By OJP Team
Date: 06-15-2008
Version: 1.2
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Jedi Knight: Jedi Academy
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TITLE: OJP (Open Jedi Project) 1.2
AUTHOR: OJP Team
E-MAIL: briarbear7@gmail.com
WEBSITE: http://www.lucasforums.com/forumdisplay.php?f=542
INSTALLATION INSTRUCTIONS: Run the installer and follow the instructions :)
COMMENTS: Thanks to Razorace for all the coding he has done, Maxstate for his ideas,effects,animations, and various other things,
thanks to Tanqexe for various string and menu editing and graphics,thanks to Jask for his server, thanks to JRHockney for the coding he has done,
thanks to all the beta testers :), and thanks to busterbjaarlik & UDM for menu/HUD design,
and thanks to the JK3 Files staff for being so helpful!
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
Description:
New OJP Features in V1.2:
-New Force Grip physics:
Manipulate the world and players around you with the new and improved Force Grip.
You are now able to throw, push, pull, swing and bat players into other players and
enjoy the physics that come into play when your opponent gets thrown to his death.
-New effects:
Both movie-like, realistic and improvised effects drawing influences from the Old Trilogy
and the Kotor series. Smoke effects and explosions have never looked better in a Jedi Knight game.
-Overhauled Force power systems (Force Physics):
The majority of Force powers and their systems have been either completely re-done or
tweaked to suit OJP's subtle combination of movie-realism and balanced gameplay.
Push is not just useful for pushing opponents to the ground, but also for crushing them with other opponents,
items, and throwing them off of ledges. Speed will allow you to make proper use of your Jedi reflexes, and at high levels,
will allow you to react to anything at very fast pace.
-New and improved saber combat:
Old tried-and-tested combat styles in completely new packages, wrapped in glitter paper and finished off with a curly red ribbon.
Lightsaber duels have never been so exciting, nor have they visually been as attractive as they are now. All styles have been reconfigured
to suit their metaphorical descriptions and Star Wars namesake; fight as Dooku, with his notorious Makashi style and force your
opponent to his or her knees with a few simple strokes of the lightsaber. Batter your enemy into submission with a much-improved,
fast-comboing Djem-So or outsmart them with the many fakes and feints of Juyo. All of this put into a system that has
incorporated fakes, power attacks, running power attacks, ripostes, bounces, freezes, disarms and knockdowns into its repertoire.
-Old and forgotten skills made useful:
Saber throw is one of the Force powers we've restored to its former glory; hit those hard to reach targets with a controllable,
spinning disc of death. Empower your Jedi avatar with the Force Sense power, which will increase your Force capabilities by
a 25% magnitude, in turn allowing you to make use of your Force powers longer.
More powers will be improved upon and added in the future.
-Skills and skill upgrades
With the brand-spankin' new experience and skill system, it's not only possible to buy powers and guns, but also to increase one's
prowess with a certain gun by buying upgrades for it. Upgrades include improvements in accuracy, rate of fire, damage, shot amount
and ammo drain. In future releases, all blasters will be upgradeable and customizable.
-CoOP Gametype and single player maps:
Nearly all singleplayer maps can be played on with any amount of players. NPC's and cutscenes are present and working, and OJP's
systems complement CoOP gameplay well.
-Deflection:
It is now not only possible to deflect and reflect, but also to manually reflect shots back at your opponent. This is done by slashing at shots
and will work with any aggressive style. For a tiny bit of damage and fatigue, your enemy's shots will fly straight to wherever you aim your slash at.
Counterattacking via deflect is now a viable strategy for gunner to jedi combat.
...and much more!
Installation:
Install file:
1)
Run the installer and be sure to select your Jedi Academy directory. The installer
will put the files in the right place, which would be %:/%/Star Wars Jedi Knight: Jedi Academy/Gamedata/ ojpenhanced.
Files in a zip:
1)
Unzip:
enhancedstuff.pk3
enhanceddlls.pk3
Into your %/gamedata/ojpenhanced folder.
2)
Unzip:
runojpenhanced.bat
Into your %/gamedata/ folder.
You can now create a shortcut of your runojpenhanced.bat file and run the mod with it. Be sure to use this method
as the only way to start OJP to avoid bugs and other problems.
Known errors:
Q1) My walking and running animations are very chuggy and unsmooth.
Q2) Some Force powers are missing from the list!
Q3) I can't spawn for some reason!
A) The server's files differ from yours. If the server is up to date, it is possible that something went wrong
when you installed the mod. Reinstall it and check whether you've removed all of your previous files and have only
ONE set of enhancedstuff and enhanceddlls.
Q4)The main menu is borked!
A)You entered a server using all-seeing-eye, or you loaded the mod using JKA's mod-loading set up. Run OJP with the .bat and nothing else.
Changelog since v.1:
-Jetpack physics tweaked for realism.
-All gun damages tweaked to support either static deflection strategies or Force-empowered rushes.
-Deflecting and reflecting improved.
-All style animations improved, smoothened out.
-All styles revamped and given new perks and cons.
-Added improved Force Gripping physics; slam things into other things and knock them away.
-Grip cancelable by shooting at Gripper.
-Push retooled: push things into other things
-Pull improved by reworking susceptibility and physics.
-Lightning 1 and 2 have larger range.
-New smoke, gun, item, explosion, saber and force effects.
-Effects no longer create FPS lag.
-Fixed crashes when using certain Force Powers.
-Fixed "R_polymax" error showing up.
-Fixed ledge grab FP drain.
-Added more FP for higher levels of sense.
-Re-evaluated all gun, blaster and item costs.
-Re-evaluated style and Force power costs.
-Retooled Jedi Mind Trick to be more useful.
-Added new saber throw physics.
-Added sentry droid "hack time" to balance it out.
-Retooled seeker accuracy and damage mechanics.
-Revamped Force Jump physics.
-Re-done Force Speed as Burst of Speed --> more bursting, less running.
-Changed explosion physics to be more useful for different purposes; thermals for knocking over large crowds, detpacks for blowing people up.
-Detpacks stick to people and things.
-Detpacks have longer lifetime.
-Disruptor no longer causes you to get stuck in scope mode after firing an entire clip.
-Disruptor mishap tweaked for less accuracy when shooting from the hip.
-E-11 changed into an all-purpose rifle with balanced out stats.
-T-21 has semi-automatic fire with the fire rate only limited by a player's tapping ability.
-Bowcaster scope added for level 2 and 3.
-Bowcaster is the ultimate jedi-killing weapon; drains 50 DP in a fully charged shot.
-Clone rifle mechanics improved (accuracy, damage etc.)
-Clone rifle level 3 fire rate drastically improved.
-Clone rifle rate of fire upgrade added.
-Added dual pistols for level 3 . (still needs work on position)
-Dual pistols' mishap rate tweaked.
-Added quickthrow
-Added quickparry
-Tweaked quickparry to take double damage if not parried correctly with it.
-Jump is no longer penalized with a 10 FP starting cost.
-Jump is no longer available if you buy jetpack and vice versa.
-Increased knockback on charged pistol shots.
-Increased knockback for explosive-based weapons.
-Saberthrow level 3 added.
-Saberthrow level 3 drains FP per second(s).
+about 100 other bugs, nuisances and small additions here and there.
-Added knockback physics to pistol charge shots.
-Added knockback physics to explosives.
-Improved Push and Pull vertical physics.
-Fixed Bowcaster scope bug.
-Changed various Level 3 Force point values