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eezstreet

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Everything posted by eezstreet

  1. I had it for a period of time. don't have it anymore.
  2. Version Alpha 1

    905 downloads

    JK2: UNCUT Underlying mod framework by eezstreet, content by Raven Software === FEATURES == - Nearly unbroken JK2 SP - JKA features cleverly snuck in a few spots (There are some rockettroopers and hazardtroopers snuck in, as well as the concussion rifle in a few missions) EVENTUAL FEATURES - Completely unbroken JK2 SP - JKA features blended in perfectly, with dual saber/saber staff/rancor/howler/cultist_destroyer/cultist_commando (these will be changed) NPCs in as well. All of the JKA stuff can be turned off. - Missing levels added (cairn_stockpile and cairn_docks1, cut from the game.) - Missing dialogue added (somebody call Johnny Bravo's agent plz kthx) - Achievements system (maybe steamworks integration??) - Extra stuff, such as random conversations with friendly NPCs - Trandoshans added to the bar on ns_streets (as bouncers, with extra dialogue as well! this was planned in JK2 but cut) - More and more cool stuff === INSTALLATION == I don't give this file to just any special person, so consider yourself to be not a complete imbecile! I assume you understand how a basic mod installation works, so I'll just skip ahead to what you need to do once you're ingame: - devmap kejim_post (in console) - exec jk2.cfg (once ingame) === You're installing the alpha version of JK2:Uncut, the first of many total conversion mods for single player which involve code edits. There are several issues which need to be addressed first: - You do not start with the pistol, and you start with some force powers. However, this is corrected with the script i'm packaging with it - All cinematics with animations which aren't in JKA results in spectacular side effects, ranging from game freezes to bad cinematic quality The above makes you unable to finish the following missions: artus_topside, yavin_temple, ns_streets - All water is solid (this cannot be fixed without either rewriting stuff in pmove or recompiling the map, take your pick) This breaks yavin_swamp (unless you noclip past the parts) yavin_canyon works very well though (the ATST is a bit easier to control, but the camera is a bit weird) - I have not tested past yavin_canyon (so expect bugs + probable crashes) - The act of picking up the saber in yavin_trials causes a crash (I would just devmap to ns_hideout after you reach the breakiness in artus_topside tbh) - Lando sometimes tends to get stuck in ns_starpad (usually not in the same spot) - Weapon racks which give guns which aren't native to JKA (Gun racks supplying conc rifles, bowcasters, disruptors or flechettes) do not give any ammo - There is a crash in doom_shields whenever the gravity changes (not sure why) - Galak in the mech suit is ridiculously easy + the cinematic with him in the mech suit doesn't show his body (just the mech suit..how odd) - Walking animations in cinematics are broken So what did I make? Although most of the missions do not contain stuff directly made by me, 99% of the content ingame would not work properly had it been for several key code edits Hapslash Imperial and Stormtrooper used with permission. No support (or even condonement) by Raven Software, Lucasarts LLC, Activision-Blizzard or Vicarious Visions (may their haunted soul rest in peace). No nothing, punk. By reading this, you understand that the system this mod, [JK2SP], is using, [PROXYMODSP], is intended only for singleplayer use and you break your own game's American EULA by installing this software on your copy of Star Wars: Jedi Knight II: Jedi Outcast or Star War Jedi Knight: Jedi Academy. The creators of either the system or this mod cannot be held legally responsible for the end-user's use of these systems. Have a nice day.
  3. http://www.jacoders....dirtypirate.zip This mod allows you to play some of the JK2 missions in JKA. I haven't tried the demo yet with this, but I imagine that it works fine.
  4. While I'm in the process of doing these SP edits, I figured I might as well do something useful I've gotten most of the JK2 missions to work with 95% accuracy (excluding some derpiness in the animations). I've also done this: - Concussion rifle and Flechette can now spawn on gun racks (I've got it in artus_topside, via map modding) - Fixed several waypoint glitches in JK2 (and sometimes, lord have mercy, BASE jka missions..) - Galak will now spawn properly - Most items can now be picked up (except bactas for some weird reason..some other, more nasty glitches remain)
  5. 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?
  6. 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." }
  7. 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)
  8. I made some recent changes that allow you to play back missions from JK2 in their entirety. So far, I've only noticed a few bugs (other than derpy animations). So far I've confirmed that kejim_base is fully playable without cinematic skips. (and best of all, only two derpy animations in cinematics!) Bugs list: - Derpy animations (obviously...they're just missing - The platform in kejim_post disappears before you can walk across it (in the tunnel) - Checkpoint in kejim_post causes game to hang (elevator doesn't get activated. quicksaves seem fine?)
  9. First screenshot! Not much to show here, but basically the text in green is showing that my SP code edits are working. Pretty nifty eh?
  10. Hello all. I'm working on a DLL which allows people to perform code mods of their own in SP. This is heavily WIP, but I'll explain how it works: You place the proxy DLL in your Gamedata folder (and the original in the base folder). The game will load this DLL, which will look first in your fs_game directory (and then in your base folder) for a new jagamex86.dll to springboard off of for content. Optionally, you can flag your DLL, which will make it not load the entire thing in place of the original SP module (because we don't have 100% coverage of the original DLL as it stands). What can you do with this? So far, we have coverage over the vmMain function, which allows us to modify top-level functions and code operations, and perform very remedial stuff (so far). However, when we get really going on this, you can expect code support backing major SP modifications. For you coders, here is what we have access to so far: - syscall/trap functions (not mapped out yet, but there) - vmMain + all calls from it are known (yay!) - GetGameAPI (serverside equivalent of vmMain) How easy will it be to make modifications to SP over MP? At first, very hard. But once we have all the major structs and functions added, it will be only slightly harder than making mods to MP Will you release sauce to us? Yes, at some point. The base DLL will be made available, but the proxy DLL will be mostly closed source (unless you really really want it...doubtful though) Will this have a tech demo? Eventually, yes. How can I build my own code mods with this? As I told you before, the system relies on a proxy DLL which communicates with another DLL in your gamedata folder. Your DLL will be in the gamedata folder and will receive calls from the proxy dll
  11. Version 1.0

    274 downloads

    This PK3 gives you smoothened weapon animations in first person. Nothing to see here. Only works in base or any other mod without a clientside.
  12. This is a pretty good idea. I'll see if I can't write some sort of mini-mod that allows for that.
  13. We're going to be able to have an SP codebase up and running for people with advanced code editing skills.
  14. 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
  15. Not sure. I am however working on a SP codebase. DLL injection kit not included.
  16. So I was busy reverse engineering JA's SP and I found some codes that might interest you. - give eweaps - Gives all weapons (including melee, stun baton, ATST side guns and ATST main cannon) - spawn -> Unknown? does the same as /npc spawn - NPCdrive -> No idea. Seems broken. I THINK it's supposed to make NPCs drive objects, but seems out of date. - fx -> Plays a single efx - nextframe / prevframe -> unknown, just prints "frame 1", "frame 2", etc - nextskin / prevskin -> same as above, don't appear to do anything - where -> prints coordinates on screen - viewpos -> prints view position on screen - tcmd -> No idea. Sends a "gc" command to what you're pointing at, which doesn't do anything in SP. - cam_enable / cam_disable -> Enables / disables cinematic letterboxing. Glitches the game slightly. - zoom - Toggles electrobinoculars. Does work. - la_zoom - Broken. Is meant to toggle light amplification goggles, which have no shader in JA. I'm going to document these next two commands separately, as they are very handy for map makers. - writecam -> Creates a ref_tag at your current spot. Arg 1 = cam name - flushcam -> Writes all ref_tags that you have created to a separate .map file, which can be combined with your current .map file for a map. The above two are super handy (I think) for map-makers, as they do all the work for you (and in such an awesome way I mighty add)
  17. Version 1.0

    465 downloads

    Adds characters which are normally missing from the console font, but can show up in the chat. ¢£¤¥¦§¨ª«¬¯°±²³´µ¶·¸¹º»¼½¾ Previously, these characters were unusable in JA because the actual font file (charsgrid_med.tga) left the areas for these characters blank, causing them not to be drawn. However, the Q3 engine allows for them to be drawn, provided the spaces aren't blank. Here are the alt codes for each character: ¢ through ¨ - 0162 through 0168 ª - 0170 « - 0171 ¬ - 0172 ¯ - 0175 ° through ¾ - 0176 through 0190 This works in any mod that does not alter the console font. So far it has been included in MB2 (afaik)
  18. Maybe in SP, but there isn't one in MP (unless it's in the engine)
  19. The game randomly picks between gfx/misc/electric and gfx/misc/fullbodyelectric2 and forces the hue to red and applies it like lightning. EDIT: Protect = gfx/misc/forceprotect Not sure on the absorb one though. doesn't appear to show up where i would normally find it (along Protect drawing)
  20. Not too bad to do, I suppose. What do you need this for?
  21. Now I'll explain why CLASSes exist for NPCs. In Singleplayer, Raven used C++ instead of C as far as programming languages go for coding the game. Each NPC had its AI stored in a new class (or in the files, CLASS). Making a new class could be quite a bit of work for them, so naturally they just hardcoded it all to the reborn AI. Wonder why NPC AI isn't so great in MP? Because they got ported from C++ to C. Nasty.
  22. Yes. All of the cultists are name-based; Raven refused to make any new CLASSes for no apparent reason (probably sheer laziness - I'll explain why in a minute). Not sure what you're getting at. If you have two NPCs with the same name, only one will spawn. (/npc spawn cultist_destroyer <- which one of your clones will spawn? NONE. only the first one in the file, or first one in alphabetical file name.) I'll ask Rich at some point and see if I can get any more info. EDIT: Spoke with Rich. Here's what I've gotten (old and new info): - Siege was originally in JK2, but left out (MB1 origins = here??). Originally it started out as "a generic script-driven objective system". The bots were able to recognize specific objectives via triggers/shooting things. Classes wasn't added to the code until JKA - RMG (random map generation, like in SoFII) is confirmed working in base (I have tried it before, just never got it to work) - There is a top-down map overlay that was originally supposed to be used as the minimap. Cvar still exists ingame, but most of the functionality in it is broken, and requires engine hacks to fix. - Many, many changes were made with Siege. A lot of the original classes were watered down, and made more similar at some point during the game. Interestingly enough, an Activision producer -- not a Raven one made the decision to change this. - There is still code existent in the game in JK2/A for awards such as "Excellent!" - Code for XBOX lobbies still manifests within the UI code (mostly) - Oddly enough, JA on the XBOX version has a Vicarious Visions intro video, as well as Raven, Lucasarts, and Activision ones (talk about a handful)
  23. That is correct. The game registers the effect but it doesn't exist (at least that is my theory. I didn't check to see if it is actually used) They were playing in MP. The effect only works in SP (any unarmed NPC like non-saber cultists in MP will try to punch you...some mods correct this) A lot of content is left out of the game for unknown reasons. In JK2, it is confirmed that (straight from JK2's lead designer) they left out two levels in Cairn. (All we have is their dynamic music files, but it still confirms it). There are also some unused glider/flyer NPC for Yavin (complete with AI!!). In JA, we have more. There's two unused (but cool) Cultist NPCs and rideable rancors and wampas that they used for testing the Tauntaun before they had a model for it (also confirming that those models existed first. My theory is that they made t2_rancor before the hoth missions, which makes sense on the technical end). There's unused vehicle files for ships. iirc, Rich Whitehouse (lead programmer of JK2/JA's MP) told me that Siege was completely redone several times in terms of design. Point is, they move a lot of content, and sometimes there are discrepancies between what is used and what isn't. Heck, other companies do it too (difference being, I doubt they think 6 < 5...kudos if you get the reference)
  24. The cultist destroyer is an unused base NPC (and like all the cultist AI of JKA MP, is broken. This one has no code in MP) that charges towards you and explodes, instantly killing you in SP. The explosion effect is missing in base JKA (force/destruction_exp is the effect), as are the sounds. It cannot be duplicated; it's effect is hardcoded to that specific NPC_type.
  25. Did some digging. There appears to be no limit in species count (nor would there be, there's no need for a limit). However - You can only have up to 32 different customization parts of the same kind on one model (so 32 different heads/32 different torsos/32 different legs = 32768 different combinations on one species)
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