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xxt65xx

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  1. Sorry about the (really) late reply, but you can load saves no problem. Tested and confirmed myself.
  2. It's something like : SET_WINTER_GEAR "false " The script itself should be located in playerwintergear.IBI under hoth2 or hoth3 in scripts. In behaved, you can find it under "booleans" if you use the drop down list on set ( /*@SET_TYPES*/ "SET_PARM1", "DEFAULT" ); eg. //(BHVD) affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WINTER_GEAR", /*@BOOL_TYPES*/ "true" ); } This should change the player's skin to the winter set if added to any mission. If you wanted to, you could also use it to change the player's skin to something else if you just change the winter gear .skin files. I haven't tested any of this anywhere other than hoth, so it may be more complicated than I thought based on eez's code.Hope this helps!
  3. Thing is, like I said, the only legit way to fix most of the problems 1-2 years ago when I started work on this mod was almost always script-heavy. I'm going to focus on issues that can only be fixed through the source code first, before scrapping all my scripts and basically redoing everything. Working through the scripts also minimizes conflicts between academy and outcast when playing from the same set of assets, so it does have its advantages.
  4. Hmm, I couldn't get it to start until I just dumped everything from debug into gamedata. I'd recommend you back up jagamex86.dll and anything else that would be overwritten and try that. I'm new to this too, but I found that it worked after copying everything. I would also make sure you're trying to load a new game rather than a save. I can't tell you exactly what you need, but I am pretty sure you need the custom .exe.
  5. First off, OJK is still in the works and is incomplete. Even if you do get it to run there are plenty of bugs. If you haven't modified the code yourself, there shouldn't be any errors when compiling. OJK requires VS 2010 with SP 1. You can find Service pack one here: http://www.microsoft...s.aspx?id=23691 I think you might be interested in this thread: http://jkhub.org/topic/2012-tutorial-on-how-to-compile-openjk/ Also, I wasn't trying to run JK2. I was trying to load a JK2 map on academy, nothing to do with JK2's engine. I think that covers most of it, hope this helps.
  6. Thanks a lot! I was trying to use https://github.com/PJayB/jk3src which requires VS 2012. Unfortunately, I'm still not sure which compiler to use with it. VS 2010 doesn't seem to like the link you supplied and I'm too inexperienced to fix any errors. I'll try to get it to work myself though. VS 6 isn't compatible with Vista, which I'm currently stuck using. Your code for JO is perfect though, Raven's code that I downloaded originally had only the Xbox and PC version of JA. I'll keep a copy of your code just in case I ever need it, thanks. I would like to try adding new weapons to JO, and I know there's a thread about that, I might try it. edit: I can't get this to load up in either MS visual studio 2010 or 2005, I don't know what I'm supposed to open it with. And judging by the README, I think its an incomplete port of JA to different operating systems based on this: So I doubt it's what I'm looking for. The cleaned up version of JO's source code eezstreet made is exactly the kind of thing I'm looking for. I think I'm just going to have to wait for the same to be done for JA, please keep me informed on it and I will definitely give a download!
  7. I doubt I can pull that off, and I've gotten most of the cinematics to work with some crafty camera angles and teleporting through scripts already. It's not perfect but it looks good enough. I kind of bypassed that one by giving the player their saber to start with and then hiding it under the map. If they try to switch to their light saber, your character will just hold out their arm like they've been disarmed. The light saber is then teleported to them when they pick up the saber that spawns on the pedestal. I think this is an effective fix, but is script heavy and I would definitely look into it. Not a big issue atm, but I would look into it. I currently have it disabled through the script. Yes, that is definitely important. It messes with the cutscenes and makes the AI seem dumb. I'm not sure how to go about it, but definitely a big one to fix. That *could* be fixed by decompiling the maps and some editing. There are some maps made from Raven's originals that were used on MP some time ago (not maps that had their source released), so I don't think I'd feel too bad if I did that. I've currently bypassed the problem on yavin_swamp by moving the player just past the only underwater segment with scripts just after the opening cutscene. I would really like to see this one fixed, but I'm not sure what effect it would have elsewhere if done through the source code or possible legal implications if done through map editing. Not sure what you're talking about there, that was the first mission I had gotten in working order. Other than skating on the water it seems to work fine. I remember that =), not a big deal to me though. I really screwed up the whole turret section with Lando on ns_starpad, I might redo that. Right now I'm focusing on the fixing the Galak boss fight and mission objectives. I think I know how to fix both, I just need either a copy of the source code I can edit or a new computer. And I think it's time for the second. The problem with VS 6 is it isn't compatible with windows vista, which I should have seen coming. I'm either going to need another computer to do the source editing on or an alternative version of the source compatible with VS 2010. If you know anywhere I can get a modified version for use with newer C++ editors (like what I would imagine would be the very early stages of OJK), that would be great. edit: I found a version modified for use on VS 2012! This means I might need to pay for VS 2012, but hopefully I won't run out of disk space just yet.... I'll see if this works: https://github.com/PJayB/jk3src
  8. I downloaded VS 2010 and got OJK to work about as well as possible a few days ago. The source code I downloaded seems to be the XBOX version, while Outcast is actually Academy. I heard that Raven was going to re-release it when they had it cleaned up, if that's true I have yet to find it. But I'll try using VS 6 like you suggested, and then I'll probably port whatever minor changes I make to OJK when it's fully released. Haha, and thats exactly what I did. Took me forever to work through all the code, but at the time it was the only legit way. Also minimizes any conflicts that arise from running JA and JO from the same assets. You can literally choose whether to start Outcast or Academy from character creation, and the only conflicts you'll find are a few odd shaders here and there. Conflicts between JO and JA's engine are another issue, and I'm sure you're more than familiar with them. With the source code released I can finally get to work on fixing them. Of course, once OJK is finished my mod will probably be reduced to a pretty UI and HUD with a few FX ported from Outcast, but it was fun while it lasted and I'm finally learning to code in C++. Keep up the good work and maybe I can help out in the future .
  9. That's great, it's just I want to make some very basic edits to the source code but can't get the source code as supplied by Raven to work. I can wait for a full release of OJK if I have to, but I don't really want anything "extra" atm. If you know where I can get a clean copy of the source code that will compile in MS visual C++ 2010 or even 2005, that would be great. I can always move whatever edits I make there to OJK later. Thanks for the reply.
  10. I recently downloaded OJK, and I got the solution to compile into jagamex86.dll. Problem is, every time I load up a map I get an "Invalid Assertation" error. I'm not sure if the code is complete or if I did something wrong.The error message reports the problem is on line 430 of ghoul2_shared.h, which I haven't touched. What I am doing is adding all of Outcasts objectives to objectives.h, I think I might need to edit g_objectives.cpp too. Basically, I just want to know if OJK is in a working state or if it needs to be modified to work. edit// Tried using openjk_sp.x86.exe, now it crashes after "initializing renderer" edit// Got it to load up by dumping everything in the debug folder to Gamedata! Can't get far without crashing and it can't load Outcast maps but it did load the first mission from academy. Progress, I guess.
  11. The original HUD was made a long time ago by an unknown author, and re-uploaded on file front by another user. I personally modified it myself using assets from JKO to make it look more like the HUD on Outcast. It's available as a separate .pk3 with the rest of my mod here: http://www.moddb.com/mods/jedi-outcast-academy Its not a perfect copy of JKO's HUD if you do a side by side comparison, but I like it a lot better personally. You'll have to download my entire mod to get it, but you can just delete the other .pk3s if you want. It doesn't contain Outcast's assets so it shouldn't take up too much space .
  12. Sorry about the double post, but I'm wondering what I need to do to use the source code? I have Microsoft Visual C++ 2005 express, and I'm running it on a windows vista machine (which might be the problem itself...) and I keep getting errors when I try to read or compile anything. I read that you would need to make some tweaks to the source code to get it to work, and I'm wondering if it's better to use OJK instead if I can, or to just wait for a public release. Is there a free or at least cheap C++ editor you would recommend? edit: So apparently I need visual studio 2010 with a service pack to use OJK, trying that now. edit: I kinda got OJK to work, and the original question has been answered. Thanks for your help.
  13. Thanks alot, I've already fixed the second issue by using the "playermodel" command on the Kyle NPC in cinematics and etc. It's not very efficent but it gets the job done =). I think I'll need to edit the source code to fix the problem spawning Galak though, I'll see what I can do. I'll report back if I can get anything to work.
  14. Umm, all I know is there is a script command to set the player's skin to the hoth set. If you disable it: Your character's skin doesn't glitch. I don't know if the code you posted is actually used by the game or if the script calls it or what. Either way, it can be disabled in the script.
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