Working on an update for the Taketori Katana

Sorry for the lack of news these last few days, I’ve been sick :(

Somehow, despite a profound lack of energy and overpowering brain fog, I’ve managed to come up with some code changes that I think will help people who are experiencing issues with jump-slash, jump-kick, and a few other issues.

I hope to be testing those changes tomorrow, and if they aren’t complete crap, I will distribute a few updates to some of my beta testers.  Ideally, I’d like beta testers that are experiencing some issues so that they can tell me whether there’s improvement in those areas, but I also need beta testers that are not currently experiencing any problems who can tell me whether I’ve introduced any new ones.

Assuming all goes well (yes, I know that’s a big assumption) I plan on moving on to a new special attack and the ability to hide and show the tsuba, and some other "missing" features.

I’ll keep everyone posted.

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6 Responses to “Working on an update for the Taketori Katana”


  1. 1 Solace Obviate

    Hi Robby, since I’ve stopped spamming my keys, I’ve found the Taketori to be much easier to use. One thing that I still get pretty consistently is the apparent random strikes when the mouse button is not held. I’ve been conjecturing of late whether the script that watches for “missed” commands isn’t holding onto the previous mouse-click and using it at inopportune times, thus placing the avatar in combat mode when my finger isn’t physically depressing the mouse button any more. Just a thought.

  2. 2 Takuan

    That might be true, yes. I took a good hard look at that section of code last night and made a few tweaks that I hope will help with that.

    Would you be willing to test a new version and see if that’s true?

  3. 3 Solace Obviate

    Um…yah. LOL. I also would love to see how resposnive the slash during jumps are.

  4. 4 Aimee Congrejo

    kelly linden commented on SVC-1648:

    I believe I have a fix for the horizontal component of the push not happening. In short the friction keeping an avatar from sliding downhill was just too much for the push to overcome. We had this problem with forces from attachments before (among other things) and fixed it specifically for attachments. I have adjusted the model used for external forces to match how we do attachments (give or take some anti-gravity specific hacks) and it looks much better.

    However, when comparing to havok1 the push is still only about 75% the force in havok4. Specifically in the script you gave me, if I adjust the version in havok1 to have a basepow of 15 (instead of 20) the pushes look about the same. Conversely increasing the basepow on the havok4 version to ~26 seems to be pretty close.

    Due to the nature of this function - how finicky it is, that I know there are some things with too much push and that it is already live in its current version - I’m tempted to just fix what I already have - the horizontal component change - and leave it with the reduced force. Thoughts? Curses? Flames?

    Figgered I’d toss that in there!

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    Aimee Congrejo’s latest blog post is : Can’t sleep so I’ve been playing in Jira

  5. 5 Takuan

    wtf… Why is it that I’m no longer getting emails whenever that issue is updated? I’ve actually been removed from the “Watchers” list once, not due to any action on my part :(

    But…. YAY!

  1. 1 Kelly Linden gives hope with a reply to SVC-1648 at Daikon Forge
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