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Dusty

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File Comments posted by Dusty

  1. I'm happy you're continueing this still :)

     

    Here i tested a few things from the cheat Powers and..

    "- g_playerCheatPowers should work with saber off now"

    I'm not sure what you mean by that.

    Auto-Push doesn't work with saberoff

    And force resistance is kind of random D:

    What i mean with this is

    Force Resistance only works against grip and sometimes against a few pushes..

     

    These are the only things i've noticed so far, the rest works perfectly to me ^-^

    THANKS! :>

     

    Edit:

     

    You know waht would be kewl, if you could disable the slow motion time from the dodges :o

     

    Alright, I double-check that stuff.

     

     

    Reborn/jedi saber welders crash my game and can only kick, use powers, and saber throw.

     

    Hmm, that sounds bad. I'll double-check that. Maybe I broke something somewhere. Do any messages pop-up when it happens? Does it seem to happen randomly or at a particular time (for example, when you are about to clash sabers)?

  2. So is this applied on top of your previous mods or is it a replacement? 

     

    It is a replacement for the earlier versions of the code mod. As far the other mini-mods (animations, NPCs) you don't have to use them. They are just other mods I made. Originally I wanted to make some gigantic mega-mod for Jedi Academy now it's just a once-in-a-while thing for me.

  3. damn i love this mod but the problem is assertion failure, i tried everything but it gives this error mostly when i try to skip cut scenes and after i reach rosh on taspir 3 the game crashes every time don t know what to do. i am using cracked version with latest patch 1.01 

    i managed to use every function of your mod but the problem is that game  crashes  cannot play after taspir 3 mission.

     

    i used this method to install mod -

     

    1 copied all the files except dusty_patch to ja academy base folder

     

    2 tried installing latest and old version of openjk 

     

    3 installed visual c++ redistributable package for visual studio

     

    4 installed your animation mods 

     

    but nothing works please help me what to do.

     

    Sorry to never reply. This version of the mod has a lot of issues since it was a test, but far more than I anticipated. I don't know if this is what's causing your problem, but if you're using an illegitimate copy of Jedi Academy that could be causing the crash.

     

    I've been busy with school but I have been working on this and I plan to release a new version very soon. I've learned a bit more about the code structure, properly compiling OpenJK, and how the OpenJK file system works so hopefully the new version will be a lot better and easier to install.

    ginnamann likes this
  4. Does this patch remove the bug on boba_fett class where its fixed on being your enemy no matter the strings on the npc file itself? For example, currently if you have an npc with class boba_fett and set it to be allegiant to player instead of being your enemy, it will initially be on your team, but give it a few mins, and then it will revert back to the "stock" version of the class and become your enemy.

     

    Interesting... I'll take a look in the code and see if I can find anything... maybe it's some kind of bug where the AI ends up activating the "allies turning on you because you attacked them" code somehow...

  5. Regular JK and OpenJK run almost exactly the same. If there is a difference, I can't really see it. There may be a slight improvement performance wise with OpenJK, but I'm not sure.

     

    This mod uses more of my CPU than previously. I don't believe there was a ram difference.

     

    The CPU usage gives me a clue. Maybe some AI functions are being called unnecessarily. Does the frame rate dropping depend on the number of NPCs about or it's consistent? I'll see if it happens on my machine. Haven't had a chance to test it yet. As for the missile launcher thing I'll check the weapon code and make sure I didn't make a mistake when I was adding the new weapons.dat fields.

     

     

    Typed g_playercheatpowers and it says "Unknown Command". gg

     

    Sounds like the mod isn't installed properly, maybe due to my bad instructions. Did you install it as a standalone or as part of the base game?

  6. Final flaw I've noticed so far is that this mod really hits hard on the framerate. I had max settings on before with the exception of disabled dynamic glow, and I had a fairly consistently high FPS. Now I'll get an FPS as low as 10 in areas were it would be 30+. Is this because you're having the mod load all of the assets of the level all at once or something like that? I can't imagine how this could impact framerate.

     

    It's crashed on me twice in areas that were perfectly stable before. This is the error message I saw:

    9htMdMf.png

     

    For some reason I can't see the screenshot, can you make it a link to the webpage where I can view the screenshot on the website? I'll see what I can do about the framerate. Hopefully I can find a way to isolate what is causing it... perhaps you could do me a favor, and could you check your computer's CPU and ram usage while the game is running? Could you see if it's noticeably higher versus running the normal game and OpenJK?

     

    Also the JK2 model thing, it's only my mod that causes the problem right? Or does it also happen in OpenJK...? I'll see if it happens on my machine.

     

    Thanks so much for helping me work out the issues... I don't have anyone actively helping me with the mod so it's kinda nice having someone help out. :)

     

     

    Using your Openjk version as non- Steam game.

    Like adding the desktop shortcut into your steam library and run it through it.

     

    I'll have to see if I can give better instructions for installing with Steam. My guess is the files probably aren't in there the right way. All I can say for now is run it so you don't need a shortcut with the command line argument (the + set fs_game thing). I have a few Steam games though so I should be able to guess how the game runs via Steam...

    Mara likes this
  7. The "unknown command" pop-up is probably just a glitch: I'm not sure why that is (OpenJK says that for the iknowkungfu command but it still works).

     

    Yay, it works after i installed visual studio 2013

    And already tested a few things out  with the Cheat powers c:

    -vjun rain isn't being resisted

    -You still can't do unlimited pushes, just one at a time.

    -autopush only works when saber on

    -Sniper dodge does it's job fine

    -Resisting lightning can only be done with lightsabers and i am still getting damage from it.

    - Setforceall 3 doesn't grant you unlimited power nor it saves you from fall damage.

    - Not Compatible with using it as Non steam game.

     

    Oh so you want some super-rapid pushes eh? I didn't do anything for the vjun rain yet. Auto push does only work with the saber activated for now. You can't completely resist lightning but you should take less damage from it like some bosses do (at least they seem to in the code). To get unlimited fp and fall damage removal you need to type "g_playerCheatPowers 3". As for the Steam thing, I have the CD version of the game and it works for me... so not sure what's up. What did you mean exactly Mara?

     


    The game crashes everytime and mentions something about C++ and whether or not I want to retry or ignore the problem. Ignoring it just shows a different issue every time, varying from bone problems to models

     

    I will see if it happens on my end. I think something similar happened to me when I was running with the bad files. Just in case it doesn't could you take a picture of the C++ error? Also, could you try playing those maps with Vanilla OpenJK SP? I just want to make sure my code is what's causing it and that it's not an OpenJK bug. It could also be my code messed up something somewhere.

     

    Well it starts up for me, but thus far every map crashed. D:

    And when i write the cmd in the menu it says "Unknown command"

     

    Wait, every map??

     

     

    the playermodel npc health feat actually kinda sounds nice, try making it a cvar, people might like it, force power amount and regen speed is changed if the npc has its force power amount, speed, and amount of fp regen'd in the npc file

     

    That's probably what I'll do, if I can figure out what's causing it ;)

     

    I wonder why the whole visual studio 2013 needs to be installed... curious thing that is. Also, has anyone also tried the previous version of the mod? If so, did that give the same problems as this version?

    Mara likes this
  8. The mod won't work for me either. Every time I try to use the mod, I get an error message saying that msvcp120D is missing. I'm sorry if this is a problem that you would probably roll your eyes at, but none of the solutions I'm reading about seem to work.

     

    I also have the latest OpenJK build.

     

    I have the same problem. I even installed Microsoft Visual C++ 2012, but it didn't work. And even some googling didn't work either, as every result led me to either some fishy websites (where you allegedly can download that .dll) or to forums where nobody knows any solution.

     

    Nope,"0xc000007b" Error now...

    And those msvcp errors.

     

    Actually, it seems you guys need the Visual C++ 2013 redistributable for your system (x86 or x64, should be able to install both if you're not sure).

    This should be it here: https://www.microsoft.com/en-us/download/details.aspx?id=40784

     

    Tell me if that works. I have it on my machine plus I have Visual Studio 2013 so that must be why I haven't encountered it if that's the problem.

     

    @ Soma :

    You encountered this 0xc000007b error also. Did you have any luck with it? It seems this error may be tied in with not having the VS 2013 Redistributable...

  9. Hello. I'm still getting the error. It happens when I click on the shortcut. It doesn't even have the time to start the game as the error occurs almost immediately.

    OpenJK used to work before but now it says that it fails to load the renderer :

    I do not have other mods with code like yours. Only OpenJK, Jedi Academy Enhanced and some of your older patches are installed. That is not the issue as I have tried running your mod on a clean install and ran into issue after issue. / No custom settings or cvars. And finally, I'm running on Windows 7 SP1 64 bit.

     

    Thank you for your help,

     

    Okay, I know why OpenJK isn't working. It's because I had you replace their rdsp_vanilla dll with my own. For now, I would keep both rsdp_vanilla dlls in your Gamedata folder with different names and just rename them as necessary so you can play the mod you want. In a later version of the mod I won't have a renderer dll.

     

    As for my mod not working, you said you did a clean install. Did you try deleting my mod and re-downloading it? Just a few days ago I realized I made some mistakes in the readme's installation instructions, so that might be the problem, so if you download again and re-install it following the new instructions it might help.

     

    I suspect your problem is something else though...

  10. I'm having a hard time making it function. I've done everything right but I keep getting this error:

     

    A few questions...

     

    Do you still get this error? When exactly does it happen? (before the game window even appears, when loading a savegame...?) Does this happen when you try to play regular OpenJK single player? Do you have any mods that could be conflicting in your base folder? (other code mods for example) Do you have any custom settings or cvars on your game that could be causing a file conflict? (fs_readfilesfirst 1 for example)

     

    Also, what is your operating system on your computer?

  11. Fast - normal - strong - dessan -double - staff - tavion - fast.    Erm.... And Double sabers switch to staff like Komari Vosa.

     

    Yep! Kyle_boss know nice karate, but gran only punching. Ideally, it would be better any enemy could use karate.

     

    I would imagine it wouldn't be too difficult to add more single saber styles to duals and staff, however I think it would be kind of difficult to let the player change between duals AND staff. At least difficult enough for me both coding-wise and design-wise that I don't feel like figuring it out :P

     

    For the NPCs, I want to try and make it so you can set whether they can use kicks and karate in melee, and karate with the saber like kyle boss. The saber karate is easy since the game already supports it for NPCs, but right now I'm mainly trying to get them to be able to do melee kicks and katas like the player can, which I'm having trouble getting to work.

  12. It would be really great! Also IMHO would be great to have clas, named Class_Mercenary or smth, that don't acting like Boba or use Jetpack, but could use flamethrower. And, if this not too complicated, as for me would be ideal to have class that changes ranged weapon to saber in close combat and back, like Class_Gran acting, and can't evade disruptor/alt-concussion beam (as well as saberist class that just can't evade beams).

     

    Sorry for overloading with wishlist-style ideas.

     

    I'm adding a few optional fields to npc files. One is called restrictJediPowers which keeps npcs that are using sword/jedi AI from using certain abilities without the proper force powers (dodging sniper shots without force speed, pushing out of grip locks without push). The changing weapons would be interesting. In general NPCs could use better multi-weapon support. Right now if you give them a few weapons and then pull one of their weapons they won't switch to another weapon.

    Vade Parvis likes this
  13. hm... wow... Very Nice. In ideas: Scroll saberstyles without tavion style bug and dual to staff to dual. :3 In Mindtrick use JUMPS and new mechanic for exit.

     

    Meele katas from Meele NPC?

     

    Scrolling saber styles... sounds... complicated. What do you mean by your other ideas? That last one I understand, make an NPC that can use melee katas like boss kyle right? That's a cool idea.

     

     

    Is there gonna be some JA Enhanced stuff like this by any chance? ^_^ I'd love if you could attempt it with JAE as well.

     

    I would like to merge this mod with JA Enhanced. Maybe redsaurus could help me with that.

     

     

    this will be awesome if a 2nd boba fett class is added that doesn't have undying hardcoded on it so that people can mess around and actually kill him 

     

    That's a really good idea. How about this: Class_Manda is a boba fett without undying. Class_Commando acts like boba fett but without undying and without the jetpack or flamethrower.

     

     

    Are you gonna add more JK2 stuff in like the AI. JK2's AI makes allies/enemies follow from long range and they tend to backpedal and run forward to not fall over the edges. Basically JK2 has alot of what you are planing for the AI of course it could always be improved. Sorry for rambling, but is it a possibility even as a base or reference for your improved AI?

     

    I talked to eezstreet who's both a more advanced C/C++ programmer and more of an expert in the code framework, and he basically said that the AI is almost exactly the same in the code for JA and JK2, but that its due to poor waypointing in the SP maps that NPCs aren't as "smart" unfortunately.

    swegmaster, Maksman and Vade Parvis like this
  14. Hey dusty, was wondering if there would be an option to modify projectile speed by chance?

     

    Hmm, that would be a nice feature... I was thinking of adding a cvar for this in Dusty's Patch... I could look at Eezstreet's code and try and copy it I guess and maybe it could be put into OpenJK, or the projectile speed cvar, or both...

  15. Hey Rooxon, really cool stuff you made here. Would you mind if I possibly used some of these for NPCs in some of my mods? I was thinking of making some NPCs use swords. So far the only nice vibroswords are the ones by Outcast (Outcast's Melee Weapons on jk2files.com) but they're so darn long.

    Rooxon and Bek like this
  16. Hi. I just registered to be able to comment. I downloaded this mod because I wanted the singleplayer to be more.. challenging. Not just as in terms of stat increases but AI as well. And this mod sounded exactly like what I was looking for. But unfortunately I encountered an error during pre-rendered cinematics. When a pre-rendered cutscene is playing i get an error telling it's missing a model. So the player character has a storm trooper model during those cut-scenes because of the error. I saw the description and there you said you removed some things from the game, maybe you removed something you shouldn't have?

     

    I'm not sure if I'm the only one having this problem. If I am the only one can I somehow fix this? I'm running retail JKA and the latest patch.

     

    Now it's fixed :)

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