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Serenity937

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Everything posted by Serenity937

  1. I can remember when Jedi Knight:Dark Forces Came out and all the excitement of Dark Forces II .Then came Jedi outcast and blew the community away with its saber combat.Sadly Jedi Academy was not received with as much enthusiasm, even though the saber mechanics where better JKA lost that starwars feeling with its weak story and poor maps.Everybody was speculating that Jedi Knight 4 would rescue the francise for years but it never happened. For me Jedi Outcast was the king of singleplayer but jedi academy multiplayer mods soon came out and the community exploded when moviebattles 1 "Jedi outcast" stopped development and Moviebattles 2 "Jedi academy" hit the community.Mods like OJP ,forcemod III , Clonewars mod and clan mod really rescued JKA.And the community became a real big monster for a few years with clans,clubs and organised competitions. Yes im an old fart
  2. " ignorance is bliss" Something intelligent people tell stupid people, to stop them from asking stupid questions,and stopping them from achieving there aims. Keeps idiots in a idiot proof bubble.
  3. Thanks for this.Its not that i plan on doing any modding/coding in JK2. But it is nice to have a clean code "just in case" The openjk one is also good but as you say "OpenJK has a bit of fluff on it that people might not want." so it would also be nice to get a clean JKA source also..."If your planning on doing one that would be awesome" ​nothing against openjk but its becoming full of unnecessary s**t. And turning "slowly" into a separate mod. Too many chiefs and not enough Indians i think. Changing the name of something from its original name to Openjk whatever is not fixing nothing...Its modding... "and i don't mean the very good ,very important bug fixes" So it would be nice to get a REAL clean JKA source. and not a modded jka source with 1000 name changes to individualize the MOD. ​Either way ...Thanks for all the work you've done to improve the code and fix bugs.
  4. I don't know if anyone has seen this : http://news.softpedia.com/news/Raven-Software-Asked-SourceForge-to-Remove-Jedi-Academy-and-Jedi-Outcast-344896.shtml
  5. Same reason you wasted time writing this. To relay a message in relation to the topic discussed., SP Source.
  6. Its a very early Pre vis http://www.moddb.com/mods/serenitysabersystems/downloads/evolution-of-combat-iii-singleplayer-sdk-mod should be available and authorised in 2/3 hours you will need the full EoCiii mod + updates to fully run and test this single player mod http://www.moddb.com/mods/serenitysabersystems/downloads/evolution-of-combat-iii-final-extended-edition plus the latest patches to be fully up to date 1. http://www.moddb.com/mods/serenitysabersystems/downloads/evolution-of-combat-iii-patch 2. http://www.moddb.com/mods/serenitysabersystems/addons/eociii-the-latest-build If you want to play jedi outcast in EoCIII Multiplayer try this JKO/EoCIII conversion patch http://www.moddb.com/mods/serenitysabersystems/downloads/outcast-evolved-previs-alpha-pilot Big thumbs up to eezstreet for his efforts towards getting JKA SDK released.....
  7. ERM ye ! source development kit probably not a good way to explain.My bad. Old habit from writing about mp SDK ,force of hand. More like the dead sea scrolls. Its out there, you know whats in it, know a guy who knows a guy,That works with a guy ,who met a guy kind of thing. Got the pages,from a 2000 year old manuscript, from a hobbit,who worked with a wizard that got his hands on the map leading to the crystal skull. Who copied the dead see scrolls before burning the ring in the fires of secrecy and made me a copy then made me swear an oath of secrecy about the location of the Annunaki............... Nobody,s got the Dead see scrolls at home but we all know what in them..
  8. Yes ,other instances of code including yoda in the SP SDK mainly ascertain to resting push,pull,drain and grip. I.E in wp_saber.cpp at Ln9419 Col71 Ch53 in void ForceThrow( gentity_t *self, qboolean pull, qboolean fake ){//FIXME: pass in a target ent so we (an NPC) can push/pull just one targeted ent.//shove things in front of you away Etc.Etc.Etc after #ifdef _IMMERSIONint forceIndex;#endif // _IMMERSION Etc.Etc.Etc else if ( !push_list[x]->s.number ){//playerif ( !noResist&& push_list[x]->health > 0 //alive&& push_list[x]->client //client&& push_list[x]->client->ps.forceRageRecoveryTime < level.time //not recobering from rage&& push_list[x]->client->ps.torsoAnim != BOTH_FORCEGRIP_HOLD// BOTH_FORCEGRIP1//wasn't trying to grip anyone//&& push_list[x]->client->ps.torsoAnim != BOTH_HUGGER1// wasn't trying to grip-drain anyone&& push_list[x]->client->ps.torsoAnim != BOTH_FORCE_DRAIN_GRAB_START// wasn't trying to grip-drain anyone&& push_list[x]->client->ps.torsoAnim != BOTH_FORCE_DRAIN_GRAB_HOLD// wasn't trying to grip-drain anyone&& ((self->client->NPC_class != CLASS_DESANN&&Q_stricmp("Yoda",self->NPC_type)) || !Q_irand( 0, 2 ) )//only 30% chance of resisting a Desann push&& push_list[x]->client->ps.groundEntityNum != ENTITYNUM_NONE//on the ground&& !PM_InKnockDown( &push_list[x]->client->ps )//not knocked down already&& push_list[x]->client->ps.saberLockTime < level.time//not involved in a saberLock&& push_list[x]->client->ps.weaponTime < level.time//not attacking or otherwise busy&& (push_list[x]->client->ps.weapon == WP_SABER||push_list[x]->client->ps.weapon == WP_MELEE) )//using saber or fists{//trying to push or pull the player! Etc.Etc.Etc So basically yoda NPC has the same resist abilities as Desann
  9. In the singleplayer SDK the emporer is referenced only once, and its in NPC_spawn.cpp In void NPC_SetMiscDefaultData( gentity_t *ent ) Ln336 Col19 Ch16 if ( !Q_stricmp( "emperor", ent->NPC_type ) || !Q_stricmp( "cultist_grip", ent->NPC_type )|| !Q_stricmp( "cultist_drain", ent->NPC_type )|| !Q_stricmp( "cultist_lightning", ent->NPC_type )){//FIXME: extern this into NPC.cfg?ent->NPC->scriptFlags |= SCF_DONT_FIRE;//so he uses only force powers} Explains the force power thing for emporer Yoda however is referanced quite a lot in the Singleplayer SDK inAI_Jedi.cppNPC_spawn.cpp wp_saber.cppbut most of it is redundant code or commented out if ( !Q_stricmp( "Yoda", ent->NPC_type ) ){//FIXME: extern this into NPC.cfg?ent->NPC->scriptFlags |= SCF_NO_FORCE;//force powers don't work on himent->NPC->aiFlags |= NPCAI_BOSS_CHARACTER;} may explain why Force powers do not work on any NPC named yoda also yoda npc has several extra instances to help him that have not been removed I.ELn10770 Col10 Ch4 if ( !Q_stricmp("Yoda",traceEnt->NPC_type) ){Jedi_PlayDeflectSound( traceEnt );ForceThrow( traceEnt, qfalse );return;} Most of the remaining yoda/emporer code that can be found in the SP SDK look like an "ABANDONED IDEA" These fragments of "FLOATING CODE" that were never removed properly are the reason why yoda/emporer can sometimes display different behaviour I dont normally post but i thought i might be able to shed some light on this one.
  10. Version III

    6,282 downloads

    Evolution of Combat III Full Total Conversion Evolution of Combat III is a new build ,it is not intended to be a mere update of Jedi academy ,but a New beginning.You must relearn what you have learnt, remaster what you have mastered, with patience , experience and intelligence.This mod will take combat of all forms to a new level allowing you to become the greatest warrior in the galaxy.........May the force be with you Evolution of Combat has changed radically, the mod focus is now (As the name suggests) on Evolution of Combat.A lot of the unnecessary stuff that was nothing more than a distraction and swayed the focus from combat in EoC I and 2 has been removed.The saber system has been overhauled ,If you watch the film "crouching tiger,hidden dragon" you will see what we have been aiming for.We have focused our efforts on Defense ,calculated attacks, timing and speed.The saber system is a serious "Saberists" element of the mod with aspects of the Wudang chuan swordsmanship fighting styles and 7 saber forms to choose from.As a result of this ,the people who just like the hack and slash base jedi academy system will not like this.And if you expect your enemy to just stand and be killed, well i got some more bad newsThe bot A.I has been totally rebuilt ,these bots (enemy's) will defend themselves and attack you with a degree of intelligence timing and cunning ,never seen before in JKA .We have aimed at a sense of realism ,to make you feel you are fighting real people.So the message is "If your not an expert at EoC saber system don't play on skill level Jedi master" you will just be killed.The melee combat system has also been rebuilt ,added moves for defense and attack make melee combat a new skill based element to the mod that ,"when mastered" give you a big advantage over a less experienced fighter.New weapons and vehicles make the life of a gunner far more interesting.So if you don't want to play as a Jedi, fear not.Many new aspects have been added to make the life of a gunner far more fun.The athlete skill is something gunners will learn to love ,allowing you to jump higher,further, perform acrobatics, and move faster .This skill will make life hard for other gunners and saber wielders to hit you accurately, as you leap and dive around from fire position to cover position.Location based damage means you can blow your opponents head,arms or legs off with a single shot,Making a gun user an enemy respected by all.(Including Jedi).A full experience and Rank system allows you to save your progress to avoid "starting from the beginning" every time you start a new game. Just log in and as you get better and more skilled at EoCIII you will be rewarded by promotion and skill points allowing you to upgrade your weapons or force powers.New force powers and updates of the old force powers make the life of a sith or jedi far more interesting .Use the force wisely and be rewarded generously, abuse or over using your force powers can weaken you and make you vulnerable to attack from wise enemy's.
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