View Full Version : What's New?

11-27-2003, 08:50 PM
Ok, this is a thread for listing what you're currently working (or at going to handle soon) for OJP. This is NOT a thread for brainstorming.

11-27-2003, 08:54 PM
Since the SDK just came out, I'm currently lightly scanning thru things and figuring them out. I've already determined how the saber collisions have been improved.

Basically, the old saber entity is still in play. Whenever a "attacking" saber scan hits a saber entity, the game dynamically creates a more specific hitbox (manually) and checks to see if they collide.

I have dibs on doing the improved saber system for Enhanced. :D

11-27-2003, 10:50 PM
My first action item is adding the option of LMS play - first for Siege, and then for the rest of the game-types.

Samuel Dravis
11-27-2003, 11:14 PM
Improved ConfigED, with language module support for JA, JO, and perhaps some other games.

11-28-2003, 12:25 AM
Originally posted by RenegadeOfPhunk
My first action item is adding the option of LMS play - first for Siege, and then for the rest of the game-types.

I suggest you simply call it a "no respawn" option instead of "LMS" it's less vague that way.

12-01-2003, 07:58 PM
I'm almost finished with the RGB Saber Color Code. I'm putting the final touches to the rgb options in both the main and ingame menus.

I have finished the Force Fall code and I am waiting to incorporate it into the OJP Enhanced Project.

12-02-2003, 01:47 AM
With the help of mushroom, we've gotten the old gametypes to work again. I've added all the nessicary menu items and am currently testing it.

12-02-2003, 03:51 AM
For the old gametypes, you may want to include a link to old maps.

12-02-2003, 05:45 AM
Maybe. I'm pretty iffy on playing favorites in terms of JK2 map conversions. I'm hoping that someone will set up a install program for OJP that rips/patches all the JK2 maps straight from the JK2 disc.

12-02-2003, 05:49 AM
May also be a good idea to grab any non-duped textures too. The only pack I've seen out on the net didn't do that. It not only screws up the current textures but is a hefty size too.

and the legality of it is also in question if setup for download. Unless like you propose it rips straight from disk.

12-02-2003, 06:09 AM
I was thinking two versions. One that rips everything from the CD and one that has the files downloadable.

According to Raven, they allow cross product use of material for mods. So, that's not a problem.

Samuel Dravis
12-06-2003, 01:45 PM
I found a zip file dll a while back that would be useful for ripping/pakking up files off the pk3s. I figure it wouldn't be hard to do really, just tedius.

I'm not going to think about it until I'm finished with ConfigED though.

12-10-2003, 09:25 AM
I'm currently working on re-implementing the SFL_STICK_ON_IMPACT .sab flag. And I'm getting closer to perfection.

12-10-2003, 10:04 AM
I've finished the animevent system work and am now tieing up loose ends with the melee system and old jk2 gametypes.

Also, Enhanced v0.0.1 and Basic v0.0.4 are now availible.

12-11-2003, 10:36 AM
I'm also working on adding more weapon disable settings.

12-13-2003, 06:38 PM
I'm ditching no-respawn (LMS) for the moment, and instead concentrating on vechicle code to allow for more varied vechicle implementations. (Droideka, AT-AT etc.)

Details here (http://www.lucasforums.com/showthread.php?s=&threadid=119505)

12-14-2003, 08:12 AM
Fixing the menus to only display maps for the jk2 gametypes that support them.....completed.

More weapon disable options.....completed.


Saber System, I'm calling you out!

12-18-2003, 02:11 AM
Well, I'm helping kenshire with his saber throw overhaul as part of the saber system. Yesterday I set things up so that the saber throw can be used with the force select/use keys.

12-19-2003, 04:07 AM
Well, I have an early working prototype of the saberblocking system working now. Just adding more features as I go.

12-19-2003, 06:48 PM
I added a g_saberanimspeed cvar which acts like the g_saberanimspeed in SP.

I'm now working on getting my concept for dynamic viewangle impact "locking" to work.

12-21-2003, 08:21 AM
Ok, got view locking working. It needs some tweaking (like figuring out a way to prevent lower block positions from "dragging" on the ground.) but other than that I think it's working pretty good. It adds a fair amount of feel to the saber impacts.

Should I make uploads to the repository for this stuff or should I wait til it's to a "releasable" stage? I'm thinking that it would be nice to maybe create a seperate branch for my saber system work that will exist for stages where it works but isn't really done yet.

Samuel Dravis
12-21-2003, 01:28 PM
Seeing as you're the only one working on the saber system, you probably don't need to upload it. However, you might want to as a backup in case something goes wrong with you computer.

12-21-2003, 04:18 PM
I think you should wait till it's in a releasable state before you upload stuff to the repository. And I don't think making a new branch just for saber stuff is nessesary - is it?

12-21-2003, 06:13 PM
Well, my thinking is that people will probably want to try it out before it's released to the public. If I'm the only one with a copy, noone else can make comments until I consider it "releasable". Since this is a pretty important part of the game, I'm sure everyone will want a say in how it turns out.

12-21-2003, 06:42 PM
Hmmm - ok. I see your point.
Yeah, ok, it's a good plan :)

12-22-2003, 08:54 AM
Ok, done (http://www.lucasforums.com/showthread.php?s=&threadid=119776).

12-25-2003, 12:32 AM
In an effort to now hog space on this thread, I'm going to only be making updates on the status of the saber system overhaul in the Saber WIP thread. (http://www.lucasforums.com/showthread.php?s=&threadid=120027) I'm updating on basically a daily basis so I suggest you check it out.

12-25-2003, 07:28 AM
I have almost completed team support for Lannik Racto, icons and all. Also working on hidden skins such as Prisoner/Elder & /Merchant, Jedi/J2, Reborn/Boss, and the brown Cultist all w/CTF support.

Let me throw an idea out: I am a very organized person, maybe even a bit obsessive, but I like things like my MP icons to all look the same. I was thinking, I could do JA style icons for all of the addon skins. -- with that, I have 2 questions. First off, what does everyone think of that? Secondly, would they show up in character select w/o having the model -- or if they had it, would it override the old model?

Also been doing some species work. I have a new torso for the Twi'lek model, which is a somewhat modified version of the Alora2 torso. Also added 5 new colors to the Twi'lek. I added 3 new heads to the Rodian male. Going to create different face/mask combos for Kel Dor. (Side note, masks are the only thing that will line up when changing Kel Dor heads) I'm also adding support for the Chiss male & female packs, but still need to contact the author of the female pack for permission. I will add the new Human female heads found at pcgamemods as soon as I get permission from the author. Other than that, I'm adding more 'preset' colors to each race (minimum of 10) and am trying to find out if OJP can use Aaron Smith's generic Zabrak male model (not Eeth Koth) for the skins pack.

12-25-2003, 10:01 PM
Yeah, I recommend that you make the icons look like the ones already in MP. We have a templete of the background on the repository under the /OJP/tools directory.

01-05-2004, 10:07 AM
i made a very sexy scoreboard and i remapped the text hud

check it


01-05-2004, 06:38 PM
I don't see much difference in the scoreboard. It just looks like you changed the background graphic for it.

01-05-2004, 07:17 PM
Stubert -- I like the scoreboard, but the background should be black, or red/blue, and transparent. Other than that, great job.

On my side of the battle, all of the normal Species now have all of my updates mentioned in a previous thread. It also contains fixes for the Chiss Male and Chiss Female torso icons. Those two species won't be added until we get the problem with the species selection figured out. (Just bugfixes for now) I also fixed a problem with one of the Twi'lek's skirts not being two sided.

The Zabrak is in the works, but will probably take awhile. (Marker I think you're right, we should combine our efforts) I have mp/team support for the following hidden skins in: Lannik Racto, Brown Cultist (no team support, not needed), Elder.

I'm still not able to get the JA style MP icon from freepository, so if anyone would be nice enough, my email is smmelton@iupui.edu . I have been working with some pieced together icons I've made, and it's no fun.

01-05-2004, 09:59 PM
And why can't you get the icon?

Anyway, I'm putting the finishing touches on my port of True View. It's almost a 100% straight port so I haven't added animation data for the new katas and such. So, if anyone wants to volunteer to find the moves that don't work correctly with True View, I'd appreciate it.

After that, I'm going to start workin on redoing the damage code and behavoir for the saber combat. However, I'm on vacation so progress will be slow.

01-06-2004, 12:45 AM
Well, when I click to get to the Icon, it just takes me to another page, with nowhere to d/l the icon. Here:

Location: [OpenJediProject] / OJP / Tools / icon_MPbackground.jpg
Default branch: MAIN

Revision 1.1 / , Fri Nov 14 04:47:35 2003 UTC (7 weeks, 3 days ago) by razorace
Branch: MAIN
Added Tools section and icon_MPbackground.jpg (partial source file for the backgrounds seen for the non-cpc models)

Sorry for being such a newb to this. I'm not used to freepository

01-06-2004, 01:43 AM
hmmm, it seems to be an issue of not having read/write access. I'll ask the admin about it.

01-30-2004, 08:31 AM
Updated the tools section: Updated the standard MP icon, and added red/blue versions.

Basic/Enhanced sections: New 'advanced' menus

02-02-2004, 02:05 PM
My saber system improvements are coming along. I've rewritten the saber hit collision code for better hit detection and am now working on the saber behavioral code. I should have a working copy in a couple of days.

02-03-2004, 09:44 AM
Ok dokie. I just got the brand new (and already infamous) saber system up and running. It's still in the early stage of development but it's mostly there. It's now time to fill in control defines, bug smash, and game balance. I'll be uploading the system soon, hopefully tomorrow.

Anyway, this bad boy will be need a LOT of beta testing to balance things out, figure out what works for the game, etc. Any help would be appreciated.

02-04-2004, 04:26 AM
The full vehicle limit fix is now up on the repository.

OJP requests that you don't release any leeched code before OJP has had an oppertunity to package the new features in a OJP distro. Thank you.

02-04-2004, 08:51 AM
The new saber system behavioral core is now on the repository. Please check it out if you have time, the more feedback and testing the better the system will be.

See the Saber System Redux thread for details.

02-05-2004, 08:11 PM
I didn't know where else to post this, but I'm taking a long hiatus from JA. I sold it yesterday. So the projects I've submitted are in their final form unless someone wants to update.

I'm sure I'll be back.

02-05-2004, 08:42 PM
You sold it? why?

02-13-2004, 03:17 PM
Not sure where else to post this, so...

Is there going to be any partitioning ability with OJP enhanced? As in, will we be able to turn on off things like the saber redux that Razor has done and whatnot. B/c I know that I won't always want to play with that, but I guarantee I'll nearly always be using TCK's RGB-saber code.

02-15-2004, 04:26 AM
Probably not, we don't want to create a cvar hell and most the stuff is so game changing that to be able to turn on/off sections of it would totally knock off the balance.

If you feel the need to play with OJP features without the OJP gameplay changes, just use OJP Basic.

02-16-2004, 07:51 AM
Dodge System - Operational
Saber System - Operational
Fatigue System - Operational

RGB Sabers - code has been received. working on the porting process.

02-17-2004, 03:44 PM
Okay. That's cool. Way to go on the new systems.
As a final note - will the RGB sabers be included in the Basic Distro, then?

02-17-2004, 05:38 PM
Of course.

And let's please keep this thread for news only. Ask your questions in the threads for the specific systems.

02-23-2004, 09:00 AM
The 5th OJP release wave is coming soon. See here (http://www.lucasforums.com/showthread.php?s=&threadid=123682) for details.

02-23-2004, 07:12 PM
Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! Beta testers! (http://www.lucasforums.com/showthread.php?s=&threadid=123709)

03-14-2004, 09:31 AM
Ok, I'm going to try a more active approach to promoting cooperation within the JKA modder community. See here (http://www.lucasforums.com/showthread.php?s=&threadid=124951) for details.

03-22-2004, 08:35 AM
Well, as you have probably heard by now, we've gotten the AotC TC mod to join up with OJP.

In other news, my new T.A.B. (Tactical Attack Bot) Bot just had it's first successful running today. It only has only order implimented at the moment and it's pretty primative, but it's already able to successfully find and take the shortest route around maps.

Samuel Dravis
04-01-2004, 06:31 PM
OK guys, I'm fooling with the site again. I bought a book on PHP so I would know what's going on with the fusionnews/poll. I should have something to show for it soon. Razor, you said something about OJP maybe being hosted by AOTC: TC - is that still going to be the case?

04-01-2004, 11:20 PM
Doubtful, the main AotC is going off on some image-studios thingy instead of what we originally discussed, so, we're staying with our own hosting until AotC settles down.

04-15-2004, 09:17 AM
:quesbrn: i Think aotctc's new name was mirage studios!

04-15-2004, 04:25 PM
You're right. My bad.

Samuel Dravis
04-16-2004, 11:05 PM
Small update on what I'm doing. Comments?


04-16-2004, 11:50 PM
looks good.

Samuel Dravis
04-17-2004, 05:58 AM
OK, I've finished it all except for a few things that need to be tweaked. I'll upload it in the morning to let you guys see how it is.

EDIT: Uploaded. The news script is not working right now, I'm going to look into it today. Use IE to look at the distro section. I'm going to have to rewrite the script there in javascript for it to work in Netscape.

OJP Website (http://ojp.jediknight.net)

EDIT 2: FusionNews works now, just got to edit the templates to match the site's color scheme. Persons who need access to the news script PM me with your username & temp password so I can get you in.

04-30-2004, 03:28 AM
As mentioned on the website, I'm shooting for a new beta release by friday.

05-06-2004, 05:42 AM
Ok dokie. Since we now have a lovely working website, I'm going to be encouraging people to post the news on the website, and then post here stating that a news item on the site has been added. This way, both people that regularly check the forums or the website will see what's going on.

Anyway, the point is, there's new news on the website.

05-08-2004, 08:19 AM
OJP Basic beta 3 for v0.0.5 is out. (personal.palouse.com/razorace/ojp_basic_005b3.zip) The only change is the addition of partial seige support for the TAB Bots. Right now, there's only support for the Korriban map.

It's a pretty impressive difference from the default support, so I suggest you check it out if you like siege.

05-08-2004, 08:27 AM
OJP Basic beta 3 for v0.0.5 is out. (personal.palouse.net/razorace/ojp_basic_005b3.zip) The only change is the addition of partial seige support for the TAB Bots. Right now, there's only support for the Korriban map, but the rebel attackers can't win since they don't know how to strike the low standing coffin.

It's a pretty impressive difference from the default support, so I suggest you check it out if you like siege.

See the beta thread for a list of known issues.

05-18-2004, 02:56 AM
Just posted a new news post on the website.

05-19-2004, 10:56 PM
new news post.

06-10-2004, 12:55 AM
Another news post

Samuel Dravis
06-13-2004, 09:59 PM
Cleaned up your news post. ;)

Added the latest beta to the distro page.

07-13-2004, 09:20 AM
Another update on Co-Op.

07-15-2004, 11:17 PM
Ok, I've posted a news post on the site about the scripting help we need.

08-28-2004, 08:41 AM
What's new? Nothing....

OJP_changelog.txt 1.55 7 weeks razorace 7-6-04 Update:

Isn't it about time for an update?

I've got a half-finished blocking system burning a hole through my PC.

08-28-2004, 11:29 AM
Well, I still have a lot of co-op stuff that I haven't commited it yet. Maybe I'll get to it sometime this weekend.

09-19-2004, 07:41 PM
OJP Basic v0.0.6 is out. Details on the site. Servers coming on Monday.

Crap, the site is down.

You can get the release here (http://www.pcgamemods.com/7548/).

Samuel Dravis
09-20-2004, 09:14 AM
News about it posted on the site and the file is up on the distro page. Thanks razor! :) Everyone loves you!

Also, I enabled icons on the news. Like? Dislike? Change?

09-20-2004, 09:44 AM
cool stuff (icons are good). Where do I dump my icon file for use on the site?

However, please pull the lastest file off the our site ftp. It's not an alpha or beta so it shouldn't be distroed directly from our site.

Samuel Dravis
09-20-2004, 11:08 AM
Originally posted by razorace
cool stuff (icons are good). Where do I dump my icon file for use on the site? Log in and select 'my profile', then 'icon URL'. It'll appear in your next news post. For hosting the icon, just upload to /httpdocs/images/. The url should be "http://ojp.jediknight.net/images/youricon.jpg".
Originally posted by razorace
However, please pull the lastest file off the our site ftp. It's not an alpha or beta so it shouldn't be distroed directly from our site. I see. I've done so, and replaced the Basic 0.0.4 link with 0.0.6.

09-20-2004, 02:40 PM
Ok dokie. Thanks!

03-31-2005, 01:10 PM
Mod Edit: Don't post crap in the forums. Thanks!

09-25-2005, 04:07 AM
Currently working on making the TABBots look for/pick-up items/weapons.

09-27-2005, 08:45 AM
is new version coming soon ?
are you post download link in here too ?
thank you !
also why you dont upload OJP Mod for any JA site ? like JAfiles.com or pcgamemod.com ete ...
so many ppl want this Mod too ..

09-27-2005, 10:21 PM
Thanks for the support Buffy.

The reason I never post to the file servers is that it's a fairly large hassle to do so. I've asked for assistance with posting files and doing the nessicary documentation, but that support never seems to materialize.

Plus, I'm a freakin' perfectionist so I never feel that things are "good enough" for formal releases.

09-28-2005, 01:53 AM
Thanks for the support Buffy.

The reason I never post to the file servers is that it's a fairly large hassle to do so. I've asked for assistance with posting files and doing the nessicary documentation, but that support never seems to materialize.

Plus, I'm a freakin' perfectionist so I never feel that things are "good enough" for formal releases.

Only your OJP Mod make Bots playable in Siege Game type nobody done that before ..
it really more then "good enough" for player ppl
so please please post link for download somehow next version !!!
thank you !

09-28-2005, 02:13 AM
I normally do post a link for the files, I just don't distro it to the normal file servers.

09-28-2005, 03:57 PM
The website is acting a bit wonky so I'll post my news here.

The lastest news is that I've successfully intergrated the desire to pick up weapons and ammo into the TABBots. This does seem to make a forseeable difference in their abilities in FFA games.

The question is what I should do next. I'm thinking that I should give the SP navigation code another shot. I've come up with an idea that will make it much easier to intergrate into the MP. If you have some feedback about what you want me to work on next, please start a new thread on the subject.

Samuel Dravis
09-28-2005, 04:39 PM
Wonky? How so?

09-28-2005, 06:33 PM
I emailed you the details. You got mail!

09-28-2005, 08:59 PM
I really wishing to Bot flying in MP map too like UT2004 do ..
thank you !

09-28-2005, 09:04 PM
That would be a pretty tricky request, I'm not sure how I'd do that.

09-28-2005, 10:14 PM
Bot flying?

Samuel Dravis
09-28-2005, 10:56 PM
Razor..site's updated with the latest beta on the distro page, the issues you were having with FN hopefully resolved, the two dead site buttons removed, the D/L links fixed, my e-mail visible, and everyone is pleased.

Flying bots would be sweet.


You know what is irritating? Forgetting my password for FusionNews. I was trying to test whether it works or not, but I'm at a loss to remember what my password was... You should be able to reset it for me though, being an all-powerful admin admin and all. :D

09-29-2005, 12:11 AM
It states that I need your old password to be able to make a new one! Well, I deleted your account. I just need your username, email, icon URL, and password to get you set up again.

09-29-2005, 02:07 PM
Great to see you're still working on things, Razor. I may yet submit some skins someday. Ultimately, I'd like to create a JO addon. At one time I had everything working except the AI paths and a few script errors. I had a multiskin Kyle to select and the original UI in. If you're ever interested, let me know and we might find someone to re-path the levels.

09-29-2005, 03:56 PM
That would rock. I'm currently trying a different approach to the SP AI navigation system but it's taking a while to get the code into a state where I can run both c and C++ code in the .dlls.

09-30-2005, 08:10 AM
Bot flying?
like some SP's NPC ride swoop bike and chase player ..
I hope MP's Bot use all vehicles too (Tauntaun, ATST, X-wing, ete ...)
that will be really fun and cool
if you guys make it ?
LucasArts must pay big money for ojp mod teams ..
Totaly upgrade game so ...

09-30-2005, 04:23 PM
Ok, the beta server is back up. Sorry about the downtime. My experiment didn't go so well. :(

10-01-2005, 11:50 PM
There's a new OJP Basic beta on the website.

10-02-2005, 01:09 AM
yay I got now thank you !

10-02-2005, 03:36 AM
You're welcome. (And I was even able to post one to pcgamemods.com!)

10-03-2005, 04:06 PM
Right now I'm performing an experiment on the OJP Beta server. I'm basically attempting to convert the traditionally C based .dll code to be C++ based. The primarily reason for this is so that I can port the SP navigation code, which is in C++ into MP.

So far, I've been able to compile the C++ version of the code using g++ and have it successfully run on linux. g++ throws a lot more warnings than gcc or VS.net but I'll resolve all of them eventually.

That's all for now,
Razor Ace

10-04-2005, 01:34 AM
w00t new beta

10-04-2005, 01:56 AM
Today I rewrote a bit of the teambalancing code to, hopefully, fix some issues we've been having with the team balancer freaking out a bit at times. The new system should be more intelligent in terms of choosing a player to switch teams when balancing.

10-10-2005, 05:53 AM
I've reached a milestone in the porting of the SP Nav code, basically all the code definitions are now correct. In layman terms, I've properly defined the code that I need to use, now I just need to fill out the code.

10-11-2005, 12:52 PM
Great job,

I'm very interested on how you are getting the code to communicate with the engine if its in c++.


10-11-2005, 03:50 PM
you pretty much have to...

extern "C"

everything that has to be called between the C++/C barrer, but it only applies to the C++ side of things. A great tutorial on the subject can be found here (http://www.parashift.com/c++-faq-lite/mixing-c-and-cpp.html#faq-32.6).

10-13-2005, 03:42 PM
Don't worry, the beta server hasn't gone away. Our server host is currently moving our server over to a faster/better AMD host machine. The server will be back up as soon as the conversion is finished.

10-14-2005, 09:51 PM
The beta server is back and is supposed to be faster than ever. The new IP is Enjoy!

Samuel Dravis
10-17-2005, 12:06 AM
Basic beta DL updated.

10-25-2005, 07:01 PM
Basic beta DL updated.
PCGameMods is down (at least at the time of this post), right on the day when I got my server converted to AMD... and planned to download Basic to upload it to the server... could you perhaps provide another download source for OJP Basic, or do these PCGameMods downtimes only last a short while?

Thanks. :)

10-25-2005, 09:19 PM
Kurgan has been kind enough to mirror the lastest Basic beta @

11-10-2005, 04:04 AM
Well, I reached a nice milestone today. I was successfully able to make a weapon appear to be visually holstered without requiring the special models that were nessicary in previous versions of OJP.

I hope to have this feature fully operational in a week or so (I'm very busy with school work).

Also, in the works is the long awaited port of the SP NPC navigation code. This has proven to be pretty tricky but I'm making progress.

12-03-2005, 04:42 AM
Hi everyone. I'd just like to announce that I've uploaded OJP Basic v0.0.9 to pcgamemods.com. This is a direct link to it. (http://www.pcgamemods.com/mod/17471.html)

Yes, I'm aware that we "skipped" 0.0.8 but that was due to it being an internal team beta. Please bare in mind that all the 0.0.8 and 0.0.9 features/improvements are new from the last public release. Enjoy!

12-03-2005, 08:18 PM
yay !!
thank you for new version
I got now :)

12-13-2005, 06:02 AM
And now there's a nice snapshot release of Basic v0.1.0. There's a lot of new stuff in here so be sure to check out the changelog. The file can be found on...pcgamemods (http://www.pcgamemods.com/mod/17662.html)

Version 0.1.0

New Features:

BugFix16 - Fixed a problem with turrets' splash damage missing a "method of death". This was screwing up the death messages for people that died from getting hit by turret splash damage.

BugFix17 - Fixed a problem where bots were getting bumped from the game incorrectly whenever a human player tried to spectate a bot.


AdminSys - Altered team balancing behavior so that the bot/human balance is only checked when the teams are completely balanced. This was done to fix a problem with the bot/human balancer doing conflicting switches when the team balancer was attempting to even the teams.

Asteroids - Fixed bug where the enhanced kill messages for players getting killed by vehicles weren't displaying properly.

CoOp - Fixed backwards compatibility issue with the way JKO sets the enemy to "the player" by using the keyword "kyle" instead of "player".

Chat Spam Protection - Fixed problem with chat spam protection blocking all messagemode3 and messagemode4 messages.

Holstered Weapons - The position of the holstered weapons can now be configured on a per-skin basis using holster.cfgs. This operates very similar to the sounds.cfg files. IE, the holster.cfg for a red team skin would be holster_red.cfg and the default holster.cfg for a model is simply holster.cfg. See the premade holster.cfgs for the file format information.
- Added holstered weapon debugging cvars so that players can tweak their holstered weapons in real-time during the game. (ojp_holsteredweapons, ojp_holsterdebug, ojp_holsterdebug_boneindex, ojp_holsterdebug_posoffset, ojp_holsterdebug_angoffset)

RGB Sabers: Added cvar (ojp_teamrgbsabers) to allow players to see RGB sabers instead of team-based colors during team games.

True View - Fixed possible memory leak involving True View's config file parser not closing the file after reading it.

New Cvars:

Holstered Weapons:
ojp_holsteredweapons 2 - controls how holstered weapons are rendered.
ojp_holsterdebug 0 - Controls the debugging of the holster system. Value sets which type of holstered weapon is being debugged.
ojp_holsterdebug_boneindex 0 - Controls which bone that the current debug holsterType is based off of.
ojp_holsterdebug_posoffset "0.0 0.0 0.0" - Controls the positional offset for the current debug holsterType.
ojp_holsterdebug_angoffset "0.0 0.0 0.0" - Controls the angular offset for the current debug holsterType.

RGB Sabers:
ojp_teamrgbsabers 0 - Controls the saber blade colors during team games.

12-15-2005, 08:18 PM
Hmmm...JKO support eh? Last time I tried to use JKO in JA, I had all sorts of AI path issues on the first level. I had a JKO conversion mod going for awhile -- had new UI, you could change Kyle's clothes, saber color, length, hilt -- all on one menu. I might pick it up again if pathing works right.

Which reminds me. If I do reinstall the game, I'll have to create a SP 'post level' variation menu that allows you to change appearance (but not species) after each level. (Ever think it was funny that you always had the same clothes on?... I mean, for days on end?)

12-15-2005, 09:08 PM
I'm still working on the SP navigation code. I'm not sure when I'll have it finished.

12-16-2005, 06:20 AM
New Basic v0.1.1 (http://www.pcgamemods.com/mod/17712.html)

This is another quick update to get the latest features out into the open for use on the OJP beta server. The major changes from last release are /centersay, Map URLs, and the improvements to the auto team balancing system.

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

Version 0.1.1:

New Features:

- Added /centersay command to enable admins to print messages in the center of player's screens in nice big text. Just treat this command like /say.

BugFix18 - Fixed a problem with certain bolted items (holstered weapons, flags, and siege items) not updating properly while the player is riding a vehicle.

BugFix19 - Fixed problem with game not properly displaying any message over 50 characters long with center print.

Map URLs (MapURLs):
This feature allows server admins to display an URL to download a map if a client doesn't have the map. Simply add the map's download URL to "mapURL" (a cvar). This feature requires that OJP to be running on their machine.


- Auto team balancing restrictions now apply to players joining teams. If you wish to switch teams when the balancer is in full effect, you're going to have to talk someone into spectating before moving to the other team.

CoOp - Objective related messages are no longer cut off after 50 characters. See BugFix19.

Holstered Weapons:
- Fixed problem with the "disabled" holster option throwing a bunch of error messages ingame. Also tweaked the holster.cfg documentation a bit on that subject.
- Fixed problem with holstered weapons not sticking to player properly while riding vehicles. See BugFix18.

RGB Sabers - Black saber now has white core in saber blur trail.

True View:
- Fixed problem with True View screwing up the sniper view if cg_trueguns is active.
- Changed default cg_truefov to 80 to make the visuals look more like the normal view.

New Cvars:

mapURL - Setting this cvar to a map's download URL will display this URL to players that don't have the map.

12-16-2005, 06:37 AM
Heh, ever gonna use that saberthrow I sent you?

Because I'm going to be doing a better looking one later.

12-16-2005, 07:49 AM
You mean the saber throw animation? I don't think you ever actually sent it to me. Please note that the current throw setup uses a horizontal spinning throw (like basejka) rather than Keshires vertical spin. The vertical spin just didn't look right so I switched it back.

FYI, the throw system is finished and working. I've noticed some visual errors involving the dual sabers but the basic system works fine.

12-16-2005, 06:32 PM
I've discovered a problem with the AI bots that I accidently introduced into the code when I tried to get the TABBots to work on siege_endor. Sorry about that.

I've created a special mini-patch for the beta server and the fix will be in the next OJP release. If you need/want it any earlier, just contact us.

12-19-2005, 09:28 PM
I was just wondering, for the next release if it would be possible to add a Last man standing Team FFA mode? You know, kind of similar to MBII gameplay, but without all the obj's and stuff. Or, if you know of a mod which enables this already, could somone point me in the right direction?

12-20-2005, 01:42 AM
mmm, well, I'm not sure people are really interested in that or not. I believe that JA+ already has a "highlander" mode but I don't know how popular it is.

12-20-2005, 04:33 AM
Yes I have heard of that, but JA+ doesnt have the things like Holstered weapons and such, but since OJP and MBII borrow elements from eachother, wouldnt it be possible to take it from them?
Oh and one question: In the current version of Enhanced, what is the button for blocking? And when is the next enhanced version expected for release?
Thanks for your time,

Lathain Valtiel
12-20-2005, 07:49 AM
Forget that, I have a better idea.

Holocron Team FFA.

You know you want it.

12-20-2005, 03:43 PM
MB2 is actually using a modified version of the Siege gametype rather than something team-FFA based. It would be easier to impliment it from scratch rather than attempting to "port" it from what was done in the MB2 code.

As for blocking in the current version, there is no blocking button. Blocking is automatic. However, to attempt to parry attacks, you just need to move into the direction of the attack.

Finally, I don't know how the next version of Enhanced will be. I'm sort of hoping to finish SP Navigation code port before working on Enhanced again. We will see.

12-22-2005, 05:39 PM
like some SP's NPC ride swoop bike and chase player ..
I hope MP's Bot use all vehicles too (Tauntaun, ATST, X-wing, ete ...)

Well sorry for answering so late, but the npc's follow you on a swoop on that zonju v level, so maybe that can be a start. (But after thinking, I don't really use bots, so this wouldn't be that important, I think.).

But what I would like to see is something totally new, like the wall hanging, and holstered weapons. But I don't know what that could be.

12-26-2005, 07:06 AM
Well sorry for answering so late, but the npc's follow you on a swoop on that zonju v level, so maybe that can be a start. (But after thinking, I don't really use bots, so this wouldn't be that important, I think.).

But what I would like to see is something totally new, like the wall hanging, and holstered weapons. But I don't know what that could be.

I can wait long time hehe ..
ok can make NPC I spawn in SP map
make they ride any vehicles too ?
right now they just standing and shooting me or attack me by light saber
is only "zonju v level" NPC can use vehicles ? only swoop Bike ? can make use X-wings or Tie too ? Tauntaun or ete too ?
thank you

12-26-2005, 03:48 PM
Unfortunately, programming the NPCs to drive vehicles is very tricky since the vehicles are so customizable and act so much differently than the normal players. Anyway, I think the only vehicles that the NPC were originally designed to drive were the ATST and the shoops. The Tie Fighters/Bombers don't count as that was done with scripting.

12-27-2005, 01:38 AM
I see ... thank you :)

12-28-2005, 09:26 PM
Escaped Turkey is changing the beta server's IP again as part of a ISP provider change. The new IP will be as of the new year.

Have a great New Year's Eve!

01-13-2006, 05:11 AM
New Enhanced Version (v0.0.4). The file is currently available @ pcgamemods.com (http://www.pcgamemods.com/mod/18310.html)

Version 0.0.4:

New Features:

Movement System (MoveSys):
This is just a collection of the movements tweaks that we've added to the game. For now, all we've done is reduce the speed of players when running backwards and strafing left/right.

New Saber Effects (NewSaberEffects):
We've replaced the original saber-to-saber clash effect with something much more true to the movies.


Saber Combat System:

Slow Bounces:
Whenever a saber user is saber stunned and has 50+ DP, or is saber knockdowned and has 50+ FP, the player will automatically avoid the mishap and instead move a little slower on the saber bounce.

- Added realistic stumble movement to the stun animations based on their footwork.
- Tweaked the saber block animation times.
- A player's saber block position now updates properly whenever a new swing is blocked.

Saber Throw System:
- Added menu items for Saber Throw Button binding.

01-13-2006, 05:13 AM
Also, remember that the latest version of OJP Enhanced will be running all day today (friday). Enjoy!

01-17-2006, 05:59 AM
Im still enjoying this Mod ... I love ojp Bot so much !
thank you again !

01-20-2006, 04:34 AM
New Enhanced Version (v0.0.5). The file is currently available @ pcgamemods.com (http://www.pcgamemods.com/mod/18455.html)

Version 0.0.5:


Dodge System:
- Fixed problem with Dodge having an opening in the player's saber defense immediately after a Dodge is completed.

Melee System:
- Fixed the problem with melee's kick and grapple sticking the player to the ground.

Saber Combat System:

- Fixed problem with the parries only regularly working when the defender is moving forward/backwards.
- Blocks made in the correct direction to parry don't cost DP and play a special "knockaway" animation.
- The block animations now update per saber impact.

Slow Bounces:
- Slightly slowed down the slow bounce animations.

- Having a hidden saber style selected when a player dies no longer causes it to switch to another style when they respawn.
- Tweaked the speed at which players can switch saber styles to prevent style spazing while switching in lagged games.
- Saber drop (disarms) can't occur unless the player has less than 50 FP.
- Saber no longer activates if the saberer kicks while their saber is deactivated.

- TABBots now only walk in Enhanced when they are attacking with the lightsaber.

Saber Throw System:
- Saber users can now punch if they drop/throw their saber away.
- Dropped sabers no longer turn on saber blade if their owner died and respawns.

01-24-2006, 02:55 PM
Tokakeke has been nice enough to host the latest version of Enhanced on his server, [KP] OJP Enhanced 0.0.5. You can find it @

01-31-2006, 09:37 PM
I've created a server tracker (http://soil.zapto.org/jka_tracker/jkatracker.php?tracker=51) for Tokakeke's server using soil's custom JKA Server Tracker thingy. You can check that out in this LucasForums thread (http://lucasforums.com/showthread.php?p=2008581#post2008581).

02-06-2006, 07:35 PM
Basic v0.1.2 is now out. Unfortunately, pcgamemods.com's submission system is broken so we're using Kurgan's mirror this time around. You can get the file here (http://strategy.jediknight.net/jka/mods/ojp_basic_012.zip).

Version 0.1.2:

New Features:

BugFix20 - Fixed problem with the Bot AI's force power selection not being properly handled by the game.

BugFix21 - Fixed issue with players occasionally moving as if in a saber style when using weapons other than the lightsaber.

Expanded MOTD:
This new feature allows server admins to send a message of the day to each client as they join the game. These MOTDs are displayed in the center of the player's screen when they first join the server. This MOTD is in addition to the MOTD displayed during map load. The MOTD that is displayed can be based on weither or not the client is running the correct client. See the descriptions for ojp_clientMOTD and ojp_MOTD.


Admin System:
- Added some fancy text wrap to centersay to prevent it from cutting off words mid-word when wrapping the text to fit on the screen.
- Fixed problem with g_teamForceBalance = 2 not working properly.
- Bots removed by bot_minplayers are now removed in a way so that they don't conflict with the g_teamForceBalance setting.

- Tweaked text wrap behavior to be better about not text wrapping when not nessicary.
- Fixed text wrapping so it will work without the client plugin.

- Ported Sand Creature's AI from the SP code. (NPCSandCreature)

Holstered Weapons:
- Added holster.cfg for atst_pilot.
- Added holster.cfgs for the Clones Ultima package by Marz.
- Added holster.cfg for reborn.
- Added holster.cfg for reelo.
- Added holster.cfg for snowtrooper.
- Added holster.cfg for the magnaguard VM player model.
- Added holster.cfg for jetclone playermodel.
- Added menu item for ojp_holsteredweapons to Setup->Advanced menu.
- Fixed bug with holstered weapons appearing on players that are invisible due to mindtrick.

- Added menu item for ojp_teamrgbsabers to Setup->Advanced menu.

Server Filters:
- Made OJP Basic filter the default server filter to encourage OJP Basic usage on servers.
- Removed the OJP Enhanced filter since the OJP Basic client doesn't work with it.

- Fixed the problem with the TABbots crapping out in siege after changing the way objectives are checked for validity by the bots.

New Cvars:
ojp_clientMOTD - This is the MOTD that is displayed to players are running the proper client plugin.
ojp_MOTD - This is the MOTD that is displayed to players that aren't running the proper client plugin. This defaults to a message that recommends that the player runs the client plugin.

02-06-2006, 08:07 PM
Rapid fire! Here's a new release of OJP Enhanced (v0.0.6) as well. You can get it here (http://strategy.jediknight.net/jka/mods/ojp_enhanced_006.zip). Remember to give us some feedback on the forums and that you need to run the mod thru the included .bat file to make everything work properly.

Also, see this thread (http://www.lucasforums.com/showthread.php?t=145540) for a list of servers that are running Enhanced.


Version 0.0.6:


Fatigue System:
- Carrying a siege objective no longer freezes FP regeneration.

- Fixed problem with the player's view jumping around sometimes when they let go of or climb up a ledge.
- Fixed bug with players spaz ledgegrabbing on short ledges.
- You now must be in mid-air for ledgegrab to work.

Saber System:
View Lock:
- Reworked the viewlocking system to make it functional. Basically, viewlock adds a little bit of tactile feeling to saber-on-saber impacts by preventing players from moving or turning a way that would make the sabers illogically pass thru each other.

- Players now hold their saber stance while walking forward.

Saber Throw System:
- Dual saberers can no longer get an invisible saber blade by switching to blue style while their first saber is dropped.
- Fixed problem with dual saberers being able to activate their dropped sabers by switching to another weapon and back.
- Dropped sabers can now be picked up by either crouching or rolling over them.
- Sabers will no longer stick into walls if their blade isn't facing the wall.
- Added german translations for the saber throw menu items.

Server Filter:
- Made OJP Enhanced filter the only filter since OJP is incompatible with basejka or OJP Basic.

02-08-2006, 04:49 AM
thank you !!! ;)

02-17-2006, 03:48 AM
New Enhanced version (v0.0.7)! Sorry about it being a little late. Pcgamemods.com is still messed up so I'm hosting it on an alternate host. You can find it here (ojp.jediknight.net/files/betas/ojp_enhanced_007.zip)

And remember that we're running OJP Enhanced every friday at I hope you'll join us for some fun lightsaber action!


Version 0.0.7:

New Features:

Blaster Bolt Block System (BoltBlockSys):
We've retooled the Blaster Bolt Blocking.
- All blaster bolt blocks require 5 DP to block. If a player has less than 5 DP, they can still block by making the bolt physically hit their saber blade.
- There's no time limit between bolt blocks.
- Running or jumping reduces your effective block skill level by 1.
- Jedi Master level defenders now reflect all blocked bolts in into the direction they are facing.

Knockdown System (KnockdownSys):
Ported the knockdown system from SP. In addition, players can't use force powered getups if they are fatigued.

Saber Combat System:

Death From Above:
- The DFA special move can now be done midair.
- To do an DFA, you must be winding up to do a overhead swing and be moving at run speeds.
- Added the DFA special move (with different animation) to the purple (desann) style.
- DFA moves cost 2x DP to block.

Desperation Parries:
Parrying an attack while in the danger levels for DP or FP will regenerate 10 DP or 5 FP respectively. This allows skilled players to continue fighting long over their energy is expended. Desperation Parries make the force heal sound to alert fighters to the fact that regeneration has occurred.

Dual Saber Balancing:
- No FP cost for transitions or attack fakes
- Double FP cost for attack moves.
- Dual sabers must have a higher amount of FP (75 FP) to prevent being disarmed.

The Blue Style's Lunge special move has been retooled to fit in with the new saber combat system.
- All single saber styles can now do lunges.
- When fatigued, defenders can't saber block or dodge a lunge.
- Saber blocking a lunge requires double the standard DP saber block cost (20 DP).

Overhead Flip:
- All single bladed weapons now have an overhead flip special move.
- The red and purple styles have overhead flip slash while the yellow, blue, and aqua styles have an overhead flip stab.
- Flip Stabs no longer over spin.
- Overhead flip moves now cost 2x standard block DP to block.
- Overhead flips no longer slow down when a player is fatigued.

Purple Saber Balancing:
- Sped up the windup and returns for the purple style.

Red Saber Balancing:
- Sped up the windup and returns for the red style.

Staff Saber Balancing:
- Staff sabers saber block at half DP cost.
- Double FP cost for attack moves.
- Staff sabers must have a higher amount of DP (75 DP) to prevent stuns.


- Players can no longer do body dodges while using weapons other than the saber or melee.

Saber Combat System:

- Retooled attack fakes to make them occur even when the player isn't moving or is moving in the same direction as the original attack. Attack faking in this situation reverses the direction of the attack. This makes attack fakes much easier to do.
- Attack fakes now have longer saber trails to make them visually different than normal attacks.
- Players can no longer do an attack fake while already in an attack fake.
- Fixed minor bug where attack fakes could continue multiple attacks if the attacker missed or if the defender Dodged the attack.

- Fixed problem with players Dodging attacks instead of saber blocking when the blade directly touches the player's body.
- Players can no longer parry during a block that they are forced into while attacking.
- Fixed problem with Blue style (and other styles in some situations) causing exessive DP drain seemly at random.
- Fixed problem with defenders having attacker behavior when hit in certain situations.
- Made the saber behavior be more mechanical and less random.
- Fixed bug with some defenders not going into a block animation when hit.
- Players can no longer parry if they are hit while in a saber bounce animation.
- Reduced Blue Style's attack animation speed by %20 to make it more balanced vs the other styles.
- Removed the ability to instantly transition into a new attack in some saber impact/bounce situations.
- A normal attacking saber now counters an attack fake.
- Increased length of blue style bounce animations to make them visible.

- Fixed bug with bots not properly starting attack fakes.

02-17-2006, 04:20 PM
I just posted on the MB2 site, you know the drill. Got to go.

02-18-2006, 05:30 AM
I've decided to continue running OJP Enhanced on the beta server for this saturday. This will hopefully let more people try the mod out.

Lathain Valtiel
02-18-2006, 02:38 PM
Only this saturday I hope.

02-18-2006, 05:58 PM
Probably only saturday. It is a three day weekend afterall. :) Hopefully we'll be able to get Tokeke to start hosting Enhanced again so we can switch over to there after today.

02-22-2006, 12:10 AM
Someone attacked the OJP repository and deleted all the files. :( Fortunately, we can recover from a backup copy but it will take a while before I update the repository with new code.

Samuel Dravis
02-22-2006, 12:15 AM
Sorry to hear that. Some people are losers. :(

Vruki Salet
02-22-2006, 01:38 AM
I just did a CVS update a few hours ago so let me know if you need a copy of it. (Not that you don't have backups Razor. Lol I don't mean to imply that.)

The "modified" date says 10:46 AM Tuesday Feb. 21.

02-22-2006, 02:16 AM
Understood. Fortunately, the awesome freepository guy is on the case and will hopefully have the most recent backup up-and-running soon. I might take you up on your offer if I have problems. :)

02-22-2006, 03:30 AM
It looks like the erasure might have been an accident. We're looking into it. In the meanwhile, the repository is now back up and running.

On another note, our server admin let me know that we're the largest team project on freepository with 98 members. Wooh!

02-24-2006, 06:43 AM
hmmm, the beta server appears to be down at the moment. No matter. Here's Enhanced 0.0.8! (http://ojp.jediknight.net/files/betas/ojp_enhanced_008.zip).


Version 0.0.8:


Dodge System:
- Players now dodge splash damage by rolling with the blast (and getting knocked down).

Fatigue System:
- Fixed bug where moves that cost more FP than the player currently had would cost no FP.
- Melee and special saber moves no longer have the saber attack FP cost stacked with the move's FP cost.
- Decreased cartwheel FP cost to 3.
- Backflips now have a single, upfront cost of 3 FP instead of the Force Jump style of constantly draining FP.

Knockdown System:
- Fixed problem with the players being able to move during non-force powered getups.
- Players can no longer look around while in a knockdown until they're able to get up.
- Fixed a variety of animation glitches involving the new knockdown system whenever the player gets some hang air mid-knockdown.

Saber Combat System:

- Fixed bug with players being able to saber block while in a knockdown (due to new knockdown system).

Dual Saber Balancing:
- Increased saber attack FP cost to 3.

Slow Bounce:
- If player's saber is directly hit while they are in a slow bounce, they will be forced in a true saber mishap.

Staff Saber Balancing:
- Increased saber block DP cost from 50% to 75% normal DP cost.
- Increased saber attack FP cost to 4.
- Increased transition/attack fake FP cost to 4.

- Fixed bug with sabers not properly bouncing while in swing windups.
- Fixed bug with spin moves not bouncing properly.
- While players in the middle of a parry animation, they will parry any attack as long as the enemy is in front of them. This is to assist players in multiple player saber battles.
- Friendly fire saber attacks still cause bounces/impacts but do not do DP/normal damage unless g_friendlySaber is set.

02-24-2006, 03:47 PM
I've discovered that the normal MeatGrinder server is down and might be down for a while. As such, I've added a mirror on my backup computer that I'll try to run until the normal MeatGrinder is back up. The IP address is

02-24-2006, 05:38 PM
Another thread has been posted at the offtopic section of the Moviebattles site. Blah..blah.. post there to keep it recent....blah ...blah...blah..you know the drill.

02-24-2006, 05:53 PM
I might try playing OJP again, maybe if i win the MB sabertourney..

02-24-2006, 06:47 PM
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!

02-24-2006, 06:52 PM
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.

02-27-2006, 03:47 AM
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 From the looks of it, I'm getting a noticeably faster ping so hopefully everyone will have a faster ping too. :)

02-27-2006, 06:46 AM
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 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?

02-27-2006, 01:14 PM
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..

03-13-2006, 10:14 PM
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.
- 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.

- 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 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.

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

- 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.


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.

- 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.

- 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 now no longer apply to two idle sabers touching.

New Cvars:
ojp_allowBodyDodge 1 - toggles the use of Body Dodges by players.

03-14-2006, 01:32 AM
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.

03-14-2006, 03:05 AM
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
Does a build of the latest CVS (today at noon) require the patch too?

03-14-2006, 02:27 PM
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
k thanks.

03-14-2006, 11:10 PM
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.

06-03-2006, 02:09 PM
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.

06-04-2006, 11:49 PM
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:

06-05-2006, 12:39 AM

06-05-2006, 08:45 AM
thank you for quick reply always ... :king1:
OJP Enhanced Pre 0.1.0 Trailer is out !
I cant watch video somehow .. only I can hear sounds ... :(
so version 0.1.0 coming soon ?

06-19-2006, 08:50 PM
thank you for quick reply always ... :king1:
OJP Enhanced Pre 0.1.0 Trailer is out !
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.

07-11-2006, 01:19 AM
Enhanced Beta 0.0.9e is now available to OJP Betatesters. Please PM me or Hocky if you need the download location.

07-11-2006, 09:28 PM
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.

07-12-2006, 04:16 PM
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!

08-18-2006, 01:20 PM
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.

10-03-2006, 11:35 PM
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.

10-10-2006, 03:07 AM
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)

10-10-2006, 03:10 AM
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).

10-12-2006, 10:28 PM
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.

12-09-2006, 12:15 AM
The Meatgrinder - The Official OJP Beta Server ( is now running OJP Enhanced 24/7. Enjoy!

04-16-2007, 01:32 AM
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.

04-22-2007, 07:54 PM
Enhanced v0.0.9u is out. Go get it! (http://www.lucasforums.com/showthread.php?p=2295415)

06-09-2007, 07:49 PM
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

07-13-2007, 04:37 PM
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.

02-10-2014, 10:59 PM
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.