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Dusty

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Everything posted by Dusty

  1. There were some cool melee weapons in that game, like these cortosis clubs used by the Jin'ha and Black Heth. Unfortunately I'm having a real hard time finding good pictures and vids of the weapons in the game...
  2. Surely I can't be the first one to ever want this; is there a good way to do this? I understand why the permissions are there by default (security and noob-proofing), but it's annoying when I'm working with files in Jedi Academy's folders and I can't copy things to and fro without clicking a dialog box asking for permission, and it's especially annoying that I can't edit pk3 files while they are inside those folders. Ideally I would remove it for just Jedi Academy's folders.
  3. 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...
  4. So I have an OpenJK-based Single Player mod... and some observations/questions about it. 1. People seem to need to have Visual Studio 2013 installed to play my mod. I compile my code with Visual Studio 2013. Is there some connection? Or is it that OpenJK uses some code libraries from Visual Studio 2013? I tried having them just download the Visual C++ 2013 redistributables but that just wasn't cutting it (single player is written in C++). They seem to need the whole package. 2. How does OpenJK load dlls? I'm under the impression that first it goes to fs_basepath, then fs_homepath, then fs_cdpath. Does the last set loaded take priority or the first? 3. Can I overwrite the jagamex86 dll in the gamedata folder, so that way the mod doesn't need to be loaded or set in fs_game? It didn't seem to work when I tried it. Maybe the dll was being overwritten from somewhere else? 4. If I want my mod to use a renderer dll of a different name, or at least one that doesn't overwrite OpenJK's renderer dll, how would I do that? I know MB2 does it.
  5. 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. 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. 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. 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...
  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). 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? 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. Wait, every map?? 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?
  8. Ok. I think I got it this time. It turns out I accidentally gave you guys some bad code files. So: 1. Make sure OpenJK is installed. Get it here: https://builds.openjk.org/ 2. Re-download the mod. Just overwrite any files (no clean install necessary). 3. If things don't work, make sure you have the Visual C++ 2013 redistributables installed...
  9. 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...
  10. Should be working now.
  11. Version v1.12

    446 downloads

    Update 8/1/16: It seems the second time I uploaded the file I gave you guys some bad code files. I think that was also what was causing problems. As they say, the third time is the charm. Also, I forgot to mention the changes to Class_BobaFett, Class_Commando, and the new Class_Manda for NPCs. Warning: This mod is not compatible with existing save games. Just use cheats to remake your saved game. It also assumes OpenJK is installed which provides some files and libraries that are necessary to run the game. The latest OpenJK builds can be obtained here: https://builds.openjk.org/ This is a test run for a modded Jedi Academy single player. All the features are code-side except for the animations (download Dusty's Patch: Animations to get them). The code uses a modified version of OpenJK's gameplay code. Feel free to report issues, give feedback, or suggest features. Remember though, I'm just one person. v1.1 changes: - fixed a bug where projectiles deflected by the player back at an enemy would just sit there without damaging the enemy - added the g_saberAutoAimDeflect cvar, it wasn't actually in before and the deflection aiming was actually controlled by g_spskill - to accurately aim deflections now you almost must be walking/guarding - fixed a baseJA bug where stormtroopers using Flechette and Repeater alt-fire would switch to primary fire when an enemy is very close not to damage themselves but then couldn't switch back to alt-fire - g_playerCheatPowers: if 1, player gets a lot of abilities that bosses and NPCs have, like auto-pushing explosives, sniper shot dodging, increased jumping ability/resistance to force powers, at 2 fp usage is cut in half, and at 3 you have unlimited fp and take no fall damage; make sure to have this set when before you load your game to get the automatically applied NPC boss class effects; also your lightsaber must be activated for auto-pushing explosives (so it won't work with any other weapon equipped or your saber off) - iknowkungfu now toggles g_playerCheatPowers to 1 - NPCs are using some new AI for surrendering, but I'm not sure how it behaves in the context of the SP missions, as I only tested it on MP maps which don't have waypointing, but basically they consistently stay surrendered hile you are nearby but as soon as you leave they try to do stuff - NPC Jedi now have their 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" - Class_BobaFett doesn't make an NPC invincible anymore, rather only the NPC with the name "boba_fett" or the undying field will be invincible, Class_Commando allows for an NPC that acts like Boba but without the flamethrower or jetpack, and Class_Manda is supposed to act like Boba but without a jetpack but is untested --- NOTE: must have WP_BLASTER as a fallback weapon to work correctly, and can currently only switch between/use the weapons Class_BobaFett has normal AI for (disruptor, rocket launcher, e11) - Tweaked the likelihood of Grenadier Grans using WP_MELEE when you have your saber out, don't know if it's a noticeable difference though - 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.) - cg_lightningBlockEffect controls which efx file is used for the force lightning saber block effect - 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 a Jedi NPC from using abilities they don't have the proper force powers for such as sniper shot dodging without Speed 2, force pushing without Push 1 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 -- allows punching sometimes with melee (to emulate how cultists punch sometimes in the previous version of the mod) heavyMelee 1 -- forces heavy melee regardless of class - new fields are supported by the weapons.dat however I'm not sure how robust they are (they seemed to work for me): velocity, altVelocity: use an integer number (no decimals) npcDmgMult, npcAltDmgMult, npcFireTimeMult, npcAltFireTimeMult: multipliers that use a decimal (like 0.7, 1.5, 2.3 etc.) the npc firetime fields might only work on newly spawned NPCs (firing speed is set as an NPC is spawning in) *read the weaponshelp.txt for overview of what the default values for these things are new bug - for some reason when you use playermodel to become an NPC your HP and shields will match that NPCs HP. Not sure why. v1.0 changes: New Cvars ------------------------------------------------------------------------------------------------------------------------------ g_autoRoll - default is 1, if 1 default JA behavior, if 0 you have to be holding USE to roll g_char_forcePowerMax - requires level restart, controls number of player force points g_char_forceRegen - requires level restart, controls force point regen rate of player g_char_parryBonus - same as .sab file setting but applied on savegame load for player g_char_breakParryBonus - same as .sab file setting but applied on game load for player g_handicap - can go up to 200 now g_saberDamageScale - this scales saber damage, and is saved with your savegame. This effect stacks on top of the effect caused by g_saberMoreRealistic. g_saberDeflectAutoAim - if 0, blaster deflections are not auto-aimed but go in the direction of the crosshair with randomness based on Saber Defense level g_saberForceDrains - if 1 special moves drain the amount of FP from the next cvar, katas not affected g_saberForceDrainAmount - if g_saberForceDrains is 1, special moves drain this amount of FP, katas not affected g_saberLockSuperBreaks - if 1 default JA behavior of saber locks, if 0 no super breaks (1-hit KOs) ever happen after saber locks g_saberMoreRealistic - no longer write-protected g_weaponVelocity*, g_weaponAltVelocity* - use this to multiply the speed of most projectiles 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 if I remember correctly NPC AI ------------------------------------------------------------------------------------------------------------------------------ - Improvements to NPC AI pertaining to the use of JA-exclusive abilities... NPCs only use Force Rage if close to the player and if have > 25% HP, only kick if close to the player, only use katas if close to the player - NPC Jedi will try very hard to dodge your attacks if you knock their saber throw to the ground (before they were more apt to just stand there) - NPC Jedi get up much more quickly from knockdown on higher difficulties (no easy marios for the win) - NPC Jedi will activate their saber very quickly after being gripped or drained based on difficulty and rank - Force-only Cultists react properly to explosives, sniper shots, and saber throws now - Force-only Cultists will very rarely throw in a quick punch if you get right in their face - Non-saber wielding NPCs with Class_Reborn try extra hard to dodge saber attacks and throws (because they can't block) - Light Jedi with non-dark Jedi AI (class_reborn, class_desann, etc.) classes don't attack surrendered or unarmed enemies now at all - **Grenadier Grans will alternate punches/thermal detonators even if your saber is out if you are really close to them - **NPCs surrender more like JK2 (the animation is more consistent, once they decide to surrender they will usually stay surrendered) - 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 Saber System (activated with g_saberNewCombat 1) ------------------------------------------------------------------------------------------------------------------------------ - Saber Offense gives a base "attack power" (AP) (+2/+4/+6) - Saber Defense gives a base "defense power" (DP) (+2/+4/+6) and a number of block points (BP, is equal to 1 + your SD level IIRC) - "attack power" is modified by saber style (-2/0/+2/-1/+1/-1/+1 for Fast/Med/Strong/Duals/Staff/Tavion/Desann) - 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 - style attack 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) How saber combat then works: - AP > DP = attack blocked but lose a number of BP equivalent to AP - DP - all BP lost = guard crushed - BPs regenerate about 1 per second if walking/standing still (total BP = your Saber Def. level + 1 if I remember correctly) - special attacks ignore BP: either crush guard or are blocked partially Other saber-related changes (always active regardless of g_saberNewCombat) - player's ability to parry saber attacks and blaster fire is improved while walking or standing still for Medium and Strong styles - Saber Defense 0 no longer causes blaster fire to pass through the player, only the player's saber - A saber with autoblocking 0 now has a very narrow blocking arc for the player (so you can't cheat and block super easy) - Holding Use and standing still will let you try to manual block blaster bolts as it currently does in Base JA, however the arc is super narrow Melee changes -------------------------------------------------------------------------------------------------------------------------------- - Player can use kicks with any saber type by default, you must use +forcefocus to saberthrow (bind this to a key, maybe your mousewheel click-down) - Player's melee abilities determined by Saber Offense level (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 are only enabled for Saber Offense 3 but do slightly more damage - Spin Kicks are possible on demand by holding Use and pressing the Alt Attack button, however costs 10 FP (the auto version doesn't cost any) - **Knockdown from a kick to Jedi happens only if your Saber Offense >= their Saber Defense - Player punches do 7/5 damage now instead of 6/3 and aren't randomized - **Force Speed punching is more consistent now and less cheap (never did actually test) - **Heavy/Slow Melee punching is specifically associated with Chewbacca, Class_Gran, and Class_Trandoshan, other NPC types will punch more quickly but weakly if given WP_MELEE Other additions ---------------------------------------------------------------------------------------------------------------------------- - visual effect for blocking Force Lightning with your lightsaber (it's subtle but there, it just plays a reverse-direction version of the Lightning level 1 effect) - rolls and acrobatics are possible in 1st Person now Future ideas ---------------------------------------------------------------------------------------------------------------------------- Things to do - - *savegame screenshots - *separate cvar for player HP and Shields - force push strong version, mindtrick changes - *camera controls (1st, 2nd, 3rd, 4th person) ** not completely tested but should work *** incomplete/unfinished/not working completely
  12. @@eezstreet: I think we should have a sticky topic with some of this information.
  13. I built my own linked list data structure. Better than that though, I think I'll just use arrays with special values to indicate empty slots. What I was using it for is to have NPCs maintain several lists of weapons they have for multi-weapon support like all weapons possessed, heavy weapons, blaster weapons, etc. That way when they have their weapon taken or they cycle between multiple weapons (like Boba) they can make a proper decision of what to switch to without the AI expecting them to possess certain weapons.
  14. Yeah I'll put it in. It'll be tied to cvars so that way it can be toggled via scripts and ui code as well. Shouldn't be too difficult.
  15. So kind of like a remake?
  16. Perhaps it could be a cheat setting. I could implement that in Dusty's Patch at least. Maybe we could even implement it across both JA and JK2 in Jedi Knight Enhanced. There are some unlimited force power mods that already exist though from jk2files. You just have to download them from the mirror topic that's stickied in one of these forums.
  17. The link to wonko's mirror should be in the first post methinks.
  18. On a side note, I noticed some of the parts of Inyri's old weapon modeling tutorials are missing. Like screenshots and links to videos. Could that possibly be addressed? I was looking in there for some information on modeling but it made it difficult.
  19. I'm surprised there's no stickies in this forum. All I can surmise is that it's an improvement of JA+ that is recommended to be used for making your own mods... what are the changes/additions? It's open-source right? As in you're free to make code mods based off it, whereas JA+ was closed source I think? Where is/are the repository and downloads?
  20. What if the whole light side vs. dark side thing was fleshed out a bit more in JA? For example... Light side points earned: not attacking surrendered or fleeing enemies, defeating non-droid enemies with your saber only by arm/leg attacks (as opposed to body or face) Dark side points from: attacking surrendered enemies, using dark force powers to kill non-jedi enemies, throwing enemies off ledges I'm not sure what the point of it would be though... maybe it would influence how many force points force powers cost like in KOTOR, or allow you to learn a new skill or two.
  21. I'm trying to edit a sword model's size and it's uv mapping for Jedi Academy, and I have a basic idea about what I'm doing (I'm l33t cuz I know what blade tags arez), but I have some random questions about it. Also, I have almost no experience in modeling otherwise except small tweaks. 1. MD3 vs. GLM What is an md3 file exactly? Is it really any different from a weapon glm since neither store skeleton information? If I convert a glm to md3 and vice vera do I lose any information like UV mapping? 2. UV mapping Is it easy to edit/modify UV mapping on a model without completely redoing it? Is Gmax or Milkshape able to do this? Do I lose the UV mapping information when going between formats? Like if I save a glm as the native milkshape format (ms3d) and then convert it back?
  22. Why are they Black Vulkans?

    1. Sentra

      Sentra

      Block Voolkars?

  23. @@Hels: You can think of it like a clean code base for mods to be made with too. With better game performance and stableness. Also, I apologize if this was asked earlier in the topic, but I would like more clarification/it to be explained to me again. How does including modified JA/JK2 game assets with a code mod that uses OpenJK stuff work again? My understanding is that I have to make it a separate download; that is, that I'm not even allowed to include small modifications to external game files in the same download (but it's perfectly fine if you break up the downloads?) without breaking some part of the license or otherwise being bad and illegal? If so though, how come MBII is allowed to do it? Or they aren't? I guess, is that really illegal and/or is that really encouraging/enabling game piracy? Which is something I really don't want to do...
  24. 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...
  25. I never did do the bonus missions... probably still should. I guess I was too concerned with putting a fresh coat of paint on them (UI integration and scripting wise) when they are good enough as is. I have three suggestions for JA's default missions though. 1. Dosuun - Lengthen the prison break segment slightly. Give the player melee initially and force him to fight a few stormtrooper guards strategically placed around the room with weapons that can't be stolen, one holding a key to get out of the jail cell room. 2. Level with the Noghri - Have some swamptroopers spawn in the water and ambush you. 3. Korriban - make the atmosphere a little more epic. Instead of bright and sunny have the sky be dark and stormy in korriban2. More Jedi and more Reborn.
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