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Help? - SFX Sabers in OpenJK and OpenJO

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Basically, I found https://jkhub.org/forums/topic/8633-sfx-sabers/, but it's closed for replies. Really all I'm after is a version of OpenJK and OpenJO (Single-player) that have the SFX Sabers in them, which is definitely possible as shown by the video in the first post here: https://jkhub.org/forums/topic/9306-sfx-sabers/.

I saw the whole thing about copy and pasting the green parts of that code and deleting the red parts in order to get an OpenJK build with just the SFX Sabers added! So I decided to try it out. Compiling just the standard git (https://github.com/JACoders/OpenJK) worked fine after some trial and error, I've now got OpenJK and OpenJO.

But the issue is when I do the copy and pasting and add the SFX Sabers code in. Particularly because I have no idea what to copy over and what to delete in the Jedi Outcast (codeJK2(?)) files. I tried it with the commit linked in that thread (this one: https://github.com/redsaurus/OpenJK/commit/b8395731cce1672c5f69d20e065a541eaad59d2d) and then when it came to using Visual Studio, I got a whole load of errors. Then I found AJL's SFX Sabers code, which is what I assume this is all based on, and figured I'd try to edit that in instead. Look at alllll these errors: https://jkhub.org/albums/GHVwfLG.

I am not a coder, I have absolutely no clue what I've done and how to fix it. If anyone could point me in the right direction at all, particularly since I can't find any word on how to get SFX sabers into JO, that'd be great. Thanks in advance!

EDIT: think I found the relevant commits from the JKEnhanced for both JA and JO, but, once again, I have no idea which bits of code are needed and which aren't. https://github.com/JKEnhanced/OpenJK/commit/2d30fcebfa1951ba71ac673c3eaa63bf2c28c84f https://github.com/JKEnhanced/OpenJK/commit/c64a1678ba80839b4ae26e283d6d72637e8f484f https://github.com/JKEnhanced/OpenJK/commit/72aedcc7b3c5a78bf6831ced67fb76ec9fa95e24 https://github.com/JKEnhanced/OpenJK/commit/4962e05bc5626bb5a5c61a28b9ca9c72b9090da9. If anyone could just give me any hints at all as to what to do in order to get SFX sabers in both JA and JO, I'd be eternally grateful!

EDIT 2: Okay, I finally managed to compile JKEnhanced for both Jedi Academy and Jedi Outcast (here https://github.com/JKEnhanced/OpenJK). All it involved was manually updating this commit from OpenJK: https://github.com/JACoders/OpenJK/commit/8367be079cfb8a288152fb093b651cc2c6a56109. The SFX Sabers in that compile actually aren't bugged for Jedi Outcast so my problem at least is pretty much fixed! All it takes to get them running is the extra files (the PK3s and stuff) from here https://www.moddb.com/mods/jedi-academy-enhanced and here https://jkhub.org/files/file/2877-jedi-knight-ii-enhanced/

However, from a quality of life viewpoint, my question still stands. I'd still love for a build of OpenJK and OpenJO with just the SFX Sabers added, and I'd even be interested in maintaining that as a fork of OpenJK for others who want just that extra feature. I personally won't be using any of the extra force powers, etc from JKEnhanced. Though it's not urgent any more, any word on exactly what code I'd need to copy would still be massively appreciated! Thank you!

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