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Old 06-19-2008, 05:33 AM   #41
The Unbeholden
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the ones that have been verified by Lucas, is Sokan combat philosophy. theres many references to it. Also Vaapad, Shien and Jar'Kai....those are the subforms that are references from trustable sources.

http://starwars.wikia.com/wiki/Shien

http://starwars.wikia.com/wiki/Sokan

http://starwars.wikia.com/wiki/Niman_/_Jar'Kai

http://starwars.wikia.com/wiki/Form_VII:_Juyo_/_Vaapad

http://starwars.wikia.com/wiki/Djem_So


however im not entirely sure about Trachata, Kai-Kan, Jan-Sai and Chodan. They have little reference so im guessing they are probably not canon.

read all the subforms here, on the end of the explanation for Vaapad. i doubt its source is trusted, cause its mentioned only vaguely ....

http://starwars.wikia.com/wiki/Talk:...ombat#Form_VII

I think you guys are right. Its fan fiction, ooopsss


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Old 06-19-2008, 06:03 AM   #42
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That Jun Sai blah blah blah stuff is just fanon. You can probably blame one of them RPG peeps for trying to pass them off as official. They're not on Wookieepedia for a reason.

Kai-kan isn't a form, it's just a re-enactment. Kind of like a more ritualistic version of two-man katas.

Adi Gallia's Shien isn't the same as Form V. Trakata's just a saber technique that makes you look really badass (i.e. Kenobi in Episode II literally disarming Zam Wessell, Corran Horn vs Shedao Shai during the Vong War). Anyway, this doesn't have any bearing on the v1.3 roadmap. Can we move on now, por favor?


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Old 06-19-2008, 06:16 AM   #43
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yes we can move on now, thanks for clearing it up.

http://starwars.wikia.com/wiki/Kai-kan

got it now.

do you guys reckon we can incorporate Shien and Vaapad subforms into 1.3 roadmap?


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Last edited by The Unbeholden; 06-19-2008 at 06:31 AM.
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Old 06-19-2008, 06:37 AM   #44
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Vaapad = juyo + dark rage + mishap.foruser+5
Niman in OJP = shien anywhere else. I could build a niman style in a few days.

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Old 06-19-2008, 10:15 AM   #45
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Vaapad = Eternal Nerdrage?


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Old 06-19-2008, 11:42 AM   #46
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vaapad is emo style c/d hth

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Old 06-19-2008, 01:25 PM   #47
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Vaapad is fueled by Jedi bipolar disorder.

(No offense to people who are bipolar)

Niman = greedy people who want everything but settle for mediocre


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Old 06-19-2008, 10:11 PM   #48
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Vaapad is ....

the vaapad, also known as the juyo, was a creature native to the Galactic Republic energy-world of Sarapin and its moons.

Vaapads were brown ball shape multi-tentacled creatures with two yellow eyes, with the number of tentacles varying from as low as seven to as many as twenty-three on the largest example ever examined. The tentacles of a live vaapad were almost impossible to count, as they moved extremely quickly to destroy its prey.

Mace Windu developed a lightsaber style based upon the vaapad. The style used quick and deadly strikes to overcome the enemy, much like how the vaapad would use it's tentacles on prey. Windu created this style with aid from Sora Bulq, although Windu and his former apprentice, Depa Billaba, are considered to be the form's only masters. The Vaapad lightsaber technique is considered aggressive. Mace Windu frequently warned Quinlan Vos against using it. The fact that it was aggressive eventually led to Sora Bulq's and Depa Billaba's turning to the dark side of the Force.


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Old 06-20-2008, 01:56 AM   #49
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too..much..saberforms.....talk...make it...stop...(starts hitting myself in the head repeatedly with a fraying pan)

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its cause ur christian and we atheists h8u lololol


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Old 06-20-2008, 02:26 AM   #50
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Thank Sean Connery, Sophie Marceau, and the holy spirit for Hocs xd


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Old 06-20-2008, 02:45 AM   #51
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Alright guys, I'm leaving for my last day of internship in about 15 minutes. From then on it's FREEEEEEDOOOOOM! I wish quijohn was here to see this.

also melissa theuriau hth

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Old 07-16-2008, 04:20 PM   #52
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To reload you now do eg. bind r reload instead of bind r reload.

Rolling anim not working after second time has been fixed.

Absorb has been removed from force list when you scroll through them.

Grip 2 bug whar people float away no longer happenz, thankz to Grevious for teh fix.

And nau cloak makez you invisible unless your moving.


OJP Sponsors and websites

"...and what about all those screenshots in there of DarthDie with a swastika of demo charges."
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Old 07-18-2008, 11:08 AM   #53
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9/10 Circle points fixed, thankz grevious.
Grevious also fixed various other bugz in some menus,and he fixed spanish strings.


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"...and what about all those screenshots in there of DarthDie with a swastika of demo charges."
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Old 07-20-2008, 05:13 PM   #54
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what was wrong with the 9-10 things because ićd like to know for future reference_

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Old 07-24-2008, 04:25 AM   #55
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whats wrong with it? is he serous? whatss WRONG WITH ITTT !!!!! OMFG WTF IS IN THAT GUYS BRAIN HES LIKE CLUELESSS<< SHOOT DAT ****** IN HIS EMPTY HEADD hahhahAHAHA, OMFG BBQ WAFFLES.....

actually i don't know.


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Old 07-24-2008, 10:04 AM   #56
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Az I told max via MSN, grevious fixed it by adding some stuff to a shader.


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"...and what about all those screenshots in there of DarthDie with a swastika of demo charges."
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Old 07-26-2008, 06:03 PM   #57
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"sam staff"

I wonder if that can solve all our problems.


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Old 02-04-2009, 07:54 PM   #58
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Shadow

You have got to get rid of snipers in ojp 1.3. or make there shots less powerful, It's so annoying how a gunner kills a Jedi in like one shot, that's not what happens in the film. If you did get rid of it I think that would make the game between jedi and gunner more balanced, a gunner can still kill a jedi and a jedi can still kill a gunner, but at the moment they are taking the piss.
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Old 02-05-2009, 06:45 PM   #59
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I was wondering if the saber fighting will change in ojp 1.3. I don't care if it doesn't I like it the way it is.
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Old 02-18-2009, 05:33 PM   #60
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Hey Shadow1987. Please visit the ojp team at their new site: ojp.filepanther.com. As of right now 1.3 is about to be released. If you go to the new forums you can post questions that the other team members will answer.
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Old 07-15-2009, 09:09 AM   #61
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Also, you can modify the gun stances in 1.3. Make them like disruptor or better said like clone-wars-stances-and-effects modv4. I remember if it was said but the double handguns need correction too (you shoot your enemy and yourself at the same time, the left hand angle is completely wrong). That's all I want, 1.2 is already good for me
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Old 07-19-2009, 11:05 PM   #62
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Already taken care of my good man.
I already made gun stances like that for the rifle and a new pistol and dual pistol stances. The fires even have recoil added to them.

I don't know how the duals look in game right now, but if they look bad the team will let me know and I'll fix em.

Here is the thread with pics of what to expect:
http://ojp.squirrel-banter.co.uk/boa....php?f=7&t=120
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Old 07-20-2009, 07:51 AM   #63
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Seems quite nice, but the only thing with the pistol stance is that tyhe legs are way too straight. Bend them a little. Same for the arms, they're too straight. But other than that, it's nice
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Old 07-21-2009, 01:04 AM   #64
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Well I had some better leg positions originally and then I discovered that the shooting animation is a upper torso only animation. That means that no matter what I do with the legs they will use the legs animations from Both_stand1 or run/walk1. So I wish I could implement my origianl legs or your suggestion but it wouldn't matter. And I don't think altering the code to support the new legs is worth the work for the coders. Their time is better spent on features and bug fixes.

I shot guns IRL for the military. Well I did shoot guns, I'm out now. But you do want your arms straight when you shoot. If your arms are slack the recoil will be more pronounced and that will mess your aim up. So that's the reason for the straight arms. Hope you don't mind.
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Old 07-21-2009, 07:05 AM   #65
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You're right, but I've never shot with two guns, hence the "rookieness" lol. But maybe we can change the animations of the guns because baseJKA animations for ranged weapons really is stupid. As for the one handed pistol, can you tweak that ?

Edit: The clone rifle is a little bit nasty too. In BF2, it's quite a strong weapon (an award, to be precise), here in OJP, it loses it's glamor. Maybe you should lower the rate of fire, and make the damage a little bit higher.

As for Co-Op. I love the idea, but it's quite buggy. Here and there, some things do not work and the map always restarts. If it's easy, can you make such that it continues the story (I have no skill or experience in modding, so I don't know if it's hard or not, just giving suggestions.) The cutscenes are a pain in the posterior too, but I understand why, it's way too hard to mod them.

Last edited by Dark Jedi Han; 07-21-2009 at 09:47 AM. Reason: Extra Info
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Old 07-23-2009, 12:47 AM   #66
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What one handed pistol are you talking about? The default one? OJP is going to use a new two handed pistol grip I made for the pistol. Here it is in action:
http://www.youtube.com/watch?v=eg-obmBg_JE

If you have an idea on what a 1handed pistol animation could be like describe it for me, or better yet head over to the new forums and post a thread so the whole team can think it over.
www.ojp.squirrel-banter.co.uk/board
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Old 07-23-2009, 07:19 AM   #67
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Nope, that's what I ment, it's perfect. The animation is perfect for the default pistol stance
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Old 07-23-2009, 10:51 PM   #68
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Thanks.
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Old 07-31-2009, 07:23 AM   #69
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Ok, this the idea. Katanamaru, you said that the shooting animation stays the same right? I downloaded Hirmans animations long time agoand if I remember right, I saw that whenever I was shooting, the legs had the same position as the saber stance (most likely Shii-cho) and the disruptor stance for the upper part of the body. I only removed it because the saber stances and moves were quite buggy.

I'll check on the stance and edit the post if I was right or not.

I was wrong, the legstance stays the same.. too bad

Last edited by Dark Jedi Han; 07-31-2009 at 07:46 AM.
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Old 02-25-2010, 01:27 PM   #70
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Weapons

Well, i guess it would be nice to have Weapons Stances...
Like hold the pistol with 1 or 2 hands, same with the blaster giving more accuracy with 2 hands, but making slower shots, and 1 hand would be less accuracy but make more shots...

Just an idea
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Old 02-25-2010, 02:31 PM   #71
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That is a neat idea. It would really be good if we had a cover mechanic in the mod.

Unfortunetly OJP/JKE is on indefinite hold for now. The team wants to move onto other projects at the moment that aren't JA related.

The original idea for OJP was to be a source of premade functions and mods that would be "open" for anybody's use in their JA mods. Since then the team started putting all those ideas together into an actual mod.

So instead of thinking of this as a 'closing of the mod' think of it as going back to its main purpose.
As such I'm thinking of putting all my animations together along with some tweaks for a sp mod. This way people can play with the animations I spent time making.
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Old 02-25-2010, 10:35 PM   #72
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Well.. that means the project is stuck?
And there's no prevision to finish it or restart the job??
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Old 02-26-2010, 08:15 PM   #73
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There is a 1.3 beta around somewhere. Try google and if not I'll ask the other team members about posting it somewhere public.

Right now there isn't any plan to go back to working on it. The files are available for anybody to pick up and use in any mod they want. So if somebody did want to pick it up they could.
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Old 03-02-2010, 12:25 PM   #74
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Hmm, wasn't motivating to read that ;/

So, i didn't find the OJP 1.3 anywhere, could you talk with the other members and ask to post it, like you said?
Tks

Hope you guys take the project back soon ;]
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Old 03-02-2010, 07:13 PM   #75
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I'll ask for you and post a link if I get it.

Don't expect the team to return though. Doesn't seem likely.
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Old 03-10-2010, 07:28 PM   #76
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I've been talking with Maxstate and he told me for every bug he and DarthDie found 3 more would pop up.
So as it stands 1.3 won't be made available as it is.
Doesn't seem likely that the team will come back to it realistically either.
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Old 03-15-2010, 12:45 AM   #77
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Hmm

Thanks katanamaru...

Well... guess we'll stay with the 1.2 until someone launch anyone better :P
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Old 01-20-2011, 04:17 PM   #78
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so how far are you from making this release ready?
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Old 01-20-2011, 06:13 PM   #79
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It was abandoned quite a while back.
The team started a new project on another engine, but I haven't heard of any activity regarding that for moooonths.
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Old 01-22-2011, 05:13 AM   #80
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then just release what you did by now, so we can play with it.
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