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xxt65xx

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Posts posted by xxt65xx

  1. What's the script command?

    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!

     

     

  2. 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.

  3. 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.

  4. Sorry for bumping this, but I'm experiencing the exact same problems the author of this thread has been having - so I found it unnecessary to start a new thread. Namely, 

     

     

    Except this happens when I try to run regular JA, not JK2. I also tried running with openjk_sp.x86.exe, and that didn't work either. I haven't, however, tried dumping the contents of the debug folder into gamedata, as I'm not quite sure what that would entail (what exactly, goes where?).

     

    I've never done any coding before, so it might just be me not doing it right. I open the JediAcademy.sln with MVS 2010, right-click gameJKA, hit Build, and this yields a new jagamex86.dll file. (If I try compiling the entire JediAcademy solution I get error messages for 3 out of the 4 builds.) I put this in the gamedata directory (replacing the old, original one), as putting it in base or inside a pk3 in base doesn't seem to do anything. I then fire up SP, and as soon as I start a mission - BOOM! Instacrash, with the same error message xxt65xx has been receiving. Any thoughts on this?

     

     

    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.

  5. Or this

     

    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.

     

    https://github.com/e...eet/JediKnight2

     

    is the clean, unadulterated code for Jedi Knight 2. I plan on getting MP and JKA done as well.

    My code doesn't contain any alterations to it like OpenJK has, this is perfect for people in your situation that just need a working base.

     

    EDIT: And like I said, it should definitely compile with VS6, the problem is that Raven used very old code conventions which aren't valid anymore. It takes around 6-8 man-hours to convert the code to a workable state on newer compilers.

    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:

     

     

    Jedi Academy with various changes to make it build/run onmore platforms including amd64/x86_64.

    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!

  6. - Animations, you'll need a new skeleton which contains the missing Outcast animations

    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.

     

    - Crash upon picking up saber in yavin_trial

     

    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.

     

    - Crash upon gravity shift in doom_shields

     

    Not a big issue atm, but I would look into it. I currently have it disabled through the script.

     

     

    - waypoint_navgoal_2, waypoint_navgoal_4, waypoint_navhoal_8, waypoint_navgoal_16, and waypoint_navgoal_32 don't exist (hence most of the waypoints being broken). Only difference is the size of the bounding box. Some navigation issues still persist despite this, including Lando's approach at the Lady Luck, Luke's walking scene in yavin_temple, 90% of valley, and ns_streets bar scene

    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.

     

    - Water in yavin_swamp is busted, due to raven changing the surfaceflags

     

    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.

     

    - ATST in yavin_canyon can be problematic

    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.

     

    - Turret section in doom_detention doesn't really work, not really important since it's really irrelevant and largely just for kicks.

    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

  7. VS2010 or later is needed to compile OpenJK, or use CMake (please read the documentation on the GitHub page for more information)

    Compiling from straight GPL source requires Visual Studio 6. It does not compile correctly on any other version without major changes to the code.

     

     

    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.

     

    No, the issue is because the script_targetname of the player entity in JKA is "player" instead of "Kyle" like it is in JK2. For this reason, all ICARUS blocks which use affect("Kyle") will not work correctly in JKA. My method is the quick one -- simply changing the script_targetname to be "Kyle" instead of "player". You can also change those blocks to read affect("player") but this will take forever as nearly every script does it.

     

    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 :) .

  8. There's some very basic support for JK2 if you build the codeJK2 folder and run SP with start up parameters +set com_jk2 1. However it's very unstable atm and there's a lot of problems.

    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.

  9. 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.

  10. Offtopic but I gotta ask how you got the Jedi Outcast hud in Jedi Academy

     

     

    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 :) .

  11. 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.

  12. 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.

  13. You said you used notepad? I'm not sure if you understand, but you have to decompile the scripts before you can edit them, and compile before you can use them. The decompiled scripts for single player were released with the multi player SDK.

     

    eezstreet:

    Hoth2 and hoth3 are hardcoded to use winter gear. They did that through code for some reason.

     

    Raven used scripts to set the playermodel to use winter gear, it's not hard coded. I know because I have disabled it myself.

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