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Jedi Academy Demo


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Posted

So I was digging through some old CDs I had, and I found a CD with a Jedi Academy demo on it!

Naturally, I spent the next hour or so playing it, looking at the peculiar differences.

 

Here's some of the things I noted (keep in mind I'm primarily an MP player, so if some of these things are indeed in SP, sorry :D)

  • Build date of the code was August 12, 2003
  • Version 1.0.0.3 (Current retail version 1.0.1.0)
  • Menu sounds when clicking on some items appears to be different. A softer beep.
  • Two missions available: t1_sour and t3_rift
  • Dynamic glow works, but performance is absolutely terrible, worse than the retail version =]
  • Some models and textures of weapons are slightly different, for instance, the E11 has a stronger specular map and looks darker.
  • Detpacks don't flash red
  • Muzzle flash and other weapon .EFX were improved
  • Dynamic crosshair lowers when you're changing weapon. Doesn't happen in MP.
  • Movement physics apply friction when in the air. This may also be true in the latest retail version.
    • Strafing (i.e. accelerating beyond default movement speed) is possible, but very weird. Will upload a video soon
    • You can clip through corners of surfaces like MP

    [*]cg_fov is not restricted

 

I've yet to dig through the files =o

 

Also, here's a file in JA's SDK called AutoVersion.h, listing some changes during JA's development

These generally only apply to MP, as SP used a different codebase entirely, and was in C++

 

  Reveal hidden contents

 

Mandalorian likes this
Posted
  On 12/14/2012 at 11:05 AM, MoonDog said:

How hard would it be to make sp movement more like mp movement?

Damn hard, practically nigh impossible.

Posted

If we can identify the differences between SP and MP when it comes to movement, we might have a chance to make SP movement more like MP movement.

I've been doing some research in what we have in the SP source code, and as it happens, we have pretty much all of bg_pmove.cpp disassembled here. As it turns out, PM_WalkMove (the function involved in 90% of the ground based movement code in SP) is totally different from MP, in several areas. I'm not sure what the differences exactly are, but I'll start a thread on the hidden coding section about what we have involving the SP movement code.

Posted

I'm mostly interested in changing pm_accelerate/pm_airaccelerate and PM_AirMove to replicate MP movement.

Posted

But seriously... strafe jumping in SP would be dumb. The best option would be the movement of the siege gamemode.

Posted
  On 12/20/2012 at 8:58 AM, MoonDog said:
lol. Troll.

ookeey...

 

Can ask what makes the difference between MP and SP movement?

or did i miss it somewhere in this thread? 

Posted

Well... first of all you can crouch in the air, also some animations are different. I believe you can't move as fast to different directions (also less air control?)... also there is obviously no strafe jumping. The whole movement feels way slower and sedate.

Posted

As @@Acrobat described, it's like "pudding sauce movement".

You have no control over your movement in the air or rolling (fixed to one direction pretty much), and the acceleration is much slower.

Posted

I always thought movement in MP was worse than SP. Actually most everything in MP is worse than SP in my opinion. Is that really not so to everyone else?

 

I'm pretty sure there is strafe jumping in SP.

katanamaru and therfiles like this
Posted
  Master_Ibonek said:
I always thought movement in MP was worse than SP. Actually most everything in MP is worse than SP in my opinion. Is that really not so to everyone else?

 

I'm pretty sure there is strafe jumping in SP.

I'm not sure you understand strafe jumping?

SP is very different with regards to acceleration and friction. The strafe angle is very wide and it seems friction is applied in the air. It's also near impossible to perform a circle jump (which gives your starting jump ~320 ups in MP as opposed to 250 ups running speed)

Posted
  On 12/24/2012 at 12:06 AM, Razish said:
I'm not sure you understand strafe jumping?

SP is very different with regards to acceleration and friction. The strafe angle is very wide and it seems friction is applied in the air. It's also near impossible to perform a circle jump (which gives your starting jump ~320 ups in MP as opposed to 250 ups running speed)

I guess you're right. I've never had a reason do all that in that video.

  • 2 months later...
Posted

Wouldn't friction in the air be a good thing? I like how JA sp behaves. Heck if I could slow down the run speed a little I would. That would make rolling worth something besides looks.

Posted

Isn't to do with the animations? the code that changes their inheritance between frames is different but could one affect these by making animations to mimic multiplayer?  I have tried this way a little to affect with movement, specific for more third person shooter style. I have problems doing anything like that because I do not have the knowledge to make the cg_thirdperson binds stick.

(or a more efficient way than key binding)

 

messing around with crouch to make a sprint,selects noweap because it is impractical to shoot while sprinting and because your view lowers when crouched, changed walk to run anims and changed walk speed then changed run to walk speeds and playing with bindings for that worked well as well as changing the force lean to duck and cover animations.

  • 2 weeks later...

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