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Dusty

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Everything posted by Dusty

  1. I'm still waiting @@Rooxon
  2. @@Rooxon: Can't believe I'm just finding this this. Looks like good designs are already there for most NPCs. Might just try ripping off that. Reskinning a hilt to make more "styles" is easy enough a dusty can do it with little effort. How about... a double-bladed version of your stinger, and I'm being greedy, but if you're feeling generous, maybe a double-bladed version of this stinger-remake hilt?
  3. It would be nice if I could peruse the files for download from my phone, but I can't. Herm. Could this be allowed?
  4. I guess could you make me one model that basically is a double-bladed stinger hilt and nothing more? And then maybe another one that is reminiscent of both the Guardian and Stinger hilts? I'd be very interested to see what you come up with Also, why are all your hilts so nice? It's hard for me to find hilts that go well with them haha.
  5. Just released one part of the modded menu system. The next few mods I have planned at some point: Menu style mod: Just a few pieces of artwork I'll whip up for splash screens and loading screens. Also it will have a better video for the SP main menu instead of the normal one.Bonus Missions + Menu: A pack of bonus missions made by mappers in the community. So far they are only ones from jk2files.com that I've gotten permission for. There will be a menu where you are briefed on the bonus missions, and depending on the mission, can select your character model and lightsaber (this won't be very in depth though as if you want to change your abilities I figure you can just use cheats).Maybe I'll release some sort of code sample. Not sure what though exactly.
  6. @@Rooxon: So how 'bout it? A double-bladed stinger hilt would do nicely I think. Pretty please? I'm too lazy.
  7. Hey Rooxon, really cool stuff you made here. Would you mind if I possibly used some of these for NPCs in some of my mods? I was thinking of making some NPCs use swords. So far the only nice vibroswords are the ones by Outcast (Outcast's Melee Weapons on jk2files.com) but they're so darn long.
  8. Version v1.0

    1,292 downloads

    NOTE: The screenshots are a tad off. My printscreen functionality wasn't working so I had to take some of the pictures using the console, and for my code build I have debug mode on so normally the "LOADING: blablabla" text won't appear on the level loading screen. I strongly recommend using this mod with OpenJK or it won't work very well. I included instructions in the readme for installing OpenJK if you're not sure how to do it. PLEASE read the readme and and read and follow all the instructions in it. There's a couple little things you need to do besides using OpenJK to get the mod working. Aye, this was a good bit of work. I would expect some more mods soon, but I'm still pretty lazy, so I'm not making any promises. What this mod does: Adds some new options to the Setup menu. In Video 2 there is a button now called "More Options" where you can set the intensity of the Dynamic Glow effect to be less strong (High is the normal default setting) and set the Force Push / Pull refraction effect. There is also a "Very High" option for sound quality in the Sound menu. Adds more options to the Controls menu. There are some new commands you can use in Interaction, and Weapons. Some of them you have to bind manually. Others like the inventory buttons (in the Interaction menu) work the normal way. In the "Other" section you have the option to change some things about the camera, and to use a special camera mode (using the command vstr camera) that changes between 1st person, 2nd person, 3rd person, and a far-away version of 3rd person. It is a bit sensitive and buggy though because it's not hardcoded. You also have some other options added too. the custom commands include holstering (you can also do this by default by pressing the "=" key, however my command vstr holster also adds melee / fisticuffs to your inventory if you don't have it), vstr meleekata (a melee kata that is a bit harder to pull off than the normal version, it's still kind of cheating though if you use it), and vstr block1 (a manual blocking move, it's kind of slow though) Adds an Inventory Select menu and changes the Weapon Select menu for SP missions. (Note: if you don't want this, delete the ingameforceselect, ingameweaponselect, and ingameinvselect .menu files from the ui/ folder in the pk3 file) Now you can only take 1 extra weapon with you but you can take two sets of inventory items and you also get the Electrobinoculars from JK2 for every mission. The inventory menu is a little sensitive though so be careful with it. You have to use the Clear / Reset button to unselect items. Music is added to the Main Menu. It cycles between two different songs changing each time you load up the game. Read the readme file for instructions on how to change the music used. Tips are added to the loading screen for levels. You'll see different tips at the bottom of the screen giving you some hints on how to play Single Player. Some tips are about things that aren't hard to figure out, but several of them are little secrets and tricks I've learned from playing and hacking SP for a while. There are 17 different tips in total. I had to remove the force power icons in the loading screens to make room for the tips however.
  9. ^Eh, silly me. So it seems that instead of using my dll in OpenJK/build/Debug it's using the one in Gamedata/Dusty_Patch. And this I'm guessing is causing this error I'm getting where it finds the appropriate symbol pdb files but can't load them for that dll because it gives an error saying "image does not match"...
  10. I'll give you some apples haha? I'm not sure what the Guardian hilt should look like exactly... just something a bit unique. Actually, maybe it would make more sense if the Reborn used a sort of double-bladed stinger hilt now that I think about it... would you be able to cook up something like that?
  11. Here it be. Debug Output: From what I see no mention of jagamex86 anywhere.
  12. Way late for me to say this but... Eez, just looking at the first post (which I see is from months ago), I think you may be trying to do a bit too much. I tend to be the same way but little details aren't always that important. Sometimes you have to trust player's abilities to adapt or just deal with an ever so slightly unrefined feature. I mean props to you, but just don't drive yourself crazy
  13. ^Chopper is kind of a douche in my opinion.
  14. Version 1.2

    1,000 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. If you want more unused NPCs deleted to make room for custom NPCs I suggest checking out @RancorSNP who made his own NPCs patch a while ago. He has different files you can download, some of which make room for up to 10-20 more NPCs in the game without deleting any NPCs that are used in Base JA single player maps. 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 v1.11: - Fixed an issue where Trandoshans were using Melee instead of the Imperial Heavy Repeater - Fixed Chewie and Trandoshan NPCs to have correctly listed base HP amounts (190 for Chewie, 60 for Trandoshan) - Reverted Force-user Cultists FP regeneration and total FP to base JA levels, evasions stat raised to level 5 - Gun-user Cultist has a slightly higher evasion stat (4 instead of 2 now) - Human merc NPCs had their aim stat raised from 2 to 3 - Hazardtroopers (huge armored guys on the ground often with concussion rifles) and Rockettroopers (armored guys with jetpacks) had their aim stats generally improved (don't know if it makes much of a difference however, their aim may be controlled by their class more so than their NPC stats) - Rebel and all Prisoner-type NPCs had their aim stats boosted, prisoner-type had HP lowered to 50 - Swamptroopers had their aim boosted to level 5 and rank boosted to LT from crewman - Stormtroopers/Snowtroopers had their evasion stat raised one more level (maybe makes them more likely to duck at times now? They didn't really seem to do it before...) - NPCs with slower running speeds had the stat lowered from 185 to 180 (Trandoshan, Weequay, Noghri) Changes from v1.1: - 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 misstatements 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) - 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. Cultist (gunner) - raised all stats from 1 to 2, aggression from 1 to 4, evasion 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. Hazardtroopers - Aim stats increased. Human Merc - Increased aggression. Aim is 3 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. Prisoner - Aim increased from 1 to 2 (or was it 3?). HP lowered from 100 to 50. Rebel - HP reduced from 100 to 50 (thought it was out of proportion with stormtroopers and similar enemies). Aim improved from 1 to 3. 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 Rocket Troopers - (The ones with jetpacks) Aim stats increased. 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). Swamptroopers - Aim stats increased to 5. Rank increased from crewman to lt (lieutenant). 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. Weequay - Aim stat is 1. HP raised from 30 to 40. Runs slowly like Trandoshans.
  15. Sorry for waiting so long to post back. I checked in the modules window and there's no jagamex86 in there at all. I tried removing the SP game library project from the solution and re-adding it, but still no dice. I don't know why in fudge's name it's being skipped...
  16. Perhaps for now my bonus missions will satisfy you guys once they are released
  17. Thanks for the tip, I'm going to try fixing this for the next version.
  18. Yep. Still not loaded. Breakpoint is an open circle.
  19. I read the entry on lightsabers in my New Essential Guide to SW Weapons and Tech, but it didn't say anything about a gyroscopic effect or lack thereof. From what I've read though, the idea of the gyroscopic effect has to do with the way the plasma beam/saber blade or whatever is focused into a blade. It has to be made to go out of the hilt and extend to a fixed point then loop back around and return the energy to the hilt was my sort of laymen's understanding, which would make sense to me that that would generate some sort of slightly unwieldy gyroscopic effect. It probably wouldn't be massive, but enough that it would be awkward for someone who's never used a saber before to start slashing around with exactly the same finesse and skill they have with a normal sword. Yes Vader's saber was a dual-phase lightsaber. Still though, if a Jedi's chosen saber length for their lightsaber only has to due with power and crystal requirements, why doesn't every Jedi build a giant saber like Desann had? Did Desann get better/bigger saber crystals and a better battery for his saber than every other Jedi? That doesn't make any sense to me. I would think only he and strong species like Wookiees would handle a huge saber like that comfortably as a normal species Jedi could a regular size saber. Also, I've always had it in my imagination that if you could actually build a lightsaber in real life, that it would require that you plug it into a nuclear power plant to have enough power to keep it running. If that was the case, I don't have a hard time thinking that even with Star Wars tech there would be at least some kind of mild gyroscopic effect or something similar generated from something using a lot of energy.
  20. Turns out I DID have a mod on the player.npc in my base folder but didn't realize it. That was messing things up. Even though I didn't change much I'm guessing it's a sensitive file that needs to be somewhat exact for the game to read it right.
  21. Sometimes it's the simple solutions you miss. Thank you . Anyway, still no symbols being loaded for jagamex86. Scouring the debug console output thingie in VS 2013, I can see both openjk_sp.x86.exe and rdsp-vanilla_x86.dll have their symbols located and loaded. But no mention anywhere in the console of jagamex86.dll and its symbols being loaded, no mention even of its symbols being unable to be loaded. Something is fishy... To my untrained eyes it looks like the Debug build is just skipping over the SP Game Library project / my jagamex86.dll. But whai?
  22. So after going back and reading about debugging, it seems like I've been overthinking the whole thing, and it's actually kind of simple. Symbols seem to be being loaded when I set the startup project / debug command to OpenJK/build/debug/openjk_sp.x86. However I get this error: Program cannot start because OpenAL32.dll is missing. How do I get this to work? Should I have Visual Studio build my dlls directly to Jedi Academy's folders?
  23. Should I try reinstalling JA?
  24. @@eezstreet: So, I did everything you said Eez. I get an error though on starting up the project in Debug saying "OpenAL32.dll is missing" or something seemingly implying to me that the Debug isn't finding the appropriate dlls from my JA/Gamedata folder. You didn't mention setting a "command" for the startup project. Should I not need one because the start up project is the .exe? The only thing that fixes this error is setting "command" to the openjk_sp.exe in my JA/GameData folder. And still no matter what I my break points won't work for seemingly the same reasons as in the beginning. I'm going to try again with Visual Studio 2012 instead and see if that works... EDIT: Forgot about the inttypes.h thing not being compatible with VS2012... now onto the next thing, trying reinstalling VS2013.
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