Raz0r Posted December 14, 2012 Posted December 14, 2012 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 )Build date of the code was August 12, 2003Version 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_riftDynamic 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 redMuzzle flash and other weapon .EFX were improvedDynamic 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 soonYou 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 developmentThese generally only apply to MP, as SP used a different codebase entirely, and was in C++ // BEGIN COMMENTS // 1.0.1.0 10/24/2003 16:22:44 jmonroe patch rc1 // 1.0.0.3 10/17/2003 17:51:58 jmonroe fix ati rect hack, fix NET_OpenIP bug preventing multiple servers, inc protocol // 1.0.0.0 09/15/2003 15:21:18 mgummelt Final code changes for siege_destroyer/flying vehicles // 1.0.0.0 07/21/2003 16:05:31 jmonroe going gold // 0.0.12.0 07/20/2003 19:05:02 jmonroe build 0.12 for qa // 0.0.11.0 07/18/2003 12:08:44 jmonroe dlight fix, ui name fix, jk2 -> ja // 0.0.11.0 07/17/2003 17:19:17 jmonroe build 0.11 for qa // 0.0.10.1 07/16/2003 18:49:28 mgummelt General MP update // 0.0.10.0 07/16/2003 10:45:33 jmonroe new product id // 0.0.10.0 07/14/2003 19:38:41 jmonroe build 0.10 for qa // 0.0.9.0 07/11/2003 17:49:06 jmonroe build 0.09 for qa // 0.0.8.9 07/11/2003 14:38:31 rjohnson Update for siege stress test // 0.0.8.8 07/11/2003 13:09:19 rjohnson general update for test // 0.0.8.7 07/11/2003 10:52:01 rjohnson general update // 0.0.8.6 07/10/2003 16:23:28 rjohnson New test build // 0.0.8.5 07/10/2003 14:45:24 rjohnson General update // 0.0.8.4 07/10/2003 13:28:42 rjohnson General update for test // 0.0.8.3 07/09/2003 15:32:33 jmonroe fix mem leak on dlls // 0.0.8.2 07/09/2003 14:18:14 rjohnson New test for release server bug finding // 0.0.8.1 07/09/2003 13:29:39 rjohnson Update for modem test // 0.0.8.0 07/09/2003 11:09:24 rjohnson General update // 0.0.8.0 07/08/2003 16:47:56 jmonroe build 0.08 for qa // 0.0.7.5 07/07/2003 14:42:27 rjohnson Update for test // 0.0.7.4 07/05/2003 13:36:21 rjohnson new spawn points for duel // 0.0.7.3 07/03/2003 16:27:31 rjohnson Update for rich's code // 0.0.7.2 07/03/2003 16:01:36 rjohnson General update for test // 0.0.7.1 07/03/2003 13:26:18 rjohnson General update for test // 0.0.7.0 07/03/2003 11:41:17 rjohnson Update for Dan // 0.0.7.0 07/02/2003 19:36:05 jmonroe build 7 for qa // 0.0.6.7 07/02/2003 17:00:43 rjohnson General update for test // 0.0.6.6 07/02/2003 14:57:45 rjohnson Update to fix spamming problem // 0.0.6.5 07/02/2003 13:57:16 rjohnson Rich put in a default time limit so siege messages won't spam // 0.0.6.4 07/02/2003 13:26:45 rjohnson General update for test // 0.0.6.3 07/01/2003 14:40:06 rjohnson General update for test // 0.0.6.2 06/30/2003 16:31:56 rjohnson General update for test // 0.0.6.1 06/27/2003 14:30:37 rjohnson General update // 0.0.6.0 06/26/2003 18:44:01 rjohnson update for bob // 0.0.6.0 06/26/2003 17:37:02 jmonroe qa build // 0.0.5.10 06/26/2003 14:23:59 rjohnson General update // 0.0.5.9 06/26/2003 11:43:50 rjohnson General updates from everyone // 0.0.5.8 06/25/2003 18:02:26 rjohnson Update for test // 0.0.5.7 06/25/2003 16:22:06 rjohnson Update for test // 0.0.5.6 06/25/2003 13:35:47 rjohnson Automap and seeker changes and... // 0.0.5.5 06/25/2003 13:07:07 rjohnson Update // 0.0.5.4 06/25/2003 10:44:28 jmonroe EAX 4.0 // 0.0.5.3 06/24/2003 14:27:16 rjohnson General Update // 0.0.5.2 06/23/2003 17:42:05 mgummelt Saber changes // 0.0.5.1 06/23/2003 10:30:51 rjohnson Refresh .exe on the net // 0.0.5.0 06/22/2003 16:44:05 mgummelt Rancor & Reborn/Cultist tweaks // 0.0.4.10 06/20/2003 14:26:46 rjohnson Update for 2:30 test // 0.0.4.9 06/20/2003 12:51:17 rjohnson Test of nathan's concept to show scores during duel matches // 0.0.4.8 06/19/2003 18:03:49 rjohnson General upate // 0.0.4.7 06/19/2003 14:22:45 rjohnson General update synch for gil // 0.0.4.6 06/19/2003 12:02:20 mgummelt Lightsaber Damage Fixed // 0.0.4.5 06/19/2003 11:49:13 mgummelt Fighter Control Scheme tweak // 0.0.4.4 06/19/2003 10:31:20 mgummelt Vehicle Fighter Controls 4.0 (fixed build) // 0.0.4.3 06/19/2003 01:40:18 mgummelt Vehicle Control Scheme 4.0 // 0.0.4.2 06/18/2003 16:33:01 rjohnson With new and improved Gil compiling optimization settings (blame him!) // 0.0.4.1 06/17/2003 17:43:56 rjohnson Test to see if in game menu works // 0.0.4.0 06/17/2003 14:54:59 rjohnson General update // 0.0.4.0 06/14/2003 01:45:27 jmonroe inc version to synch with qa beta // 0.0.2.7 06/13/2003 17:30:44 rjohnson General update // 0.0.2.6 06/13/2003 16:54:54 rjohnson Fix for siege crash // 0.0.2.5 06/13/2003 14:47:35 rjohnson New stuff // 0.0.2.3 06/12/2003 17:05:57 rjohnson Rate test // 0.0.2.2 06/12/2003 15:46:11 rjohnson Entity reorg, general updates // 0.0.2.1 06/11/2003 13:28:50 rjohnson General new version stuff - lots of stuff by everyone // 0.0.2.0 06/11/2003 01:25:29 jmonroe material based footstep sounds ported from sp // 0.0.2.0 06/08/2003 00:18:19 jmonroe CGEN_LIGHTING_DIFFUSE_ENTITY merges lightingdiffuse and entity color // 0.0.1.16 06/07/2003 22:31:17 rwhitehouse Saber moves sync'd up with SP, skin/model fix (related to hunk switch to Z_Malloc) // 0.0.1.15 06/06/2003 23:05:55 rwhitehouse Vehicle controls suck somewhat less. (MP) // 0.0.1.14 06/05/2003 14:13:10 rwhitehouse swoop changes, attempted vehicle spectator fix // 0.0.1.13 06/04/2003 15:46:11 rwhitehouse The hunk has been removed entirely. // 0.0.1.12 06/03/2003 13:50:29 rwhitehouse swoop choppiness fix // 0.0.1.11 06/03/2003 13:26:46 rwhitehouse swoop infinite loop fix // 0.0.1.10 06/03/2003 11:18:27 rwhitehouse radar siege item fixes // 0.0.1.9 06/02/2003 16:05:35 rwhitehouse new radar flags for siege items and siege objective entities // 0.0.1.8 06/02/2003 14:37:56 rwhitehouse Swoop bug fixes, cartwheel/arial specials added for all saber stances, butterfly attack added for saber staff. // 0.0.1.7 06/01/2003 21:33:52 rwhitehouse anim bug fixes, swoop fixes. // 0.0.1.6 05/28/2003 17:22:11 rwhitehouse swoop fixes // 0.0.1.5 05/28/2003 11:33:02 rwhitehouse Swoop less horribly broken // 0.0.1.4 05/25/2003 19:22:02 rwhitehouse some dlight stuff.. and other things I forget // 0.0.1.2 05/22/2003 16:28:21 rwhitehouse Stencil shadows fixed, vehicle precaching fixed // 0.0.1.1 05/14/2003 16:14:42 jmonroe added version blocks Mandalorian likes this
eezstreet Posted December 14, 2012 Posted December 14, 2012 Most of this is just common knowledge, and a lot of what is listed isn't demo specific (movement in SP has always been bad)
mrwonko Posted December 14, 2012 Posted December 14, 2012 How hard would it be to make sp movement more like mp movement?Damn hard, practically nigh impossible.
eezstreet Posted December 14, 2012 Posted December 14, 2012 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.
Raz0r Posted December 14, 2012 Author Posted December 14, 2012 I'm mostly interested in changing pm_accelerate/pm_airaccelerate and PM_AirMove to replicate MP movement.
eezstreet Posted December 15, 2012 Posted December 15, 2012 I'll start posting some addresses in the coding section, since I've taken the time to do some pmove-related disassembling now. Raz0r likes this
Delta_135 Posted December 20, 2012 Posted December 20, 2012 may i ask how movement in sp is bad?i don't feel any difference between mp and sp
afi Posted December 20, 2012 Posted December 20, 2012 But seriously... strafe jumping in SP would be dumb. The best option would be the movement of the siege gamemode.
Delta_135 Posted December 20, 2012 Posted December 20, 2012 lol. Troll.ookeey... Can ask what makes the difference between MP and SP movement?or did i miss it somewhere in this thread?
afi Posted December 20, 2012 Posted December 20, 2012 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.
eezstreet Posted December 20, 2012 Posted December 20, 2012 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.
Circa Posted December 23, 2012 Posted December 23, 2012 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
Raz0r Posted December 24, 2012 Author Posted December 24, 2012 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)
Circa Posted December 24, 2012 Posted December 24, 2012 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.
katanamaru Posted March 22, 2013 Posted March 22, 2013 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.
Mandalorian Posted March 22, 2013 Posted March 22, 2013 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.
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