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bjusterbaarlik

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Everything posted by bjusterbaarlik

  1. For those of you who use xfire and want to be able to join OJP servers with it, this is what you have to do. In Xfire, go to Options and click the 'Games' tab. After it's done detecting your games, search for 'Jedi Academy Multiplayer' in the list and select it. After selecting it, you will see advanced options on the right with a box where you can put in extra paramaters. Put the following in that box: +set fs_game ojpenhanced Then, just click apply/ok/save/whatever and you will be able to join OJP servers through Xfire. Note that you cannot join stock JKA games through Xfire anymore with this, neither can you join servers running other mods. If you want to be able to join stock JKA games again (for whatever reason), just empty the extra parameter box. I only play OJP when playing JKA, and probably a lot of you do as well. Works like a charm!
  2. For those of you that have not downloaded 1.2 yet, do it here. I thought I would give my impressions, suggestions and opinions after trying out the brand new 1.2 version posted on jk3files. The saber system still spells awesomeness, even after all the changes, additions and whatnot, it is still the best thing for a Star Wars jedi type of game. I must say that I have not noticed any flaws, bugs or glitches in the saber system. Top notch. I did have to get used to the fact that I had to acquire a certain amount of experience points before I could choose Juyo and the Staff/Niman styles, but that's ok I guess. I also mourn about the fact that I cannot manually deflect blaster bolts with Soresu anymore, but so be it. Djem-So, here I come. Things that were already excellent in previous versions remain that way, stuff like the main menus, ingame menus, sfx_sabers, exp points balance for skills and the gadgets available in gunnery are very well made. (Even though I made the ingame menus, they're still part of the good stuff.) Unfortunately, there are a lot of bad things as well. Most of them have to do with gunnery and bots. The one dislike about bots is that they are awesome shooters. They will have every shot dead on target, even the stormtroopers with their E-11's. The reload system is an awesome idea and, mostly, implemented well. However, there are a few bugs... When switching weapons, the spare ammo display is incorrect. (Saw this one already listed on the OJP 1.3 roadmap, though.) When picking up a dropped weapon (from a bot), the ammo in my clip will exceed the limit of that gun. The rocket launcher is bugged, when reloading, you move slower (probably intended) and after you here the 'click' it still takes a while before you can actually fire. If you switch weapons in the progress, you will still move slow for the rest of your life. The T-21 doesn't do anything for me. I might do something wrong with that weapon, but after testing it on a stormtrooper with absolutely no result, I ditched it for something else. Not reload-related, but you can still move around when you're in the middle of setting up a portable turret. Don't know if that's intended or not. Not reload, but gunnery related. I hate the fact that the game takes the privilege of spending my hard earned exp points to random guns, it doesn't do that with force powers, only with gunnery. Anyway, these are my impressions of the new 1.2. I will play more of course and see if I can find any other stuff that needs mentioning. This mod is very well done, and if you can fix all those bugs, you might have the perfect mod already.
  3. Sorry to be picky, but you spelled my name wrong in the credits...
  4. Is there a location where I can obtain this 'latest version'?
  5. In the version I am using, which I think is one of the latest, the game crashes to desktop when I try to push a TABBot, but I don't have my crosshair on him at the time I press push (as in, next to him or slightly above him). It happens with level 1 and level 2 of Force Push. Is this already resolved in the upcoming release?
  6. I can't wait to see the new goodness, as well as the actual review itself.
  7. The latest version posted in this thread seems to crash everytime I try to use Force Push. Also, I took a look at the ojp_enhancedstuff.pk3 file, since it was so massive in size compared to the latest one. Do you really need all those custom effects and what about all those screenshots in there of DarthDie with a swastika of demo charges. The custom effects in this pk3 sure look nice, but the bigger ones like the explosions from the rockets and thermal detonators somehow make my FPS plummet from sky-high to down-the-drain. It seems like they have not been made very effectively. Not that I can do any better, though.
  8. Well, I have not played it enough to comment on any imbalances, but I certainly would like some bugs to be fixed. A bug where you can't see your enemy's weapons is one of them. I think jump is still a bit too sensitive, but I am not sure if you can fix or tweak that. Furthermore, does the new upcoming version have new animations?
  9. Is it correct that you changed all the idle saber stances back to the standard JKA ones? If so, that's too bad, cause I really liked them.
  10. I have it as well, and I always start up my game with the shortcut: ""D:\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe" +set fs_game ojpenhanced". I took a look in the pk3 files and it seems there is a folder called "New Folder" in the ojp_enhancedstuff.pk3 file which is not used at all. Inside that folder are subfolders with the names: menu, shaders, strings and ui. Tanqexe's splash screen can be found in there as well.
  11. I agree. My only dislikes about the new version are jump (press the button and you go way high, it feels like I am not in control of myself while jumping) and the fact that I can't perform a roll anymore while running forwards. Something else, jedi still seem to do a pre-block animation near a dead body if the owner of it has not respawned yet. Which leads me to the following question: What is the cvar which controls the respawntime?
  12. Well, the only things I use are: /addbot Stormtrooper 5 red. That gives me a TABbot on the red team with the highest skill. There is no need to specify the bottype as TABbots are the default.
  13. Yes, I have bugticketed the saber style and dual/staff sabers issue a while ago. I think its milestone is set for 0.0.9w.
  14. Well, I can always take a look at the main menu, but I can't promise anything. July 2nd is close and I don't know if I would be able to complete it before that. But please, if someone can send it to me (e-mail is in profile) I will take a look and see what I can do.
  15. Yes, it would be nice to have Ataru and Niman in there as well. Then at least we have all the styles.
  16. That is some very nice stuff there and it reflects the real (movie) styles very well. Perhaps, for Soresu, a decrease in the boltblockdelay might be in order so you can deflect more bolts in a shorter time. The opposite should then be applied to Makashi, to make it stand out as a dueling style which is useless versus blasters etc. I will be anticipating the full post with all the perks in them.
  17. Please, keep the style names, I don't want to go back to the stone age again with "strong style", "fast style" etc.
  18. I think it would be better if Djem-So attacks do MP damage to the enemy if they are unparried. Makashi should then be doing (additional) MP damage to the enemy if they succesfully parry an enemy attack.
  19. Since there are a few threads about Saber Styles with which there seems to come a more common agreement, I'd like to put one up about the Gunnery skills perks etc. I have read so many times now that blob has to go, or no, it has to stay, blah blah blah... Personally, I think it should be removed, but not without changing some other weapons around first. I also wanted to throw my suggestions at you anyway and this seems a nice way of doing it. About shooting-from-the-ground, or knockdown-shooting as I like to call it. I think it is a nice solution to only be able to shoot-from-the-ground with a weapon when you actually have level 3 in that specific weapon skill. I do not know the damage values of the guns, but it seems logical to me that one or two shots would kill someone (if they hit ofcourse). As for secondary fire modes, I still think that the slight zoom is the best for most guns and allows a more tactical playing style amongst gunners which will greatly reward them should they utilize it. This would also mean that the normal firing modes of those guns should be less accurate and should cause slightly more mishap. I think I will list the guns and items here with my suggestions: Pistol: Not much to say about this one. It's cheap, light and probably your very last resort when in tight situations. I think the accuracy is a bit too high for this weapon, since it is only a pistol. The secondary fire mode should be the small zoom (or some kind of iron sights simulation) where it increases its accuracy and perhaps damage. However, you should never be able to be fully accurate with it, since it is the cheapest gun. When firing normally, the spray of the bullets should be a bit larger than the crosshair. Blaster: Well, this is a nice average weapon which should belong in any self-respected gunner's arsenal. I think the damage on it is fine as well as the ROF. Furthermore, I think the secondary mode should be the same as the pistol. This gun should also be more accurate than a pistol, but it should not be a sniper either. Thermals: The new blob, anyone? I think this weapon has a great potential in OJP. I remember reading about something of a special 'throw grenade' button being worked on for this weapon. As of now, the damage of the Thermals is horrible and this should be changed so it can kill a person easily if it explodes within close proximity of him. The firing modes on this weapon are fine in my opinion. Also, I think ammo for this gun should be sparse, with more levels for this weapon increases the amount of grenades you get. Another thing I would like to suggest on this weapon. When level 1, these things should be easy to be pushed back by a Jedi/Sith. But I think when you have level 2, the push-back probability should be decreased to something about 75%. Level 3 should then decrease it further to 50% or below, to still make this a nice viable weapon to spend some points on. Rocket Launcher: This one I am not too keen on. I don't exactly know its damage, but I reckon it should be around the same of a Thermal described above. I think the firing modes on this weapon are fine. The ROF, however, should be higher than it is now (009v). This, because I am one of those people who voted to remove blob and I have some suggestions for replacements which you will read below. The ammo for this gun should be sparse in my opinion. Perhaps you should be unable to use the secondary fire on this thing until you get level 2. Bowcaster: Hmm, this weapon is one of those for which I don't know any suggestions. I think it is fine the way it is now. Any suggestions...? Detpack: Another weapon I rarely, or never use. Any suggestions...? Clone Rifle: The weapon of doom in the eyes of some. The ultimate nerfbat victim in the eyes of others. I see this weapon as the BAR from WW II. A heavy gun with a nice ROF and some good suppresive capabilities. You should be able to suppress or pin down a Jedi with this, since it fires at a nice rate and you actually have quite some ammo to spend. The accuracy and spread rate of this weapon are fine too. But now, on to the secondary function. Some have suggested that it should be like most other guns, a slight zoom with increased accuracy and, perhaps, damage. Others thought it would be nice if it had some kind of burst fire or even a shotgun like type fire mode. I think it would be really nice if we would be able to combine those suggestions. I'd say make the secondary mode the slight zoom effect with a little increased accuracy and make it do a burst when you're firing it. This burst, with 3 to 5 bolts in one, should be too much for a Jedi/Sith to deflect all at once, and thus he will get some nice DP damage. An added effect would be the Jedi/Sith falling over when getting too much DP damage when shot by the secondary fire mode of this gun. However, the ROF of the secondary mode should be low, but not too low like the current Rocket Launcher. Disruptor: The ultimate sniper. This thing does exactly what it says on the tin. I think it would be better if the primary fire mode is not as accurate as it is now and would also aquire a bit more mishap per shot. This is your typical long range weapon and you don't want to be pulling this out in a close-quarters fight. - Well, I will stop here for now, this post is already way too long. Remember that these are all my suggestions and opinions. I would like to know what you think of it and what your suggestions are. I'd say that the 'slight zoom' mode for secondary fire is good to have with most guns, as it puts more tactical elements in OJP. And to be honest, it would greatly increase the immersion as a gunner in this game. This would also put a bit more emphasis on teamplay, which I think is still a bit too far away from the current game.
  20. Nice idea, but make players only able to do so if they have level 3 in the specific saber style. And Saber Defense 3 ofcourse...
  21. Do not worry, your punishment will come eventually... Anyway, let me start with the useful and contributing part of my post. I mostly agree with the ideas RazorAce posted, as those seem to be just what we need. I also agree with Max in that we should make the pros and the cons of each style really stand out, so buff the pros and nerf the cons here and there mainly. There are a few things I would like to add: Makashi: I don't know if there should be any additional MP damage added at all. Since this style is about speed, agility, flexibilty and technique, I'd say we'd convert the MP damage to DP damage. Makashi is one of the best styles to use against other lightsaberists, but should be next to useless against blasters. So, as an added con, I would suggest perhaps 150% DP usage when deflecting blaster bolts. Soresu: This ultimate defensive style should be the opposite of Makashi when it comes to fighting enemies with guns. Perhaps 50% DP usage when deflecting blaster bolts and a higher chance (75%, opposed to 50%) of deflecting it to where your crosshair aims to when using manual deflection. Djem-So: I am not to keen on this style, but I find it weird that this one actually has an increased deflection probability in RazorAce's list instead of Soresu. Also, the lack of mobility should make a Jedi/Sith using this style walk a tad bit slower than usual and it should probably have an increased FP cost for doing acrobatic moves. Furthermore, I agree with Max again on the fact that you should not be able to get them all. I think you should be able to get Shii-Cho and 2 other styles. A nice idea might be to make one new (read: any) style available with a 40 or 50 experience point threshold. So, at the beginning, one might only be able to learn Shii-Cho and one or two more styles, while later, when passing the 50 XP mark, the player can buy an additional style. Note that 50 is just a number, you could even make it 100 if you want.
  22. How about getting rid of the whole 'forceinfo' variable in the botfiles and use the 'BotWeaponWeights' system for Force powers as well? The first two values of forceinfo are not really used anymore anyways, since there is a whole different skill system and you don't explicitly choose for the dark or light side either. This is all just a suggestion and at the same time a guess, since I do not know if this is doable. However, if this will be done, I am always able to help with changing around all the individual botfiles.
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