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JA mod: Jedi Fighter

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 skew
04-18-2004, 10:10 PM
#1
Here are some in-progress shots of a mod I've been working on for a while and hope to complete by Quakecon this year. It is essentially a Street Fighter 2 clone for Jedi Academy.

jedifighter screens (http://skew.telefragged.com/mods_SEKRET/ja/jedifighter/pics/)

I will be releasing a test version around the beginning of June.
 Eldritch
04-18-2004, 10:32 PM
#2
Refreshingly original - I'll definitely be keeping up with this one. :)
 El Sitherino
04-19-2004, 9:33 AM
#3
BRILLIANT!
*clicks subscribe to thread*
and now
*bookmarks thread*
Very, very awesome. :)
 Kengo
04-19-2004, 3:17 PM
#4
Wow, this is the kind of thing I've thought would be amazing since JO came out, but had no idea how to implement - it looks like you're well on the way! I'd love to get involved and help out any way I can - I've sent you an email. :)
 Pnut_Man
04-19-2004, 4:37 PM
#5
Basically 2-D JA, right? No falling off ledges or push/pull/grip abuse :D!?

Something new, so i'll have one eye on it ;)
 Miko Reglia
04-23-2004, 12:14 AM
#6
Wow, haven't seen this done before.

A great and unique idea, I hope you make great progress with it in the future.
 MadCow1989
04-23-2004, 7:07 AM
#7
ooooh the world of tekken games finaly meets JKA :D goo Good luck man!
 GothiX
04-23-2004, 10:13 AM
#8
It's a nice idea, but the testmap doesn't really look all that great, nor do the healthbars. It's definitely an interesting idea tho.
 jon_hill987
04-23-2004, 11:01 AM
#9
Umm, you say Street Fighter, does that mean it will be SP or did you really mean to say Teken? coz though my knowlege of megadrive games is not vast I seem to remember Street Fighter being SP or Co op.

the health bars in the shots imply Teken to me, but a SP level would be good, there arn't enough single player mods that do more than let you play through the game as Yoda or Darth Maul.
 Kengo
04-23-2004, 11:53 AM
#10
Originally posted by jon_hill987
Umm, you say Street Fighter, does that mean it will be SP or did you really mean to say Teken? coz though my knowlege of megadrive games is not vast I seem to remember Street Fighter being SP or Co op.

the health bars in the shots imply Teken to me, but a SP level would be good, there arn't enough single player mods that do more than let you play through the game as Yoda or Darth Maul.

Yeh, I think this would be cool with SP as well as MP myself. However, SFII was MP as well as SP (at least on the SNES anyway!)
 keshire
04-23-2004, 12:13 PM
#11
A change like this couldn't be done in single player.
 jon_hill987
04-23-2004, 6:11 PM
#12
Why couldn't a change like this be done in SP only in MP, what is the differance? its the same game after all.
 skew
04-23-2004, 7:08 PM
#13
The mod is for MP only because the SP SDK hasnt been released. Technically you can play against the bots but changing their AI to do the combos is not one of my priorities. Playing against them will be no different than playing against the standard JA bots. Thus, the mod is intended to be played human vs human (using joypads).

As far as comparing it to other fighting games, you cant really pick just one.

It is like Soul Calibur in that the attack buttons include separate horizontal and vertical attacks.

Its like Street Fighter in that alot of the combos are semicircles (and was my original inspiration for the mod).

Its like Last Blade in that I'm finishing implementing a proper block and parry system. The characters also do taunts at the beginning and end of every match as in the LB series. Just like Last Blade, Jedi Fighter also has an alternate attack button which can be used primarily for kicking moves/combos.

Its like Marvel vs Capcom in that I have the super jump and will be implementing the special meters in order to do certain special combos.

Overall, I'd say the mod isnt exactly copying any single fighter. I've tried to incorporate different elements from my favorite games all throughout the genre.

I routinely upload new screenshots to that url I posted above so if you guys want to see the latest crap I'm working on, thats your best bet.
 skew
04-23-2004, 7:50 PM
#14
Regarding the health bars and the other poorly done assets... its all programmer art right now.

I'm the member of a mod team which includes two other very talented people so the assets will be getting much better in the future.

Some of Jers work:
- Mindgrid:Audio (http://www.mindabuse.com/mindgrid/audio/)
- Quake 2 cd - track 10: "Climb"

Some of Erics work:
- royal guard (http://www.jk2files.com/file.info?ID=4654)

All of us worked together to create a mod for quake3 a while back as well. Eric and Jer were responsible for all of the visuals assets so I trust the both of them entirely.
Combat: Quake III Arena (http://combat.mindabuse.com)
 Kengo
04-23-2004, 8:59 PM
#15
Ah yeh, my love of SP made me forget you can't play around anything like as much with the SP side as the MP side, with no SP SDK. Nonetheless, this is the most exciting mod I've seen for JA since Asteroids, which is currently the only reason I ever play JA MP. One of the few things I love as much as fighter pilot games are side on beat-em-ups. I'm sure we'll all be checking your site on a regular basis! :D
 Mongo05
04-28-2004, 5:12 PM
#16
a good idea would be to work with the super smash brothers mod and let them use this, because it would make good progress
 skew
04-29-2004, 1:10 AM
#17
I'll release my source at some point but the majority of my code is based on the new input queueing system, combo recognition, etc.

Its very easy to turn JA into a side scroller and that was probably the first thing they got working.
 keshire
04-29-2004, 1:18 AM
#18
Its very easy to turn JA into a side scroller and that was probably the first thing they got working.

That would be likely if they had any coders helping them. Which I'm sure they don't.

Right now people with coding experience is at a premium.
 LukeKatarn
04-29-2004, 7:55 AM
#19
I love the idea onece it is done we just add a blood and gore mon and you get mortal comabat.








FOR A RATED T GAME! I MEAN MORTAL COMBAT ON A T GAME MC IS M but of course it was my idea



:swear: :explode: :explode: :mob: Hehe MC smileys
 Neverhoodian
04-29-2004, 11:28 AM
#20
I think gore is out of place in Star Wars. I mean, the worst you get is a bloody arm in ANH.

This looks like a great idea! Fresh and original! I'm really looking forward to this one.:thumbsup:
 LukeKatarn
04-29-2004, 9:26 PM
#21
I was jokeing I actualy never use bllod mods because well "BRRR." they send shivers up my spine well they are just disquisting.
 tFighterPilot
05-03-2004, 6:38 AM
#22
This mod definatly looks amazing. Like mortal kombat meets star wars. There was some game that done it before, on the dreamcast methinks.

Keep up the good job! :D
 tFighterPilot
05-03-2004, 6:41 AM
#23
One question. Would you need to press some button for block? Cuz that would be very cool :D
 skew
05-03-2004, 4:24 PM
#24
Yes, you have to manually press block in order to block. I wanted to take the guesswork out of saber fighting altogether, so every move you do is going to be deliberate.
 Lil Killa
05-04-2004, 12:30 AM
#25
ooo this looks cool.. reminds me of that side scrolling mod I saw for Q3 a while back...
 Neverhoodian
05-04-2004, 10:46 AM
#26
Originally posted by tFighterPilot
There was some game that done it before, on the dreamcast methinks.


Are you thinking of This? (http://www.lucasarts.com/products/masters/)

I've never played it, but I heard the game was disappointing.
 tFighterPilot
05-04-2004, 11:22 AM
#27
Originally posted by Neverhoodian
Are you thinking of This? (http://www.lucasarts.com/products/masters/)

I've never played it, but I heard the game was disappointing. yup;)
 boinga1
05-04-2004, 8:32 PM
#28
Seems to be a good idea, fairly original. Heck, it'll probably be better than Masters, given the age difference.
 MadCow1989
05-07-2004, 4:51 AM
#29
its been a while that i visited this Threat Hows the mod going?
 skew
05-08-2004, 12:08 AM
#30
I havent done anything with it for the past few days since I'm starting my finals on Monday. On Wednesday I'll be hopping back into Jedi Fighter.
 ZBomber
05-10-2004, 9:54 PM
#31
Wow!

Would you be offering help? I love how you have the health bar there! If you wouldn't mind, could you tell me how to do that? I'd give you full credit for it, if you did, of course!

Good luck with that mod. :)
 Alegis
05-31-2004, 4:07 PM
#32
Looks ace! Keep working!
 RoxStar
06-03-2004, 5:48 PM
#33
So...when is this gonna be released?
 Lil Killa
06-03-2004, 6:00 PM
#34
When it's done :P
 LukeKatarn
06-09-2004, 10:04 AM
#35
This is gonna be a realy cool mod. When it is released you should make a Mortal Combat version.:D
 Styles2304
06-15-2004, 6:54 PM
#36
GET 'ER DONE
 skew
06-20-2004, 5:41 PM
#37
Sorry about the lack of updates in this thread. Progress is still being made, albeit slower than I anticipated because I'm taking a full load of classes this summer.

The June test was obviously pushed back and most likely will remain pushed back until mid to late July. I will still be releasing a version right before QuakeCon so do not worry.

Here are a few more shots to tide you over.

screens (http://skew.telefragged.com/mods_SEKRET/ja/jedifighter/pics/061904/)

P.S.
As many of you can see, the volumetric shadows do not work correctly in the last few shots. If anyone has any tips on what I can do to fix them, please send me a PM and dont reply to this thread. I'm running a Radeon 8500 in Windows XP with the latest Omega Drivers.
 Mongo05
08-08-2004, 7:20 PM
#38
Im guessing this mod is dead, or skew has disappeared.....
 skew
08-10-2004, 6:03 PM
#39
I'm still around and the mod isn't dead.

The end of semester crunch started a bit early for me since I'm taking so many credit hours this summer and it has made doing anything for Jedi Fighter impossible since mid July. For some reason my electrical engineering professors dont think games are as important as I do ;).

That said, my last project was due today and my last final exam is tomorrow. Afterwards I'm taking a long needed vacation (which includes QuakeCon). As soon as I get back into town, I'll upload the latest build of Jedi Fighter along with documentation and map file templates.

Regarding the status of the mod itself, the blocking still isnt functional yet. I've been sitting on this for far too long, though, so I wont delay a test release any further. I'd appreciate any input I receive from you guys on how the gameplay feels... that is if you arent too busy playing Doom3.
 skew
08-10-2004, 6:05 PM
#40
Also, if anyone here is heading to QuakeCon, I'd be happy to demonstrate and even give you a copy of Jedi Fighter in the BYOC area. I'll also be at the Mod Roundtable again, so feel free to ask any questions there. Just PM me.
 Mongo05
08-10-2004, 7:42 PM
#41
Skew, will this mod be open source, because the Super smash brothers team really needs something like this, and i would be ever so grateful if youd help us, or at least let us use the source, thanks,
Mongo

and if you have an instant messanger please tell me your screen name ;)
 skew
08-11-2004, 2:06 AM
#42
I will release the source after a few weeks.
 Mongo05
08-11-2004, 3:54 PM
#43
do you have any idea when you will release the mod, and do you have aim or msn?
 skew
09-06-2004, 9:03 PM
#44
I've got a little free time so I'd like to update you guys as to what I'm working on.

I've moved the character definitions to script files, each grouped and loaded selectively by the cgame, game, and ui. Initially I had the fighters hardcoded, along with their moves (attacks and combos), but adding new moves and characters was becoming a pretty ugly exercise in copying and pasting code. The entire process needed to be generalized, which it has been.

The main benefit of the .fighter files is letting me specify the combos for moves without having to recompile or add extra code. The combos assume that the player is facing to the right using the current control scheme, and will automatically adjust depending on what direction you are facing at the time of the input.

While the combo aspect of the moves can be set in the .fighter files, the attack aspect cannot. The only thing you can do currently is associate an attack with a certain move. The reason for this is that there is alot of player processing that is done during an attack that cannot be generalized well in a scripting language syntax without a massive amount of work. It seemed reasonable to set up a veritable palette of attacks from which to choose from when designing the character. I plan on supporting every major and special attack available in the standard animation files (30+ I believe). Currently only 14 have been implemented, but things are still moving along nicely.

In terms of player processing (during an attack), there are 3 main components: one that is executed as soon as the combo for the move is detected, one that is executed per frame as the attack is being executed, and one that is executed just as the attack has culminated. This lets me make sure that I have total control over the player during all phases of an attack, and will not let there be crazy exploits (see Killer Instinct).

Going back to the .fighter files, they have allowed me to incorporate some more basic features found in traditional fighting games, such as accessing a moves list in-game through the ui, and letting me populate the character selection screens and such automatically.

Overall I think it has really helped me make alot of ground lately, but things are still far from complete. The way I'm doing the .fighter files brings up a whole slew of possibilities, such as servers with customized character sets, but before I go any further with expanding these ideas I'm trying to get everything thats in place working.

Here is an example of a .fighter file that I've been using to test with and doesn't reflect upon the final design of any character.


fighter Stormtrooper {
fighterinfo {
description 'Blah blah'
alignment dark
model_path stormtrooper
}
moves 6 {
inherits none
move 'Test' {
attack LS_A_JUMP_T__B_
combo {
comboinfo {
clearable no
min_input_time -1
max_input_time -1
}
buttons 2 {
button BUTTON_HORIZONTAL_ATTACK -1 -1
button BUTTON_VERTICAL_ATTACK -1 -1
}
}
}
move 'Saber Jump Attack' {
attack LS_A_JUMP_T__B_
combo {
comboinfo {
clearable yes
min_input_time 50
max_input_time -1
}
buttons 4 {
button BUTTON_RIGHT -1 -1
button BUTTON_DOWN 10 300
button BUTTON_RIGHT 10 300
button BUTTON_VERTICAL_ATTACK -1 -1
}
}
}
move 'Lunge' {
attack LS_A_LUNGE
combo {
comboinfo {
clearable yes
min_input_time 50
max_input_time -1
}
buttons 3 {
button BUTTON_DOWN -1 -1
button BUTTON_RIGHT 25 300
button BUTTON_HORIZONTAL_ATTACK -1 -1
}
}
}
move 'Forward Kick' {
attack LS_KICK_F
combo {
comboinfo {
clearable no
min_input_time -1
max_input_time -1
}
buttons 1 {
button BUTTON_ALT_ATTACK -1 -1
}
}
}
move 'Horizontal Slash' {
attack LS_A_L2R
combo {
comboinfo {
clearable no
min_input_time -1
max_input_time -1
}
buttons 1 {
button BUTTON_HORIZONTAL_ATTACK -1 -1
}
}
}
move 'Vertical Slash' {
attack LS_A_T2B
combo {
comboinfo {
clearable no
min_input_time -1
max_input_time -1
}
buttons 1 {
button BUTTON_VERTICAL_ATTACK -1 -1
}
}
}
}
}


Note that this isnt a finalized version of the format, because alot of the fields are redundant and need to be pruned / replaced. This format is still very much in flux.

When I have some time next week I'll finish writing up a short summary on what all of the used fields do to give you guys a better idea of whats possible.
 keshire
09-07-2004, 1:57 AM
#45
If your in need of more melee moves contact me at keshire_the_chaotic@hotmail.com

Being almost the sole animator I see a need to help out every once in awhile. Plus I have some done you may be interested in.

But this WILL push your mod size up by the size of the _humanoid.gla+a few KB
 Mongo05
09-07-2004, 11:41 AM
#46
skew do you have aim or msn?
 skew
09-07-2004, 5:35 PM
#47
Keshire,

Thanks for the offer. I want to get everything thats in the standard .gla implemented first. I might contact you again later if youre not too busy.

Mongo,

I've sent you a private message with my AIM screenname. Please dont distribute it.
 Lil Killa
09-07-2004, 6:59 PM
#48
The .fighter files remind of of shader files :)


Sounds like you've got some good ideas going into this! I can't wait to see some more prgress on this mod as it looks like it will be one of the better mods out there.
 keshire
09-07-2004, 8:21 PM
#49
I might contact you again later if youre not too busy.

Not a problem. I may release a development gla sometime in the future though if I get enough material. So either way you'll have something you can use. :)
 skew
05-10-2005, 1:41 AM
#50
Sorry for the hiatus folks. I've been finishing up my last year of university (I graduate Friday!).

Heres a video I made of JediFighter a while back.

http://www.3ddownloads.com/telefragged/skew/mods/ja/jedifighter/clips/jedifighter_120904.zip)

It wont be long now!
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