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Dusty's Patch: Jedi Academy SP (Test)

   (5 reviews)

1 Screenshot

About This File

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

This file is not developed, distributed, or endorsed by Activision Publishing, Inc., Raven Software, Lucasfilm Ltd., Disney, Inc., or any of their affiliated entities. All trademarks, copyrights, and intellectual property rights belong to their respective owners. Star Wars®, Jedi®, and Jedi Knight® are registered trademarks of Lucasfilm Ltd.™ and Disney, Inc.™. This file is intended for educational, non-commercial, or fan-based use under the principles of fair use. No copyright infringement is intended. Any claims of ownership or DMCA takedown requests can be submitted here.


User Feedback

Recommended Comments

Kitsu-NeshKaa

Posted

hm... wow... Very Nice. In ideas: Scroll saberstyles without tavion style bug and dual to staff to dual. :3 In Mindtrick use JUMPS and new mechanic for exit.

Meele katas from Meele NPC?

Maksman likes this
TheWhitePhoenix

Posted

Is there gonna be some JA Enhanced stuff like this by any chance? ^_^ I'd love if you could attempt it with JAE as well.

Darth Sion and Maksman like this
Asgarath83

Posted

nice code mod! D: i am pretty interessed to see how works the alt fires for class_rodians  and imperials.

swegmaster

Posted

this will be awesome if a 2nd boba fett class is added that doesn't have undying hardcoded on it so that people can mess around and actually kill him 

Maksman

Posted

Are you gonna add more JK2 stuff in like the AI. JK2's AI makes allies/enemies follow from long range and they tend to backpedal and run forward to not fall over the edges. Basically JK2 has alot of what you are planing for the AI of course it could always be improved. Sorry for rambling, but is it a possibility even as a base or reference for your improved AI?

Dusty

Posted

hm... wow... Very Nice. In ideas: Scroll saberstyles without tavion style bug and dual to staff to dual. :3 In Mindtrick use JUMPS and new mechanic for exit.

 

Meele katas from Meele NPC?

 

Scrolling saber styles... sounds... complicated. What do you mean by your other ideas? That last one I understand, make an NPC that can use melee katas like boss kyle right? That's a cool idea.

 

 

Is there gonna be some JA Enhanced stuff like this by any chance? ^_^ I'd love if you could attempt it with JAE as well.

 

I would like to merge this mod with JA Enhanced. Maybe redsaurus could help me with that.

 

 

this will be awesome if a 2nd boba fett class is added that doesn't have undying hardcoded on it so that people can mess around and actually kill him 

 

That's a really good idea. How about this: Class_Manda is a boba fett without undying. Class_Commando acts like boba fett but without undying and without the jetpack or flamethrower.

 

 

Are you gonna add more JK2 stuff in like the AI. JK2's AI makes allies/enemies follow from long range and they tend to backpedal and run forward to not fall over the edges. Basically JK2 has alot of what you are planing for the AI of course it could always be improved. Sorry for rambling, but is it a possibility even as a base or reference for your improved AI?

 

I talked to eezstreet who's both a more advanced C/C++ programmer and more of an expert in the code framework, and he basically said that the AI is almost exactly the same in the code for JA and JK2, but that its due to poor waypointing in the SP maps that NPCs aren't as "smart" unfortunately.

Maksman, Vade Parvis and swegmaster like this
Vade Parvis

Posted

That's a really good idea. How about this: Class_Manda is a boba fett without undying. Class_Commando acts like boba fett but without undying and without the jetpack or flamethrower.

It would be really great! Also IMHO would be great to have clas, named Class_Mercenary or smth, that don't acting like Boba or use Jetpack, but could use flamethrower. And, if this not too complicated, as for me would be ideal to have class that changes ranged weapon to saber in close combat and back, like Class_Gran acting, and can't evade disruptor/alt-concussion beam (as well as saberist class that just can't evade beams).

 

Sorry for overloading with wishlist-style ideas.

Dusty

Posted

It would be really great! Also IMHO would be great to have clas, named Class_Mercenary or smth, that don't acting like Boba or use Jetpack, but could use flamethrower. And, if this not too complicated, as for me would be ideal to have class that changes ranged weapon to saber in close combat and back, like Class_Gran acting, and can't evade disruptor/alt-concussion beam (as well as saberist class that just can't evade beams).

 

Sorry for overloading with wishlist-style ideas.

 

I'm adding a few optional fields to npc files. One is called restrictJediPowers which keeps npcs that are using sword/jedi AI from using certain abilities without the proper force powers (dodging sniper shots without force speed, pushing out of grip locks without push). The changing weapons would be interesting. In general NPCs could use better multi-weapon support. Right now if you give them a few weapons and then pull one of their weapons they won't switch to another weapon.

Vade Parvis likes this
Kitsu-NeshKaa

Posted

Scrolling saber styles... sounds... complicated. What do you mean by your other ideas? That last one I understand, make an NPC that can use melee katas like boss kyle right? That's a cool idea.

 

Fast - normal - strong - dessan -double - staff - tavion - fast.    Erm.... And Double sabers switch to staff like Komari Vosa.

 

Yep! Kyle_boss know nice karate, but gran only punching. Ideally, it would be better any enemy could use karate.

Dusty

Posted

Fast - normal - strong - dessan -double - staff - tavion - fast.    Erm.... And Double sabers switch to staff like Komari Vosa.

 

Yep! Kyle_boss know nice karate, but gran only punching. Ideally, it would be better any enemy could use karate.

 

I would imagine it wouldn't be too difficult to add more single saber styles to duals and staff, however I think it would be kind of difficult to let the player change between duals AND staff. At least difficult enough for me both coding-wise and design-wise that I don't feel like figuring it out :P

 

For the NPCs, I want to try and make it so you can set whether they can use kicks and karate in melee, and karate with the saber like kyle boss. The saber karate is easy since the game already supports it for NPCs, but right now I'm mainly trying to get them to be able to do melee kicks and katas like the player can, which I'm having trouble getting to work.

Dusty

Posted

Fixed a few things I forgot in the file description. Sorry I keep taking down the file.

Somoa

Posted

I'm having a hard time making it function. I've done everything right but I keep getting this error:

The application was unable to start correctly (0xc000007b). Click OK to close the application.

 

Dusty

Posted

I'm having a hard time making it function. I've done everything right but I keep getting this error:

 

A few questions...

 

Do you still get this error? When exactly does it happen? (before the game window even appears, when loading a savegame...?) Does this happen when you try to play regular OpenJK single player? Do you have any mods that could be conflicting in your base folder? (other code mods for example) Do you have any custom settings or cvars on your game that could be causing a file conflict? (fs_readfilesfirst 1 for example)

 

Also, what is your operating system on your computer?

Somoa

Posted

Hello. I'm still getting the error. It happens when I click on the shortcut. It doesn't even have the time to start the game as the error occurs almost immediately.
OpenJK used to work before but now it says that it fails to load the renderer :

24778 files in pk3 files
execing default.cfg
couldn't exec openjk_sp.cfg
couldn't exec autoexec_sp.cfg
Running Jedi Academy Mode
----- Client Initialization -----
----- Initializing Renderer ----
Trying to load "rdsp-vanilla_x86.dll" from "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData"...
Sys_LoadDll(C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\rdsp-vanilla_x86.dll) failed: "Failed loading C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\rdsp-vanilla_x86.dll: ᱨ̸Őŕ"
Trying to load "rdsp-vanilla_x86.dll" from "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData"...
Sys_LoadDll(C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\rdsp-vanilla_x86.dll) failed: "Failed loading C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\rdsp-vanilla_x86.dll: ᱨ̸Őŕ"
Failed to load renderer

I do not have other mods with code like yours. Only OpenJK, Jedi Academy Enhanced and some of your older patches are installed. That is not the issue as I have tried running your mod on a clean install and ran into issue after issue. / No custom settings or cvars. And finally, I'm running on Windows 7 SP1 64 bit.

Thank you for your help,

Dusty

Posted

Hello. I'm still getting the error. It happens when I click on the shortcut. It doesn't even have the time to start the game as the error occurs almost immediately.

OpenJK used to work before but now it says that it fails to load the renderer :

I do not have other mods with code like yours. Only OpenJK, Jedi Academy Enhanced and some of your older patches are installed. That is not the issue as I have tried running your mod on a clean install and ran into issue after issue. / No custom settings or cvars. And finally, I'm running on Windows 7 SP1 64 bit.

 

Thank you for your help,

 

Okay, I know why OpenJK isn't working. It's because I had you replace their rdsp_vanilla dll with my own. For now, I would keep both rsdp_vanilla dlls in your Gamedata folder with different names and just rename them as necessary so you can play the mod you want. In a later version of the mod I won't have a renderer dll.

 

As for my mod not working, you said you did a clean install. Did you try deleting my mod and re-downloading it? Just a few days ago I realized I made some mistakes in the readme's installation instructions, so that might be the problem, so if you download again and re-install it following the new instructions it might help.

 

I suspect your problem is something else though...

C-art97

Posted

Would you want to add Alora's double saberthrow in dual style?

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