Single Player
11 files
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Star Wars: Movie Duels
By Tompa9
Movie Duels is a remastered edition of the original, 2009 “Movie Duels 2” mod for Jedi Knight: Jedi Academy, with updated maps, models, sounds and various other improvements, to bring the mod into the modern age.
List of some KEY improvements, over the original mod:
- Mod is using OpenJK as its primary game engine.
- New & accurate lightsaber blades (the "movie-like" SFX Sabers have been added).
- New & more accurate lightsaber sounds.
- New animations and duel stances for most of main SW characters.
- New camera angles.
- New & improved player models.
- New & more movie "accurate" skyboxes and map textures.
- HD audio dialogues, music and option for subtitles.
- Expanded character menu and basic menus with more options.
- New manual blocking combat system.
- Jedi Academy and Jedi Outcast support.
- New Arena mode.
- New modern user interface design.
Join our community and get previews of our development - https://discordapp.com/invite/PhQPy7j
Downloads:
Mod - https://www.moddb.com/mods/movie-duels
Game - https://store.steampowered.com/app/6020/STAR_WARS_Jedi_Knight__Jedi_Academy/
7,861 downloads
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Jedi Academy Outcast Enhanced: Unofficial Patch
By RebornKyle
Hello and welcome to something that's taken me over a year to complete.
Welcome to Jedi Academy: Outcast: Unofficial Patch.
What's in this mod/patch?:
Extensive bug fixes, improvements, and features for the original Jedi Academy - Outcast mod (as well as some bugs that I found in OpenJK and JAEnhanced that are fixed here). Also contains full menu support for inventory items found in the original Jedi Outcast game. It's fair to say that there are now only a handful of bugs left that I couldn't solve. This mod runs on the base provided for JAEnhanced, so all features from that mod are included in this.
For a full list of bugs fixed, check the changelists found within. But here are some major ones:
All cutscenes fixed Galak_Mech fixed Missing sounds for Mark1, Minemonster restored Restored Bryar Pistol as the secondary used in Outcast's campaign Restored zero gravity event in doom_shields (thanks Linken) Fixed yavin_swamp map weather, textures, environment NPC alt-fire restored Lady Luck's turret and doom_detention's turret fixed ns_hideout turrets move on rails again (1.2.0) Prisoners wear correct outfit in artus_detention and artus_topside All inventory items restored, with bind-able configurations in the menu (1.1.0) Various bugged NPC scripts, behaviors, and more fixed Bugged lightsaber that occurs in yavin_canyon fixed. Restored Jedi Outcast's demo level weather Some additional features have been added. These include:
imperials, impworkers, stormpilots use their original pistol from Jedi Outcast Boss battle music, and additional NPCs, for ns_starpad's showdown with Reelo. cairn_dock1 contains some additional NPCs to enforce a stealth run. Allied NPCs no longer injure each other (SWGL feature) Fast stance bug that afflicts JAEnhanced fixed Some modifications made to Jedi Academy campaign (optional) Support for Infinity Blade's Mercenary Kyle model in Jedi Academy (optional) Other optional features, like different models, behaviors, etc. To install, the following are required and to be installed in the listed order:
Jedi Academy Jedi Academy Enhanced Jedi Outcast files (MUST BE ACQUIRED BY PURCHASING OUTCAST, I WILL NOT PROVIDE THESE) Jedi Academy - Outcast (original mod) All files in this mod download It is highly recommended you do a CLEAN install of these mods. That means no additional mods present in your game folders at time of install. Once that is done, and you are sure the game runs fine, then you can start adding back in mods, to see if they are compatible.
This mod runs the same way as Jedi Academy Enhanced: you must start Jedi Academy by clicking on the ja_enhanced.x86.exe that comes with this mod. Create a shortcut for it so you don't have to look in Gamedata every time to run it.
Check the readme for each mod for any help you may require. This mod's essential readme is in the main folder.
If there is anything you think is not right and not covered by the list of known bugs, please reach out to me in DM on here and I will patch it when able.
195 downloads
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"Nina Anthology" - updated ingame menu.
By Sovietmann
Mod for addon "Nina Anthology", download link will be placed below. The mod adds the functions of changing the player model and the lightsaber, right during the passage of the mission.
https://jkhub.org/files/file/4003-nina-anthology/
17 downloads
0 comments
Updated
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"Darth Vader - History"
By Sovietmann
This addition, for the addon "Movie Dual2", allows you to pass the following missions in sequence from 2 and 3 episodes:Destroy the Tuscan bandits, fight Count Dooku on Geonosis, and rescue the Chancellor. The battle in the Jedi Temple, the elimination of the separatists on Mustafar and the Battle with Obi-Wan. A modified md_po_sith.bsp map has been separately added to the mod, which connects the missions "Arrest of the Chancellor" and "Attack on the Jedi Temple". You can simply delete it if you wish. Mod creator - Sovietmann.
Installation - just unzip Darth Vader - History.ZIP into the Movie Dual 2 addon folder. Note: in addition to the in-game menu, the button for selecting Vader missions has also been added to the second main menu. The only thing that could not be done was to connect, for the sequential loading of the mission "Rescue of the Chancellor" and "Arrest of the Chancellor".
24 downloads
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OpenJK Cellprocesses Custom Code tweaks
Some minor improvements on the base engine, just basic source files edited that you can drop into your code/game folder and build for a different experience
changelog so far:
-Redefined all weapons damage, muzzle velocity, shots per blast for shotgun, etc. Strongly reccomend Ultimate Weapons mod with this for best experience
-Defined scale factors in wp_saber.h for scaling up or down force push range, how hard force push knocks back, force choke range, force choke damage, force protect duration, force absorb duration, force see duration. Mostly just housekeeping the code there so force powers can be tuned easily with new builds.
-Force push now has a sliding scale of how hard it pushes back opponents. Level 1 is the basic knock them on their ass youre used to, level 3 literally hurls them across the room like The Force Unleashed.
int forceKnockbackByPushLevel(int pushLevel) { switch(pushLevel) { case 0: return 0; case 1: return forceKnockbackBase; // base value is 200 case 2: return multiplyAndRoundInteger(1.5, forceKnockbackBase); case 3: return multiplyAndRoundInteger(2.5, forceKnockbackBase); case 4: return multiplyAndRoundInteger(3.5, forceKnockbackBase); // quadding up to 800 knockback was a bit insane, just force pull // on a group of stormtroopers was literally sending them 200 m // off a cliff behind the player } } -Force push blocking isnt 100% effective in duels. Added a probability function for dice rolls, jedi opponents have to pass a weighted dice roll to not be pushed back by force push.
-If youve ever been annoyed by how jedi\reborn opponents can stand there all day and shrug at you while you fire the sniper rifle at them, today is your lucky day! Added a probability check for the sniper rifle dodge move so it only happens some of the time. Obviously not weighted correctly right now at 50/50.
Part of the logic of probability checks is to make the saber wielding opponents seem more human, it doesnt make any sense how the player usually gets dissolved 3-4 times a game by a well timed sniper blast but the same weapon in the hands of the player is useless against jedi opponents. Same idea for force push, etc, etc.
53 downloads
0 comments
Updated
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SerenityJediEngine2019
A rebuild of the released 2015 SerenityJediEngine. Many code fixes and additional features. Supports single and multiplayer. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material. More details to follow as progress develops.
2019 Jedi Master Edition.
HARDER-----FASTER----MORE EXTREME. Not for the faint hearted or weak. Not for beginners.---JUST INSANE---. Do you think your good enough? See yourself as a Jedi master? I don't think so! A rebuild of the released 2015 SerenityJediEngine. Many code fixes and additional features. Supports single and multiplayer. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material.
Welcome to SerenityJediEngine 2.0. The mod will primarily be built with Saber and Gun combat in mind. The code will be built using aspects from the Open Jedi Project and Open Jedi Knight code base. I intend to keep the mod very small and will not be adding any extra models or maps. It will however contain full support for Jedi Outcast and Academy.A rebuild of the released 2015 Serenity Jedi Engine. Many code fixes and additional features. Supports single and multiplayer. I have given myself a whole year to finish the project, to avoid a rushed release. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material. More details to follow as progress develops.
Correct some small pain animation bugs Correct Lightning Damage animations not being the same in SP as in MP Correct Battlefront II View not showing correctly in MP+SP Added Force Repulse. Jump with melee selected, press force push.MP+SP Added Force Stasis.(Light side Force power) Freeze enemy's SP only Added Force Destruction (Dark side Force power) Blast Enemy's with a bolt of Dark force power SP only Corrected a bug where playing Jedi Outcast mode started the first level with Force stasis and Force destruction as a gunner. Implemented an explosion effect for Cultist destroyer when he detonates next to player Corrected a bug where Cultist destroyer was unable to use FP_RAGE Fixed an error in rebel sound file. Rebalanced in game "Giveforceall" command to add force stasis Added Cloak function to SP Debugged and built code using Visual studio 2017 instead of VS 2015. SDK added for developers.A special thanks from JaceSolaris to Darth Martyr for giving me permission to include his Kylo Ren's Lightsaber in this build. The beginnings of a single player class system has also been added. Fixed small bug where enemy's were not attacking when using weapon melee. Improved NPC Counter Attack and Counter block abilities. Block point system added for Saber blocking bolts and Sabers.
1,319 downloads
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AI Workshop
By eezstreet
Have you ever wanted to manipulate NPCs like crazy? Well, this is the thing for you.
This thing adds over 30 console commands to manipulate the AI on a deep, technical level.
To activate the AI workshop, use the command "aiworkshop" to toggle it on or off.
You can read the full list of commands with the command "workshop_commands" or get help on a specific command with "workshop_cmdhelp"
When the AI workshop is enabled, highlighting an AI with your crosshair will show some information on the left.
You can select an AI with the "workshop_select" command and deselect with the "workshop_deselect" command.
When you have an AI selected, you can modify various things, like what their enemy is, what team they're on, force powers they use, etc etc.
The *vast* majority of the commands alter the AI on a low level and a lot of the things, like aiflags, classes, etc, are totally undocumented. You'll have to experiment to figure stuff out.
I've also raised the .sab, .veh, .vwp and .npc limit by 16x so you can play with more NPCs.
Also, you can spawn random NPCs with "npc spawn random". Check out the readme on how to use that.
The source code is provided so you can play around with it.
685 downloads
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Singleplayer Runscripts
By Nikomaru14
A collection of scripts for use in single player. If you like playing around and spawning enemies and allies to fight in singleplayer, this mod is for you!
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-To install, simply put the niko_scripts.pk3 in the Gamedata/base folder.
-To use a script:
*First spawn an npc using the command "npc spawn (npc) (name)" in the console, for example "npc spawn stormtrooper bob". You must name each npc something different for it to work properly.
*Use the command "runscript (npc name) (script name)", for example "runscript bob no_weapon"
List and description of each script:
altfire - npc will use alt fire only
no_altfire - npc will use normal fire only
no_weapon - empties npc's hands and makes them stand still
no_force - takes away all force powers from an npc (*not exactly how I wanted it to work, may need revising)
armor0 - sets npc's armor level to 0
armor50 - gives npc 50 armor
armor100
armor200
armor500
armor1000
armor2000
armor3000
armorinf - gives npc infinite armor, they cannot die
shoot1 - makes npc shoot very fast
shoot2
shoot3
shoot4 - about normal speed
shoot5 - makes npc shoot slower
dist-1 - sets distance that friendly npcs follow you to extremely close
dist0 - normal following distance
dist2
dist3
dist4 - farthest distance for npc allies to follow you
invince - npc cannot take damage and cannot die
killable - npc can be killed, can be used on boba fett class
no_fall - npc does not take fall damage and cannot die from falling
undying - npc still takes damage but cannot die
calm - makes npc forget current target and lower weapon
crouch - makes npc crouch
lookatme - makes npc look at you, eyes follow you
dont_follow - npc will not follow you
follow_player - npc will follow you
switch_player - switches npc to player team, friendly
switch_enemy - switches npc to enemy team
ignore_all - makes npc ignore everything and just stand still, turns off ai for that npc
ignore_enemy - npc will ignore all enemies and not attack but act normally otherwise
notarget - this npc cannot be targeted by other npcs, npcs will not attack them
noclip - turns on noclip for npc
889 downloads
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Dusty's Patch: Jedi Academy SP Test
By Dusty
Update 1/29 @ 1:53 pm EST: Cleaned up the description a bit. Realized I had forgotten some changes.
Code repository: https://github.com/DustysPatch/OpenJK
A Single player code mod for Jedi Academy. The mod requires OpenJK to run, and comes packaged with a build using the latest code. Feel free to try older builds but I can't guarantee it will work. The mod is also not compatible with old save games (just use cheats to remake your game). You shouldn't need to, but if the mod won't run properly, install Microsoft Visual C++ 2013 Redistributable.
Also included:
Animations - https://jkhub.org/files/file/2106-dustys-patch-animations/ (can be removed with no issues)
Other mods not included:
Single Player NPCs - https://jkhub.org/files/file/2237-dustys-patch-single-player-npcs/
SP Menu and Upgrade - https://jkhub.org/files/file/2249-dustys-patch-sp-menu-and-ui-upgrade/
Took me a while to do this. Got caught on some nasty bugs and I also got too carried away trying to do too many things. Anyway, try it out for me. See if there's any glaring bugs. Hopefully not.
v1.2
latest changes:
- g_playerCheatPowers should work with saber off now
- g_debugmelee at -1 prevents player from using any advanced melee abilities
- g_moonJump cvar added
- grenadier Gran AI should be better (smoother switching between melee and thermals)
- multi-weapon support for NPCs (see below for more detail)
- changes to CLASS_BOBA, CLASS_COMMANDO, and a new class CLASS_MANDA has been added (see below)
- weapons.dat lets you modify WP_Melee properties (see included weaponshelp.txt)
bug fixes:
- hopefully no random error messages when loading games
- no issues with JK2 models
- frame rates should be better
- saber deflect aiming is fixed
- the playermodel npc health/armor bug may be fixed and toggleable via g_handicap_matchNPCHealth (can't remember)
- rocket launcher primary fire now does correct damage
Full Changelog
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New Cvars/Commands/Cheats
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g_autoRoll - default=1, if 0 hold Use to roll
g_char_forcePowerMax - default=100, controls total player FP, requires level restart
g_char_forceRegen - default=100ms, controls player FP regen rate, requires level restart
g_char_parryBonus - default=0, applied to player without needing a custom saber, requires level restart
g_char_breakParryBonus - default=0, applied to player without needing a custom saber, requires level restart\
g_saberDamageScale - scales saber damage, and is saved with your savegame, stacks with g_saberMoreRealistic.
g_saberDeflectAutoAim - if 0, blaster deflections must be aimed with crosshair and become easier to aim with better Saber Defense
g_saberForceDrains - if 1 special moves drain the amount of FP of the cvar below, katas not affected
g_saberForceDrainAmount - if above cvar is 1, special moves drain this amount of FP, katas not affected
g_saberLockSuperBreaks - if 0 no super breaks (1-hit KOs) ever happen after saber locks
g_saberMoreRealistic - no longer write-protected
g_weaponVelocity, g_weaponAltVelocity - multiply the speed of most player and NPC weapon projectiles
handicap - goes up to 200 now
handicap_maxArmor - controls the maximum charge your shield can get from a power station (not how many points the power station has to give you, but how high your shield can get FROM USING a power station; does it stop filling at 100? 150? etc.)
Cheat Codes
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- g_debugMelee
If 1, player gets full cheat melee abilities
If 0, player gets limited melee abilities based on Saber Offense level (see Melee changes below)
If -1, player is locked to standard melee punching
- g_playerCheatPowers: (should work with an inactive lightsaber, however the lightsaber may need to be equipped, can't remember)
If 1, player can auto-push explosives, always dodges sniper shots, has increased jumping ability and resistance to force powers.
If 2, all previous effects plus FP usage is cut in half.
If 3, unlimited fp and take no fall damage
Set when before you load your game to get all effects. "iknowkungfu" now toggles g_playerCheatPowers to 1
- g_moonJump:
flip this on to do some crazy jumping.
- iknowkungfu
now this also flips g_playerCheatPowers on
Gameplay mechanics
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Force powers (activated with g_forceNewPowers 1)
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- Force Jump: height for all levels increased by 25%
- Force Pull: level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit
- ***Force Sense: gives limited snipershot dodging ability (you might need to hold down Use)
- Force Speed: decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway)
- **Force Protect 1/2/3: gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75%
- Force Heal: costs slightly fewer force points at Level 3
NPC AI
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NPC Jedi changes:
- smarter use of new JA abilities; only use Force Rage if close and have >25% HP, only kick/use saber katas if close (except CLASS_REBORN, they like show off if far away)
- Less exploitable; tries hard to dodge if drops saber throw, recovers from knockdown and activates saber faster after being gripped/drained (effects increase w/game difficulty and NPC rank). Player team Jedi with a non-darkside class don't attack surrendered/unarmed enemies
- Level of acrobatics determined by their move stat; 3 allows rolls and lean dodges, 4 allows cartwheels and flipping out of knockdown, this way you can restrict an NPC to be less acrobatic and more "technical"
Force-only Cultists: react properly to explosives, sniper shots, and saber throws; *sometimes use quick punches if close, and in general try harder to dodge saber attacks/throws
CLASS_BOBA, CLASS_MANDA, and CLASS_COMMANDO: (these have NOT been thoroughly tested...)
- only an NPC with "undying 1" or the name boba_fett is invincible now
- CLASS_MANDA acts like CLASS_BOBA but without a jetpack
- CLASS_COMMANDO acts like CLASS_BOBA but without a jetpack or flamethrower
Multi-weapon system:
- NPCs should now change to the next best weapon they have when you disarm them
- the boba-based classes support most player weapons now, and weapons are chosen randomly (can have more than 1 similar type of weapon)
Other changes:
- Grenadier Grans will use Melee sometimes even if the player is using a saber (silly thought because the idle saber stuns them)
- **NPCs surrender more like JK2 (more consistent animation, once they decide to surrender near player they stay surrendered, but when you leave they will get sneaky)
- Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies
- Assassin Droids now fire even with their shields up
- Class_Rodian with E11, and Class_Imperial at commander rank use alt-fire now always (like in JK2)
- fixed a bug: Stormtroopers using Flechette and Repeater can now switch back to alt-fire if they switched to primary fire because the player was too close
Saber System (activated with g_saberNewCombat 1)
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- Saber Offense gives a slash a base attack strength (AS), which is further modified by the strength of your saber style
- Saber Defense gives a base defense strength (DS) of your blocks and a number of defense points (DP)
Saber Offense level | 0 | 1 | 2 | 3 |
-------------------------------------------------------
AS | 0 | 2 | 4 | 6 |
Saber Style | Fast | Medium | Strong | Tavion | Desann | Staff | Duals | Special Attacks
-------------------------------------------------------------------------------------------------------
AS Modifier | -2 | 0 | +2 | -1 | +1 (+2 if Desann) | +1 | -1 | +2
Saber Defense level | 0 | 1 | 2 | 3 |
-------------------------------------------------------
DS | 0 | 2 | 4 | 6 |
-------------------------------------------------------
DP | 1 | 2 | 3 | 4 |
How saber combat then works:
- AS > DS = attack blocked but lose DP equivalent to AS - DS
- all DP lost = guard crushed
- DPs regenerate about 1 per second if walking/standing still
- special attacks ignore DP: either crush guard or are blocked partially
Other Changes:
- player's defense with Medium and Strong styles is improved (you can deflect slashes and blaster fire more rapidly, but still not as quickly as NPCs)
- Saber Defense 0 no longer makes you invincible to blaster fire, but blaster fire will pass through your saber
- a custom saber with "autoblocking 0" now has narrow block arc for the player (otherwise blocking is ridiculously easy); holding Use and standing still will allow you to block in this fashion at any time
- Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly
weaker
- slash chaining altered:
can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not
random (Medium can always chain 5 slashes while walking for example)
Melee changes
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- Player can kick with any saber type, use +forcefocus to saberthrow (bind this to a key, such as MOUSE3)
- Player's melee abilities determined by Saber Offense (1 = punches and kicks, 2 = katas, 3 = spin kicks)
- if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies
- Spin/Flip kicks do slightly more damage
- Spin Kicks are possible on demand with Use+AltAttack, however costs 10 FP (the auto version doesn't cost any)
- **To kick over a Jedi, must have Saber Offense >= their Saber Defense
- Player punches do 7/5 damage instead of 6/3, and aren't randomized
- **Force Speed punching should be more consistent and less cheap (never did actually test)
- **Heavy/Slow Melee is specifically associated with Chewbacca, CLASS_GRAN, and CLASS_TRANDOSHAN. Other NPC types will punch
more quickly but weakly if given WP_MELEE
Other Minor Features
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- visual effect for lightsaber-blocking Force Lightning, .efx file to use determined by "cg_lightningBlockEffect"
- rolls and acrobatics are possible in 1st Person now
New Modding Features
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- some new fields you can put in NPC files...
dualPistols 1 -- gives an NPC dual pistols if have WP_BLASTER_PISTOL
cortosis 1 -- cuts damage in half from lightsabers, stacks on top of any other damage reductions
blastArmor 1 -- cuts damage in half from explosives and heavy weapons, stacks on top of any other damage reductions
magPlating 1 -- cuts damage in half from blasters, stacks on top of any other damage reductions
restrictJediPowers 1 -- restricts an NPC from using force powers they don't actually have (force pushing without Push 1 for example)
altFire 1 -- this actually works now
dontFlee 1 -- forces SCF_DONT_FLEE (an icarus script thing)
dontFire 1 -- forces SCF_DONT_FIRE (like how melee cultists don't punch)
rareFire 1 -- same AI as SCF_DONT_FIRE but allows punching sometimes with melee
heavyMelee 1 -- forces heavy melee regardless of class
- new fields are in the weapons.dat:
1.) velocity, altVelocity: use an integer number (no decimals)
2.) npcDmgMult, npcAltDmgMult, npcFireTimeMult, npcAltFireTimeMult: these are multipliers that use a decimal (like 0.7, 1.5, 2.3 etc.)
*read the weaponshelp.txt for overview default values for these things are
** not completely tested but should work
*** incomplete/unfinished/not working completely
859 downloads
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Dusty's Patch: Jedi Academy SP (Test)
By Dusty
Update 8/1/16:
It seems the second time I uploaded the file I gave you guys some bad code files. I think that was also what was causing problems. As they say, the third time is the charm. Also, I forgot to mention the changes to Class_BobaFett, Class_Commando, and the new Class_Manda for NPCs.
Warning: This mod is not compatible with existing save games. Just use cheats to remake your saved game. It also assumes OpenJK is installed which provides some files and libraries that are necessary to run the game. The latest OpenJK builds can be obtained here: https://builds.openjk.org/
This is a test run for a modded Jedi Academy single player. All the features are code-side except for the animations (download Dusty's Patch: Animations to get them). The code uses a modified version of OpenJK's gameplay code.
Feel free to report issues, give feedback, or suggest features. Remember though, I'm just one person.
v1.1 changes:
- fixed a bug where projectiles deflected by the player back at an enemy would just sit there without damaging the enemy
- added the g_saberAutoAimDeflect cvar, it wasn't actually in before and the deflection aiming was actually controlled by g_spskill
- to accurately aim deflections now you almost must be walking/guarding
- fixed a baseJA bug where stormtroopers using Flechette and Repeater alt-fire would switch to primary fire when an enemy is very close not to damage themselves but then couldn't switch back to alt-fire
- g_playerCheatPowers: if 1, player gets a lot of abilities that bosses and NPCs have, like auto-pushing explosives, sniper shot dodging, increased jumping ability/resistance to force powers, at 2 fp usage is cut in half, and at 3 you have unlimited fp and take no fall damage; make sure to have this set when before you load your game to get the automatically applied NPC boss class effects; also your lightsaber must be activated for auto-pushing explosives (so it won't work with any other weapon equipped or your saber off)
- iknowkungfu now toggles g_playerCheatPowers to 1
- NPCs are using some new AI for surrendering, but I'm not sure how it behaves in the context of the SP missions, as I only tested it on MP maps which don't have waypointing, but basically they consistently stay surrendered hile you are nearby but as soon as you leave they try to do stuff
- NPC Jedi now have their level of acrobatics determined by their move stat; 3 allows rolls and lean dodges, 4 allows cartwheels and flipping out of knockdown, this way you can restrict an NPC to be less acrobatic and more "technical"
- Class_BobaFett doesn't make an NPC invincible anymore, rather only the NPC with the name "boba_fett" or the undying field will be invincible, Class_Commando allows for an NPC that acts like Boba but without the flamethrower or jetpack, and Class_Manda is supposed to act like Boba but without a jetpack but is untested --- NOTE: must have WP_BLASTER as a fallback weapon to work correctly, and can currently only switch between/use the weapons Class_BobaFett has normal AI for (disruptor, rocket launcher, e11)
- Tweaked the likelihood of Grenadier Grans using WP_MELEE when you have your saber out, don't know if it's a noticeable difference though
- handicap_maxArmor controls the maximum charge your shield can get from a power station (not how many points the power station has to give you, but how high your shield can get FROM USING a power station; does it stop filling at 100? 150? etc.)
- cg_lightningBlockEffect controls which efx file is used for the force lightning saber block effect
- some new fields you can put in NPC files...
dualPistols 1 -- gives an NPC dual pistols if have WP_BLASTER_PISTOL
cortosis 1 -- cuts damage in half from lightsabers, stacks on top of any other damage reductions
blastArmor 1 -- cuts damage in half from explosives and heavy weapons, stacks on top of any other damage reductions
magPlating 1 -- cuts damage in half from blasters, stacks on top of any other damage reductions
restrictJediPowers 1 -- restricts a Jedi NPC from using abilities they don't have the proper force powers for such as sniper
shot dodging without Speed 2, force pushing without Push 1
altFire 1 -- this actually works now
dontFlee 1 -- forces SCF_DONT_FLEE (an icarus script thing)
dontFire 1 -- forces SCF_DONT_FIRE (like how melee cultists don't punch)
rareFire 1 -- allows punching sometimes with melee (to emulate how cultists punch sometimes in the previous version of the mod)
heavyMelee 1 -- forces heavy melee regardless of class
- new fields are supported by the weapons.dat however I'm not sure how robust they are (they seemed to work for me):
velocity, altVelocity: use an integer number (no decimals)
npcDmgMult, npcAltDmgMult, npcFireTimeMult, npcAltFireTimeMult: multipliers that use a decimal (like 0.7, 1.5, 2.3 etc.)
the npc firetime fields might only work on newly spawned NPCs (firing speed is set as an NPC is spawning in)
*read the weaponshelp.txt for overview of what the default values for these things are
new bug - for some reason when you use playermodel to become an NPC your HP and shields will match that NPCs HP. Not sure why.
v1.0 changes:
New Cvars
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g_autoRoll - default is 1, if 1 default JA behavior, if 0 you have to be holding USE to roll
g_char_forcePowerMax - requires level restart, controls number of player force points
g_char_forceRegen - requires level restart, controls force point regen rate of player
g_char_parryBonus - same as .sab file setting but applied on savegame load for player
g_char_breakParryBonus - same as .sab file setting but applied on game load for player
g_handicap - can go up to 200 now
g_saberDamageScale - this scales saber damage, and is saved with your savegame. This effect stacks on top of the effect caused by g_saberMoreRealistic.
g_saberDeflectAutoAim - if 0, blaster deflections are not auto-aimed but go in the direction of the crosshair with randomness
based on Saber Defense level
g_saberForceDrains - if 1 special moves drain the amount of FP from the next cvar, katas not affected
g_saberForceDrainAmount - if g_saberForceDrains is 1, special moves drain this amount of FP, katas not affected
g_saberLockSuperBreaks - if 1 default JA behavior of saber locks, if 0 no super breaks (1-hit KOs) ever happen after saber locks
g_saberMoreRealistic - no longer write-protected
g_weaponVelocity*, g_weaponAltVelocity* - use this to multiply the speed of most projectiles
Gameplay mechanics
------------------------------------------------------------------------------------------------------------------------------
Force powers (activated with g_forceNewPowers 1)
------------------------------------------------------------------------------------------------------------------------------
- Force Jump height for all levels increased by 25%
- Force Pull level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit
- ***Force Sense gives limited snipershot dodging ability (you might need to hold down Use)
- Force Speed decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway)
- **Force Protect 1/2/3 gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75%
- Force Heal costs slightly fewer force points at Level 3 if I remember correctly
NPC AI
------------------------------------------------------------------------------------------------------------------------------
- Improvements to NPC AI pertaining to the use of JA-exclusive abilities...
NPCs only use Force Rage if close to the player and if have > 25% HP, only kick if close to the player,
only use katas if close to the player
- NPC Jedi will try very hard to dodge your attacks if you knock their saber throw to the ground (before they were more apt to just stand there)
- NPC Jedi get up much more quickly from knockdown on higher difficulties (no easy marios for the win)
- NPC Jedi will activate their saber very quickly after being gripped or drained based on difficulty and rank
- Force-only Cultists react properly to explosives, sniper shots, and saber throws now
- Force-only Cultists will very rarely throw in a quick punch if you get right in their face
- Non-saber wielding NPCs with Class_Reborn try extra hard to dodge saber attacks and throws (because they can't block)
- Light Jedi with non-dark Jedi AI (class_reborn, class_desann, etc.) classes don't attack surrendered or unarmed enemies now at all
- **Grenadier Grans will alternate punches/thermal detonators even if your saber is out if you are really close to
them
- **NPCs surrender more like JK2 (the animation is more consistent, once they decide to surrender they will usually stay surrendered)
- Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies
- Assassin Droids now fire even with their shields up
- Class_Rodian with E11 and Class_Imperial at commander rank use alt-fire now always
Saber System (activated with g_saberNewCombat 1)
------------------------------------------------------------------------------------------------------------------------------
- Saber Offense gives a base "attack power" (AP) (+2/+4/+6)
- Saber Defense gives a base "defense power" (DP) (+2/+4/+6) and a number of block points (BP, is equal to 1 + your SD level IIRC)
- "attack power" is modified by saber style (-2/0/+2/-1/+1/-1/+1 for Fast/Med/Strong/Duals/Staff/Tavion/Desann)
- Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly
weaker
- style attack chaining altered:
can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not
random (Medium can always chain 5 slashes while walking for example)
How saber combat then works:
- AP > DP = attack blocked but lose a number of BP equivalent to AP - DP
- all BP lost = guard crushed
- BPs regenerate about 1 per second if walking/standing still (total BP = your Saber Def. level + 1 if I remember correctly)
- special attacks ignore BP: either crush guard or are blocked partially
Other saber-related changes (always active regardless of g_saberNewCombat)
- player's ability to parry saber attacks and blaster fire is improved while walking or standing still for Medium and Strong
styles
- Saber Defense 0 no longer causes blaster fire to pass through the player, only the player's saber
- A saber with autoblocking 0 now has a very narrow blocking arc for the player (so you can't cheat and block super easy)
- Holding Use and standing still will let you try to manual block blaster bolts as it currently does in Base JA, however the arc is super narrow
Melee changes
--------------------------------------------------------------------------------------------------------------------------------
- Player can use kicks with any saber type by default, you must use +forcefocus to saberthrow (bind this to a key, maybe your mousewheel click-down)
- Player's melee abilities determined by Saber Offense level (1 = punches and kicks, 2 = katas, 3 = spin kicks)
- if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies
- Spin/Flip kicks are only enabled for Saber Offense 3 but do slightly more damage
- Spin Kicks are possible on demand by holding Use and pressing the Alt Attack button, however costs 10 FP (the auto version doesn't cost any)
- **Knockdown from a kick to Jedi happens only if your Saber Offense >= their Saber Defense
- Player punches do 7/5 damage now instead of 6/3 and aren't randomized
- **Force Speed punching is more consistent now and less cheap (never did actually test)
- **Heavy/Slow Melee punching is specifically associated with Chewbacca, Class_Gran, and Class_Trandoshan, other NPC types will punch
more quickly but weakly if given WP_MELEE
Other additions
----------------------------------------------------------------------------------------------------------------------------
- visual effect for blocking Force Lightning with your lightsaber (it's subtle but there, it just plays a reverse-direction version of the Lightning level 1 effect)
- rolls and acrobatics are possible in 1st Person now
Future ideas
----------------------------------------------------------------------------------------------------------------------------
Things to do -
- *savegame screenshots
- *separate cvar for player HP and Shields
- force push strong version, mindtrick changes
- *camera controls (1st, 2nd, 3rd, 4th person)
** not completely tested but should work
*** incomplete/unfinished/not working completely
448 downloads
-
Dusty's Patch: Jedi Academy SP (Test)
By Dusty
Updated 7/11/16: The animations mod must now be downloaded separately (to avoid legal issues?). I also realized I made some mistakes in the installation instructions in the readme. If you are having problems I suggest re-downloading to make sure you installed properly. Other small fixes to the documentation.
Warning: This mod is not compatible with existing save games. Just use cheats to remake your savegame.
This is a test run for a modded Jedi Academy single player. All the features are code-side except for the animations (download Dusty's Patch: Animations to get them). The code uses as a base the OpenJK build that existed at the time of release, so if your system has issues with OpenJK, you most likely will have problems running this.
Feel free to report issues, give feedback, or suggest features. Remember though, I'm just one person.
Changes from base JA/OpenJK...
New Cvars
------------------------------------------------------------------------------------------------------------------------------
g_autoRoll* - default is 1, if 1 default JA behavior, if 0 you have to be holding USE to roll
g_char_forcePowerMax* - requires level restart, controls number of player force points
g_char_forceRegen* - requires level restart, controls force point regen rate of player
g_char_parryBonus* - same as .sab file setting but applied on savegame load for player
g_char_breakParryBonus* - same as .sab file setting but applied on game load for player
g_handicap* - can go up to 200 now
g_saberDamageScale* - this scales saber damage, and is saved with your savegame. This effect stacks on top of the effect caused by g_saberMoreRealistic.
g_saberDeflectAutoAim* - if 0, blaster deflections are not auto-aimed but go in the direction of the crosshair with randomness
based on Saber Defense level
g_saberForceDrains - if 1 special moves drain the amount of FP from the next cvar, katas not affected
g_saberForceDrainAmount - if g_saberForceDrains is 1, special moves drain this amount of FP, katas not affected
g_saberLockSuperBreaks* - if 1 default JA behavior of saber locks, if 0 no super breaks (1-hit KOs) ever happen after saber locks
g_saberMoreRealistic* - no longer write-protected
g_weaponVelocity*, g_weaponAltVelocity* - use this to multiply the speed of most projectiles
Gameplay mechanics
------------------------------------------------------------------------------------------------------------------------------
Force powers (activated with g_forceNewPowers 1)
------------------------------------------------------------------------------------------------------------------------------
- Force Jump height for all levels increased by 25%
- Force Pull level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit
- ***Force Sense gives limited snipershot dodging ability (you might need to hold down Use)
- Force Speed decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway)
- **Force Protect 1/2/3 gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75%
- Force Heal costs slightly fewer force points at Level 3 if I remember correctly
NPC AI
------------------------------------------------------------------------------------------------------------------------------
- Improvements to NPC AI pertaining to the use of JA-exclusive abilities...
NPCs only use Force Rage if close to the player and if have > 25% HP, only kick if close to the player,
only use katas if close to the player
- NPC Jedi will try very hard to dodge your attacks if you knock their saber throw to the ground (before they were more apt to just stand there)
- NPC Jedi get up much more quickly from knockdown on higher difficulties (no easy marios for the win)
- NPC Jedi will activate their saber very quickly after being gripped or drained based on difficulty and rank
- Force-only Cultists react properly to explosives, sniper shots, and saber throws now
- Force-only Cultists will very rarely throw in a quick punch if you get right in their face
- Non-saber wielding NPCs with Class_Reborn try extra hard to dodge saber attacks and throws (because they can't block)
- Light Jedi with non-dark Jedi AI (class_reborn, class_desann, etc.) classes don't attack surrendered or unarmed enemies now at all
- **Grenadier Grans will alternate punches/thermal detonators even if your saber is out if you are really close to
them
- **NPCs surrender more like JK2 (the animation is more consistent, once they decide to surrender they will usually stay surrendered)
- Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies
- Assassin Droids now fire even with their shields up
- Class_Rodian with E11 and Class_Imperial at commander rank use alt-fire now always
Saber System (activated with g_saberNewCombat 1)
------------------------------------------------------------------------------------------------------------------------------
- Saber Offense gives a base "attack power" (AP) (+2/+4/+6)
- Saber Defense gives a base "defense power" (DP) (+2/+4/+6) and a number of block points (BP, is equal to 1 + your SD level IIRC)
- "attack power" is modified by saber style (-2/0/+2/-1/+1/-1/+1 for Fast/Med/Strong/Duals/Staff/Tavion/Desann)
- Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly
weaker
- style attack chaining altered:
can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not
random (Medium can always chain 5 slashes while walking for example)
How saber combat then works:
- AP > DP = attack blocked but lose a number of BP equivalent to AP - DP
- all BP lost = guard crushed
- BPs regenerate about 1 per second if walking/standing still (total BP = your Saber Def. level + 1 if I remember correctly)
- special attacks ignore BP: either crush guard or are blocked partially
Other saber-related changes (always active regardless of g_saberNewCombat)
- player's ability to parry saber attacks and blaster fire is improved while walking or standing still for Medium and Strong
styles
- Saber Defense 0 no longer causes blaster fire to pass through the player
- A saber with autoblocking 0 now has a very narrow blocking arc for the player (so you can't cheat and block super easy)
- Holding Use and standing still will let you try to manual block blaster bolts as it currently does in Base JA, however the arc is super narrow
Melee changes
--------------------------------------------------------------------------------------------------------------------------------
- Player can use kicks with any saber type by default, you must use +forcefocus to saberthrow (bind this to a key, maybe your mousewheel click-down)
- Player's melee abilities determined by Saber Offense level (1 = punches and kicks, 2 = katas, 3 = spin kicks)
- if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies
- Spin/Flip kicks are only enabled for Saber Offense 3 but do slightly more damage
- Spin Kicks are possible on demand by holding Use and pressing the Alt Attack button, however costs 10 FP (the auto version doesn't cost any)
- **Knockdown from a kick to Jedi happens only if your Saber Offense >= their Saber Defense
- Player punches do 7/5 damage now instead of 6/3 and aren't randomized
- **Force Speed punching is more consistent now and less cheap (never did actually test)
- **Heavy/Slow Melee punching is specifically associated with Chewbacca, Class_Gran, and Class_Trandoshan, other NPC types will punch
more quickly but weakly if given WP_MELEE
Other additions
----------------------------------------------------------------------------------------------------------------------------
- visual effect for blocking Force Lightning with your lightsaber (it's subtle but there, it just plays a reverse-direction version of the Lightning level 1 effect, will make this a separate file)
- rolls and acrobatics are possible in 1st Person now
Future ideas
----------------------------------------------------------------------------------------------------------------------------
Things to do -
- *savegame screenshots
- *separate cvar for player HP and Shields
- reborn masters with debounce to limit constant saber throwing + lightning
- *NPCs avoid cliffs
- *extra fields in Weapons.dat such as NPCDamageMult, NPCAltDamageMult, saber ignition/deignition time
- force push strong version, mindtrick changes
- doing a full slash when starting saber off regardless of movement
- *camera controls (1st, 2nd, 3rd, 4th person)
- better AI for NPCs deciding to surrender
* would like to implement into OpenJK
** not completely tested but should work
*** incomplete/unfinished/not working completely
440 downloads