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Realism Project Mod (official LF thread)

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 TK-425
11-18-2004, 7:05 AM
#1
Hi,
I am sure you have seen TK-8252's Star Wars Realism mod, but as you know he quit working on it for JA. But if you havent, the purpose of the mod was to add more star wars universe realism to JA. So I have been working on continuing the idea of the mod for JA under "Realism Project Mod". I am almost finished but you may have seen that I am in need of a weapon modeler. But the real reason for this thread is to ask you people what you would like to see in the mod that would make JA, as I said more realistic to the Star Wars movies. Any brainstorming is accepted.

Anyway here is a little background on what I (and TK-8253) have done already.


The Mod=
RPM - Realism Project Mod is a mod which adds more realism to Jedi Academy. When TK-8252 first loaded up academy, ugh. Missing sounds all over in multiplayer, crappy skins and sounds, and basic laziness on Raven's part.

We've done the best we can to spice up both the single player and multiplayer aspects of the game, by changing NPCs, models, skins, sounds, Siege classes, Effects, And weapons.

I would recommend also the VES by Wes Janson you can get it from the link below.

http://lucasfiles.com/index.php?s=&action=file&id=301)

To view more information on RPM go here

http://www.forumforfree.com/forums/index.php?mforum=realismprojectm&showtopic=6)

What the mod does:

- Adds and modifies NPCs (see list for all new or modified NPCs)
- Removes buggy NPCs
- New effects
- New sounds
- New weapon skins and models
- New skins and models for single and multiplayer
- Fixed sounds for multiplayer skins
- Most Jedi Outcast sounds have returned
- New Hoth and Tatooine Siege classes
- Improves vehicles
- Basically overhauls JA and makes it more like the SW movies therefore makes it more impressive game play.


RPM NPC Information=

- atatpilot (New model and NPC)
- alora_dual (Proper model)
- bartender (Proper sounds)
- bespin_cop/bespin_cop2 (New sounds)
- bossk (New Trandoshan NPC)
- cultist (Uses dual pistols)
- cultistcommando (Uses blaster)
- desann (Proper sounds)
- galak (New skin)
- granboxer (Gamorrean Guard with axe)
- hazardtrooper (Proper sounds, uses torpedo launcher)
- hazardtrooperconcussion (Proper sounds)
- hazardtrooperofficer (Removed)
- human_merc (Different model)
- lannik_racto (Uses DL-44)
- luke (New skin)
- lando_cin (Used in Siege Destroyer, now is Han Solo)
- imperial (New skin)
- impofficer (New skin, uses blaster pistol)
- impcommander (New skin, unarmed)
- impworker (New skin)
- jan (Proper sounds, uses blaster pistol)
- jawa_armed (Removed)
- jedi/jedi_rm1/jedi_rm2/jedi_kdm1/jedi_kdm2/jedi_zf1/jedi_zf2/jedi2/jedif/ jeditrainer/jedimaster (Random lightsaber color, proper sounds)
- merchant (Neutral, unarmed)
- morgankatarn (Jedi)
- mark1 (Proper model)
- mark2 (Removed)
- shadowtrooper/shadowtrooper2 (Fixed missing Force crystal hud icon)
- stormtrooper (New model with no holster)
- stormtrooper2 (New model)
- r2d2 (New skin)
- r5d2_imp (New skin)
- ragnos_sith (Working Ragnos)
- ree-yees (New Gran NPC)
- rebel (New sounds, uses DH-17)
- rebel2 (Proper sounds, uses DH-17 pistol)
- rebel_pilot/rebel_pilot_hoth (New NPCs, new Hoth skin)
- reborn/rebornacrobat/rebornfencer/rebornforceuser/rebornboss (Added skins and sounds)
- reelo (Proper sounds and uses concussion rifle)
- rockettrooper_ver1 (Removed)
- rockettrooper (Now a jetpack trooper, uses flechette)
- rockettrooper2 (Uses flechette)
- rodian/rodian2 (New skin, proper weapons)
- rosh_penin_noforce (Uses blaster pistol)
- saboteur (New model, uses repeater, no cloak)
- saboteurpistol (New model, uses E-11, no cloak)
- saboteurcommando (New model, uses concussion rifle, no cloak)
- saboteursniper (New model)
- stcommander/stofficer (New model)
- stofficeralt (New model, uses torpedo launcher)
- stormpilot (New skin, uses fists)
- sandtrooper/sandtroopersergeant/sandtroopersquadleader (New models and NPCs)
- tavion (Proper sounds)
- tusken/tuskensniper (New model and sounds)
- ugnaught (New sounds, no tool box)
- ugnaught2 (Removed)
- weequay/weequay2/weequay3/weequay4 (New skin)
- protocol/protocol_imp (New skins)


About The Team=

TK42235 : (Me) Current Lead Modder

jedispy : Working on E-web blaster canon coding




Credits=


The team claims no credit for the following work included in RPM:

- TK-8252 : Former Mod Creator & Leader, Lead Modder(He did most of the mod.)

- Major Clod : Tusken Raider and Han Solo models

- GrimsEXE : RotJ Luke skin

- Scouttrooper : Help with the improved TIE Fighter Pilot skin

- Corto Maltes : Imperial Commando model

- Maddog : Jedi Rodian skins

- Wes Janson : Rodian, Kel Dor, and Zabrak Jedi sounds

- HapSlash : Stormtrooper/Sandtrooper and E-11 Blaster Rifle models

- Monsoontide : Biker Scout model

- Jp-30 : The AT-AT Pilot's helmet, life-support box, gloves, and boot textures

- Duncan : Gamorrean Guard and AT-AT models

- Melee Mod : Axe model

- LightNinja : Playable Ragnos model

- _Jedi_Outcast2_ : New swoop bike sounds

- Evader : Coruscant skybox

- Majin reven : Thermal explosion efx file

- Fracman : For helping out with the SP menu files

Bugs=
Blaster pistol model bug : The blaster pistlol in SP does not have a working model after you spawn it.

Note : Most of the models above will be replaced with Hapslash's models.


So if you have any ideas now is the time to state them.
 Nokill
11-18-2004, 7:47 AM
#2
do you mind if i read this in parts over the next weeks :rolleyes:
 BawBag™
11-18-2004, 8:43 AM
#3
Originally posted by Nokill
do you mind if i read this in parts over the next weeks :rolleyes:
Oh thats nice, guy takes the reigns of an ambitious yet promising project, and your too bone idle to read through what will be included. ":rolleyes:"

Sounds good BTW. :thumbsup:
 TK-425
11-18-2004, 9:18 AM
#4
Originally posted by BawBag™
Oh thats nice, guy takes the reigns of an ambitious yet promising project, and your too bone idle to read through what will be included. ":rolleyes:"

Sounds good BTW. :thumbsup:
Wow only compliment in five months:D
 Tinny
11-18-2004, 4:51 PM
#5
Originally posted by TK42235
Wow only compliment in five months:D

Aye, sometimes reponse is dissapointing. But we modders just gotta stick to our work and do it for the sake of modding rather than popularity, the love you pour into your work will eventually show. Nice work btw :).
 Neverhoodian
11-18-2004, 5:20 PM
#6
The mod sounds promising, especially since you're working on it for SP as well as MP. Thanks for thinking about us SP gamers...we're forgotten so often these days...*sniff*

Anyway, I have three major gripes with JA that could possibly be addressed in this mod if you guys are interested...

#1. Projectile speed. The projectiles for almost every gun (with the possible exception of the Concussion Rifle) are too slow. Something as simple as doubling the projectile speed for each gun would be a big improvement.

#2. Human mercs take WAY too much damage before they finally die in SP games. I mean c'mon, they don't have armor like the stormtroopers do, yet they can survive a charged blaster shot to the head?! What's up with that?!

#3. Gun-toting enemies in SP must have cement shoes or something, because they hardly ever run around! In Jedi Outcast, stormtroopers and other common enemies were somewhat intelligent, with squads trying to flank you and falling back in disarray when an officer was downed. Sometimes you got the feeling that the enemies were hunting you, not the other way around. Now they simply stand glued to the floor and shoot, like zombies with their legs shot away. Perhaps the AI from Jedi Outcast could be implemented to do this?

That's about all I can think about for now. Good luck on your mod!
 BawBag™
11-19-2004, 2:50 AM
#7
Originally posted by Neverhoodian
#2. Human mercs take WAY too much damage before they finally die in SP games. I mean c'mon, they don't have armor like the stormtroopers do, yet they can survive a charged blaster shot to the head?! What's up with that?!

Excellent point. The cloaked guards are a royal pain, maybe they should have the same resilience as say imperial officers?
 Rockstar
11-19-2004, 3:36 AM
#8
hey!

it's the rockstar back again for his half-annual visit lol

sounds good!

go for it. u will only get positive support from me!
only bad thing is i come on about twice a year (3 times if busy :D) so i'm not much of a support base. :amidala:
 Tinny
11-19-2004, 3:45 AM
#9
Ooh, stomrtrooper ai and stuff is all just a matter of scripting and npc routes.
 Sam Fisher
11-19-2004, 3:55 AM
#10
Looking quite good :D
 TK-425
11-19-2004, 4:37 AM
#11
Thanks for the support guys!

Hay Neverhood, I made all the enemies except the sith/jedi and models with heavy armor like flight troopers and hazard troopers down to 10% helth so I think that will fix the merc problem (that just ticked me of to no end when I first played JA:)) cuz blasters are too powerful to shoot at a stormtrooper and let him take 5 shots before he dies. So one shot kills!

With the projectile problem I know what you mean and the Ai bugs me too but I think that would take major C coding. I do have a coder (jedispy) but I dont want to over work him at the moment especially if he is working on a mod of his own.
 Rumor
11-19-2004, 1:00 PM
#12
sounds nice, if i can ever find my original ja discs then i'll try it out.

/edit: holy **** it let me post. bout time its been a month since i could hah.
 TK-425
11-26-2004, 5:17 PM
#13
I may have a weapon modeler in about 5 days!
This will probably be the biggest mile stone for the mod.
I will keep you posted.
 TK-425
11-29-2004, 1:59 PM
#14
Ok 2 more days until my modeler can work on the weapons!

Btw PLEASE VOTE!
Wich Blaster Laser should be used in RPM? (http://www.forumforfree.com/forums/index.php?mforum=realismprojectm&act=ST&f=6&t=17)
 TK-425
11-30-2004, 3:35 AM
#15
Originally posted by Neverhoodian
#1. Projectile speed. The projectiles for almost every gun (with the possible exception of the Concussion Rifle) are too slow. Something as simple as doubling the projectile speed for each gun would be a big improvement.

What do you think of the blaster rifle I think its got an ok projectile speed what do you think?
 Neverhoodian
11-30-2004, 7:24 AM
#16
Hmmmm, I would go with blaster bolt #2, since the bolts in the movies have a white center like that (well, most of the time anyway).

EDIT: Actually, I think the blaster rifle's default projectile speed is also too slow. Try shooting someone in MP with the weapon when they're using Force Speed; it's extremely hard to hit them.
 TK-425
11-30-2004, 1:10 PM
#17
Ok so your talking about MP then

And the original movies have total red lasers so thats why I was wondering what I should do.
 TK-8252
11-30-2004, 1:51 PM
#18
In the movies, lasers are an entire color whether it be red, green, or blue, with no white core. Only lightsabers have a white core. See my avatar for proof. :p
 Neverhoodian
11-30-2004, 3:38 PM
#19
Originally posted by TK-8252
In the movies, lasers are an entire color whether it be red, green, or blue, with no white core. Only lightsabers have a white core. See my avatar for proof.

http://www.popartuk.com/g/l/lgMP0163.jpg)

I could have sworn they had a white center in the movies...maybe I should have my eyes checked. :nut:

In that case, go ahead and use the all red one.

Oh yeah, I checked the projectile speed for the blaster rifle in SP, and it didn't go as slow as I thought it did (not on the higher difficulties at any rate). It could stand to go a little faster, but not by much.
 TK-425
12-02-2004, 4:45 AM
#20
Your picture link doesnt work:)
 TK-425
12-02-2004, 2:07 PM
#21
Um,.. I think I will go for the 1st one. So now that the mod will now have the movie realistic laser should the small arms blasters have the muzzle flash removed?
 Rumor
12-02-2004, 2:37 PM
#22
when can we expect an alpha release to download?

also, muzzle flash is not needed. you don't have them with lazers.
 TK-425
12-02-2004, 3:08 PM
#23
Originally posted by Rumor
when can we expect an alpha release to download?
Alpha release?

also, muzzle flash is not needed. you don't have them with lazers.
Thats what I thought:D
 Rumor
12-02-2004, 6:38 PM
#24
an alpha is like a beta. very unfinished (but much moreso).

basically when can we try this out, and will it be before your first full release?
 TK-425
12-03-2004, 1:54 AM
#25
I was thinking about that. And I think I will alpha RPM when I get either the weapon models done or jedispy finishes the coding or if Majin reven finishes the efx files wich he says might take awile but he promised me he would get them done before the end of the year. Then again,... if you put pressure on me I could release an alpha now:lol: I will need a website though:(
 Rumor
12-03-2004, 11:54 AM
#26
someone refresh my memory, i found my original ja cds last night and installed, and i was like hmmm lets play some single player (bored, just finished scrimming) so i was like ok lets playz0r. so i created a game jackal profile for ja, started it up and it tells me insert cd 1 :o so i tried it w/ my original (read: store bought) cd, and it says the same thing. wth?
 TK-425
12-03-2004, 1:25 PM
#27
Hmmm,.. did you try opening JA through the actual .exe? Somtimes the startup screen can over react. And of corse there is always uninstall reinstall 1.01 patch:D
 Rumor
12-04-2004, 12:06 AM
#28
k good idea. i installed the patch to make sure and it did the same thing, thats why i asked. i remember it did it to me before but i can't remember what i did to fix it.
 TK-425
12-04-2004, 6:08 AM
#29
Well,... my modeler is still having trouble getting his computer and 3ds MAX working so it might be a little while yet. Btw I am working on a website through HTML, I am almost done. So expect to see maybe an alpha release when its up
 Rumor
12-04-2004, 7:02 AM
#30
3ds max always gave me a ton of problems.
 TK-425
12-04-2004, 2:17 PM
#31
Hmm,... have you ever had trouble with the Autodesk licensing utility?
 Rumor
12-04-2004, 8:11 PM
#32
yep, thats why i used maya
 TK-425
12-05-2004, 2:26 AM
#33
So you never got it to work then? Btw he has reformated his computer will that even work now?(I am pretty sure it will)
 Rumor
12-05-2004, 4:09 AM
#34
it will not work on xp
 TK-425
12-05-2004, 5:31 AM
#35
Well this guy is trying to get a new OS, Win 2K3
What will happen if he tries installing this?


E-mailed to me by modeler
MAX has really pissed me off!! I
mean, who would have thought that a simple "System Restore" could
bring so much trouble! I know that re-formatting the C Partition
(system partition) should solve everything. But, I have so many
softwares installed that they will start giving me trouble later on!

Is he correct?
 Rumor
12-05-2004, 12:18 PM
#36
tell him to use gmax. its the free version of 3dsmax, and its very good.
 TK-425
12-05-2004, 4:50 PM
#37
Would it be ok if you tried talking to him? (Whats your E-mail?)
 Rumor
12-05-2004, 7:07 PM
#38
sure. ilgner@gmail.com
 TK-425
12-08-2004, 3:37 PM
#39
 TK-425
12-08-2004, 3:47 PM
#40
Hay, and Rumor did you get JA working? Oh, and btw I gave him your E-mail(or should I say G-mail:D) if he still needs help he shouldve E-mailed you by now. He is using Gmax now also.
 TK-8252
12-08-2004, 4:17 PM
#41
Originally posted by TK42235
http://img105.exs.cx/img105/6513/screenshot4ap.jpg) (http://www.pcgamemods.com/8971)

Hap's Scout Trooper in all its glory. :)

Lookin' good. Did you put the startup together or someone else?
 TK-425
12-09-2004, 3:46 PM
#42
Everything by me. Exept for Hapslash's great Scout Trooper picture....

http://wat.midco.net/eggnog1/biker.jpg)
 TK-425
12-11-2004, 2:36 AM
#43
Originally posted by TK42235
Hay, and Rumor did you get JA working? Oh, and btw I gave him your E-mail(or should I say G-mail:D) if he still needs help he shouldve E-mailed you by now. He is using Gmax now also.
Still waiting for your answer.
 TK-425
12-12-2004, 1:59 PM
#44
Bad Nokill, bad, bad, bad.
*takes BlasTech E-11 blaster rifle and shoots Nokill*
http://forums.ravensoft.com/ib/ikonboard.pl?act=ST;f=21;t=31469;st=0#entry377158)
 KitchenKnif
12-23-2004, 7:09 AM
#45
:deathstar:biggs::deathii:

I have a few things...

1# =

I was playing the game on JediKnight dificulty and when i used the E11 Blaster Rifle in secendary fire mode it took 40-50 shots to kill an imperial guy with no armour and 1-2 shots to kill a stormtrooper!

:confused:That can't be right can it:confused:

and 2# =

I saw somwhere....(do not ask me) that a double-bladed lightsaber could be taken apart into 2 normal sabers and Visa Versa???
thay would be cool...

3#...

picking up extra lightsabers or things would be cool...


thats it!

i look forward to playing the mod...
 RpTheHotrod
12-23-2004, 7:34 AM
#46
 TK-425
12-23-2004, 9:49 AM
#47
Originally posted by KitchenKnif
:deathstar:biggs::deathii:

I have a few things...

1# =

I was playing the game on JediKnight dificulty and when i used the E11 Blaster Rifle in secendary fire mode it took 40-50 shots to kill an imperial guy with no armour and 1-2 shots to kill a stormtrooper!

:confused:That can't be right can it:confused:
This has been fixed.


and 2# =

I saw somwhere....(do not ask me) that a double-bladed lightsaber could be taken apart into 2 normal sabers and Visa Versa???
thay would be cool...
I dont know how to do that but I may be able to investigate.

3#...

picking up extra lightsabers or things would be cool...
You can do this by enabling g_saberpickuppabledroppedsabers 1.


i look forward to playing the mod...
Good!:D
 KitchenKnif
12-23-2004, 11:02 AM
#48
could you give me an estimate on the size of the mod?
:jawa :ewok: :jawa :ewok:
 TK-425
12-23-2004, 1:17 PM
#49
Originally posted by RpTheHotrod
I say use the 2nd blaster visual. Take a look

http://www.planetcnc.com/imperialassault/files/extra/lasers3.jpg)



http://images.google.com/images?q=tbn:3whV7PSUGVcJ:http://mobz.org/starwars/bin.boa/1441.jpg)

http://www.wizards.com/starwars/images/dogfight.jpg)

http://www.planetgamers.com/img/games/GC/S/Star_Wars__Bounty_Hunter/title.jpg)
Thats pretty much how I have all of the lasers for now.

And as for your question KitchenKnif,
I would say as of now a rough number would be about 6 pk3's at 14 MB each. So around 70 MB all in all. I will also include some coding to acompany the mod so you will have to factor that in also.
 KitchenKnif
12-23-2004, 5:03 PM
#50
I thought somthing around 200mb!

I just hope my connection holds out(56k)
:bdroid2: :rolleyes: :rolleyes:
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