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[List] Missing (but referenced) effects and sounds (SP + MP)


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Posted

sound/chars/jawa/misc/ooh-tee-nee.wav <- used in both MP and SP for jawas. Unknown what it's used for. (In MP, it's used for fleeing)

force/destruction_exp <- used in SP for cultist_destroyer explosion

sound/chars/mine/misc/miss1.wav <- begin mine monster sound effects

sound/chars/mine/misc/miss2.wav

sound/chars/mine/misc/miss3.wav

sound/chars/mine/misc/miss4.wav

sound/chars/mine/misc/bite1.wav

sound/chars/mine/misc/bite2.wav

sound/chars/mine/misc/bite3.wav

sound/chars/mine/misc/bite4.wav <- end mine monster sound effects

sound/chars/seeker/misc/fire.wav <- loaded, but not used (unless I'm mistaken)

sound/chars/mark2/misc/mark2_pain

sound/chars/mark2/misc/mark2_fire

sound/chars/mark2/misc/mark2_move_lp

Posted

In JK2, there are script references for the R5 droid to use an anim that would extend its third leg (but it doesn't exist)

Posted

Look! More hidden footprints!

INDEX 54
{
  REFERENCE 01JAO024
  TEXT_LANGUAGE1 "Very subtle, Kyle."
  TEXT_LANGUAGE2 "Toujours aussi subtil, Kyle..."
  TEXT_LANGUAGE3 "Sehr subtil, Kyle."
}
INDEX 65
{
  REFERENCE 01JAO032
  TEXT_LANGUAGE1 "How's it going?"
  TEXT_LANGUAGE2 "Comment ça se passe?"
  TEXT_LANGUAGE3 "Wie läuft es?"
}
INDEX 66
{
  REFERENCE 01JAO033
  TEXT_LANGUAGE1 "Are you ok?"
  TEXT_LANGUAGE2 "Tout va bien?"
  TEXT_LANGUAGE3 "Bist du ok?"
}
INDEX 67
{
  REFERENCE 01KYK015
  TEXT_LANGUAGE1 "Great"
  TEXT_LANGUAGE2 "Super."
  TEXT_LANGUAGE3 "Großartig."
}
INDEX 68
{
  REFERENCE 01KYK016
  TEXT_LANGUAGE1 "Fine."
  TEXT_LANGUAGE2 "Ça va."
  TEXT_LANGUAGE3 "Fein."
}
INDEX 69
{
  REFERENCE 01KYK017
  TEXT_LANGUAGE1 "I'm ok."
  TEXT_LANGUAGE2 "Tout va bien."
  TEXT_LANGUAGE3 "Ich bin in Ordnung."
}
INDEX 85
{
  REFERENCE 01JAO049
  TEXT_LANGUAGE1 "What would you do without me?"
  TEXT_LANGUAGE2 "Qu'est-ce que tu ferais sans moi?"
  TEXT_LANGUAGE3 "Was würdest du eigentlich ohne mich machen?"
}INDEX 85
{
  REFERENCE 01JAO049
  TEXT_LANGUAGE1 "What would you do without me?"
  TEXT_LANGUAGE2 "Qu'est-ce que tu ferais sans moi?"
  TEXT_LANGUAGE3 "Was würdest du eigentlich ohne mich machen?"
}
INDEX 86
{
  REFERENCE 01JAO050
  TEXT_LANGUAGE1 "Nice shooting, Kyle."
  TEXT_LANGUAGE2 "Joli tir, Kyle."
  TEXT_LANGUAGE3 "Nicht schlecht geschossen, Kyle."
}
INDEX 87
{
  REFERENCE 01JAO051
  TEXT_LANGUAGE1 "Are we good, or what?"
  TEXT_LANGUAGE2 "On est les meilleurs, oui ou non?"
  TEXT_LANGUAGE3 "Sind wir gut oder was?"
}
INDEX 88
{
  REFERENCE 01JAO052
  TEXT_LANGUAGE1 "That was close!"
  TEXT_LANGUAGE2 "C'était moins une!"
  TEXT_LANGUAGE3 "Das war knapp!"
}
INDEX 90
{
  REFERENCE 01JAO054
  TEXT_LANGUAGE1 "This way Kyle."
  TEXT_LANGUAGE2 "Par ici, Kyle."
  TEXT_LANGUAGE3 "Hier entlang, Kyle."
}
INDEX 94
{
  REFERENCE 01JAO058
  TEXT_LANGUAGE1 "Kyle, are you ok?"
  TEXT_LANGUAGE2 "Kyle, tu vas bien?"
  TEXT_LANGUAGE3 "Kyle, bist du ok?"
}
INDEX 96
{
  REFERENCE 01JAO059B
  TEXT_LANGUAGE1 "What would you do without me?"
  TEXT_LANGUAGE2 "Qu'est-ce que tu ferais sans moi?"
  TEXT_LANGUAGE3 "Was würdest du eigentlich ohne mich machen?"
}
INDEX 97
{
  REFERENCE 01JAO059C
  TEXT_LANGUAGE1 "Nice shooting, Kyle."
  TEXT_LANGUAGE2 "Joli tir, Kyle."
  TEXT_LANGUAGE3 "Gut geschossen, Kyle."
}
INDEX 98
{
  REFERENCE 01KYK020
  TEXT_LANGUAGE1 "Just taking care of business."
  TEXT_LANGUAGE2 "Je fais juste mon boulot."
  TEXT_LANGUAGE3 "Ach, das Übliche halt!"
}
INDEX 100
{
  REFERENCE 01KYK022
  TEXT_LANGUAGE1 "No problem."
  TEXT_LANGUAGE2 "Aucun problème."
  TEXT_LANGUAGE3 "Kein Problem."
}
INDEX 103
{
  REFERENCE 01KYK023
  TEXT_LANGUAGE1 "Each of these terminals are securely locked."
  TEXT_LANGUAGE2 "Tous ces terminaux sont verrouillés."
  TEXT_LANGUAGE3 "Diese Terminals sind alle gesichert."
}
INDEX 107
{
  REFERENCE 01JAO063
  TEXT_LANGUAGE1 "Hurry up, Kyle!"
  TEXT_LANGUAGE2 "Dépêche-toi, Kyle!"
  TEXT_LANGUAGE3 "Beeil dich, Kyle!"
}
INDEX 108
{
  REFERENCE 01JAO064
  TEXT_LANGUAGE1 "What's taking so long?"
  TEXT_LANGUAGE2 "Qu'est-ce que tu fabriques?"
  TEXT_LANGUAGE3 "Was dauert da so lange?"
}
INDEX 109
{
  REFERENCE 01JAO065
  TEXT_LANGUAGE1 "We're going to have company!"
  TEXT_LANGUAGE2 "On va avoir de la compagnie!"
  TEXT_LANGUAGE3 "Wir bekommen Gesellschaft!"
}
INDEX 110
{
  REFERENCE 01KYK028
  TEXT_LANGUAGE1 "I'm working on it."
  TEXT_LANGUAGE2 "Je suis dessus."
  TEXT_LANGUAGE3 "Ich bin gleich soweit!"
}
INDEX 111
{
  REFERENCE 01KYK030
  TEXT_LANGUAGE1 "All right! Now let's see what's so important."
  TEXT_LANGUAGE2 "Okay! Allons voir ce qu'il y a de si important."
  TEXT_LANGUAGE3 "In Ordnung! Jetzt wollen wir mal sehen, was so wichtig ist."
}

Posted

and more...

INDEX 31
{
REFERENCE 02KYK018
TEXT_LANGUAGE1 "Jan, I found a way out. Meet you up top."
TEXT_LANGUAGE2 "Jan, j'ai trouvé une sortie. On se retrouve là-haut."
TEXT_LANGUAGE3 "Jan, ich habe einen Weg raus gefunden. Ich treffe dich oben."
}
INDEX 27
{
REFERENCE 02KYK014
TEXT_LANGUAGE1 "Maybe if I can shut off the power to that thing."
TEXT_LANGUAGE2 "Je pourrais peut-être couper l'alimentation de ce truc."
TEXT_LANGUAGE3 "Vielleicht kann ich dem Ding die Energie abdrehen."
}
INDEX 25
{
REFERENCE 02KYK012
TEXT_LANGUAGE1 "This should be interesting."
TEXT_LANGUAGE2 "Ça doit être intéressant."
TEXT_LANGUAGE3 "Das könnte interessant sein."
}

And here we have a whole dialogue sequenbce between Kyle and Jan at the beginning of kejim_base, taken out for reasons unknown.

INDEX 8
{
REFERENCE 02KYK001
TEXT_LANGUAGE1 "Looks like another level here, Jan. I'm going to check it out."
TEXT_LANGUAGE2 "Il y a un autre niveau par ici, Jan. Je vais y jeter un coup d'oeil."
TEXT_LANGUAGE3 "Sieht wie eine weitere Ebene aus, Jan. Ich schaue mich mal um."
}
INDEX 9
{
REFERENCE 02JAO001
TEXT_LANGUAGE1 "Want me to come down there?"
TEXT_LANGUAGE2 "Tu as besoin de moi ?"
TEXT_LANGUAGE3 "Willst du, dass ich runter komme?"
}
INDEX 10
{
REFERENCE 02KYK002
TEXT_LANGUAGE1 "No, stay with the ship. I'll call you if I run into trouble."
TEXT_LANGUAGE2 "Non, surveille le vaisseau. Je t'appellerai en cas de besoin."
TEXT_LANGUAGE3 "Nein, bleib beim Schiff. Ich rufe dich, wenn es Ärger gibt."
}
INDEX 11
{
REFERENCE 02JAO002
TEXT_LANGUAGE1 "Be careful, Kyle."
TEXT_LANGUAGE2 "Sois prudent, Kyle."
TEXT_LANGUAGE3 "Sei vorsichtig, Kyle."
}
INDEX 12
{
REFERENCE 02KYK003
TEXT_LANGUAGE1 "Hey...it's me!"
TEXT_LANGUAGE2 "Hé... c'est moi !"
TEXT_LANGUAGE3 "Hey ... ich bin's!"
}

Judging by the way these are set up, the talking bit between Galak and Desann was originally supposed to take place right at the beginning of kejim_base, and then we'd cut to these two. But there were problems with this...why? No idea. The "fixed" ending was smacked right at the beginning of the file...seems Raven was in conflct on whre the cinematic was...O

OR...alternate theory...there were originally 3 kejim missions?

  • 1 month later...
Posted

The bit in kejim_post that Jan was talking about "Remnant having tight security" was originally meant for artus_mine, but got shifted back (I'm guessing it's because they figured out that keycards were in the kejim missions too). Kyle also had a response to it.

INDEX 35
{
  REFERENCE 03JAO013
  TEXT_LANGUAGE1 "The remnant usually has pretty tight security. Make sure you search any officers for key cards."
}
INDEX 36
{
  REFERENCE 03KYK018
  TEXT_LANGUAGE1 "Thanks for the reminder."
}

When shooting at an AT-ST on artus_topside, there was supposed to be a little bit of speech, but I guess due to it not being coded, it got left out.

INDEX 43
{
  REFERENCE 05KYK026
  TEXT_LANGUAGE1 "My blasters are too weak against an AT-ST. I'll need something stronger."
}

In the Nar Shaddaa bar, there were supposed to be trandoshans there, but they got (again) cut out. Raven probably felt it was too soon (it's a shame, really. only one level with any sort of trandoshans)

INDEX 39
{
  REFERENCE 09TR2002
  TEXT_LANGUAGE1 "( Burp off! )"
}
INDEX 40
{
  REFERENCE 09TR2003
  TEXT_LANGUAGE1 "( You bother me! )"
}
INDEX 41
{
  REFERENCE 09TR2004
  TEXT_LANGUAGE1 "( What are you doing here? )"
}
INDEX 42
{
  REFERENCE 09TR2005
  TEXT_LANGUAGE1 "( You're in trouble now! )"
}

Strangely, there's quotes from Kyle in bespin_platform talking about Lando, even though Lando doesn't appear in that level (and all of the bespin_platform dialogue is in bespin_undercity. I think they just jumped the gun and take their time on this scene, which is strange, even for Raven. Same thing with cairn_bay and cairn_dock.)

There's a lot of cool unused dialogue in cairn_dock that never got used (and since Raven used their fancy cvars, we never got to see any of it). They were originally going to either add a large swarm of enemies + dialogue whenever you got caught, or just add the dialogue (which would have been strange). Here's the dialogue in question:

INDEX 3
{
  REFERENCE 16KYK001
  TEXT_LANGUAGE1 "The weak minded are easily influenced by the Force."
}
INDEX 5
{
  REFERENCE 16KYK003
  TEXT_LANGUAGE1 "I better think of a way to get through without being noticed."
}
INDEX 6
{
  REFERENCE 16KYK004A
  TEXT_LANGUAGE1 "I need to distract these guys"
}
INDEX 7
{
  REFERENCE 16KYK004B
  TEXT_LANGUAGE1 "I need to distract this guy."
}
INDEX 8
{
  REFERENCE 16KYK005
  TEXT_LANGUAGE1 "I think a distraction is in order. "
}
INDEX 9
{
  REFERENCE 16KYK006
  TEXT_LANGUAGE1 "Stealth may be a wiser choice here. "
  TEXT_LANGUAGE2 "C'est pas le moment de se faire remarquer."
  TEXT_LANGUAGE3 "Vielleicht ist Tarnung hier die Strategie der Stunde."
}
INDEX 11
{
  REFERENCE 16KYK008
  TEXT_LANGUAGE1 "What was I thinking? I should have used the Force!"
}
INDEX 12
{
  REFERENCE 16KYK009
  TEXT_LANGUAGE1 "There were too many. I never should have tried to shoot my way through."
}

Another bit of unused dialogue between Kyle and Jan on the Doomgiver:

INDEX 2
{
  REFERENCE 22JAO003
  TEXT_LANGUAGE1 "I'll make sure the way is clear to the escape pods. You take care of those shields!"
}
INDEX 3
{
  REFERENCE 22KYK014
  TEXT_LANGUAGE1 "This shouldn't take too long. I'll see you soon."
}

A little monologue, unused, but pretty redundant.

INDEX 5
{
  REFERENCE 22KYK006
  TEXT_LANGUAGE1 "Force wall. Without it, the vaccuum would suck everything out of here. Hmmm."
}

Supposedly there were going to be two turrets in doom_detention, but it's left out. There's a little monologue by Kyle as well that's unused.

INDEX 7
{
  REFERENCE 22KYK008
  TEXT_LANGUAGE1 "Lets see 'em fly through that!"
}
INDEX 8
{
  REFERENCE 22KYK011
  TEXT_LANGUAGE1 "Another one? What can I shoot with this?"
}

They were going to restrict it so you couldn't walk into the hangars whenever the bay doors were open, but this apparently proved to be too much of a pain in the ass.

INDEX 9
{
  REFERENCE 22KYK012
  TEXT_LANGUAGE1 "I can't just walk out into the vaccuum of space."
}

 

Here's some more stuff that's unused/unreferenced.

Supposedly you could switch the g_subtitles setting to something other than 2, but I guess Raven didn't do it. WHY?

INDEX 2
{
  REFERENCE IN_CINEMATICS
  TEXT_LANGUAGE1 "In cinematics"
  TEXT_LANGUAGE2 "Dans vidéos"
  TEXT_LANGUAGE3 "Filmsequenzen"
}
INDEX 3
{
  REFERENCE ALL_VOICEOVERS
  TEXT_LANGUAGE1 "All voiceovers"
  TEXT_LANGUAGE2 "Toutes les voix-off"
  TEXT_LANGUAGE3 "Alle Dialoge"
}

 

Proof that Siege/vchat used to exist prior to JKA:

INDEX 114
{
  REFERENCE ATTACK_THE_ENEMY_S_BASE
  TEXT_LANGUAGE1 "Attack the enemy's base."
}
INDEX 115
{
  REFERENCE DEFEND_OUR_BASE
  TEXT_LANGUAGE1 "Defend our base."
}
INDEX 116
{
  REFERENCE GET_OUR_FLAG_BACK
  TEXT_LANGUAGE1 "Get our flag back."
}
INDEX 117
{
  REFERENCE GUARD_OUR_FLAG_CARRIER
  TEXT_LANGUAGE1 "Guard our flag carrier."
}
INDEX 118
{
  REFERENCE GET_ENEMY_FLAG_BACK_TO
  TEXT_LANGUAGE1 "Get enemy flag back to base."
}
INDEX 119
{
  REFERENCE COMPLETE_THE_CURRENT
  TEXT_LANGUAGE1 "Complete the current objective."
}
INDEX 120
{
  REFERENCE PREVENT_THE_ENEMY_FROM
  TEXT_LANGUAGE1 "Prevent the enemy from completing their current objective."
}
INDEX 121
{
  REFERENCE FOLLOW_ME
  TEXT_LANGUAGE1 "Follow me."
}
INDEX 122
{
  REFERENCE ASSIST_ME
  TEXT_LANGUAGE1 "Assist me."
}
INDEX 123
{
  REFERENCE REGROUP
  TEXT_LANGUAGE1 "Regroup."
}

Posted

Siege did exist, but afaik it could only be used with a mod (thus needing 1.04) and it was called SAGA game mode.

 

i remember playing that back in old days

a bit buggy but pretty fun (vader's castle was epic)

  • 1 month later...
Posted

Sorry to bump this thread, but I have a question regarding something similar.

 

In SP, there is a weapon called "weapon_tie_fighter", but has no effects (minus the emplaced muzzle effect). Would anyone happen to know if there are any effects referenced to this weapon, but are not there?

 

And also, slightly relevant, weapon damages. The concussion alt fire literally kills the target. But, when used by and npc, only 5 hp is taken. Why is this?

Posted

WP_TIE_FIGHTER used to be used for the tie fighters in JK2. Unsure if it's actually used anymore. No special effects there that aren't referenced, sorry.

 

As far as the conc rifle goes -> there are a few hardcoded checks worth mentioning about this:

 

* CLASS_GALAKMECH is nearly immune to the conc rifle's alt fire. Has even more resistance than the player does towards the rifle (almost 99% resistance)

 

* CLASS_ATST is immune to the conc rifle's alt fire.

 

* Force Protect makes a specific case against the conc rifle to check for damage. It's commented out, however.

 

* NOPing one check in jagamex86.dll allows the conc rifle to disintegrate people. Fun.

 

* The concussion rifle does damage differently based on whether you're an NPC. All weapons do (except for the Bryar Pistol, DEMP2 alt fire, Flechette, Emplaced Guns and Trip Mines), in fact. The damages for the conc rifle alt though is:

- 10 on Padawan and Jedi

- 20 on Jedi Knight

- 30 on Jedi Master

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