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Dusty's Patch: Jedi Academy SP (Test) v1.12

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About This File

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

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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 if I remember correctly

 

NPC AI

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- 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)

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- 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

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- 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

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- 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

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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

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS™ & © LUCASARTS ENTERTAINMENT COMPANY, LLC AND/OR ITS LICENSORS.


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Regular JK and OpenJK run almost exactly the same. If there is a difference, I can't really see it. There may be a slight improvement performance wise with OpenJK, but I'm not sure.

 

This mod uses more of my CPU than previously. I don't believe there was a ram difference.

 

The CPU usage gives me a clue. Maybe some AI functions are being called unnecessarily. Does the frame rate dropping depend on the number of NPCs about or it's consistent? I'll see if it happens on my machine. Haven't had a chance to test it yet. As for the missile launcher thing I'll check the weapon code and make sure I didn't make a mistake when I was adding the new weapons.dat fields.

 

 

Typed g_playercheatpowers and it says "Unknown Command". gg

 

Sounds like the mod isn't installed properly, maybe due to my bad instructions. Did you install it as a standalone or as part of the base game?

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Does this patch remove the bug on boba_fett class where its fixed on being your enemy no matter the strings on the npc file itself? For example, currently if you have an npc with class boba_fett and set it to be allegiant to player instead of being your enemy, it will initially be on your team, but give it a few mins, and then it will revert back to the "stock" version of the class and become your enemy.

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Does this patch remove the bug on boba_fett class where its fixed on being your enemy no matter the strings on the npc file itself? For example, currently if you have an npc with class boba_fett and set it to be allegiant to player instead of being your enemy, it will initially be on your team, but give it a few mins, and then it will revert back to the "stock" version of the class and become your enemy.

 

Interesting... I'll take a look in the code and see if I can find anything... maybe it's some kind of bug where the AI ends up activating the "allies turning on you because you attacked them" code somehow...

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Awsome work man quick question tho will a working Galak_Mech class make it in like how it work in Jedi Academy Enhanced?

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damn i love this mod but the problem is assertion failure, i tried everything but it gives this error mostly when i try to skip cut scenes and after i reach rosh on taspir 3 the game crashes every time don t know what to do. i am using cracked version with latest patch 1.01 

i managed to use every function of your mod but the problem is that game  crashes  cannot play after taspir 3 mission.

 

i used this method to install mod -

 

1 copied all the files except dusty_patch to ja academy base folder

 

2 tried installing latest and old version of openjk 

 

3 installed visual c++ redistributable package for visual studio

 

4 installed your animation mods 

 

but nothing works please help me what to do.

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damn i love this mod but the problem is assertion failure, i tried everything but it gives this error mostly when i try to skip cut scenes and after i reach rosh on taspir 3 the game crashes every time don t know what to do. i am using cracked version with latest patch 1.01 

i managed to use every function of your mod but the problem is that game  crashes  cannot play after taspir 3 mission.

 

i used this method to install mod -

 

1 copied all the files except dusty_patch to ja academy base folder

 

2 tried installing latest and old version of openjk 

 

3 installed visual c++ redistributable package for visual studio

 

4 installed your animation mods 

 

but nothing works please help me what to do.

 

Sorry to never reply. This version of the mod has a lot of issues since it was a test, but far more than I anticipated. I don't know if this is what's causing your problem, but if you're using an illegitimate copy of Jedi Academy that could be causing the crash.

 

I've been busy with school but I have been working on this and I plan to release a new version very soon. I've learned a bit more about the code structure, properly compiling OpenJK, and how the OpenJK file system works so hopefully the new version will be a lot better and easier to install.

ginnamann likes this
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Sorry to never reply. This version of the mod has a lot of issues since it was a test, but far more than I anticipated. I don't know if this is what's causing your problem, but if you're using an illegitimate copy of Jedi Academy that could be causing the crash.

 

I've been busy with school but I have been working on this and I plan to release a new version very soon. I've learned a bit more about the code structure, properly compiling OpenJK, and how the OpenJK file system works so hopefully the new version will be a lot better and easier to install.

i finally managed to make it work and now I have combined it with jedi outcast mod works like a charm! I have a request if you don't mind , can you please increase the jump height a little bit more? it will be way more cooler.

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