I don't know if I should consider the screwy camera angels a bug, because one of my testers thinks it adds realism... I don't like it, but hey...
Enjoy.
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I might go back to the old style graphics. Still, it is pretty lame to judge a mod by how the lightsaber looks sitting still, especially when it looks like any other mod from screens. It's the gameplay man. Did you even download it?
And to the guy who got killed doing backstab - =P I really did intend to take those out, they piss me off too sometimes.
If I get too many more people like Saibot trying to impress that my mod sucks and I'm a bad person for posting it just because of the sabers, I'll change them back to their old look, which was more like Glowsaber.
Well Saibot, you didn't mention my motion trails.
Now that we're getting into quotes, I think I'll put a second quote:
"The comment section is designed to allow people to post thier thoughts on levels. If these thoughts happen to be criticism, make sure it's constructive. Comments like "this level sucks" are not wanted. Constructive criticism only."
I doubt "This mod wasn't worth the download" and "this mod isn't worth horse manure" are considered "constructive."
If you honestly think it sucks so bad, tell me what's wrong! I posted this so that I could get more advice on how to make it better without having to DCC it to each and every person over IRC, and here I am with no advice. I can't make it better if I don't know what parts you don't like.
Also, I'd prefer you and the rest of you people who are commenting on this mod would not compare this to SBX3.
I seem to recall somebody commenting on SBX3 saying "OMG SO LEET THIS OWNS GOTG" and ShadowX replied with something to the extent of "Come on now, this isn't GotG, don't compare the two" or something like that.
Your saber trails are a bit off. They trail from the center of the handle when it should be trailing behind the swinging arc (okay, so I dont know what I'm talking about, bear with me)
Also: Wall walking! Now to use a repeater and get a JK Matrix Lobby level, and we have Trinity!
Anyway, looks good. I'd give it an 8 but I still need to play it.
At any rate, I bet you could make this a nice mod if you cleaned up your saber animations and saber look. Oh, btw... is it just me or does the saber have no hum? It may have been my testing level I used, but....
P.S. It's inevitable for people to compare one's mods with other mods, as I have found out. In a way though, it offers you feedback to improve your own work in the future.
I'll save those for the next release, which will remove the only two moves that suck - the one where he doesn't swing, he just moves the saber to the side about 15 degrees, and the backstab.
I'll probably knock the speed down to normal, like requested... the random part stays though, sorry... that's why it's called RandSaber. =P
Yeah... ShadowX, SBX was pimpin' awesome 00B3R3N3SS, but people still just ran around and pressed heavy fire. I wanted a mod where it's impossible to spam moves. Yep... Anyway.. thanks. That's what a review SHOULD look like.
Oh, BTW, here's how I did the trails:
JKSetSaberInfo(Player, trailmat, invisiblemat, 0.006, 0.02, 0.12, tpl_wall, tpl_blood, tpl_saber);
And no, the saber doesn't have a hum. I'm fixing that too, once I dig up my better-sounding hum noise.
Well Good job on your mod! I think the idea's behind your mod are great, even thought you can never really please everyone, right Saibot? :D Well I'll tell you what I think now...
The worst thing in this mod was the RANDOM saber attacks. Now maybe some people liked that feature, but personnaly, it offers no strategy, and your never sure what your about to do...
The best thing about this mod was watching a duel (or fighting in one...) how the duel looks like a real saber battle outta star wars... I also liked the high damage amount, cause I think the original saber in jk was way to weak. :P
(Edit: I Forgot the say: "WOW to the WoW!(Walk on Walls) The Idea to use a flip animation to get on roofs or vertical walls was UnLeAsEd! Keep up the work!)
Well good luck to you CHAoS, I look foward to your next mod!
Now, concerning the modification, I can really appreciate what you attempted to do. The various saber strokes and twists were very realistic in accordance to the movies (I especially liked the round-house swirl block, which Mace Windu can be seen doing in Episode II). I also liked the new saber glow effect, which was different, but definitely good. The real problem with your mod, which I think a lot of the other posters are referring to, is the inpredictability of the moves. While it would be extremely awesome and would stick a lot more to the StarWars movies if one were to fight a huge battle using the mod, with the correct moves being executed at the right time, this is simply not the case with this mod. It is fun to mess around with, but players who want to use it to their advantage while fighting will probably be dismayed with this mod. I would suggest, if you plan to make a future version, trying to balance the practicality of the mod with its visual excellence. I, for example, am almost always left with basically my entire keyboard after configuring my hotkeys. If you could perhaps chose the best and most unique 15 to 20 moves, which could be performed individually at the user's discretion (although it would take them a while to get used to them - but hey, who cares!) and assign them all to hotkeys, the battling potential of the mod would greatly increase. This way, a deeply trained jedi could work wonders in a battle, as well as look really cool. Anyway, that's just my feedback on your work.
Just a few minor things you also might want to take a look at were the slight blockiness of the lightsaber motion trails, as well as a few bugs I've noticed with the walking on walls feature.
I give the modification an 8, primarily for effort and for the idea of using more diverse, more StarWars-ish saber moves. Keep those mods coming!
- - - - - ] Jedi7Knight2001 [ - - - - -
I think that the "Randsab BETA" was a giveaway that it was a BETA. Or am I wrong? BETA meaning.... it's just testing stuff. Yet... everyone acted like it was a completed mod, and started comparing it to COMPLETED mods. Anywho... What I think you should do is this. Have like, 5 moves each key. Perhaps fire 1, 2, then 3 hotkeys. But, not one move per hotkey. 5 moves per hotkey. Like, Fire one could be forward distance attacks. Fire two could be, near attacks. Hot key 1 could be attack high, hotkey could be attack low.... so on. Then it would still be randsab! Just givin my thoughts man. It's not a bad mod even how it is. But ya, I think there should be at least A LITTLE strategy to attacking instead of hitting a key hoping for the best! hehe.
Thank you for finally noticing it was a BETA!
I may take your idea into account, with having several keys with different attacks...
Since I did take the keys from about 3 other mods, although credit was given, I think I may one day divide them by what mods I took from and make keys assigned to the mod classes.
There are SBX, Spork, GotG, and STUN keys in this mod. The spork and glowsaber keys aren't so unique, so they would be included with every attack class...
Maybe have SBX, GotG and STUN attack buttons, and you'll attack using keys from STUN. I have to say that honestly the STUN keys are the best, in my opinion...
Maybe instead of hotkeys for the attacks, a hotkey for the saber color, and fire 2 would be change class. Yeah, I like that... maybe a different stance...
There'd by STUN stance, SBX stance, and GotG stance, maybe, with different attacks and saber stances.
What say, what say? That should make it fairly tactical, yet have it still random, shouldn't it?
I know the comment system is not a message board, but I really would like feedback on this idea.
There's no point. I tested it out and got it working, and they all looked like default JK with an unusual swing here and there. Bah, back to full-random.
I talked to Hell_Raiser of the TDiR team, he says the camera tricks to get flipping straightened out are totally not possible. At all. EVER.
So, I'm fixing the bugs I CAN fix, updating the saber mats, and tweaking a few things for the next release.
I've been urged to redo forcepowers.
I think I'll change the way certain forcepowers work (I.E. Absorb will only work while you hold the button down, protection/persuasion/seeing will be toggle), and I'll try to kick up the effects of other force powers.
When you shoot force destruction, they won't be big orange basket balls anymore, and the explosion will be bigger.
I might be looking into it not making an explosion when it hits somebody, and freezing them for a period of time depending on the rank of the shooter, and making them glow, just like in the cutscene where Jerec takes out Rahn.
I'm going to try to incorporate the lightning-push combo from Episode 2, and if I can, I'll make lightning saber-blockable.
I've been trying to combine all the force powers into one ultimate super force power that has everything from the movies, like if it's short range and you let it go, it grips them, if it's long range, it nails them with lightning, and if you press forward, it does force throw, press backward and it does force pull.
Something like that. Ya see?
Due to popular request, I'm going to have 3do saber trails, since they'll actually fan in the direction of the movement.
They actually look darned sweet. These trails are actually pretty realistic.
I also made fire 2 of observer mode toggle between JK style fists (..but faster), and observer mode.
I added a nifty saber hum due to popular request, and when I eventually think of some more shiznat to add, you'll have Randsaber Beta 8.
Unfortunately, the agility camera error can't be fixed. At all. Ever.
Oh well...
In the next month or so, maybe keep your eyes open for Randsaber Beta 8!
Oh wait, that's right, nobody cares about or likes this mod...
Untill then,
Chaos
That's why it's called RandSaber.
I have saber trails totally hooked up. They look cool, and the trails follow the direction of the swing.
I fixed the animation errors that result from holding down 'fire.'
Previously, when you held down fire, the end of the last animation would overlap with the beginning of the current animation and, in short, look crappy. I made it so that if you swing again, it stops the old animation.
I've got the fists/observer mode toggle hooked up, and I decided to make the player run faster when you have observer mode on.
I'm gonna make saber trails for blocking, and untill then, I can't really think of anything else to do. I need ideas, suggestions are welcome.
As a sidenote, although I'm not complaining, I really am curious: Why does anybody mind that you can't control the anims?
I mean, for one thing, all but maybe two or three of 42 animations cross right in front of the player. It shouldn't be hard to hit people at all.
As another note, JK is so laggy that you're usually more worried about your hits actually hurting the person than you're worried about what your swing looks like.
Just a side note, not complaining.
-CHAoS
Somehow, whenever I'm not posting anything, the ops in IRC are constantly going "OMG OMG I"M SO BOARD SOMEWON PLAESE SUBMIT SOEMTIHNG!!!1111"
...Yet, when I post something, they're like "OMQ WE R TEH FULL OF LEVALS WE DONNAT WNAT TOO POST YUORS WRITE N OW!!!!!!111" and I don't know why.
It should be up soon.
I'm already working on a beta 8.5 upgrade, which, so far, has minor bug fixes and a new telekinesis power which, to be honest, kicks major ass. I just have to fix the targetting, because it's FuX3D.
Any other ideas for new features?
Untill then...
-Chaos