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Dusty

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Everything posted by Dusty

  1. 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.
  2. Sure. There's a link to the code repository at the top of the description now.
  3. Version 1.2

    842 downloads

    Update 1/29 @ 1:53 pm EST: Cleaned up the description a bit. Realized I had forgotten some changes. Code repository: https://github.com/DustysPatch/OpenJK A Single player code mod for Jedi Academy. The mod requires OpenJK to run, and comes packaged with a build using the latest code. Feel free to try older builds but I can't guarantee it will work. The mod is also not compatible with old save games (just use cheats to remake your game). You shouldn't need to, but if the mod won't run properly, install Microsoft Visual C++ 2013 Redistributable. Also included: Animations - https://jkhub.org/files/file/2106-dustys-patch-animations/ (can be removed with no issues) Other mods not included: Single Player NPCs - https://jkhub.org/files/file/2237-dustys-patch-single-player-npcs/ SP Menu and Upgrade - https://jkhub.org/files/file/2249-dustys-patch-sp-menu-and-ui-upgrade/ Took me a while to do this. Got caught on some nasty bugs and I also got too carried away trying to do too many things. Anyway, try it out for me. See if there's any glaring bugs. Hopefully not. v1.2 latest changes: - g_playerCheatPowers should work with saber off now - g_debugmelee at -1 prevents player from using any advanced melee abilities - g_moonJump cvar added - grenadier Gran AI should be better (smoother switching between melee and thermals) - multi-weapon support for NPCs (see below for more detail) - changes to CLASS_BOBA, CLASS_COMMANDO, and a new class CLASS_MANDA has been added (see below) - weapons.dat lets you modify WP_Melee properties (see included weaponshelp.txt) bug fixes: - hopefully no random error messages when loading games - no issues with JK2 models - frame rates should be better - saber deflect aiming is fixed - the playermodel npc health/armor bug may be fixed and toggleable via g_handicap_matchNPCHealth (can't remember) - rocket launcher primary fire now does correct damage Full Changelog ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- New Cvars/Commands/Cheats ------------------------------------------------------------------------------------------------------------------------------ g_autoRoll - default=1, if 0 hold Use to roll g_char_forcePowerMax - default=100, controls total player FP, requires level restart g_char_forceRegen - default=100ms, controls player FP regen rate, requires level restart g_char_parryBonus - default=0, applied to player without needing a custom saber, requires level restart g_char_breakParryBonus - default=0, applied to player without needing a custom saber, requires level restart\ g_saberDamageScale - scales saber damage, and is saved with your savegame, stacks with g_saberMoreRealistic. g_saberDeflectAutoAim - if 0, blaster deflections must be aimed with crosshair and become easier to aim with better Saber Defense g_saberForceDrains - if 1 special moves drain the amount of FP of the cvar below, katas not affected g_saberForceDrainAmount - if above cvar is 1, special moves drain this amount of FP, katas not affected g_saberLockSuperBreaks - if 0 no super breaks (1-hit KOs) ever happen after saber locks g_saberMoreRealistic - no longer write-protected g_weaponVelocity, g_weaponAltVelocity - multiply the speed of most player and NPC weapon projectiles handicap - goes up to 200 now handicap_maxArmor - controls the maximum charge your shield can get from a power station (not how many points the power station has to give you, but how high your shield can get FROM USING a power station; does it stop filling at 100? 150? etc.) Cheat Codes ------------------------------------------------------------------------------------------------------------------------------ - g_debugMelee If 1, player gets full cheat melee abilities If 0, player gets limited melee abilities based on Saber Offense level (see Melee changes below) If -1, player is locked to standard melee punching - g_playerCheatPowers: (should work with an inactive lightsaber, however the lightsaber may need to be equipped, can't remember) If 1, player can auto-push explosives, always dodges sniper shots, has increased jumping ability and resistance to force powers. If 2, all previous effects plus FP usage is cut in half. If 3, unlimited fp and take no fall damage Set when before you load your game to get all effects. "iknowkungfu" now toggles g_playerCheatPowers to 1 - g_moonJump: flip this on to do some crazy jumping. - iknowkungfu now this also flips g_playerCheatPowers on Gameplay mechanics ------------------------------------------------------------------------------------------------------------------------------ Force powers (activated with g_forceNewPowers 1) ------------------------------------------------------------------------------------------------------------------------------ - Force Jump: height for all levels increased by 25% - Force Pull: level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit - ***Force Sense: gives limited snipershot dodging ability (you might need to hold down Use) - Force Speed: decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway) - **Force Protect 1/2/3: gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75% - Force Heal: costs slightly fewer force points at Level 3 NPC AI ------------------------------------------------------------------------------------------------------------------------------ NPC Jedi changes: - smarter use of new JA abilities; only use Force Rage if close and have >25% HP, only kick/use saber katas if close (except CLASS_REBORN, they like show off if far away) - Less exploitable; tries hard to dodge if drops saber throw, recovers from knockdown and activates saber faster after being gripped/drained (effects increase w/game difficulty and NPC rank). Player team Jedi with a non-darkside class don't attack surrendered/unarmed enemies - Level of acrobatics determined by their move stat; 3 allows rolls and lean dodges, 4 allows cartwheels and flipping out of knockdown, this way you can restrict an NPC to be less acrobatic and more "technical" Force-only Cultists: react properly to explosives, sniper shots, and saber throws; *sometimes use quick punches if close, and in general try harder to dodge saber attacks/throws CLASS_BOBA, CLASS_MANDA, and CLASS_COMMANDO: (these have NOT been thoroughly tested...) - only an NPC with "undying 1" or the name boba_fett is invincible now - CLASS_MANDA acts like CLASS_BOBA but without a jetpack - CLASS_COMMANDO acts like CLASS_BOBA but without a jetpack or flamethrower Multi-weapon system: - NPCs should now change to the next best weapon they have when you disarm them - the boba-based classes support most player weapons now, and weapons are chosen randomly (can have more than 1 similar type of weapon) Other changes: - Grenadier Grans will use Melee sometimes even if the player is using a saber (silly thought because the idle saber stuns them) - **NPCs surrender more like JK2 (more consistent animation, once they decide to surrender near player they stay surrendered, but when you leave they will get sneaky) - Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies - Assassin Droids now fire even with their shields up - Class_Rodian with E11, and Class_Imperial at commander rank use alt-fire now always (like in JK2) - fixed a bug: Stormtroopers using Flechette and Repeater can now switch back to alt-fire if they switched to primary fire because the player was too close Saber System (activated with g_saberNewCombat 1) ------------------------------------------------------------------------------------------------------------------------------ - Saber Offense gives a slash a base attack strength (AS), which is further modified by the strength of your saber style - Saber Defense gives a base defense strength (DS) of your blocks and a number of defense points (DP) Saber Offense level | 0 | 1 | 2 | 3 | ------------------------------------------------------- AS | 0 | 2 | 4 | 6 | Saber Style | Fast | Medium | Strong | Tavion | Desann | Staff | Duals | Special Attacks ------------------------------------------------------------------------------------------------------- AS Modifier | -2 | 0 | +2 | -1 | +1 (+2 if Desann) | +1 | -1 | +2 Saber Defense level | 0 | 1 | 2 | 3 | ------------------------------------------------------- DS | 0 | 2 | 4 | 6 | ------------------------------------------------------- DP | 1 | 2 | 3 | 4 | How saber combat then works: - AS > DS = attack blocked but lose DP equivalent to AS - DS - all DP lost = guard crushed - DPs regenerate about 1 per second if walking/standing still - special attacks ignore DP: either crush guard or are blocked partially Other Changes: - player's defense with Medium and Strong styles is improved (you can deflect slashes and blaster fire more rapidly, but still not as quickly as NPCs) - Saber Defense 0 no longer makes you invincible to blaster fire, but blaster fire will pass through your saber - a custom saber with "autoblocking 0" now has narrow block arc for the player (otherwise blocking is ridiculously easy); holding Use and standing still will allow you to block in this fashion at any time - Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly weaker - slash chaining altered: can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not random (Medium can always chain 5 slashes while walking for example) Melee changes -------------------------------------------------------------------------------------------------------------------------------- - Player can kick with any saber type, use +forcefocus to saberthrow (bind this to a key, such as MOUSE3) - Player's melee abilities determined by Saber Offense (1 = punches and kicks, 2 = katas, 3 = spin kicks) - if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies - Spin/Flip kicks do slightly more damage - Spin Kicks are possible on demand with Use+AltAttack, however costs 10 FP (the auto version doesn't cost any) - **To kick over a Jedi, must have Saber Offense >= their Saber Defense - Player punches do 7/5 damage instead of 6/3, and aren't randomized - **Force Speed punching should be more consistent and less cheap (never did actually test) - **Heavy/Slow Melee is specifically associated with Chewbacca, CLASS_GRAN, and CLASS_TRANDOSHAN. Other NPC types will punch more quickly but weakly if given WP_MELEE Other Minor Features ---------------------------------------------------------------------------------------------------------------------------- - visual effect for lightsaber-blocking Force Lightning, .efx file to use determined by "cg_lightningBlockEffect" - rolls and acrobatics are possible in 1st Person now New Modding Features ------------------------------------------------------------------------------------------------------------------------------ - some new fields you can put in NPC files... dualPistols 1 -- gives an NPC dual pistols if have WP_BLASTER_PISTOL cortosis 1 -- cuts damage in half from lightsabers, stacks on top of any other damage reductions blastArmor 1 -- cuts damage in half from explosives and heavy weapons, stacks on top of any other damage reductions magPlating 1 -- cuts damage in half from blasters, stacks on top of any other damage reductions restrictJediPowers 1 -- restricts an NPC from using force powers they don't actually have (force pushing without Push 1 for example) altFire 1 -- this actually works now dontFlee 1 -- forces SCF_DONT_FLEE (an icarus script thing) dontFire 1 -- forces SCF_DONT_FIRE (like how melee cultists don't punch) rareFire 1 -- same AI as SCF_DONT_FIRE but allows punching sometimes with melee heavyMelee 1 -- forces heavy melee regardless of class - new fields are in the weapons.dat: 1.) velocity, altVelocity: use an integer number (no decimals) 2.) npcDmgMult, npcAltDmgMult, npcFireTimeMult, npcAltFireTimeMult: these are multipliers that use a decimal (like 0.7, 1.5, 2.3 etc.) *read the weaponshelp.txt for overview default values for these things are ** not completely tested but should work *** incomplete/unfinished/not working completely
  4. Turns out my issue was that I had forgotten that I added a new value to the playerstate in q_shared in addition to the client values I was talking about. I seem to recall being told that modifying the playerstate is much more touchy than just adding new client values, which as far as SP is concerned achieves the same effect?
  5. Do you think the newer save code would allow me to do what I'm trying to do now? Or I would still have to mod the executable to write new save values?
  6. Is this question for me or Asgarath? Assuming it's for me... I have. The execution breaks at line 987 of g_savegame.cpp at the end brace of ReadGEntities. The exact error is get is this: "Unhandled exception at 0x77E5DF58 (msvcp120d.dll) in openjk_sp.x86.exe: 0xC0000005: Access violation reading location 0xCDCDCDD1." I assumed it was some kind of memory issue like I was accessing a bad address by going outside the range of a pointer or an array, which makes me think more memory needs to be allocated somewhere... The end of this article, https://github.com/JACoders/OpenJK/wiki/Singleplayer-Overview, basically says that you need to modify sv_savegame.cpp in the executable to pass in new savegame values, so that made me think in hindsight I can't just modify a struct in the game code and expect it to work. That sounds like a nasty bug. Is it an OpenJK bug or a Jedi Academy bug?
  7. 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.
  8. Is this possible in anyway without modding the engine/executable? I tried adding new values to the gclient_s struct in the game code of JA which Raven comments as affecting load-save, but the game crashes when I try to load save games with an NPC spawned.
  9. I'm just curious, what is the difference between modifying the engine and the game code? I've understood the engine to be sort of the back-end of the game that's part of the executable files, not to be confused with the game DLLs. Is that true? Because I've heard the engine also puts limits on things like the number of purchaseable skills you can have in the multiplayer force power menu. Is there anything a person should keep in mind when deciding whether a mod should modify the engine or not?
  10. Updated the OP a little. Please post if you have any suggestions, corrections, or contributions to what I've written.
  11. ^Just message me some stuff if you want me to take a look. @@eezstreet: https://github.com/DustysPatch/OpenJK
  12. I'm skeptical of my ability to code that kind of thing (especially if it's from scratch), but I suppose I could give it a shot...
  13. In Jedi Academy it goes up to 7, I guess because of the addition of staff and duals styles. Maybe originally saber offense gave you saber styles like in JK2, but it doesn't anymore. (In my mod I make saber offense and defense modify your base attack power, as I feel that fits more with the game since you choose custom saber styles unlike JK2). In JK2 saber offense went up to 5 to give you desann and tavion styles I think. Saber Defense maxes at 3.
  14. In Jedi Academy saber offense goes up to 7. It's kind of boring though, only makes you push ridiculously hard in saber locks.
  15. Anybody want to help me with my SP patch? Anybodeh?

    1. Show previous comments  2 more
    2. Bek

      Bek

      Can't help you there, sorry. I hope you keep at your mod though, good luck. :)

    3. Dusty
    4. Asgarath83

      Asgarath83

      I need code help too :(

  16. Did he? I initiated some kind of merge but hadn't tended to it yet. All those things are out of my expertise. So guess I can't help you ;P
  17. ^What kind of projects? Maybe I can help... (because I is can modz some things) Anybody else? Want to help me with teh codez?
  18. What: Coding and testing for Dusty's Patch; a JKA single player enhancement/expansion. Help with coding some side things to free me up to work on some core aspects of the mod. Namely I might want help with: merging the mod with JA enhanced, working on camera controls, working on new NPC fields, fine-tuning certain NPC AI features. Why: If you like my mod. I can show you what I've learned about the SP code so far and help you understand how to make your own mods. Requirements: Basic knowledge of coding C/C++ is a requirement. Basic experience with Github/Git strongly preferred. I'm willing to explain using OpenJK, Visual Studio and CMake for project management, and will gladly help you understand what I know about JA SP coding. Anybody remotely interested?
  19. Also in Dusty's Patch I'm making some adjustments and duplicates for NPCs that deal with this functionality.
  20. There is real manual blocking in SP, I'm surprised no one knows this. Set g_saberAutoBlocking to 0, and then bind "+block" to a key. There is no autoblocking at all (attacks hitting your saber cause you to stagger), but it's actually kind of overpowered. You can block saber attacks that don't guard crush and blaster bolts almost perfectly. Visually the animation looks a bit weird because it's kind of slow and your character just holds the up block pose. As for Serenity's mod for Movie Duels II.... I didn't really understand how it works. It seemed he was just telling you to press Use to block, but that he didn't actually add anything... unless maybe... in base SP, when you press Use and you stand still, your character just holds his saber stance without doing any animations, which actually lets you block almost perfectly which is pretty OP in my opinion (but this is just a basic feature of the game). And then if g_debugmelee is 1, you can press any direction to hold lean animations. Maybe he replaced the lean animations with block animations and forgot to switch on g_debugmelee. There was another mod called Saber Realism that used this to make manual blocking.
  21. I got it working a while ago. We can see about getting it implemented in JKE.
  22. ^Topic. Mainly functions that are constantly checking things in real time (like ClientThink_Real). Any differences between single and multi player?
  23. Hmm... what would be the point... a new story choice? I can't think of enough of a reason to justify it...
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