View Full Version : Kung-Fu 3.0 finally coming out?
Check out the HUGE update at http://kungfu.maxpayneheadquarters.com Not that Ken says it's coming soon, but he has made a pageful of all the new techniques and how to use them with videos and stills!
*crosses fingers*
Maddieman
02-05-2003, 05:53 AM
Told you we'd see something within the next three months....
Looks like a certain someone has learned how to map, too.
But the site is slow on my 56k.
graemlins/doh.gif
RealNitro
02-05-2003, 06:35 AM
Yeaaaaaaaaaaaaaaahaaaaaaaaaaaaaa
Download the movies and see that frustration melt away. The ways in wich you can beat guys up are just amazing. The tumbling is great (in his map even the furniture breaks). This mod is gonna be a top download for sure!
Haleluja!
StratonAce
02-05-2003, 07:09 AM
Straton thinks that new maps is what took Kung Fu so long. images/icons/wink.gif Well, that and Ken's schooling. graemlins/hhg.gif
Kev_Boy
02-05-2003, 07:25 AM
Looks good images/icons/smile.gif
Maddieman
02-05-2003, 09:29 AM
There's a new kung fu thread in general messages forum now.
However, I've decided to keep this thread going for modders to discuss the actual content, implementation, etc. Otherwise another thread will only start up within a matter of days.
Please post general comments here (http://forums.3drealms.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=4&t=003974#000000) .
tommulder
02-05-2003, 11:27 AM
that really is frightening stuff. how many works arounds and coding stuff must he have done? christ!
the anims look slick too... it looks like a new game in that dojo training level! he must have done so much coding that his eyes are bleeding. no s**t.
theHunted
02-05-2003, 11:37 AM
well, i seriously hope he has spent as much time on new maps as on coding. the dojo looks very nice, but it'll loose its fun within 5 minutes. if i'd want to play a really good beat-em up then i'd rather go with virtua fighter or tekken.
what i'd be looking forward to is kungfu in maps with a good playlenght, a good storyline and enemies who are only using melee themselves.
otherwise it aint worth the download for me.
the ultimate combination imho would be kungfu only in the real world mod, and also only available at certain parts or areas. (for example the subway fight with the agent)
so rather make it "just" one feature instead of basing whole mods on it.
[ 02-05-2003, 11:46 AM: Message edited by: theHunted ]
Maddieman
02-05-2003, 11:48 AM
I could be wrong, but I get the impression that the dojo is the only map included (judging by the features list). Hopefully the community might make some proper maps for it this time round.
With that said, there is no mention at all with regard to the whereabouts of the Jackie Chan or Jet Li characters. I wonder if they were dropped towards the end, or perhaps there are more bonus characters now? images/icons/smile.gif
Can't be long now.
EDIT:
the ultimate combination imho would be kungfu only in the real world mod, and also only available at certain parts or areas. <font size="2" face="Verdana, Arial">For times sake, we'll probably adapt it. The current build uses a mix of kung fu 2 and katana 2 anyway. It depends how flexible the mod is though - if we can't change it to fit in all moves from the matrix, then we might be better off just creating our own fighting system. We'll have to wait and see when it comes out.
The other thing worth mentioning, is that there's probably going to be a lot of rip-off mods. Hopefully, I wont let trw go down that route.
[ 02-05-2003, 11:56 AM: Message edited by: Maddieman ]
Maddieman
02-05-2003, 01:27 PM
Yeah, that's what I thought at first; but I don't recall the level being released in lvl format. Plus the enemies, layout, and extra things like the wooden punchbag thing are new.
I guess it's more probable that it's the dodge this dojo. But still, Ken as a mapper....that's a scary thought.. images/icons/shocked.gif images/icons/wink.gif
Guest
02-06-2003, 12:44 AM
Hate to burst your bubble but that isnt kens lvl it was made by a guy called captainGaz he joined dodge this for a short while but never actually released any of his work.
Also in some of kens older interveiws he states that he doesnt want to map due to the amount of time it takes.
Watching the couple low resolution clips over and over again, seems like the combo system was actually pretty simple to implement. images/icons/rolleyes.gif Well, basically seems that he has made the death anims somehow abortable, still able to receive projectile hits. This is what makes the comboing look comboing, guess there's also gethits involved.
About the wider spectrum of moves, I believe he has replaced the Kungfu 2.0's shootdodges with new punches and/or made new kungfu weapon items. Any thoughts?
Maddieman
02-07-2003, 09:34 AM
Guessing from the videos (how I'd do it, and started to do in katana...) for each dodging moving (the three kicks) you have a projectile that creates a level item on enemy impact. If the player picks it up then then they do a 3 hit combo idle animation, and towards the end you can do another kick which triggers another combo animation. That way you could keep them going.
The crouch buffering thing, I'm not sure. I think it takes advantage of the way that idle animations restart if you move during them. But I'd need to play it myself.
The get hit animation is significantly shorter, so that each hit 'impacts'.
As for the death animation thing. I originally thought it was with the wounded gethit. But now I'm not sure. Perhaps if you gave the character some heath on the first frame of the death animation, and then killed them on the last that might work.
Did anyone notice the guy who gets back up off the floor!?. I think that's an extended random death animation. The finishing attacks all seem to be shotgun or burning deaths.
The thing that I'm really curious about is the whole standing and running start attacks. Either it's something obvious that I missed, or he's gone crazy with switching between the wounded animations.
Who knows, I'm sure we'll find out soon enough though. images/icons/wink.gif
RealNitro
02-07-2003, 02:48 PM
Originally posted by Maddieman:
Perhaps if you gave the character some heath on the first frame of the death animation, and then killed them on the last that might work.<font size="2" face="Verdana, Arial">Giving the characters health when they are dead makes them revive immediately at all times, so that isn't an option. My guess is that the kungfu bullets have a damage of '-1' and create a projectile with a really short explosion time in the other direction. In the explosion proporties a new projectile is created, again in the other direction. So this last projectile has the same direction as the first one, and has a damage of e.g. '6'. This would revive the enemy and immediately kill him again, creating the juggling effect.
Or, the kungfu animation just creates some 'reviving' bullets at certain points. This would have the same effect.
Actually, as I think about it, this must be the way he does it, it's far more easier AND has the same result. graemlins/doh.gif
The problem with this method is that it would be possible to revive enemies that are dead a few seconds... Probably he just lowered the character_timeout value.
A question: What does this command do?
[Message] Frame = 0; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");"; <font size="2" face="Verdana, Arial">I understand the weaponanim_shoot, but when is the weaponanim_shootempty activated? I suspect the different attacks for running and standing have something to do with this.
Don't shoot me if I'm wrong images/icons/tongue.gif
[ 02-07-2003, 03:12 PM: Message edited by: jens ]
Maddieman
02-07-2003, 03:12 PM
Yeah, that's another alternative - that's how my blocking system works, to an extent. The problem usually is that there can be many ways of doing something, but finding the one that works with everything else is the challenge.
Argh! graemlins/doh.gif
I have a headache...I think I'll just wait until it's released (then kick myself repeatedly for not figuring it out images/icons/wink.gif ).
RealNitro
02-07-2003, 04:12 PM
I kept on searching about how the juggling is done. I've put a faster bullet (damage -1) in the beretta-shooting animation and it created somewhat the same effect as the juggling. It just looked crap because the animations weren't adjusted to it (and because the poor enemy could only revive for a half a second). It is sort of the same code as the one in the previous 'Put the body in motion'-video. Just there it is used to juggle an enemy upwards with a dual ingram.
I think the ability to revive the enemies that are dead for a whole while is blocked by making the revive-projectile to short to hit the ground, even when the player shoots really low, or maybe the shootlow is just disabled (or has no revive-projectiles).
HairlessWookie
02-08-2003, 01:30 AM
shootempty makes your ammunition level drop.
you don't lose ammo if shootempty isnt in the shoot anim.
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