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gameragodzilla

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  • Gaming Specialty
    Singleplayer
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  1. Tried both. Thermal detonators are great, but you have limited supply. I am practicing, but it still feels inconsistent, especially trying to hit targets moving perpendicularly. Sometimes my shots land and I'm able to kill the Stormtrooper very quickly, other times all the shots miss and I waste a ton of ammo. It's the lack of consistency which feels off. It's not difficult. There's plenty of health and shield charge pickups so I usually don't die, but making the shooting more consistent would make the gunplay feel nicer.
  2. I do, I just still can't hit shit easily. lol Bad guys run around too much, so my accuracy is very poor and ammo usage is high. Though the 500 reserve ammo mod does help.
  3. The lightsaber combat sections are all pretty easy even on Jedi Knight difficulty, so it's mainly the first sections of the game where this applies. And even the shooting sections aren't difficult in the sense that I die all the time. Instead, constantly missing my shots or everything degenerating into wild spraying just isn't as fun as actually hitting my targets quickly and efficiently. I end up using ammo that I probably don't necessarily need to, and I often like to play games not taking a single hit. Easy to do with the lightsaber since I can deflect all incoming damage, but tricker to do with gunplay just trying to dodge all the attacks.
  4. Been playing some Jedi Outcast again and yeah, I still remember how rough it is to try and shoot guys on the move with the blasters in this game. Peeking around a corner like a tactical shooter and picking off enemies with the Bryar Pistol works for most of the earlier levels, but the sections where I have to fight a bunch of Stormtroopers with blasters is pretty rough. Has there been any mods that improve this? I remember I asked about this years ago but to no avail. Really it's the guys on the move which are the most difficult part, since when they stand still, of course they're much easier to hit. But the fact that they move around a lot, and as soon as they do get hit even once, they often start running around again makes it really difficult to land follow up shots. So a few suggestions that I think might make shooting easier: 1. Change enemy AI to make them move around less, so there's less need to shoot at moving targets who can stop or change directions on a dime, making leading hits difficult. Even changing movement speed to be slower may help with hitting targets. 2. Change hitboxes so you don't need as precise aim to land hits, since this game also seems to use per-pixel hit detection which means a lot of shots I fire just barely miss. 3. Increase weapon damage so I don't have to land as many shots to kill. Mostly just want to increase Bryar Pistol damage since even the full powered charge on Jedi Knight difficulty sometimes fails to kill a Stormtrooper in one hit unless it's the head or upper torso. Maybe making even a partial charge able to kill a Stormtrooper anywhere would help. Could even increase the E-11 fire rate, but that would affect enemy behavior too, I imagine. 4. Finally, possibly increasing ammo pickup amounts may help. The weapon mod I'm using actually bumped the total ammo reserve from 300 to 500 (more akin to Jedi Knight 1), but I do still sometimes have ammo issues in the big prison battle shooting the E-11 in full auto to try and shoot enemies running around. May even be possible to mod the E-11 to use less ammo, but I'm not sure how that'd imbalance it so ammo pickups may be better. Of course, any gameplay tips would also be nice. If I can increase my skill without modding the game, would also help.
  5. Bumping and updating this thread with something I noticed: Was replaying Jedi Academy recently and after replaying that level where you are captured and hunted by that Remnant officer or whatever early in the game and are forced to rely on blasters for the entire mission, I noticed that enemy AI was also less mobile there as well. They usually stood still when they saw me, making shooting them easier. Now I’m wondering if the AI thing was something Raven tweaked between Outcast and Academy, and if porting that new AI is possible to Outcast.
  6. Well the Bryar Pistol doesn't have any spread as far as I can tell, hence why I modified that first. I still constantly missed, so that's why I abandoned trying to do this. I don't want to do hitbox vs. model collision because it might lead to some oddities in shooting, so I wanna avoid that as much as possible. As for movement speed itself, I did find something in the .NPC files, so I might mess around with that. But I would ultimately prefer to modify the AI directly to have them sit still when firing like in the Dark Forces mod, as I think that works best at making enjoyable shooting, especially since I want to try and modify only those specific levels rather than the entire game. Do you know how that was accomplished?
  7. So we all know Jedi Outcast and Academy's gunplay has a reputation for being extremely inaccurate by now. A lot of people have blamed the projectile based weapons, some auto aim shenanigans etc. However, based on me messing around with the source code to increase the weapon's projectile speeds, I've found that the primary reason why the gunplay feels so inaccurate, especially compared to Dark Forces and Jedi Knight, is because Stormtroopers move around a lot, and move around much faster, too. They'll constantly strafe around, retreat from combat, run perpendicular to the player, and also fire on the player while moving, which necessitates the player to move around as well to minimize damage. So even after I increased the projectile speed of the Bryar Pistol to 9999999, I was still unable to hit anything when enemies are moving around like that reliably. So here's my mod request: I would like to have a mod that modifies Jedi Outcast's FPS levels (so basically anything before visiting Luke's Jedi Academy to get your lightsaber back) so the enemies stand still as soon as they see the player. That way, even though they're firing, the player can more easily hit targets that don't move around as often. Simply reducing the movement speed of running and walking could also work. This is what I noticed regarding the enemy AI in Dark Forces and Jedi Knight, and this is also what I noticed of the enemy AI in the Dark Forces mod for Jedi Academy. In that mod, enemies don't move around much once they see you, and while you still have to dodge their shots, the fact that they don't move around much makes them much easier to hit and the gunplay less inaccurate. They also don't seem to shoot much when moving, so that reduces the number of times when both the player and enemies are firing projectile weapons at each other while moving quickly, which makes accuracy drop even harder. Preferably, it'd just be the first few levels, as the dynamic movement of the AI does make for more entertaining combat when using a lightsaber, as you have to chase down enemies, outmanuever them, and generally stay mobile. I have attempted to look at this myself, even downloading the Dark Forces mod to see how the AI in that mod was programmed, but I'm a very inexperienced modder who only dabbled in very basic stuff so this is far more complex than what I think I can handle. I think if this mod is made, the early FPS levels would be more enjoyable to play, if only because now the player isn't shooting like a Stormtrooper or has to take damage standing still in order to line their shot up correctly. Thank you.
  8. Ha, I'm not, and I'm not exactly an experienced modder to really do a whole lot of stuff. I just dabbled in some basic stuff and messed around with other people's mods to add my own stuff. So stuff like AI scripting for maps is a lot more complicated than anything I've ever done. Wondering if other people have done it. Could probably make a mod request thread.
  9. I'll check out your mod, and indeed it could be what I'm looking for. However, working these kinds of NPC scripts and waypointing is something I've never done before. I usually modify gameplay parameters like ammo, damage, when your Force powers upgrade etc. Can you explain it to me how it works-ish? I'd like to be able to make the AI move less often for the FPS sections in the base game. It's less necessary for the post-Yavin sections because you have a lightsaber there, and the dynamic AI makes for more engaging lightsaber combat as you hunt them down and they actually do a fine job evading your blade. EDIT: I dunno how to access your maps, unless I'm being an idiot. I can access the original base game and the reduced ammo count seems to be there. Haven't noticed much in the way of enemies standing still. The Dark Forces mod had enemies not move once they saw the player and started firing, which I think is the most ideal for the first few maps at making hitting targets easier.
  10. Dunno if I should double post or edit the old post to show what I've done so far, but I've decided to make a new post just to show an update on what I've found. I've used the code eezstreet provided with Visual Studio 2012 and the projectile increase worked, but it's still hard to hit Imperials and the game crashes if I try to exit. I'm starting to think that the primary reason why the shooting in Jedi Outcast is so inaccurate is because Imperials move around a lot. Even after I increased the Bryar Pistol velocity to 999999, it still constantly missed enemies that are strafing perpendicular to me, as even fast projectiles wosh past enemy heads when they're running around like that. I'm wondering now if there's some kind of AI mod that would allow the enemies to sit still more often. At least make them move slower like they did in Jedi Knight: Dark Forces II and/or make them only fire when standing still. That would allow the player to more easily take them out, or at least minimize damage so they don't have to keep running around dodging shots too. Not sure if AI mods are possible, though. EDIT: Seems like AI changes should be possible as it seems like the Dark Forces mod for Jedi Academy had Stormtroopers standing still when shooting, which made the gunplay a lot more accurate.
  11. I see. I downloaded the Community version of Visual Studio 2017 to see if the code you gave me works with that. If so, I'll just stick to VS 2017 and see how it works. EDIT: Doesn't work with Visual Studio 2017. Shoot, I already uninstalled 2012...
  12. Huh, thanks. I'll check that out then. btw, has anyone else ever tried modifying projectile speed like this?
  13. https://github.com/grayj/Jedi-Outcast This one. I just went into the game folder and opened g_weapon.cpp to compile it, but the resulting .exe file just crashes. I'm wondering if I'm compiling it wrong, the engine is incapable of making the Bryar Pistol fire at 9999 speed or what? EDIT: As for debugging, it compiled fine and gave me no errors, so I have no idea what's happening.
  14. So I wanted to increase the projectile speed of the weapons in Jedi Outcast, as that would make the shooting much less inaccurate. I found that projectile speed is an attribute within the source code and wanted to test how effective it would be by increasing the Bryar Pistol projectile speed to 9999. However when I went to compile it in Visual Studio 2012, it crashes the game if I try to load the .exe with my Jedi Outcast game. So my question is: what am I doing wrong? Is it not compiling correctly? Is it impossible to change projectile speeds like that? Also if I increase the projectile speed for weapons that enemies use, will that also affect enemy shots and make it impossible to dodge/deflect? I saw some topics regarding projectile speed here, hence how I found the attribute in the source code, but none of the topics seemed to have gone anywhere. Also if this is the wrong section, I apologize.
  15. Hi, I'm having a weird issue with this mod. Whenever I switch to a gun then try to switch back to my lightsaber, my game sometimes crashes. After testing a bit, I figured out that it was this mod. I also noticed the game would sometimes lag when in the saber menu switching between the default hilts and the added ones. Any suggestions as to the issue? I'm using the GOG version of the game.
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