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Dusty

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Everything posted by Dusty

  1. Version 1.2

    989 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.
  2. 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...
  3. In general it's good to keep old versions of mods up right? Incase people like an older version better?

    1. Show previous comments  2 more
    2. Onysfx

      Onysfx

      Yep, always.

    3. Rooxon

      Rooxon

      of course. They say 100 people, 100 preferences in our country. And even if not for that, it's always better to have options. :)

    4. Angel Soul

      Angel Soul

      Exactly what ninja Rooxon said. :D

  4. Funny thing: I killed a seeker drone I had spawned infront of Chewie and this assault sentry I had place in SP, and both Chewie and the turret turned on me instantly. ???

    1. Show previous comments  1 more
    2. eezstreet

      eezstreet

      "seeker" NPC is friendly, "remote" is not

    3. JediBantha

      JediBantha

      You just can't trust an oversized eyeball.

    4. Dusty

      Dusty

      I figure it's my seeker drone, I can do what I want with it. If Chewie and my assault sentry don't like it, TOO BAD. Maybe the assault sentry turned on me because it sees how I treat my other machines and is either exploding in rage or doesn't want to be next?

  5. Perhaps for now my bonus missions will satisfy you guys once they are released
  6. Thanks for the tip, I'm going to try fixing this for the next version.
  7. Yep. Still not loaded. Breakpoint is an open circle.
  8. 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.
  9. 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.
  10. 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?
  11. 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?
  12. @@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.
  13. If that's the case, why don't all Jedi go around wielding 10 foot sabers like Desann? Wouldn't that be more powerful? I figured only he could handle a giant saber like that dextrously because he has dinosaur strength and therefore better control. http://starwars.wikia.com/wiki/Lightsaber : "Due to the weightlessness of plasma and the strong gyroscopic effect generated by it, lightsabers required a great deal of strength and dexterity to wield, and it was extremely difficult—and dangerous—for the untrained to attempt using. However, in the hands of an expert of the Force, the lightsaber was a weapon to be greatly respected and feared. To wield a lightsaber was to demonstrate incredible skill and confidence, as well as masterful dexterity and attunement to the Force." ^I don't know if that's entirely accurate, but I figured a saber takes adjustment from someone who would be used to a sword. Not so much because it's heavy (it's not ) but more because of awkwardness and unwieldiness. And I would think a giant saber would intensify the gyroscopic effect.
  14. ^Tried all those things. Still not working. The exact error is g_setg2playermodel something something. I'm not playing any SP code mods so that's not the problem. Let me double check my base folder though to make sure there aren't any standard mods causing a problem. I did try deleting my jaconfig though and that didn't fix the problem.
  15. Lightsabers have a powerful gyroscopic effect which I think basically means they feel a bit unstable in your hand and resist certain types of motion. I think that's why people unskilled in using them can't just pick them up and use them as well as a regular sword.
  16. Can't figure out what's wrong. I've had this issue for a long time. Tried playing with all my config files and removing all my mods. Tried various combinations of using the g_char_model cvar and the playermodel command. Tried starting a new game. Still whenever I map or devmap to a map I get a model error and Jaden shows up as a stormtrooper. Anyone have any idea what the issue could be? I'm at a bit of a loss.
  17. So I've been working on the mods in bits and pieces. Main roadblock I hit coding wise was being unable to figure out how to enable kicking for sabers with a button, and my visual studio debugging stopped working so I kind of need to fix that. So far I haven't done much debugging but if the code puzzles I've been having are any indication I'm going to need it to figure out any other problems I encounter down the road. @T.Zealot may be joining up with me to help with some coding (I'm hoping ). Might help things a bit. @@redsaurus has already done a lot for me, so big thank you to him. Sometimes I wonder if I'm ever going to finish this mod, but I don't want all his hard work to go to waste. I haven't even really gotten to actually using some of his code pieces yet like the Inventory menu UI scripts. He coded some things for me though that I would have had a very hard time with, like Force Lightning saber block effects and using the crosshair to aim blaster bolt deflections. I had planned to release the menu mods and UI as the next feature, but then I started realizing that a lot of my new UI buttons need hard codes to do what I want. That or I could release them with a config system but that's not as nice and is more bound to have problems. Maybe I could just release a stripped down version... and I should just release the WIP version of the bonus missions menu already I guess. It just needs a few quick touch ups. One thing I am a wee bit disappointed about, is that hardly anyone has given me feedback on my animation and NPCs mini mods. I want community feedback on my ideas and direction for pete's sake! Dusty, that mofo you know, out.
  18. Isn't an ARF trooper a clone trooper? Not sure how that fits into JA's SP campaign
  19. So, I never talked about school at all. First semester of college went well. Right now I'm slated to be a CIS major.

  20. Still not working haha. I must just not have the file and folder structures set up right or something. I'll find some guide to debugging with Visual Studio and make sure I understand exactly how to do it, and assuming I'm able to fix things through that, I'll post back here and explain what the problem was. Thanks for trying to help DT
  21. So I'm guessing the Program Debug Database format files in my folders are the .pdb files. After a bunch of fiddling the error message seems to be gone but looking at my breakpoints while running the game through Debug they are still open circles with the message "breakpoint will not be hit because no symbols loaded for this document". Erg! What is it?
  22. Please DT can you take that pic? You're my only hope!
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