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Dusty

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  1. The classes are organized in this order: Jedi/Saberist, Gunner, Droid, and Beast. Generally I list the stat-affecting traits of a class, then any unique AI patterns they have, then any effects on the player's stats and abilities if playing as an NPC with that class. This guide is mostly about how the classes behave in Single Player. They are probably similar in MP, but I would not expect them to be exactly the same. If I put a question mark at the end of a statement, it means: either I'm not 100% sure if this always applies, if the NPC needs certain scripts/stats or what not for this effect to work, or if it that's exactly how it works. Please give me comments if you think I left out something or got something wrong! An important thing to note before you read this guide: Basic AI and abilities are determined by WEAPON. not class. Giving an NPC a saber makes them act and fight like Jedi. Giving an NPC a gun will cause them to use Gunner AI and stats. Classes only create certain effects, AI patterns, and abilities, but will not generally change basic behavior unless it's a beast or a droid class. Jedi Classes: Notes: These turds like to use their own saberstyles unless you restrict it in the .sab file of the saber they use. This has something to do with ranking (crewman, ltcomm, captain etc.), which also affects how much they use force powers and special attack evasion, among other things. They seem generally a bit more likely to use dark-side powers than light-side powers if they have them across most classes. They take a bit less damage from saber attacks than other classes. Also, their saber offense can go up to at least 5, if not 7-9. This affects the complexity of their saber moves, and their strength in a saber lock, however I strongly recommend instead of altering this you just give the NPC a custom saber with buffed stats instead. Some classes are "boss classes," like Class_Desann or Class_Kyle. Most boss classes share the properties of increased saber lock strength, more resistance to saber damage, very difficult to knock down, recover from parries and guard breaks quickly, and always evade katas. According to eezstreet, boss classes (unlike normal non-boss classes) are also coded to have special AI behaviors that are slightly different from normal classes, such as force power usage frequency, behavior in groups vs. being alone, etc.... It's difficult to tell the exact differences between classes however without thorough code analysis... Stats Analysis: Aggression - How often saberists change saber styles, taunt, and use dark force powers and how quickly they generate "aggression"/anger. Player-aligned NPCs have a smaller max aggression scale than enemies, and Desann is hardcoded for 2x the aggression of average enemy saberists. Aim - No known effect. Evasion - How likely saberists are to evade from saber locks, force grip, and force drain. Rank affects evasion of other attacks. Intelligence - No known effect. Higher ranks are generally "smarter". Move - No known effect. Higher ranks generally use more complex attacks and movements. Reactions - How many AI actions take place per second. Class_Player: Main feature of this class is it uses the g_char cvars to determine it's appearance so it will look like the player's custom model. They fight kinda weird. They normally stand still and do nothing. No positive or negative effect on player abilities/stats I'm pretty sure. This class is used by the player.npc which is used for cutscenes. Class_Alora: (semi-boss) Treated by the game as a semi-boss class. This means they retrieve dropped saber throws quickly, are tough to knock down, etc. Will use Alora's special acrobatic moves and attacks when they have dual sabers (like throwing both sabers at you at the same time). Always evades katas. Class_Desann: (boss) Their force powers like force lightning and push are extra strong, even for a boss. Good at resisting force powers, tough to knock down in general. Pushes harder in saberlocks (this increases w/ game difficulty). Uses force powers more often than other boss classes, and in general. Immune to being hit by saber throws. Takes less damage from saber attacks (maybe even less than other bosses). Will NOT use wallruns, cartwheels, and other certain aerial moves. Has a 1/4 recovery time from being able to parry after taking damage (1/2 delay for any class with RANK_LT_JG and up). Fixed 66% chance to follow up a won saber lock with an attack like Luke (other classes have a 15% chance). This class affects the strength of player force attacks and knockdown resistance. Class_Jedi: Has decent dueling skills. I feel like they fight less aggressively than class_reborn, but I don't know, I just feel like they would. They can defeat strong reborn at low stats somehow (try having a reborn_new and jedi_random NPC duel), but they are easy to defeat as the player at low stats. Not more or less likely to use light or dark powers in combat than class_reborn (at least as far as I can tell.) With RANK_COMMANDER and up frequently follows up parries with Fast Blue attacks. Player-aligned NPCs with this class can only taunt at RANK_COMMANDER or up. Against enemy NPCs, RANK_CIVILIAN/RANK_LT_JG will only use Fast style; RANK_CREWMAN/RANK_ENSIGN will only use Medium (cultists ignore this if even if they have CLASS_JEDI). At RANK_ENSIGN and RANK_LT and up, has a 50% chance to use a Force attack (selecting from either saber throw, grip, lightning, or pull. RANK_LT + above will always throw their saber the other 50% of the time) as a start instead of passively counter-attacking with the saber. Other classes use a different calculation. Class_Kyle: (boss) Resistant to being knocked over, and exceptionally good at resisting force push/pull. Recovers from parries quickly I assume. Pushes harder in saber locks. Takes less damage from saber attacks. Returns from knockdown and retrieves dropped sabers quickly. Uses force protect in acid rain possibly. Has extra spawn flags when you put them in a map (not known what they do). This class may relate to the kyle_boss npc using melee katas and what not. However it may not be possible to duplicate these effects on other npcs, even those with similar names (like kyle_boss2 etc.). Always tries to evade special attacks. May give the player knockdown resistance. Also does auto-force pushes for you like Class_Luke. Class_Luke: (boss) Pushes harder in saber locks (goes up w/ game difficulty increase). Recovers from parries quickly. Resistant to knock down like other boss classes. Takes less damage than normal from saber attacks. Always tries to evade special attacks (roll stabs, katas etc.) Returns from knockdown and retrieves dropped sabers quickly. Fixed 66% chance to follow up a won saber lock with an attack like Desann. As the player causes you to automatically force push at times. Probably gives you knock down resistance. Decreases parry/knockaway recovery time slightly? Class_Reborn: Might be more aggressive than Class_Jedi. Melee users will sort of use force powers and throw punches at you; (npcs named starting with "cultist" are supposed to use only force powers, and no punches, this is hardcoded, however I haven't gotten it to work myself with custom NPCs). With RANK_LT_JG and up frequently follows up parries with Fast Blue attacks. This class along with other saberist classes may increase the likelihood of NPCs using flipping animations for jumps compared to non-saberist classes, however this is purely a visual animation thing. For info on how this class affects gunners, see the gunner section. (This class has special properties for gunners.) Class_Shadowtrooper: (semi-boss) Gets boss-style damage reduction from saber attacks, which is more than a normal Class_Reborn/Jedi type gets. Able to recover from a guard break/parry quickly. They retrieve their sabers quickly from disarms/drops. Always evades katas. If given an npc name starting with "shadowtrooper"; (the name has to start with shadowtrooper, for ex. shadowtrooper5, or shadowtrooper_gunner would work), they drop force crystals and have a cloaking effect (both work in JA, except the force gem hud and model is missing). 'Shadowtrooper' named NPCs don't know how to use weapons besides lightsabers. Ex. if you give them a blaster, they won't fire. Class_Tavion: Uses force lightning more often than normal. Very resistant to knock down I assume (this is a boss class). Pushes harder in saber locks. Returns from knockdown and retrieves dropped sabers quickly. Takes less damage from saber attacks. Frequently follows up parries with Fast style attacks. Fixed 33% chance to follow up a won saber lock with an attack (other classes have a 15% chance, Desann and Luke have a 66% chance). Gunner Classes: Stats Analysis: Aggression - How quickly NPCs start attacking you after being alerted. How likely they are to chase from a long distance away. How likely they are to give up searching for you if you've evaded them. Aim - How well they aim. Can actually go up to "6". For snipers, lower aim values will shoot faster but more inaccurately, whereas high aim values will shoot slower but miss less. Snipers act like normal gunners if given an aim value of "6". Evasion - How likely a gunner is to duck/crouch. Intelligence - No known effect. Higher ranks are generally "smarter". Move - No known effect. Higher ranks generally use more complex tactics? Reactions - How many AI actions take place per second. Class_Bespin_Cop: Special hack that makes it use more reaction sounds when npc is named "bespincop". Other than that nothing unusual. Class_Bobafett: Has a jetpack and flies around. Can switch between multiple weapons like the E11, missle launcher, and what not. Will randomly use alt fire for weapons in conjunction with primary fire I assume. Uses a flamethrower. Can not be defeated without being scripted/invincible. Automatically gets 100 force points and force jump 1; (the force points act like fuel for his jetpack I think.) Class_Commando: Has no effect in MP. It's effect is unknown in single player. Prolly just defaults to regular gunner AI. It's dual pistol effects have been given to class_reborn. Class_Gran: When you give them thermal dets and melee, they'll throw the detonators at you from far away, and then upclose try to sock you with their fists. The thermal detonators can't be pulled from them; (pretty sure this is a class_gran only effect.) Class_Hazardtrooper: Immune to gas. Saber damage towards them is reduced by 90%. They are immune to acid rain, slime, and lava. They use a different skeleton setup. Has a little slap move that pushes you backwards. Hard-coded reduced movement speed. Class_Imperial: Will use the "hands behind back" anim while standing, can hold keys (like for doors). May get firing speed bonuses w/ increased game difficulty. Can also order troops to attack (only in JK2). Stands still unless you alert them (can script them to be cued I would think). Doesn't search for the player, only commands other NPCs to search. He won't chase after you if you lose him. Class_Impworker: Like the imperial, it will use the "hands behind back" anim while standing and will always stare in one direction and not do anything unless a cue is given. Their aim gets a higher degree of random slop than a class_stormtrooper type. Class_Jan: Shoots faster than normal. Can't have their weapons pulled by force pull. Rather than getting firing speed bonuses w/ difficulty increase, they have a general always-high rate of fire. Class_Lando: Shoots faster than normal. Can't have their weapons pulled. Not sure of the difference between this class and Class_Jan... Class_Prisoner: Shoots faster than normal possibly. Can have weapon pulled. Doesn't pick up weapons when unarmed? Class_Rebel: Doesn't shoot when a CPU puts their hands up to surrender. (Some other classes might do this too, but class_rebel does it for sure!) Pretty sure they get bonuses/penalties to firing/movement speed based on the game difficulty, no random aim slop however (at least I don't think.) Class_Reborn: Allows gunners to ignore way points and use rolls and cartwheels. If you give them the blaster pistol, and also captain rank, they should have dual pistols which fire really fast. Also, you can't pull the weapons from these guys (I can't anyway with my NPCs). RANK_LT_JG and up will actively evade saber attacks. Like Jedi these guys will ignore waypoints and just run their own movement scripts. Class_Reelo: When placed on an emplaced gun, he will use a constant wave of firepower. Fires in bursts with blasters. Class_Rockettrooper: When alerted, he will jump into the air and activate his jetpack. Their speed is reduced by 25%. Automatically given level 3 Jump and 100 force. The NPC "rockettrooper2officer" is hard-coded and specifically referenced by the game to not use his jetpack and will simply try to chase the player down. Spawnflags 2 gives these guys a little flashlight. They cannot be knocked down. They are immune to gas. They use a different skeleton setup. RANK_LT and above will stay in the air always. Class_Saboteur: Uses the stealth cloaking (can't fire while cloaked). Shoots the blaster pistol slightly faster than other classes. Only kicks when you give them a sword/saber, doesn't slash. - This is an effect of giving a saberist NPC the alt-fire stat in their NPC file. Class_Stormtrooper: Firing and movement speed go up with game difficulty. 25% accuracy bonus with ensign rank or higher. At Jedi Knight difficulty and up, they fire almost as fast as Class_Jan. Uses the accuracy field in the .npc file to determine accuracy (apparently not all NPCs do?). Has a random amount of slop added to accuracy. This makes their aim kind of erratic, which generally makes it worse, but in some cases (perhaps with an explosive weapon) it can possibly work to their advantage. Class_Swamptrooper: Shoots VERY quickly compared to other gunners. They can see further underwater and can also hold their breath for VERY long underwater (about twice what the player can). Accuracy is given a random amount of slop like stormtroopers. They probably get bonuses to firing and movement speed with game difficulty. Class_Tusken: On Jedi Knight and Jedi Master modes, Tusken Raiders run faster then the player. Tusken raiders only have a 25% chance to leave a surrendering enemy alone. This class also forces the NPC to always taunt upon starting a fight. Other than that, nothing special. Class_Rodian: Has very good aim, even at a low aim stat. No random slop added to aim. Gets bonuses to firing speed with game difficulty. Fires at about the same rate as a stormtrooper. Class_Trandoshan: No random aim sloppiness, aim ability is average. Gets bonuses to firing speed w/ game difficulty increase. Whips around and starts blasting more slowly than a stormtrooper. Firing speed is about the same as a stormtrooper. Class_Weequay: Nothing special. Gets the firing speed bonuses, no aim slop. Alerts slightly faster than a trandoshan. Rate of fire is about the same as a stormtrooper. Class_Noghri: Pretty sure they're almost exactly the same as the previous 2 classes. Droid Classes: Notes: Droids are immune to gas, and will never surrender. The DEMP2 does 5x as much damage towards them. CLASS_ASSASSIN_DROID: Use shields that block sabers and blasters, and hurts if you touch it. Doesn't fire while they're shield is up. Takes less damage than normal from sabers. CLASS_ATST: Does not drop items. Acts like an ATST walker. Immune to most blaster bolts (they bounce off). Can be hit by the DEMP2. Causes humanoids to only move their heads and be immune to knockdown. CLASS_INTERROGATOR: Cool and WORKING unused droid in JA. When stabbed by one of these buggers, your screen will get a tunnel vision effect. CLASS_GALAKMECH: Pops a shield around itself, and randomly fires repeater missiles, unless it is challenged up close, in which case it smacks the player. Same as the boss in JK2 I think? CLASS_MARK1: Another cool and WORKING AI that exists in JA. Once you port the model over from JK2, the AI works exactly like you think it should. CLASS_MARK2: Sits there and does nothing. It will trigger action music however. CLASS_MOUSE: Receives 7x as much damage instead of the usual 5x damage from the DEMP2. Can see the player if they do /notarget. Plays sounds when controlled by the player. CLASS_PROBE: Not much to say here, other than that the sounds it makes are purely hardcoded and it does them between 2-4 seconds (at random). Fun fact though: there are ancient pics of these guys getting their heads blown off (instead of the standard death anim) CLASS_PROTOCOL: Can see the player if they use /notarget. Their corpse can be dismembered after death. They are also one of the few droids that have corpses. CLASS_R2D2: Can see the player after they /notarget. Otherwise, nothing to see here. This will make humanoid models spin their head occasionally in SP (as well as droid models I'd assume, but that's to be expected.) CLASS_R5D2: Same thing as R2D2, except a different number of idle sounds. They always lose their head when hit by the DEMP2 (lol?) CLASS_SABER_DROID: Acts like the big droids with lightsabers. Pretty sure they're immune to knockdown. Different saber stance animation. Uses different attacks and animations than humanoids. CLASS_SEEKER + CLASS_REMOTE: These are the SAME BLOODY THING...only difference is who they decide to target (apparently). Basically, seekers good, remotes bad. Same 'ol, same 'ol. CLASS_SENTRY: Similar to the CLASS_PROBE, except they can shield themselves and they shoot faster. Beast Classes: CLASS_CLAW: Does not flee and cannot surrender. Other than that, we have no idea about anything regarding them. CLASS_FISH: No idea. Same as above. CLASS_FLIER2: Same as above. CLASS_GLIDER: There is a model in existence for these guys, but they are never used. We have the same info as above for them, except that they have the flying flag set on them (so basically their AI is essentially complete) CLASS_HOWLER: Two interesting little tidbits about these brutes. First, they cannot die from falling damage or impact damage. Second, they possess the ability to reach places by jumping. As said by Raven themselves... "These jokers can jump" (If it's not obvious, they will probably act like Howler lizards from the opening level in JK3!) CLASS_LIZARD: Does not work/do anything. CLASS_MINEMONSTER: Unused AI from JK2. This twerp will chase you down, and attack with either a gnaw or jumping bite attack. Acts like the annoying crabs in the Artus Prime mines in JK2. CLASS_MURJJ: Does not do anything, I think... CLASS_RANCOR: This is used for both the mutant rancor and the regular rancor. The mutant rancor is heavily hardcoded, however regular rancors can be added to the game no problem. Neither of them can receive knockback. When being chased by one of these fatties, NPCs will cower in fear. They are extra resistant to explosives. Fun fact: Trying to jump on their head will send you flying back pretty far. CLASS_SAND_CREATURE: Acts like the annoying sandworms that burrow. CLASS_WAMPA: Apparently mind trick level 3 works on them. Acts like a wampa. Immune to force lightning level 3 knockback in JK2 but not JA?
  2. I think this is a valid question, both in the SW universe, and in real life. When is it right to take a life? When is it not? I think in the case of Star Wars, the issue is, when the opponent is truly defeated, at that point, it is difficult to justify taking their life purely out of anger or desire for revenge. For example, Kyle had completely beaten Tavion, in that exact moment, there was no point in killing her, except to satisfy his desire for revenge. Of course, he probably shouldn't have let her escape either. He should have called up his rebel buddies to take her prisoner, but he let his anger still keep him from doing the right thing all the way through, which would have been sparing her and also making sure she was still held accountable to some degree, rather all he could say was "Get out of my sight. Pray I find your master before he finds you." Part of him probably wished that Desann would find her if he failed and do the deed of ending her. With Luke and the Emperor, he (stupidly) assumed the Emperor was actually defenseless because he wasn't brandishing a lightsaber. But in that moment, thinking as he did that the Emperor was basically defenseless, rushing at him to impale him with his green laser sword wouldn't have been the Jedi way. With Mace and Palpatine, even though it worked out terribly, Mace thought he was doing the right thing, and if he had, it would've have ultimately been for everyone's good. He knew what would happen if things continued on the present course. He probably guessed that something like the empire would raise, and the galaxy would be driven into darkness and slavery by the Sith Lord who had already started a galactic war to achieve his ends. He probably even knew that maybe no one would trust the Jedi Order again for a long time, but he decided that it didn't matter if he had a chance to stop it all right then and there, considering that the Republic he knew (and the Jedi Order) would go extinct anyway if Palpatine had his way. Originally though, he wanted to arrest Palpatine; but he realized after dueling him that it wasn't possible; the only chance would be to beat Palpatine within an inch of his life and even then he could probably escape whatever confinement he's in, or convince everyone that the Jedi we're trying to assassinate him just like he did anyway.
  3. The JSON sounds pretty cool then, but is a bit out of my ready-made knowledge to code. Is there any progress currently made on implementing JSON for JK Enhanced? Or maybe I could look into implementing that?
  4. I know eezstreet had mentioned that in the past. I guess I'm wondering, what the benefits are of using JSON files over the existing game file structure, or maybe JK Galaxies written that way simply because there wasn't already any file system for MP?
  5. You should update this page with some more info
  6. A while back, I remember @@katanamaru making a suggestion for creating .style files, to define saber styles, and a similar thought being extended to weapons, force powers, and items. I feel like this would be a great way to separate coding from modding a bit more, and is something I would be willing (and able, I think) to look into personally. You could customize and get more versatility out of existing hard-coded behaviors and functionalities, without ever having to touch a piece of code. And that would IMO make it more motivating to write new code behavior, because it would be more reusable. My ideas for definitions so far: .style (saber style definition): name: for use with addsaberstyle commandstance animation: animation.cfg refwalk animation: animation.cfg refrun animation: animation.cfg refattack/transition/defense animation set: some list of constants (FAST, MEDIUM, DUAL, STAFF, would need to code in any others); perhaps attack, defense, and transition anims need not match?Level stats --- (can define "levels" for styles, level 1, level 2, level 3, and change the following)) any .sab file fields... plus more? attackAnimSpeed: floatkataStandard: standard kata if anykataSpecial: a kata performed with +forcefocus, if anyspecialAbility: list hardcoded constants here, for behavior that is difficult to define outside of code (for example, uninterruptible) For the next two, the point is that you can have weapons based off existing weapons with different properties, such as model, icon, damage, etc. without needing to code it explicitly. .weap (weapon definition): write new entries into weapons.dat file: name: WP_MYWEAP (used for reference in console commands)baseWeap: WP_BLASTER (which weapon's coding and physics to use)effectRef: folder name prefix to find .efx files, will use effects in the same manner as the baseWeap, but inside it's own folder)all weapons.dat fields.force (force power definition): create a forcepowers.dat file: consoleName: myforcepower (to be used in setforcexxx)constantName: FP_MY_FORCE_POWER (for any reference in UI files that might be necessary)basePower: FP_PUSHlevel: which level of the power this controlsalignment: LIGHT/DARK/NEUTRAL (affects whether powers can be used together)similar fields to weapons.dat (icons, sounds)effectRef: folder name prefix to find .efx files, will use effects in the same manner as the basePower, but inside it's own folder)fields that may be unique based on basePower: fpInitDrain, fpContinuousDrain (Absorb, Protect), cooldownTime (Speed, Rage), hpDrainRate (Rage), hpIncreaseRate (Heal), etc.annoying part here is the levels, may need separate entry for each level of a power, which is more of a pain than saber styles since there are 15 force powers Any thoughts on the matter? Part of me feels like maybe it wouldn't be worth the work though, in that it wouldn't see much usage relegating the state of the matter back to being "well might as well just hardcode it" due to my perceived lack of popularity of SP modding. Whatch yall think?
  7. Fear: the knowledge that Kyle Katarn is in the same galaxy as you.
  8. As for the animations, if you did this @@eezstreet, you would have my undying love and devotion. Is that why animations have always been hardcoded? It is related to limitations of ghoul2? If you ever wanted help with this, how does one learn about creating new file formats? I've always been fascinated by that kind of thing.
  9. Psst @@eezstreet, I have one more question ^
  10. So I see that in the savefields_x tables that no numeric types are directly saved, but generally only strings and pointers to structs like the client or gentity. I was wondering what the exact reason is for that? Are these values generally stored/saved under some larger structure? If so, it seems kind of hacky for me to just throw some integers in there, and I'm not sure exactly how to do that since there's no F_INT type (it's commented out in fields.h).
  11. So, is there any particular reason I should add a field to the playerstate instead of the client? Or vice versa? I assume it is easier to add to the client fields rather than the playerstate, but do I lose anything by doing this?
  12. What about sg_import, sg_export, and the values declared before those functions, that are in both g_shared.h (client values) and q_shared.h (playerstate values)? What is the significance of those parts of the code?
  13. shhhhh it was my idea
  14. Did you ever get this resolved? If not, make sure the SDL2.dll is present in whatever folder that has the .exe you are launching the game with. Also, which version of Visual Studio are you using? I used to get that problem with the int types header or something similar when I was using Visual Studio 2012 so I had to switch to 2013.
  15. I've made a topic or two about this in the past and I still don't understand it very well, not to mention OpenJK has made some changes. Is there anything coders should know about where to place new fields for save games? I still personally don't understand the entire client/playerstate networking and save game system even as it was in the base game, I usually just stick to copying code from other parts of the source and trying to get it to work. Is there any explanation anywhere of this or of OpenJK's new system? Specifically as it pertains to the save game reading and writing, playerstate and client information contained in g_shared.h and q_shared.h?
  16. Might have something to do with engine differences between JA and JO. I remember somewhere OpenJK saying that if you run JK2 with it you should be able to get weather effects that had support added in the engine for JA, but I assume you are already using the OpenJK executable to run your game, so I would maybe ask one of the OpenJK devs about it.
  17. The JKE/Jedi Academy branch on your original link is much more out of date than what Circa posted which is a repo just for JKE/Jedi Academy.
  18. @@eezstreet Maybe there should be a separate bug reporting thread? To keep missing features separate from more serious problems?
  19. Alright, I double-check that stuff. 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)?
  20. @@JaceSolarisVIII The blaster deflection is actually handled in WP_SaberStartMissileBlockCheck in wp_saber.cpp which calls many related functions, lots of important ones which are in g_missile.cpp; what you posted refers to saber vs. saber collision properties. @@MGummelt I've been trying to figure out how to change the animation speed for +block. Currently the player very slowly goes into the vertical parry single-frame pose for whatever saber style he's in. Technically since it's not an animation, but a transition (from whatever animation the player is in to the single-frame vertical parry) I assume there's some default transition speed set somewhere, but I haven't been able to figure it out. I got as far as trying to mess with some "blend speed" argument for a function call related to the BLOCK_T pose but it didn't seem to be doing anything. As for the general topic, I like MovieBattle's system to some degree. The blocking is done for you mostly, but the skill comes in trying to dodge blaster bolts or trying to aim deflections. A bit of skill combined with a bit of automatic leetness to make you feel cool. In JK2 you could block very well but you were peppered by a furious gauntlet of bolts most of the time, so you had to be very cautious sometimes. You had to watch Kyle closely and make sure he was in a good position to block and make sure that the bolts were hitting close to the same location, otherwise that one bolt that slipped through out of 50 could be fatal. In JA they made your autoblock kinda crappy so you are supposed to dodge more.
  21. I released a new version of Dusty's Patch and I'm starting to get things going now on JK:E. So not too long I guess.
  22. Does the JKEnhanced branch contain all the latest JA:E code? Or is some of it in redsaurus's profile on GitHub?
  23. 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.
  24. Sure. There's a link to the code repository at the top of the description now.
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