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Dusty

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Everything posted by Dusty

  1. Version v1.11

    502 downloads

    This is an NPCs modification that will appear in some form in the SP mod called Dusty's Patch. Keep in mind, NPC HP listings are base HP values, which are increased usually based on game difficulty up to 150% on Jedi Knight difficulty (some NPCs aren't affected like some bosses, class_reborn, class_jedi). Aggression increases how quickly gunner NPCs start firing at you once alerted, and how likely they are to continue chasing after/searching for a lost player or other enemy. Two versions of the mod in here: Full, and Light full - has all the sabers made a hair longer and thicker (default 41 length and 3.25 radius as opposed to 40 length and 3 radius) and NPC specific sabers light - has only the .npc file mods and stat changes on a few sabers for NPCs but the sabers are not all modded and have the normal length and thickness generally Change List - Version History - Changes from v1.1 (this version being v1.11): - Fixed an issue where the player's model would always be a stormtrooper in cutscenes - Forgot to mention in previous versions that the single-wielder version of Alora (the version of her you fight on Hoth) had some of her stats boosted Changes from v1.0: - Increased Assassin Droid's aim stat from 2 to 4 (in base it was 1, forgot to mention this change in last version) - Human Merc and Trandoshan now have an Aggression of 4 instead of 3 (they were listed as having that in v1.0 but somehow it got lost and wasn't actually in) - Trandoshan had WP_MELEE removed as he was using that instead of WP_REPEATER - Force-user cultists all had evasion raised from 3 to 4. (Should probably really be 5) - Luke and Kyle had HP lowered to 600 from 800 and 700 respectively; the way the game is coded on Jedi Knight difficulty they both ended up still having upwards of 1000 HP (in coding I think I will make allied NPCs not get so much HP) - Chewie had his base HP lowered to 190 for similar reasons^ - Reborn Masters now have 250 HP instead of 300 - Rodian Sniper had HP lowered to 20 from 30 so that the E11 Rodian actually has more HP - Fixed some mis-statements in the description of NPC changes, like Weequay and Trandoshan aim not actually being improved, Boss Rosh's run speed, and other little things - Added the training hilt skin for saber_reborn aka the Stinger hilt, so now you won't get a null texture for Rosh's training hilt on the training course level Overview of Changes - NPC changes from Rancor's Fix: - Alora_dual is now using Alora2 skin. - Assassin_droid sound fixed . - Fixed Bartender, no longer weird dance. - Deleted Cultist Destroyer (Its just lack of animation, if you wanna keep him just delete Cultist_destroyer.npc from my *.pk3) - Imperial Commander is now using his own voice, no longer same as Imperial Officer - Deleted Jawa_Armed, he's weapon was never fully created, crashing game, no use of them. - Fixed Morgan Katarn, added him few force powers (no saber, he was forceuser not jedi). - Rebel and Rebel 2 are now using their own voice - Rebel 2 now have changed look to rebel pilot - Deleted duplicated Rebel2 in rebel.npc file - Fixed Remote to look like it should be looking. (Still glitchy... but sometimes usable) - Removed RocketTrooper_ver1 this is just scaled stormtrooper, game have another rockettrooper NPC, guess they forgot to delete it. - Tried to fix rocks NPC, it failed so they're deleted. No use of them. X Increased Rosh's hp to prevent him from killing himself while jumping over the river. -- (removed this, Rosh only has 80 hp now. He's fragile. Handle with care, or not.) - Deleted Test NPC. - Deleted duplicated STOfficerAlt - Changed Tusken Sniper ally and enemy side. Now they're like normal tusken FREE/FREE. - Fixed walk speed of nearly all NPC's. (I tweaked this slightly... see below) General changes to NPCs: - Walk speed for almost all NPCs increased to 100 from 55 (Rancor's mod originally had it at 120), only NPCs that are different are Kyle_boss, Rosh, Boba Fett, and some other NPCs - If using the full version, all saber lengths are increased and sabers are slightly thicker (this makes them do slightly more damage too) - In both versions, broken staff sabers now use the appropriate models - accuracy for NPCs is generally improved, with the lowest aim stats usually being 2 instead of 1 - some unused NPCs (unused in JA at least without spawning them) had stats improved (mostly aim), like Bespincop, rebel troopers - really skilled saberists and NPCs turn very fast, with yawspeeds of 160. Other Changes for individual NPCs: Alora - Single saber wielding variant had her stats raised slightly (the one you fight on Hoth). Assassin Droid - Aim stat increased from 1 to 4. Boba Fett - lowered run speed from 300 to 230 Chewie - Lowered HP from 400 to 190 and aim from 5 to 4. He's tough. Not perfect. Back him up. He'll end up having 270 HP on Jedi Knight difficulty and up. 190 HP is on Padawan. No idea why Raven made HP bonuses for difficulty apply to allied NPCs. (Erm, his HP may be wrong for this version - Dusty 1/30/2015) Cultist (gunner) - raised all stats from 1 to 2, aggression from 1 to 4. Jump 2 instead of 3, Speed 1 instead of 2. Cultists (force users) - Raised reactions from 1 to 3. Raised evasion from 3 to 4. Force regeneration time increased from 50 ms to 75 ms. Force max reduced from 200 to 150. Cultist (grip) - Added drain 1 to compensate for only having grip 2. Cultists (saber wielders, no force push) - most stats raised slightly and some ranks increased. Saber powers adjusted slightly. Pushes a tad harder in saber locks than in base JA. Still have short silly sabers. Cultists (saber wielders with force push) - most stats raised slightly and some ranks increased more so than standard saber cultists. Force push 2 instead of 1. Given full-length sabers. Pushes harder in saber locks than the lower level saber cultists. Desann - Saber shortened and slimmed a bit. Thought it was more realistic that way... just edit his saber back if you don't like it. Grans - Gran boxer has higher aggression. Gran shooter doesn't have supernatural aim now but still better than like 75% of NPCs. Human Merc - Increased aggression. Aim is 2 instead of 1 but still worse than most NPCs because of randomization. Imp officer - Improved aim to 4 from 3 Imp Worker - Improved aim from 1 to 2, but they still probably have the worst aim in the game. Runs slightly faster like Tie pilots compared to most NPCs. Impworker2 and Impworker3 now use the DEMP2 as their weapon (not sure if impworker3 is ever used in JA which is why I gave it to both) Jedi and J2 - Increased stats a bit. No more sub-par force points and regen time. Jedi_Random - All stats raised from 2 to 3. Some ranks increased probably. Some force power ranks increased. Slightly less terrible force point totals and regen time. Jedi Trainer - Slightly better force powers. Force max increased to 150. Jedi Master - Better force powers than a Jedi Trainer. 180 force max. 300 HP and boss-style damage reduction instead of 400 HP and no reduction like the Jedi trainer. Tougher and more skilled. Has some improved saber stats like Reborn Masters. Wipes the floor with them. Kyle - HP reduced from 1000 to 600. Just so you can't completely hang him out to dry. He has a modded saber now so he will wipe the floor with enemy saberists even more. Because of Raven's sloppy coding he still ends up with 900 hp on Jedi Knight difficulty though. Boss Kyle - HP is 300 which is the same as base JA I think. His saber has a break parry bonus now. He runs almost as fast as the player and walks very fast (140 speed). Has 200 force points now like normal Kyle. Let's face it, even when Kyle is holding back he's a beast. Luke - 800 HP now instead of 200. All stats except move are 5 (move doesn't do anything anyway). Has a modded saber. Noghri - runs a little slower, but slightly better aim. Rebel - HP reduced from 100 to 50 (thought it was out of proportion with stormtroopers and similar enemies). Aim improved from 1 to 2. Reborn (yellow) - raised stats from 1 to 2. Pushes ever so slightly harder in saber locks. Reborn Warriors (Red JA Reborns) - removed break parry bonus from single-wielder. Duals and staff ones get a lock and disarm bonus like the single wielder. Reborn Adepts (Blue JA Reborns) - Single saber wielder is now the green "Reborn Apprentice" visually but otherwise unchanged. The other 2 variants of these guys are blue, and wield either single or duals. They have less HP than the warriors, but more force powers, more force points (120), and have slightly more skill but less aggression Reborn Master - single wielding variant has a less cheap more normal sized saber now and has Tavion style. HP for all variants increased from 200 -> 250. Force points for all variants reduced from 200 to 150 and force regen time slowed from 50 ms to 75 ms Rodian - the E11 variant gets 25 HP. Sniper variant only gets 20 hp now instead of 30, but had his aim raised to 2 (snipers aim better but fire less rapidly at higher aim stats). Both variants run a bit faster than most NPCs. Rosh - 80 hp instead 100. Might lower it more. Don't let the howlers chew him up too much in the opening level (unless that sort of thing you find enjoyable...?). He uses a more realistic training saber now on the course that you can get too with cheats ("saber training" in console, ugh, now that I think about it I left out the silver stinger skin for this... might get a bad texture in game now) that does 1/2 damage. Boss Rosh - I think I raised his stats a little bit and made him use medium style instead of strong. Less gimmicky I felt like. Lowered his run speed from 300 to 250 (equal to the player, faster when he's running forwards and you're backpedaling) Stormtroopers/Snowtroopers - HP increased from 30 to 40. They aim very well but their aim is randomized with sloppy shots coming through here and there (aim stat 5, rank ensign). They alert more quickly, turn around a bit faster, and are more likely to duck than most standard enemies. Stormtrooper officers/commanders - Probably some of the best aiming NPCs, can't have their weapons pulled. Fires at a high rate of speed regardless of game difficulty (other NPCs only pick up speed once you ramp up the difficulty). Tie Pilot - Slightly better shot than a regular stormtrooper (Pilots have that intense focus and coordination rite?). Runs a bit faster too because he's less heavily equipped. Trandoshan - Aim stat is 1. HP raised from 40 to 60. Model scaled up slightly (might have left that out by accident)? Runs a bit slower though than most enemies. (Ehm, they seem to be using wp_melee in this version, to fix it just delete the line giving them wp_melee from their .npc file, and they also seem to have 50 HP instead of 60 - Dusty 1/30/2015) Weequay - Aim stat is 1. HP raised from 30 to 35. Runs slowly like Trandoshans.
  2. Alright, just waiting for my 3rd approval, but once I get it, the NPCs mod should be available for download with a full change log on the page. What do you mean exactly? Do you mean showing off the mod, or showing myself working on it?
  3. So, I had an idea. To improve testing and feedback and just to let people see what the mod is about, I'm going to release the mod in in mini-mod pieces. The final version of course will be a full package assuming we/I get to that point eventually, but pieces of the mod (at least the non-code ones) I'll release individually so people can try out parts of the mod, give feedback, and just generally see what it's about. For example, in the next few days when I have time, I'm going to release the NPC edits portion of the mod, and call it something like "DP: SP NPCs v1" or something. And it will be purely NPC edits. And so on for other parts of the mod, and the parts will be able to be combined together or kept separate. Mini-mods to expect sometime soon: NPCsBonus Missions menuImproved menu optionsBase animation fixesNew lightning effectsSaber and player customization additions
  4. So per debugging apparently my crashes are caused by the fact that I dereferenced a null pointer somewhere... but am I really even using pointers? I know the "->" is a dereferencer but doesn't it also simply refer to struct values which is how I'm using it? The curious thing is that these crashes only happen on trying to load checkpoints. Everything else by and large seems fine at the moment...
  5. How do you use debugging in Visual Studio exactly? I know you're supposed to be able to see the values of variables in action for one... but that's about it. How do you track down problems? It intuitively doesn't make any sense to me at the moment... Thanks for any help good people of JK Hub!
  6. ^Do you think Kyle was holding back at all?
  7. So, question, how does Jaden beat Kyle in the Dark Side ending? Does he just put up some sort of fight then gains an advantage? IIRC I think Kyle gets trapped under some rocks or something and then Jaden escapes?
  8. So, in my code, I can't find any logic issues. I've declared these variables in gentity_s in the file g_shared.h: //Timing variables, counters and debounce times float wait; float random; int delay; qboolean alt_fire; int count; int bounceCount; int fly_sound_debounce_time; // wind tunnel int painDebounceTime; int disconnectDebounceTime; int attackDebounceTime; int pushDebounceTime; int aimDebounceTime; int useDebounceTime; //new variables int saberReactivateTime; //time after something deactivates a saber for AI to turn it back on int breakLimit; int breakRecoveryTime; //how long left to recover a defense point int breakCounter; //keeping track of how many strong attacks the defender blocks in a //a short time period (I just pasted the whole area so you could see where I was starting, at line 666 (yes section of evil), only the last 4 variables are new) My variables only seem to need to be declared there as things like pushDebounceTime don't need anything to be referenced when it's used except simply having this line in g_shared.h
  9. So, I'll make this my official request: a reskin/remodel of the Guardian Staff hilt Something a bit more "evil" looking, or mechanical, austere, unfeeling, sort of like the Stinger hilts enemies use. Subtly so. I'd imagine it looking similar to the current guardian hilt, but maybe being darker colored, or having some sort of red/black sith-likeness to it. Maybe a slightly different model too.
  10. Loading checkpoints never works. I haven't been able to figure out why savegames themselves stop working sometimes. Maybe it's that I was trying to load the same save file the checkpoint is using which is obviously corrupted?
  11. Been mostly working on code stuff and NPCs when I have time. So far: - Been working the kinks out of the saber system - Trying to improve Jedi AI, mainly as it pertains to JA-exclusive abilities: saberists should be a bit smarter with using kicks, now they only use them when they're very close to you and not just randomly all the timesaberists don't use Dark Rage when they have less than 50% HP, and kick it off if they get below 25% HP while it's active, also, they don't use it now unless they are not too far away from the player (or else they waste HP if they use it and can't even get to you)bosses and commander+ rank NPCs activate their saber instantly after breaking out of Grip or a Drain lock, other NPCs with a very short delaythings to do: more strategic kata usage, less spammy saber throwing, evasion and kicks used if they drop a saber throw, faster reaction to being knocked down- Some cvar edits: g_saberMoreRealistic can be changed ingame now (I can't help but wonder if you do this mid-game it could result in crashes if saber damage values are changed mid-calculation, i.e. while you're hitting an enemy, it's fine so far from my experiences though) Other things: - Having fun with NPCs, Jedi Masters pwn Reborn Masters now (might even make them stronger than Alora_dual), Luke (and Kyle?) eat Desann for breakfast. Kyle Boss is mostly unchanged, as I figure the point of that battle is mainly that Jaden gets lucky against Kyle and sees his chance to trap him? (I never played the DS ending yet lol). Saber staffs can and will be thrown now by players and NPCs. - Figured out how I want to do game difficulties: (not actually done yet mind you) Padawan/Jedi - Largely unchanged.Jedi Knight - Keep some of the blaster deflection ability you have on lower game difficulty, however saber deflections are no longer auto-aimed at enemies but towards the crosshair onlyJedi Master - Player movement speed is reduced slightly to be closer to NPCs, and the player starts with 80 force points instead of 100.General: Health and ammo can be toggled between full, 80% and 50% (locked to 50% for JM), Crosshair Forcehints can be toggled on and off, and saber damage will be able to be chosen, either normal, 125%, or "heavy" (g_saberMoreRealistic 1, not sure exactly what percentage we're talking there) EDIT: Added in one thing in the Jedi AI section I forgot about Dark Rage.
  12. I'm not that illogical haha. All loading up brand new saves made in the testing game session. I get rid of all the old ones. Anyway, I haven't been able to repeat a savegame inheriting crashing from a checkpoint loaded off of it, and with some of my code edits loading games doesn't seem to crash as often now. I guess what I'll do is try to isolate the conditions in which crashes are happening if possible.
  13. Any cut dialogue for Rosh? Out of any character in either game he needs it the most.
  14. nooo. Themal dets are about the size of a baseball, maybe slightly bigger. But yeah, the world model's size for thermal dets is much bigger than they are in the "belt of thermal detonators" pick up item.
  15. Was looking around on jk2files... and found some saber hilts that might be along the lines of what I've been looking for... any thoughts? 1. http://jediknight3.filefront.com/file/Custom_Lightsaber_Pack;45980 2. http://jediknight3.filefront.com/file/Dark_Forces_2_Saber_Pack;76927 (I figure hilts based on DF2 would fit well in JA) 3. http://jediknight3.filefront.com/file/Jedi_Master_Hilt;43521 (looks very detailed and movie-ish, but maybe it well fit well in game as a Jedi/Jedi master exclusive...) 4. Maybe one of these could be a Jedi Master or Reborn Master exclusive or something... http://jediknight3.filefront.com/file/Mark_IV_Staff_Hilt;38101 ; http://jediknight3.filefront.com/file/Mark_VII_Staff_Hilt;37789 5. Some nice generic hilts I think...: http://jediknight3.filefront.com/file/Slipstream;64663 ; http://jediknight3.filefront.com/file/Roshs_Lightsaber;93791 6. The hilts I was talking about before: http://jediknight3.filefront.com/file/Stinger_Remake;109215 ; http://jkhub.org/files/file/1921-misc-sabers-pack-rooxons-weaponshd/ (has the nice stinger reskin with the red pattern on it I liked)
  16. ^Would storing in gclient_t allow savegames to work correctly, as in, would those variables be the same as when the game is saved and when it is loaded, or will things "change"? Okay, so on the whole, things seem to be working now, but now load checkpoint causes crashes, and any save game that used the checkpoint seems to inherit those crashes...
  17. ^His hilts are nice but they're movie hilts which I don't think fit in too well with the NPCs...
  18. Sort of a request for artistic contributions as well as suggestions. A lot of hilt models are repeated and overused in JA. A few more would liven things up. More skins of existing hilts, and slight variations while still keeping the generic Expanded Universe style. It makes sense for Reborn to use largely the same hilt as they're probably mass-produced, however, things don't make sense like Alora using the same hilts as the player, staff reborn using the same hilts the player can choose, etc. which makes the enemies a tad less visually interesting and the player's and enemy's hilts less unique. A few places where I think a new or slightly modded hilt would be appreciated: - Staff Reborn; their hilt should be a modified guardian, black or darker colored, with a slightly different model (maybe edgier and spikier?), to be more evil and sith like, while still having a slight "genericness" to it - Jedi Masters; they use a vindicator staff hilt because...? - Jedi and Jedi Trainers; they use the same hilts as Reborn, now where would they get those, the same factory the Reborn did? What I came up with so far: Some more skins and variations on the stinger hilt which is the game's generic hilt. For Jedi that use it, a silver skin, for the training saber, maybe a whitish-light gray skin and slightly modified model. For more specialized enemies, perhaps either this (http://jediknight3.filefront.com/file/Stinger_Remake;109215) or Roxoon's stinger reskin with the interesting red pattern on it.
  19. Defeating Tavion without help is pretty irreconcilable I guess, and that was one fight he definitely didn't run from. Heck even the Reborn Masters seem like they would be tougher than Alora save the fact ingame they only have 200 HP. They would have more training anyway, but then maybe Tavion would teach Alora things she didn't teach all the reborn?
  20. ^Maybe I'm remembering incorrectly and forceRageRecoveryTime is always PS, I'd have to double-check... anyway, I'll try that. I believe NPC->health may be something similar. It's a local variable to NPCs that is updated on the fly or at least seems to be. I'm just wondering though, what's the purpose of the variables in PS? Is there some advantage that I'm missing out on if I don't modify it?
  21. ^Is it possible to add values that can be tracked via a specific entity in some other way than modifying the PS? The main reason I got into this is because I realized I was using general values in my code and then I realized that the things I was doing needed to be/should be localized to specific entities (i.e. the player or an NPC). Raven seems to go around this though sometimes from what I've already seen. For example, forceRageRecoveryTime is a PS value, however, it's not always used as ps.forceRageRecoveryTime, it exists in a general form in wp_saber... I'm also okay with save games being broken, the same thing is true for animation mods unfortunately so that's already a condition of my mod.
  22. Would modifying the ext_data/MP/psf_overrides.txt work for SP coding? Also, I can't find those fields, are they in q_shared.h? Also, how do I know how many bits I need? Should I just look at the bit usage of the other values compared to what size number or value they hold and guess based on those? Actually, can't find those values anywhere in the SP source. Are they MP only? EDIT: So I tried adding my own values in msg.cpp with their own bit amounts to correspond to the new variables in q_shared.h, game loads up new files fine now, but any save game no matter whether I just made it or not, cannot be loaded without the game crashing.
  23. So, I'm trying to make sense of Jaden's strength level. Canonically (according to Wookieepedia anyway) he seems to be considered a "skilled jedi". He's good but not some hack character like Starkiller. He takes a while to be offered the promotion to Jedi Master after Academy too IIRC. Now, assuming any NPC/boss you come across in JA is "defeated" by Jaden, unless you are officially or unofficially supposed to run from that NPC which is always an option, though Raven never made any NPC un-defeatable, that would mean he's stronger than all of them. So, Jaden is stronger/more skilled than, Alora, Tavion (w/scepter), Marka Ragnos possessing Tavion's body, Reborn Masters, and, if playing dark side, he's also more powerful than jedi masters, jedi trainers, and close to Kyle's level. Him being able to defeat Jedi Masters and Trainers honestly sounds like total bull to me. As for the others, this is my assumption, Tavion > Alora > Reborn Masters. And Jedi Masters > Tavion. So, assuming Tavion is fairly strong, but not quite master-material, that sounds about right and not too unrealistic for Jaden to be able to defeat her, but Marka Ragnos, as well as Jedi Masters, just seems irreconcilable to me.
  24. Seemed to be simple enough at first glance, however, trying to load a game or devmap results in errors. After looking at the comments above playerstate_s, apparently msg.c needs to be modified whenever q_shared.h has new values/variables added to playerstate_s. I get a little lost after that, what needs to be modified exactly? Do I need to create more space for more variables somewhere? Do I need to modify some size limit on playerstate_s?
  25. This section is a place for requests, and showing the work on those requests; OR for showcasing individual features, models, effects, menus or specific groupings of these I suppose. Similar to JK:E's WIPs section this is, except, I will make requests from time to time, to the JK Hub community at large. It may be for a model, a skin, a sound effect, an NPC, a bit of scripting, or who knows what.
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