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eezstreet

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Everything posted by eezstreet

  1. fwiw, there's a debug command that lets you drag NPCs around by their arm. Could probably apply that to dead bodies, but it likely wouldn't affect gameplay.
  2. g_dismember 100 / cg_dismember 100
  3. Updated with stats now from kejim_post. I figured I'd talk a little about how the randomized dialogue system works. Let's take a pool of dialogue about a situation (about to enter kejim_base) for instance: 01kyk029 ("Jan, prep the ship for takeoff, I just wanna check out one last area.") 02kyk001 ("Looks like another level here, Jan. I'm going to check it out.") 02kyk002 ("No, stay with the ship. I'll call you if I run into trouble.") 01jao069 ("Meet you at the ship.") 02jao001 ("Want me to come down there?") 02jao002 ("Be careful, Kyle.") In ICARUS, there are if() statements which you can have things occur at random. Knowing this, we have two potential starting points for the dialogue: 01kyk029 and 02kyk001. All three responses by Jan are valid here, so there's 6 potential options. The two options that exist with Jan saying "Want me to come down there?" open up an additional response from Kyle ("No, stay with the ship. I'll call you if I run into trouble."). From there, there's three more options (01jao069, 02jao002 or nothing at all). Therefore, we can add 6 more options to the original 4 that didn't open up any dialogue. So in all, we wind up with 10 different potential scenarios to unfold, in a previous situation that would have only played one static dialogue exchange. I call that refreshing. So for the pseudocode of the dialogue... if(random(0, 1) < 0.5) { play 01kyk029 } else { play 02kyk001 } if(random(0, 1) < 0.5) { play 02jao001 play 02kyk002 if(random(0, 1) < 0.3) { dowait endingJanDialogue } } else { task endingJanDialogue: if(random(0, 1) < 0.5) { play 01jao069 } else { play 02jao002 } }
  4. Progress tickers... Kyle: 7 / 88 7.9%7.9% Jan: 10 / 46 21.7%21.7% Lando: 9 / 11 81.8%81.8% Desann: 0 / 7 0%0% Luke: 0 / 24 (NOTE: Luke has 2 extra lines of dialogue which will require map editing to make sense) 0%0% Bartender: 0 / 11 0%0% Stormtroopers: 3 / 70 4.2%4.2% Imperials: 0 / 4 0%0% Rodians: 0 / 13 0%0% Weequay: 0 / 51 0%0% Gran: 0 / 12 0%0% Trandoshans: 0 / 27 0%0% Imperial Workers: 0 / 5 0%0% Soundsets: prisoner3: Not started reborn4: Not started rebel3: Not started rodian3: Not started trandoshan2: Not started I might also wind up backporting some stuff from JA to give better variety in the Jedi Academy.
  5. Yup.
  6. Anyway, I have managed to get a few alternate lines into the game successfully using simple ICARUS manipulation. I'll keep you posted on my progress. EDIT: So far, Lando has 8 lines of dialogue restored.
  7. When you are near an ally, you can order them to attack an enemy NPC using the USE key. The dialogue played is based on the distance from the ally to the enemy, and the enemy's relative direction to the ally (if they are behind them, Kyle will shout "Behind you!" etc) Allies will also do the same, and you will receive a damage bonus vs called-out enemies. Here's a picture of a Gran which I've marked out for Lando to attack. Side note: it looks like he's picked up a Bowcaster, which is better than what he had before (a blaster rifle). This doesn't normally occur in the base game; this is new behavior of the improved AI.
  8. gogo Bash/Batch script
  9. All AI acts the same when you give it a saber. The class is irrelevant.
  10. Is there a better shot to compare? All of these shots make them seem almost identical, except maybe the first.
  11. The face painting isn't the same pattern as Maul's, so yeah, that makes sense. I don't really see how the robes are different though?
  12. I'll make an excel-friendly spreadsheet of everything I have. That should hopefully give you guts a better idea.
  13. TGA is bigger when outside the PK3, but is the same size as a PNG when inside the PK3.
  14. pls more weapon models + animations tho D:
  15. 757 downloads

    This fixes the Jawa to have proper jumping, hard landing, and taunt sounds. Some additional sounds will play in SP now as well, as they were missing.
  16. I do know that Kothos twins have VERY cool unused lines, these should be implemented for sure. I have no idea why they were cut.
  17. There might be missing lines like that for JA. I haven't documented JA fully.
  18. Hi, Through some rather convoluted means, I finally acquired the master copy of the chars/ folder for both JK2 and JKA. My Fixed VChat mod makes use of dialogue in the master copy which is missing in the original game. There are still many other things which I can fix in the base game (missing jump and land sounds for Jawa), however I am concerned about what we can do with this mod. As you are probably aware, Raven recorded multiple versions of different lines. These versions could involve different emphasis or just be phrased differently. Some will be included in this mod as alternate dialogue which is picked randomly. There's a few other interesting things, which I will discuss... So, Kejim Post. Remember how Kyle has to find three codes to proceed to Kejim Base? He'll say stuff like "Looks like an imperial code" etc. Interesting thing is...those lines are recorded for both Kyle and Jan. Make of that what you will. Secondly, I wanted to implement a callout system similar to PAYDAY or Left 4 Dead. The player can call out enemies and the AI will target them specifically. Depending on position, some missing dialogue would play ("Jan, behind you!" "More of them, over there!"). Jan can also call out enemies behind you. Third, I wanted to implement an idle system. When you visit Jan at computers, she may ask you how you're doing ("How are you doing?" "Are you ok, Kyle?") and Kyle will respond based on his health. Fourth, when finishing killing a group of enemies with Jan, I wanted to make her either praise you or gloat, based on how many enemies each of you killed. ("What would you do without me?" "Nice shooting, Kyle!") Fifth, there's dialogue for when an NPC is blocked. They'll say something to signal the NPC to move ("Make way!" "Excuse me.." "Get out of the way!")
  19. The naming is irrelevant. Name it whatever you want. Walk sound is animevents.cfg related.
  20. They don't, yet.
  21. Add the anims in and I'll see what I can do about making them work.
  22. Version 1.1

    372 downloads

    Background As you are all aware, all characters using VChat sound like Jaden. This is really weird for some characters, like Stormtroopers, Rosh, etc. The reason this happened is because of a mistake while manufacturing the CDs. Each character needs att_position, att_primary, etc in order to use customized VChat correctly, and due to mistakes, these files never made their way onto the disc. Movie Battles II (somehow) got these files and have agreed to let me modify their files for general public use. Fixed Characters The following is a list of characters which have been fixed: Alora Boba Fett Cultist Female Jedi (?) Hazardtrooper Human Merc Imperial Jedi Kyle Luke Noghri Lannik Racto Rax Joris Rebel Pilot Reborn Old and New Reborn Master/Twin/Kothos Rockettrooper (?) Rosh Imperial Saboteur Shadowtrooper Stormpilot Stormtrooper Swamptrooper Tavion, old and new Q: Will this work in all mods? A: No. These are just sound files, and they will work in any mod, except MB2 which altered their vchat code (they are working on it) Q: Why no aliens? A: No lines recorded for vchat specifically. I may convert some extras, but it's better to have English-speaking vchat
  23. Models aren't loaded by the server though
  24. I agree, the textures could use some work, especially the eyes.
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