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Comment History  (0 - 30 of 84)
Hels
Hels - - 84 comments @ SerenityJediEngine2024

Feels similar to Movie Duels cause it is the same combat system, essentially. Jace made this mod and then Movie Duels approached him for their remaster version and they included it and now he develps both Movie Duels, and his own mod which is a bit more... experimental, I'd say?

Good karma+2 votes
Hels
Hels - - 84 comments @ MBK_MBK

Ei, este mod tiene una pintaza, pero no logro rular el Blade original... Funciona con el remastered o lo podrĂ­as adaptar? Un saludo, fiera!

Good karma+1 vote
Hels
Hels - - 84 comments @ SerenityJediEngine2020

CTD when starting the Jedi Academy story. However, the saber combat keeps improving each day, well done!

Good karma+1 vote
Hels
Hels - - 84 comments @ SerenityJediEngine2020

This mod keeps on evolving. Is great to see how the mod has polished and now works better. However, there's still a few things to polish, in SP.

I can't block melee hits with my saber, I would say, which makes too easy for enemies to abuse. Also, I see there's a too powerful AI sometimes, like blocking everything you do by simply stoppin their attacks, which on one hand is ok, until you try to force push them while they are attacking and you will simply not be able to. This too strong AI makes certain things like feints unusable since they won't fall for it, and in general, every saber exchange you start will end up with you in a bad situation. I think they should be tonned a bit down although after a while you get to stagger them a bit.

Game's smooth, but I would remove BP and use FP as blocking points. I would make FP be drained when you fail to block manually or you rely on autoblocking, and make autoblock simply not trigger when 0 FP, and would make Mishap (blue to red bar) the one determining the strength of your block. So, basically, Force Points determining if you are able to react or not, if you have... reflexes left to autoblock, and mishap reflecting the strength of your block, how possible is to knock you out/back.

Based on this I would make the character's knockbacks, staggers when he gets defended, etc heavier when in high mishap, also melee being useful depending on level mishaps.

Low mishap: If defending getting hit by melee does nothing, only your mishap goes up a bit. If not defending, you could be knockback a bit, essentialy a combo braker stopping your attack

Medium mishap: If defending, getting hit by melee does a small knockback, if not defending, it provokes a big stagger that leaves you undefended but able to move.

High mishap. If defending, block breaks. If not defending, knockdown.

That way, melee would be less abusable, specially having in count you can get sliced while meleeing. Also, would make melee animation a bit slower so that it has to be used more tactically and it can be punished when used wrong (specially the kick).

Some Force Powers should be more usable, for this, it would be good that you can deteriorate enemies block ability, so that you can end up hitting them with Force destruction and not using it only for non force users. Same with grip, lightning and any other Force power that does damage. Force absorb should be more usable, aswell as Force Protect (though this one might be a bit more usefull vs blasters, not sure though, haven't tested).

Now possitive things

In general the game flows better, smoother and with much better saber interactions, way less buggy and no CTD thus far, the red doesn't do that annoying sound anymore, the AI even when strong, is a bit less abusive than before and seems a bit more human, holding the straight lane between you and the AI is key to win and that's quite good... You want to use a lot of concepts in martial arts, like camera angle to make your attacks stronger or safer, etc. The different saber styles seem much more balanced now.

I have a general feeling that the game is great and can be specially much better if you introduce the aforementioned changes and put them in the online that sadly, is not as polished in terms of saberinteraction as the SP version. Less staggers, the game is more plain and for me, way more difficult to understand. Could kick *** MBII if it had SP system along with the mishap changes. Hope I see more about it soon and that MP gets to the SP standards so that we can have some friendly matches. Could help really A LOT to spread the love for this mod.

Good karma+1 vote
Hels
Hels - - 84 comments @ GTA IV: San Andreas

Still on development?

Good karma+1 vote
Hels
Hels - - 84 comments @ SerenityJediEngine2020

Differences between this and the 2019 edition?

Good karma+1 vote
Hels
Hels - - 84 comments @ SerenityJediEngine2020

Still the but in SP of the red style making weird noises as if you were swinging it even when you are not. Needs a fix asap.

Good karma+1 vote
Hels
Hels - - 84 comments @ Star Wars: Movie Duels

Wait a minute. I've got a question... Is this mod now running under Serenity Jedi Engine? Is open to the public at last?!

Good karma+1 vote
Hels
Hels - - 84 comments @ Star Wars: Movie Duels

Question... What about the remake in the kitchen running over SJE 2.0? When is it going to be out?

Good karma+1 vote
Hels
Hels - - 84 comments @ Installing SerenityJediEngine

That's cause you have a gamepad connected to the pc in the very momment of starting the game.

Good karma+2 votes
Hels
Hels - - 84 comments @ Installing SerenityJediEngine

It says that it couldn't load spdefault.cfg

Good karma+1 vote
Hels
Hels - - 84 comments @ SerenityJediEngine2018+SDK

Won't let me open mp, direct crash. And sp can't start because it can't find spconfig.cfg

Good karma+1 vote
Hels
Hels - - 84 comments @ War of the Samurai

No, I find that blocking to the sides is great, but the animation is too slow, and you have to click block each time you want the animation to be played, instead of being able to maneuver to one animation to the other by simply holding the block button.

Good karma+1 vote
Hels
Hels - - 84 comments @ War of the Samurai

Combat will be as base M&B or you enhanced something? Because to be honest, I love the setting and the mod looks amazing, but I couldn't play M&B because of the combat. However, if you made some changes the game would be very playable. Basically...

- Add the posibility to change from one blocking animation to another without having to release block and press it again and let the character lock in blocking for all the time he wants.
- (Optional) Add diagonal hits and diagonal blocking positions.

If you don't plan to do this, but you know some mod that does it, please tell me. I always wanted to play this amazing game, but the combat was always a pain in the *** for me.

Good karma+2 votes
Hels
Hels - - 84 comments @ SerenityJediEngine 2025

For anyone asking, this is basically the same that EoCIV but without the copyrighted content of maps, models, etc, that EoC IV was accused of. In fact, most of it was not really copyrighted, but well... it was still there.

The gameplay itself of this mod isn't that bad. Has some good ideas. But lacks a strategy. Because of not having block meter and the autoblock always dragging the same amount of Force Points, it is much better to use yellow or even blue or duals than red, since it deplects the Force Pool much faster due to no numbers, simply the faster the attack, the faster the Force depletes.

This game would be much better by simply adding a mishap system to the mix, so the higher the mishap, the higher the Force points loss, and applying diffierent mishap damages to each style. Also, making that the mishap affects to the possibility of being bounced back, your defense recovery, etc.

The game overall needs a red buff and some perk tree that implements some strategy into it. Also, it would be nice if the manual block was made by def+attack, and you do saberflick by simply stop holding def from manual block position.

And that's pretty much all my sum up. The mod itself isn't bad, I enjoyed it a lot of times, but it's really biased towards the fast styles, with red being so much under the line, and needs to mix the animation leaned gameplay with some strategy implemented through bars.

Good karma+2 votes
Hels
Hels - - 84 comments @ Serenity saber system Tutorial

This is sp footage, right?

Good karma+1 vote
Hels
Hels - - 84 comments @ Jedi Knight: Unlimited.

Is this project alive?

Good karma+2 votes
Hels
Hels - - 84 comments @ Bushido: Legend of the Samurai

Why do they use the katanas as rapier? O.o Is weird. XD Are you featuring different fighting styles, maybe?

Good karma+2 votes
Hels
Hels - - 84 comments @ Bushido: Legend of the Samurai

I have seen For Honor videos, and I don't think that's exactly what I mean. Is close, but not exactly that what I am looking for, is too arcade.

What actually would be pretty nice would be to see a fluid block system, so that you could control your sword like a "pencil", slashing and blocking by "pulling from the blade" as if it was a cursor, and so, making the block to be physical, so that if you put the blade in front of the enemy's one, you manage to block it. However, since I find this really difficult to do, at least would be interesting to have a guard system, close to the For Honor system or Kingdom's come, but more physically related.

I explain myself. Is simple. Instead of a blocking animation that you have to match with the enemy slash so that you block, you can HOLD the blocking animation in that place, then move it to the left, etc, by holding block, and either with directional keys or mouse. If it was with mouse, when you release block, you'd move the camera. If your blocking animation matches the attack, you block the enemy sword. It would be better if you could block physically, by intercepting the blade of the enemy with your own blade, but that might be too difficult. If you release block and quickly press attack, you do an attack from the guard you are in. You can make a attack from another position with the directional keys, but making the whole windup animation. Finally, you could include feints or things like that by pressing block while in the windup step.

The key is to make the block fluid, and a holding block, instead of being it a animation that you have to make it match with the enemy attack, like M&B. Why? Because while mantaining the essence of directional blocking, you make it more intuitive and you have always a side defended. Also, if you react fast, you don't have the problem of doing it TOO FAST, and then the animation returning to the non-block position, as it happened in mount and blade. If you react too fast, you simply hold the block there until the hit lands, and after landing it, you return to, let's say, a center position.

This are my thoughts. I have played a lot of sword videogames, and I find that holding block and moving to the different blocking positions would be much more comfortable and fun, because of the deception play.

Good karma+1 vote
Hels
Hels - - 84 comments @ Bushido: Legend of the Samurai

I come from time to time to see how the game is advancing. I am very happy to hear about the port to UE4, as what I know of it (in gamer perspective, I am not a developer) is very fluid and has good optimisation. Also, I heard is pretty much easier to work in it than in other engines, and the results are wonderfull. Well, I am sure you know that better than me.

I will end up saying the same than the last time, make a "attack from the guard system", so that if you are, for example, blocking top and release block and press attack, you do an attack depending on the keys you are pressing, but without the windup movement (moving the sword all around your back, instead you simply attack from the guard position). Let's make an example. Let's imagine that with "w" you block up. If you release block and press attack while mantaining w pressed, you do a fast attack forward, like the typicall kendo fast attack to the head. It would do less damage than a full slash, but it would be very fast, lightning. Now let's imagine you are blocking and release block and w, and press attack + s. Now the attack would be a longer slash, less flashy, but more damage.

Also, I would includ normal attacks, it's focus would be doing more damage, and tiring enemy block. Also, I would include a mechanic to avoid excesive defensive play, a block meter that each time you block it "heats" and once it reaches the maximum, your guard get's broken. You could also feature a "autoblocking system" that corrects your move when you are blocking bad, at cost of a lot of blocking meter. You could also make a parry/riposte system to allow counterattacks, made by using block + attack, or clicking block instead of holding it. You could add in fact, both types of parry, with different physics each one.

And then, you could explore about adding perks and things like that, to have the players favored one style of play or another (for example, more damage each hit, in the case you added the blocking meter, less heat per block, the player dodgin faster, making faster the attack animation, more parrry reaction time...)

There's a lot of room to explore, but I would personally add some perk system, or something similar, as it adds the posibility of building yourself a strategy.

For the momment the idea of directional blocking is simply great. Now if you add to that fluid changes between directions, animations between moves to make it feel less robotic, and those kind of things, and in adittion, certain strategy, I know for good you will make a great game.

I would highly recomend you to take a look as well into Kingdom Come deliverance, as I don't know if the use also UE4 and have some nice animations with swords clashing, graples, and moves that help the game feel more realistic and visceral.

My best wishes, guys!

Good karma+2 votes
Hels
Hels - - 84 comments @ Evolution of Combat IV

Matt, the web is off, and so, the mod is no longer available. Could you give a public download somewhere?

Good karma+1 vote
Hels
Hels - - 84 comments @ Jedi Academy:Brutality

Have you modified in any way the saber combat? Mainly, added a block button?

Good karma+1 vote
Hels
Hels - - 84 comments @ Enderal

Does this mod changes the fighting style of skyrim in some way?

Good karma+1 vote
Hels
Hels - - 84 comments @ Bushido: Legend of the Samurai

Guys. Keep working. I come everyday to take a look to see when this game is launched. I hope it has a similar combat to Chivalry but with more control over your sword. Gave you few ideas in the past. I think one of the most important things to feel the samurai combat, are to do different guards, and attacks from them, as said in the "Book of five Rings" by Miyamoto Musashi, skipping the windup time. You said you would play with the positions of the blade, and the deceiving thing, so I am kinda happy with that. I also want to know if you will have a hit/touch system, so for example, if the blade contacts but not with enough strength, you don't do that much damage to your enemies.

One last thing I recommend you. If you want to do this real, make damage depending on where you are hit, and a bleeding/stamina system, instead of a unic health bar. This will add some strategy to the game, if you make attacks go slower when hit in the arm, or a player move slower when hit in the leg.

Good karma+2 votes
Hels
Hels - - 84 comments @ Bushido: Legend of the Samurai

Ah, and another thing. Might seem stupid, but for those people knowing about swordplay might be very important. The left hand must be at the end of the hilt. Is the propper way to pick a katana, so that you can do an arch with the blade easier. It's only a matter of making the character grip the katana a little bit more at the end of the hilt model. Doesn't mind really in the game, but gives more realistic flavor :P

Good karma+2 votes
Hels
Hels - - 84 comments @ Bushido: Legend of the Samurai

Guys, I've just heard about this game now, and I am ******* amazed. I am really interested on how are you going to mod the combat. I give you a suggestion. Read the book "A book of five rings" by Miyamoto Musashi, and you will find in it a big inspiration.

Another suggestion which is already said in the book. Guards are not only for blocking but part of an attack. What this means? That when you put yourself into a defensive stance, you may do a quick attack from that stance, instead of winding up the katana all along your back, which would be a longer and slower move. As a consecuence of this, I suggest you the next, if you haven't already thought. 9 stances/guards. Up, upper left, upper right, right, left, down right, down left, down, and center. From that stances, you can make attacks, block the enemy sword and open a defenser for a fast attack, etc.

What do I mean? All the attacks in Chivalry MW (where you come from), where done slow and not from a stance, but a whole attack animation, swinging the sword across your back. Well, it is true that this is a way of attacking with the sword, BUT NOT THE ONLY ONE. Chivalry, while being a good game, needed more attack animations, specially fast attacks from a guarding position, stance playing, etc. and that's where you can shine. Mainly because this kind of stance play would give the feeling of japanese swordsmanship (and any one in general), which is not only charging as a mad man into the enemies, but hiding your attacks. This system I tell you would make you shine specially in 1vs1 fights or 2vs2 fights, where the precission and deceiving the enemy should be key to win.

Hope you have in count all of this! Hoping to hear more news of you!

Good karma+1 vote
Hels
Hels - - 84 comments @ Evolution of Combat IV

"Copyrighted" content and "stolen" content. As I said in some time, probably most of the claimed as copyrighted content was probably borrowed under free use license due to the authors not answering back, but after so many releases and so much time developing, probably most of the docs giving credits to those authors got lost and now the authors claim to take out that content. Which is legit, btw, but is important to remind that there was no bad intent from serenity. This kind of huge works have those kind of problems :P

I know you will make EoC huge AND CLEAN, and I will be helping as much as I can. Mostly doing test and giving ideas for game design, although I will be researching saber hilts.

You have my support and community's aswell! For the best sabering game ever created!

Good karma+2 votes
Hels
Hels - - 84 comments @ Regarding the recent events...

Ok. Here a frecuent player of EoCIV. Copyright issues will be taken on Matt's hands. About the people claiming for that copyright, is not (or not only KOTF team, which could say nothing, but various members of the community reporting stolen content from other mods. Actually, there is no proof either if they are stolen or not, even less if Matt can't take a look on the source, as he pointed here.

All that I can say is that I completely trust Matt. The fact of the game being started in 2007 means a lot of free to use borrowed content. The fact of too much content borrowed too long time ago, means that when doing different versions of the game, you might not remember everyone that helped you building this great mod back in the years. In adittion, the Jedi Academy modding landscape is very competitive, and some interest might have arisen. Some people claim that the borrowed content had no permission of the authors, but the fact is that the authors might be not answering in the momment of borrowing, and the content was used beacuse it was under free to use license. What actually happens is that those people claiming copyright infringement are trying to take down EoCIV, because of the envy and the fear of a great mod, trying to take advance of the borrowed content saying that it is stolen one. That is my opinion, at least.

As a result of all of this I am telling to you, when Matt has the source, I bet he will be working hard on adjusting to ModDB standards and rules, taking out all the content that he is aware of not being given permission to be used. I think that Evolution of Combat will re-emerge of his ashes as a fenix, more competitive, beautifull and polished than ever before, pointing to be the mod of the year, maybe not this year, but 2017? Who knows. If not mod of the year, at least nominated, and, for sure, the best mod for JA ever. It's sabersystem and playstyle is already the best out there (I have played OJP and MBII, and I can tell you this is true), and all that it needs is some tweaks to gamedesign, effects, etc., that will make out of it a true beast at pvp, aswell as pve.

So stay tunned to the mod back in July/August, and, in the meanwhile, take a look on the mod, you can download it on the official web at Eociv.mattfilerfilms.co.uk

We already have a small community getting deeper into the sabercombat, the different styles, and providing feedback of how to polish it! We are waiting for you!

Good karma+2 votes
Hels
Hels - - 84 comments @ Jedi Knight Galaxies

I guess there's some misunderstand with this. I know for good that he takes other's content, but he never claimed to be his own, and he is taking too much work as to put every people in the credits. Moreover, he does not do credits, but I've seen him putting documents into the Docs section of the mod.

He picks free content, and does not list them on the credits because he does not do formal credtis, ya know... He may should, but that takes too much time that he looses from doing other things.

It's not intentional, summing it up, and if he had someone doing credits for the mod, I guess he wouldn't mind.

I think that differences should be put appart. We are all grown up as to be arguing for fool things. I am sure that if Serenity and Eezstreet had a chilled chat, they would finally get up understandign between them.

Other thing is that you are using OJP and EoC is using OpenJK, but here I must personally say that I preffer EoC IV, that is OpenJK based rather than EoC III, that was OJP, I think.

You should all get to an agreement, because JKG and EoC IV are arising as the ultimate mod for Jedi Academy, and we players wouldn't like to be forced to choose. In adittion, if you don't work together, MBII will continue as the top mod for this game, and by the time you finish this mod, people will be able to play as jedi with virtual reality. Serenity as much as Eezstreet need each other, and moreover, if they work in a common project, no one will be stealing the other, and if Serenity's not concious about what he does, you will be and will credit the project, and he will only colaborate.

I think is pretty simple, damn it.

Good karma-1 votes
Hels
Hels - - 84 comments @ Jedi Knight Galaxies

I thought this mod was dead, I just got a nice surprise when I could I saw that it wasn't like that.

I've gone to take a look over the JKHub forums, in fact, and read somewhere that you are having problems with the sabers due to the change to the ojp. I know there is a great mod here in mod DB, Evolution of Combat, featuring great sabersystem, made by Serenity.

I heard that serenity and eezstreet don't get along very good, but if they put their differences appart, they could be mading the best mod ever dreamable about for this game. Not only that. Probably the best SW game ever made. Far better than base JA, kotor, swtor, battlefront or any other game you might imagine. And probably the best swordplay game ever.

It would be nice if they put efforts together and start doing a good job together.

Could you pass this to eezstreet? I think I speak in name of all the community when I say that we love JA and it's modding, and that would be amazing if we saw them work together, since each one could focus in what they do best to after put all together.

I hope eezstreet is okay with the proposition, cause we really need you working together on a great game.

Best of lucks!

Good karma-1 votes