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Old 01-07-2008, 05:56 AM   #1
The Unbeholden
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OJP enhanced 0.1.1 My Overview

Well im back, i was away for some time cause the OJP team where temporarily dead, now that things have been in set on course again the few members have taken all the code that has been prevouisly done and gathered it all up and put it into a new release.

Now let me start by saying Congrats to all who where able to contribute cause if it weren't for you all this mod would not exist

Before i say anything i just want to say this. This a humongous improvement over 0.1.0 seriously this version is actually playable unlike the last one... so many improvements, now with proper skill descriptions I can know what they all do... though the manual still isn't up to date

lets start with the new Menu. It really changes the atmosphere of the whole game from when you first start it up. this by its self is a big improvement but this isn't even the beginning of my pleasures with this version..

now lets start with gunners..

The reload system, very not starwars IMO you can run out of ammo during a fight very quickly, which is terrible and you cant the ammo back once you run out of it. Starwars blasters never run out of ammo, instead of all this nerfing crap there should be not only no reloading but unlimited ammo as well like KOTOR>

Good to see there been a shotgun, now gunners can have at least a chance in close range. Lets see, no more ridiculous bad accuracy for shooting to much, no you get a shaking screen instead which is now made gunners a bit more of a chance to win when it comes to firing quickly combined with E-11 and bow caster faster secondary fire rate YAY

And of course the most important part of the mod the Jedi...

No partial dodge means lightsaberists will finally get kills alot easier now.

deflection for Jedi now is determined by the range at which it was deflected (this is huge interms of game mechanics)

The Niman and ataru... i cant even begin to tell you how happy i am cause Niman made it in. I knew i made a compelling argument and so many other people who complained about Ataru and Niman not been there.. Ataru finally adds some "fast" lightsaber combat that this mod really needed!! Niman had to be in cause its the style of balance and concentration (meaning higher FP regeneration )

and of course all the little changes that on there own are nothing but put together Make this the best OJP by a mile.... better animations and new animations (such as the backwards light saber block) , tons of bug fixes....i could go on all day

now that OJP 0.1.1 is here I really can't live without it. congrats to all. And Good luck for MODDB 2007, i voted for you


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Last edited by The Unbeholden; 06-16-2008 at 11:20 PM.
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Old 01-07-2008, 06:03 AM   #2
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Aight, we owe it all to darthdie and jrhockney.
\\//applaud

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Old 01-07-2008, 06:48 AM   #3
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I have been so busy butt kissing i forgot to mention the things i dislike..

You cant have both Niman and staff.... or both ataru and dual.. apparently you can only use one or the other style depending on the lightsaber you carry.. that sucks but hey can't have everything can you, and I guess it was for balancing purposes.

jumping is a bit to high now IMO, with jump level 1 your normal jump seems to have tripled, which kind of forces everyone to get level 1 jump, making the game a bit to chaotic with everyone jumping so high.. Force jump was overused in 0.1.0 now its been spammed even more.

but hey im so impressed with this version these 2 little queries mean nothing


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Last edited by The Unbeholden; 01-07-2008 at 11:15 PM.
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Old 01-07-2008, 07:30 AM   #4
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I agree.

My only dislikes about the new version are jump (press the button and you go way high, it feels like I am not in control of myself while jumping) and the fact that I can't perform a roll anymore while running forwards.

Something else, jedi still seem to do a pre-block animation near a dead body if the owner of it has not respawned yet. Which leads me to the following question: What is the cvar which controls the respawntime?
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Old 01-07-2008, 10:16 AM   #5
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Well if you dont like jump, talk to maxstate he likes it like this. /me shrugs
And there's no cvar to control the actual respawntime, max just wanted it so it could be on or off. And i'll be sure and fix that bug.


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Old 01-07-2008, 02:09 PM   #6
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About jump:
It takes getting used but the new jump is much better than the old one. Darth tweaked both the height and the velocity, and for me it seems that there's MORE air control instead of less. I don't understand how the changes forces someone to do anything though, explain?

Hmmm I just remembered, I might know why it seems weird for you guys. 0.1.1 has already become 'old' in terms of versions. As far as I know it does not have the tweaks that we did to make the velocity a bit more controllable. Try going on Jask's server and using jump, it should give you an idea on how it works now.

You can use niman and ataru as one-handed styles even if you have a staff or dual sabers?

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Old 01-07-2008, 07:20 PM   #7
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Thanks for the nice review, we're glad you like it The next version will have even more balance and features geared towards it. It was going to be released soon, but we may put it off a little bit more because of a new idea that I just heard about that our core team really likes, though it may take a while we're not sure yet, so there may or may not be a release soon lol


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Old 01-08-2008, 04:46 AM   #8
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JRHockney.. i was looking at the saber system manual and theres still some problems. in OJP version 0.1.1

the saber system manual still has some typos..


===========
Reposite (attack parry): hold attack while you parry block a swing. This only works if your already in a preblock for the incoming swing or you are in the startfake animation. This move causes a saberlock in which you win and automatically causes a slowbounce on them unless they are high on the mishap meter (where they will do whatever their level makes them do)
========================

Riposte does not cause a saberlock... and its spelt incorrectly.. its rIposte not rEposte..


and there still isnt anything on how to break a saber lock (Alt attack plus backwards) the saber manual still hasn't been updated


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Last edited by The Unbeholden; 01-20-2008 at 12:52 PM.
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Old 01-08-2008, 10:22 AM   #9
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I think that the new jump is fine but it needs a few improvements. Jump 1 is too high and it should be as high as it was before. Jump 2 can be something between old 2 and 3, and jump 3 can be so high. I believe it's more logical.
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Old 01-08-2008, 07:07 PM   #10
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Thanks for proof reading it The Unbeholden, I suck at proofreading my own stuff and The things you pointed out are mostly from older versions. Thank God we changed that reposite causing saberlocks thing! LOL.


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UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 01-10-2008, 02:24 AM   #11
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Quote:
Originally Posted by JRHockney*
Thanks for proof reading it The Unbeholden, I suck at proofreading my own stuff and The things you pointed out are mostly from older versions. Thank God we changed that reposite causing saberlocks thing! LOL.
actually I pointed out the stuff from the current version of OJP, you did fix the riposte causing saberlock but on only 1 section, there are 2 sections. One of the sections still says Riposte does a saberlock

this IS THE CURRENT VERSION of OJP if you dont believe me take a look your self, God dam If you want something done do it yourself. Make the changes oready or im going to murder you.


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Old 01-10-2008, 03:20 AM   #12
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Quote:
Originally Posted by The Unbeholden
actually I pointed out the stuff from the current version of OJP, you did fix the riposte causing saberlock but on only 1 section, there are 2 sections. One of the sections still says Riposte does a saberlock

this IS THE CURRENT VERSION of OJP if you dont believe me take a look your self, God dam If you want something done do it yourself. Make the changes oready or im going to murder you.
Murder me huh? Good luck with that. But anyways, the changes have been made, now go check yourself into a psyche ward LOL jk


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 01-10-2008, 06:50 AM   #13
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Quote:
Originally Posted by JRHockney*
Murder me huh? Good luck with that. But anyways, the changes have been made, now go check yourself into a psyche ward LOL jk
thanks im the best at murdering, ive been a hitman for about 10 years now. So thanks but i dont need luck lol

anyways the saber system manual in OJP 0.1.1 still isnt updated with the latest changes so i hope the next version is satisfactory


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Old 01-10-2008, 11:34 AM   #14
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Heya glad you like the main menu. I'm sorry it took so long to release it, when it was already stagnant at 95% completion months ago

I'm motivated to work for this project again. I really am. I just wish I had the time.
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Old 01-10-2008, 10:20 PM   #15
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Quote:
thanks im the best at murdering, ive been a hitman for about 10 years now. So thanks but i dont need luck lol
(overheard talking on the phone with an FBI agent) .... No sir, I'm sure he just meant he's been playing The GAME Hitman for the past 10 years, its almost that old..um yeah ..... No sir I'm sure he not the guy you've been looking for for the past 9 years ..... No sir, this forum is not a safe haven for terrorists! .... No sir! I do not have mafia ties!!! .... (sign) No sir I do not know where the nearest italian resturant is...

Quote:
I'm motivated to work for this project again. I really am. I just wish I had the time.
thats ok UDM, We know your busier than all of us. I'm just glad we finally got that menu in.


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 01-10-2008, 10:27 PM   #16
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quick question:
is it supposed to have the base load up screens?


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Old 01-11-2008, 07:18 AM   #17
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No, it's supposed to use the new screen that Tanq made for us.
Remove all previous versions of OJP.

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Old 01-11-2008, 02:21 PM   #18
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hmmm,maybe we could talk the install program into removing the older versions of the mod. Is this the main source of problems or are mods-in-da-base-folder a major cause as well?


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Old 01-11-2008, 04:19 PM   #19
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Older versions are currently the biggest problem.

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Old 01-20-2008, 12:13 PM   #20
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Ive been playing OJP alot lately and there are still a few little things I would like to see, Bots using different lightsaber styles, this would be great. The bots are smart, the news ones that is,, TABots, but i dont see them using anything besides their starting equipment, all i see is Shi cho style and fists. Perhaps their could be some improvement in the AI intelligence, sounds difficult but i really cant rely on playing Online, we need a bit of Bot playing I sometimes.

Do you have to be running in order to do acrobatics while using Ataru?

why as the back kick Replaced with a back hand animation? how am i supposed to kick someone behind me ....


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Old 01-21-2008, 06:47 AM   #21
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I see them using all styles.

I can do them from a stand still.

Noone ever used the back kick because it had the range of a polio-stricken child, same goes for slap.

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Old 01-21-2008, 08:58 AM   #22
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so to fix the problem you made a even more worthless attack.... ????


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Old 01-21-2008, 08:59 AM   #23
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I never said it was fixed, I said it was changed, without any notification either. It'll be buffed in the near future.

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Old 01-21-2008, 09:02 AM   #24
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perhaps you could just use the back kick but increase the range .. Count Dooku back kicked Anakin and then used Force Grip on Kenobi? remember>

and about the Ataru and Niman, why can't i use the styles when I have dual lightsabers or staff?


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Old 01-21-2008, 02:52 PM   #25
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Quote:
Originally Posted by Maxstate
I never said it was fixed, I said it was changed, without any notification either. It'll be buffed in the near future.
This might be a problem because the kick code uses the foot position to determine weither or not the attack hits something.


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Old 01-21-2008, 03:02 PM   #26
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Hockney changed that, and i've recently fixed it up more.


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Old 01-21-2008, 04:04 PM   #27
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the bots are fixed too?


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Old 01-23-2008, 03:25 PM   #28
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Quote:
Originally Posted by crail227
the bots are fixed too?
lol.. apparently, i havent noticed bots use anything besides starting Shi cho...


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Old 01-23-2008, 04:30 PM   #29
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I just today saw Cultist use Duals and Juyo on the Euro server.

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Old 01-23-2008, 04:40 PM   #30
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So why dosent it work for me... how do you get bots to use different lightsaber styles .. i heard someone mentioning something about modifying a text file so starting XP points are higher so bots will use it to buy skills.. Is that what i have to do??


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Old 01-23-2008, 04:41 PM   #31
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G_Minexplevel xxx?

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Old 01-24-2008, 03:12 AM   #32
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which text file is that?


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Old 01-24-2008, 06:07 AM   #33
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It's a console command, you could also add it in the server.cfg.

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Old 02-06-2008, 03:15 AM   #34
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ahha i finally realized what i was doing wrong.. bots only use the xp they get at the beggining of the game.. meaning you have to alter the starting Xp points... i could never find out how to do that cause you have to put that into the console or the dedicated server config file..

will someone please allow starting xp to be set through the main way instead of just through the console... >> the option to set xp points dosent work in the create a game settings..

this makes it hard for new people to play a proper game... frustrations like this just to play a mod is really what turns people off. maybe its the reason why so many people leave the mod after 15 minutes


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Old 02-06-2008, 03:43 AM   #35
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Did you dl the latest ojp which is linked from maxstate's sig? I added that to the main menu, plus 2 other cvars (amount of lives and respawn time)

There's a reason why this mod is called 0.1.1, and not 1.0. We're a small group of modders doing this on our own free time. We have work/school, and we're doing our best to fix things. I hope you understand that we as much as we want to make sure this mod's running fine, some of us actually have *gasp* lives
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Old 02-06-2008, 03:49 AM   #36
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thanks mate i just wanted you guys to be aware of the problem.. but silly me you guys where on top of things before i even realized it, lol

yep max states got it all on his signature... even the updated Saber manual..

lol we should call maxstates signature "the window to heaven" wait thats not funny...


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Old 02-06-2008, 02:14 PM   #37
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Create some bug tickets for those issues and hopefully someone will have time to resolve them.


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Old 02-06-2008, 03:16 PM   #38
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Quote:
Originally Posted by The Unbeholden
Well im back, i was away for some time cause the OJP team where temporarily dead, now that Razorace is back he has bring it on this time!! with some help of course.
Apprenently some people have been confused by that statement. To be clear, I'm still retired from OJP development. I just hang out on the forums to offer advice and feedback.


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Old 02-09-2008, 12:00 PM   #39
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lol yer i said that back when i was confused about the personnel working on the mod .. i thought it was only Razorace.. but apperently razorace isnt working on the mod.. hes retired and theres actually a team working

Maxstate, JRhockney, Darthdie, UDM, and some other people have also contributed on occasions. like Jack and Witchking


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Old 02-11-2008, 02:32 PM   #40
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Yeah, they're chugging away at it.


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