Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

What's New?

Page: 4 of 4
 JRHockney*
02-24-2006, 6:47 PM
#151
I might try playing OJP again, maybe if i win the MB sabertourney..

Whoa!!! Is that Paddy or Nosense?!!

Paddy right? Well...May the force (ping) be with you in the tournament. Then come here!! LOL! We have a new saber system for you to become the Master of!
 Maxstate
02-24-2006, 6:52 PM
#152
Its Paddy.

Ive been here for a pretty long time, mostly asking questions. I did some modding for Kotor2 a few months ago as well, i was about to release some big saber color pack but the first beta-tester said that they didnt look really different from the default ones and well i chickened out. I was just trying to improve the existing ones abit, i had however released my new darker blue, its on PCGM.

Thanks man, i hope im gonna win! Havent come this far for nothing.
 razorace
02-27-2006, 3:47 AM
#153
Does that mean that PCGM is finally working again?

ET has finished switching over our beta server to the new ISP and we now
have a new IP of 207.210.238.102. From the looks of it, I'm getting a noticeably faster ping so hopefully everyone will have a faster ping too. :)
 Maxstate
02-27-2006, 6:46 AM
#154
Does that mean that PCGM is finally working again?

ET has finished switching over our beta server to the new ISP and we now
have a new IP of 207.210.238.102. From the looks of it, I'm getting a noticeably faster ping so hopefully everyone will have a faster ping too. :)

Whadda ya mean working?
 JRHockney*
02-27-2006, 1:14 PM
#155
Whadda ya mean working?

Pcgamemods has been unable to take more mods for a while because it's harddrive it full. The only new ones there are ones that authors have deleted one of their old files and replaced it with a new one..
 razorace
03-13-2006, 10:14 PM
#156
Here's Enhanced v0.0.9 (http://www.lucasfiles.com/index.php?s=&action=file&id=1311). Pcgamemods.com is still down so we're using Lucasfiles this time.
A special thanks to everyone who played on the code server and helped us hammer out bugs and new features. This is definately the best Enhanced release yet!

Anyway, in celebration, we'll be running Enhanced on Meat Grinder for at least a day or two.

====================================

Version 0.0.9:

New Features:

Force System (ForceSys):
We're now in the process of retooling and balancing the force powers to work in conjunction with the new saber system.
Drain:
- Due to Drain being completely unbalanced in OJP Enhanced, we've made drain fire Lightning until we can figure out what to do with Drain.

Grip:
- Players can now only be gripped if they are stunned, heavy slow bounced, knockdowned, or has less force skill in absorb/grip than the attacker has in grip.

Lightning:
- Lightning can now be blocked by saber users for a cost of 1 DP per lightning hit if the are facing their attacker and are not in a stun or heavy slow bounce.
- Lightning now causes knockback and knockdown to successfully hit victims.

Misc:
- During powerduel, the doubles team now has a force mastery rank of one less than the map's set force mastery level.

Push/Pull:
- Push/Pull can now be countered while a player is attacking, in the air, or charging up an attack. Push/Pull can't be countered during heavy slow bounces or while the player is stunned.
- Push/Pull now has more realistic knockdown strength.

Weapon System (WeaponSys):
Basically, we've retooled all the gun damage, speed, ammo usage, ammo capacity, and spread factors to make the blasters be more realistic.

Improvements/Fixes:

Blaster Bolt Block System:
- Saberers can now deflect primary shots from the Demp2 gun.
- Saberers can now block shots from the disruptor gun.
- Repeater bolts now cost 1 DP to saber block instead of the usual 5 DP.

Desperation Regeneration:
- Desperation regenerations have been removed for balance.

Dodge System:
- Added Body Dodge support for direct fire weapons.
- Increased DP cost for body dodging a saber attack to 40 DP.
- Fixed some issues with the Dodge System and the new knockdown system.
- DP meter now gives the critical alarm at less than 35 DP.
- Added ojp_allowBodyDodge cvar to allow enable/disable of the Dodge System's Body Dodges.
- Tweaked Dodge Push code so that it no longer costs FP.
- Players can now Dodge kicks by backflipping. You can do a Kick Dodge automatically whenever you're on the ground, not stunned/slow bounced, and walking/standing. You can do a Kick Dodge when you're in a slow bounce by pressing Jump. Kick Dodges cost 10 DP. Players can't dodge kicks made by a player using melee kicks.
- Fixed bug with missiles/blaster bolts getting stuck inside players and causing massive DP loss.

Fatigue System:
- Fixed a problem with the meditation regen rate not being consistent.
- Fixed problem with the meditation regen still happening even after a meditation taunt is finished.

Knockdown System:
- Fixed problem with knockdowns requiring a player to press their getup button before they had even hit the ground.

Ledge Grab:
- Doubled the ledge pull up animation to make it look better.

Movement System:
- Players now walk backwards slightly slower.
- Increased the spinning animation movement speed to %75 normal.

Saber Combat System:
Attack Fakes:
- Shorten the saber blade trail for attack fakes to 2x normal.
- Non-directed attack fakes that are started from the top attack position now properly shift to the lower attack directions.
- Attack Fakes now do 25% more damage than a normal saber attack.

Blocking System:
- Getting attacked from behind now costs double DP to saber block.
- Parrying now costs 1/3 normal DP instead of no DP at all.
- Players can only parry attacks from players that are in front of them. This parry arc is in a 180 degree arc in front of them.
- Fixed bug with players auto parrying any attack that hit the player while the player was already in a block animation.
- Roll stabs now cost 2x DP to saber block.
- Running doubles the DP cost required to saber block something. However, this is capped at the Body Dodge cost of dodging a saber blade (35 DP).

Hit Detection:
- Dramatically improved the saber combat hit detection by retooling the Real Trace and saber collide code.

Fatigue System:
- Being fatigued now reduces a player's saber trail length to .5 normal since a fatigued player swings much slower.

Misc:
- Fixed bug with certain moves (mainly spins) not getting knocked into bounces after an impact.
- Players now make shoved grunts sounds when they're stunned or knocked into a slow bounce.
- Downward ground stab moves now do damage to players are in the process of getting up.
- Saber attack wind ups no longer do attack damage.
- Fixed the attack move detection to also account for players who have just started a block/bounce move this frame. This issue should fix the problems with dual saberers doing vast amounts of damage.
- Players now get a DP and FP bonus of 20 for killing another player.

Mishaps:
- Players who are running now have some level of slow bounce protection (while above 50 DP).

Slow Bounces:
- Fixed problem with slow bounces occurring when they shouldn't.
- Changed things so that return animations are used for all slow bounces while players have more than 50 DP. The older, more vulnerable slow bounce animations are used when the player has less than 50 DP.
- Players can no longer move during slow bounces.

Style Balancing:
- Each style now does a different amount of DP damage.
Duals = 12 Yellow = 15
Staff = 12 Purple = 16
Cyan = 13 Strong = 17
Blue = 14
- Heavy Hitter Styles (red and purple) now have a stun threshold of 30 DP.
- One-Handed Styles (Duals, Cyan, and Purple) have higher disarm thresholds of 30 DP.
- Reduced the attack fatigue for dual/staff sabers to 2 FP.
- Decreased the attack fake FP cost for sabers back to normal.
- Completely removed transition move (spin moves) FP costs for all styles unless the transition is part of an attack fake. Dual sabers still get attack fakes for free.

Viewlocks:
- Viewlocks now no longer apply to two idle sabers touching.


New Cvars:
ojp_allowBodyDodge 1 - toggles the use of Body Dodges by players.
 razorace
03-14-2006, 1:32 AM
#157
Ah crap, there's a major crash bug in the 0.0.9 release related to the improved hit detection. It's very simple fix, but not one you can do without altering the .dlls. :( Anyway, I'll release a fix tomorrow ASAP. In the meanwhile, I've put Basic back on the server.
 razorace
03-14-2006, 3:05 AM
#158
Sorry about the nasty crash bug in 0.0.9. That was my fault. I didn't betatest the new code enough before releasing. Anyway, I've created a patch that will fix the crash problem. Note, there also seems to be a power duel related bug as well, but I haven't figured that one out yet. The patch can be found here (http://ojp.jediknight.net/files/betas/ojp_enhanced_009a.zip).

To install the patch, just unzip it to your JKA directory just like you normally install OJP. Note: This patch isn't standalone, you do have to have the old Enhanced 0.0.9 installed to have things work.
 Vruki Salet
03-14-2006, 12:34 PM
#159
Does a build of the latest CVS (today at noon) require the patch too?
 razorace
03-14-2006, 2:27 PM
#160
Nope. I always keep the CVS repository up to date with all the latest code that is in the releases.
 Vruki Salet
03-14-2006, 10:30 PM
#161
k thanks.
 razorace
03-14-2006, 11:10 PM
#162
Well, I didn't see much traffic on the Meat Grinder while running Enhanced and the Basic regulars were begging so I've switched the server back to Basic for the time being.

If you're want me to switch the Meat Grinder back to Enhanced for a special event, or just a duel or two, just contact me. I'll try to be accomindating as possible. Also, if you're willing to wait, the code server will be back up once Spring Break is over for me.
 razorace
06-03-2006, 2:09 PM
#163
As a post-vacation gift, I've created and released a merged version of 0.0.9 + 0.0.9a and updated the distrubution page to point to that version (0.0.9b).

Users that already have 0.0.9 and 0.0.9a installed do not need to get 0.0.9b. This is just a repackage to make things easier for new users.
 Buffy
06-04-2006, 11:49 PM
#164
As a post-vacation gift, I've created and released a merged version of 0.0.9 + 0.0.9a and updated the distrubution page to point to that version (0.0.9b).

Users that already have 0.0.9 and 0.0.9a installed do not need to get 0.0.9b. This is just a repackage to make things easier for new users.
or where can I download ?
thank you :king1:
 razorace
06-05-2006, 12:39 AM
#165
 Buffy
06-05-2006, 8:45 AM
#166
http://ojp.jediknight.net/distributions.html)
thank you for quick reply always ... :king1:
OJP Enhanced Pre 0.1.0 Trailer is out !
http://jediknight2.filefront.com/file/OJP_Enhanced_Pre_010_Trailer;64165)
I cant watch video somehow .. only I can hear sounds ... :(
so version 0.1.0 coming soon ?
 JRHockney*
06-19-2006, 8:50 PM
#167
thank you for quick reply always ... :king1:
OJP Enhanced Pre 0.1.0 Trailer is out !
http://jediknight2.filefront.com/file/OJP_Enhanced_Pre_010_Trailer;64165)
I cant watch video somehow .. only I can hear sounds ... :(
so version 0.1.0 coming soon ?

Yeah, fairly soon. We are presently looking for beta testers btw. If you or anyone else is interested, PM myself or razor your IM.

And yes, I'm back everyone.
 razorace
07-11-2006, 1:19 AM
#168
Enhanced Beta 0.0.9e is now available to OJP Betatesters. Please PM me or Hocky if you need the download location.
 razorace
07-11-2006, 9:28 PM
#169
The Meatgrinder has been switched back to OJP Basic because there are now other OJP Enhanced servers available on a regular basis.

Also, I'm restricting access to this thread so that it will be official postings only.
 razorace
07-12-2006, 4:16 PM
#170
As a parting gift before I leave on vacation (http://www.lucasforums.com/showthread.php?t=167421), I've released OJP Enhanced v0.0.9f (http://ojp.jediknight.net/files/betas/ojp_enhanced_009f.zip). This is a limited release that only includes files for Windows. In addition, it is not intended for mass public release (IE, only for OJP forum goers, beta-testers, and their friends). Enjoy!
 razorace
08-18-2006, 1:20 PM
#171
I've redone the ojp_suggestions.txt to make items be grouped by the type of item (a bug or improvement/suggestion) and who would probably have to do the work. (graphics guy, coder, or animator). I hope this makes things easier for everyone.
 razorace
10-03-2006, 11:35 PM
#172
OJP is in the process of converting to SVN for our repository needs. While the old CVS repository still exists, it will no longer be updated. I will post a new tutorial for getting the source code when I've completed the jump to SVN.
 razorace
10-10-2006, 3:07 AM
#173
I'm happy to report that OJP Enhanced v0.1.0 is getting close to release. I think we have all the major features we want (for v0.1.0) and are now in the process of bug hunting, balancing, and polishing.

However, we seem to be low on betatesters and now is when we need them the most. We need to test the living hell out of the latest version.

See here for more details on helping. (http://www.lucasforums.com/showthread.php?p=2190940#post2190940)
 razorace
10-10-2006, 3:10 AM
#174
We've completed the conversion to a SVN repository for the OJP source code. If you're interested in accessing or seeing the OJP source code, look here (http://www.lucasforums.com/showthread.php?t=119776).
 razorace
10-12-2006, 10:28 PM
#175
Enhanced v0.0.9n (http://ojp.jediknight.net/files/betas/ojp_enhanced_009n.zip) is out! To install, clean out your ojpenhanced folder (you should be able to keep your .cfg files) and unzip the package to your JKA game folder. This package is complete so you don't need any other files.
 razorace
12-09-2006, 12:15 AM
#176
The Meatgrinder - The Official OJP Beta Server (72.5.248.212:29070) is now running OJP Enhanced 24/7. Enjoy!
 razorace
04-16-2007, 1:32 AM
#177
Updated the How do I report a bug or help betatest OJP? (http://www.lucasforums.com/showthread.php?t=171234) thread to explain newbies can look at specific tickets for beta testing.

In addition, I've reorganized the bug tracker to be a bit easier to understand.

The milestone that a ticket is in shows which release that ticket is targeted for.
A ticket's component now describes what kind of mod work is required to finish the ticket.
 razorace
04-22-2007, 7:54 PM
#178
Enhanced v0.0.9u is out. Go get it! (http://www.lucasforums.com/showthread.php?p=2295415)
 razorace
06-09-2007, 7:49 PM
#179
OJP Enhanced v0.0.9v is out. This release is mainly a test-run for a lot of the new features we've implemented for v1.0.

Here's a short list of the major changes: Saberers can now choose the individual saber styles they want
More Realistic Jetpacks
More Rhythmic Saber Combat
New, Easy-to-Use Installer
Server Ready Out-of-Box
Brand New Ingame Menus
New, Original Musical Theme
 razorace
07-13-2007, 4:37 PM
#180
OJP Enhanced v0.1.0 is out. This is the big one!

For those new comers...
OJP Enhanced version 0.1.0 is the primary project we've spent most of our time on and it modifies a large number of aspects of the multiplayer portion of Jedi Academy. While this mod has many gameplay alternations, the crown jewel of this mod is its heavily modified sabersystem focusing on balanced movie realistic combat. Rather than the jumping, swinging, and missing of base Jedi Academy, our focus is toe to toe blocking, parrying and comboing and alot of other moves. It is very complex so PLEASE READ THE SABER MANUAL. There is also an RP-like system in which weapons, items, and forcepowers can be bought with points earned in battle.

Download available @ GameFlood (http://www.gameflood.com/Mashup/Index.cfm?intModID=9490). While you're there, please vote for us, we're in the GameFlood mod contest and we need more votes to secure a top ten slot!

We'll add more mirrors after the contest is over.
 razorace
02-10-2014, 10:59 PM
#181
Hello all,

razorace here. It's a been a long time. Hope everyone is doing well. :) I'm doing great.

I was playing around with Desura (http://www.desura.com) recently when I discovered that OJP Enhanced was already on the system! (http://www.desura.com/mods/open-jedi-project-enhanced) Desura takes a lot of the hassle out of handling installation and patching. Desura appears to have posted the mod as part of their partnership with moddb. OJP Enhanced was even in the top 300 mods on the site when I last checked!

I think this is an excellent opportunity to properly archive OJP for the foreseeable future. OJP has already outlived most JKA downloading sites. Heck, the gameflood site mentioned in my last post has already gone the way of the Dodo.

As such, I'm going to spend some hobby time tweaking things up so that OJP can have a nice solid release on Desura. DarthDie has also been helping out. Let me know if you're interested in helping out.
Page: 4 of 4