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Posts posted by Fighter
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Nice work! I really like the attention paid to all of the various details and gadgets the skin has.
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I don't think you can add slope to Disruptor which is traceent.
Makes sense, thanks for the info! I'll be sure to update my code in my project.
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1) For example I think that weapon shooting is a little bit boring, adding more dispersion to the guns, not just some random values but depending on player state, should do just fine.
5) Making animals work in multiplayer (yay, that's a part of my old JAE project. Well I plan on fixing howler with my friend, when I will finally learn C language). Adding them full AI support for their animations (like rancor's attack against high targets, which would finally make rancor any threat)
6) General fixing, adding features and fixmes, that are in code and they seem possible , have sense. For eg. there is a comment that shows that unlimited staff chain is only temporary, but changing this, and thinking of new chain limit, would just discourage players to use it, On the other hand lots of other changes mentioned in code, would be a nice addition to our game. This of course would require a skilled crew, eezstreet maybe? Don't really remember that much coders.
For 1, I did something like this that make you more/less accurate with your shots depending on if you were standing, running, or walking, and/or crouching. I don't think I tested the code though, but if you or anyone else is interested, here it is.
This goes in the FireWeapon function in g_weapon.c, but I'm not sure if the func is base JKA or OJP.
For 5, OJP did some stuff like this, and I think they included in in OJP Basic too, so you could take a look at that code if you wanted. For example, howlers screech and they force you to cover your ears like in SP. Not sure if they did anything with the rancor, though.
For 6, JAC's modbase is doing a lot of that sort of stuff, and because it's Git people can make pull requests to have their own fixes and such included.
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Hey there, welcome to JKHub, Sabu!
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Ouch, what a burn! But could everyone (including the the trollmods, no less) stop raping the topic? kthx.
edit: just for clarity: anyone AGAINST a dystopian/cyberpunk-ish, theme?
I think a dystopian/cyberpunk theme sounds pretty interesting after seeing the images of what that type of theme would look like that people have been posting.
As I'm no mapper and won't be able to help you guys, I wish you all good luck! I'm sure it will turn out well.
exonimus likes this -
Welcome to JKHub! Your mod looks pretty interesting, I'll have to check it out sometime!
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ent->client->ps.stats[STAT_HEALTH = 100];
I think he's referring to how that line looks weird, which probably explains why you weren't getting health.
As for Q2, I'll take a look at it again.
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Code for Q2:
In g_active.c, in the ClientThink_real function, search for:
trap_SendServerCommand( -1, va("cp \"%s %s %s!\n\"", ent->client->pers.netname, G_GetStripEdString("SVINGAME", "PLDUELWINNER"), duelAgainst->client->pers.netname) );
and replace it with
trap_SendServerCommand( -1, va("cp \"%s %s %s with %i health and %i shields remaining!\n\"", ent->client->pers.netname, G_GetStripEdString("SVINGAME", "PLDUELWINNER"), duelAgainst->client->pers.netname, ent->client->ps.stats[STAT_HEALTH], ent->client->ps.stats[STAT_ARMOR]) );
Edit: Looking at the code again, it looks like you need to move the above line so it's before this piece of code:
if (ent->health < ent->client->ps.stats[STAT_MAX_HEALTH]) { ent->client->ps.stats[STAT_HEALTH] = ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; }
otherwise it'll just print that the winner won with full health remaining.
Code for Q3:
I think this is a combination of JK3 ClanMod and some OJP code that I use a variation of in my JK3 mod, but it should work fine in JK2:
If I figure out Q1, I'll update this post.
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Is there a reward system of some kind for killing people of an opposing faction? idk, rank points for each kill, resulting in a title when youve accrued certain ammounts?
Inb4 so and so mod already did it.
I dont care
There isn't. I'm not sure how I feel about this though. It seems like this would possibly take away from the RP and instead cause players to focus more on killing enemies than RPing.
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Updated the original post with more info about the mod such as our features, latest plans for the future, etc. I'll try to get some more screenshots or even a video posted in the next few weeks or days as well as update the original post with more info on our features.
We're hoping to release in a few months' time at most, so development speed will be increasing.
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The XBOX code has been thoroughly gutted in the SDK, and among other things, the splitscreen code is gone. I suspect that that would have been in the executable, unless I'm mistaken. Though if I can crack those archives (.gfc and .gob files), there may be some code in there that can be RE'd, unless that's in the XBOX Executable (.xbe). Keep in mind, I'm mostly referring to JK2 here, since I don't have the ISO of JA cracked yet (I'm pretty sure it'll be using the same toolset though). Also, I plan on decompiling a few select maps since there are subtle differences between them (ffa_bespin has a completely different rocket spawn I think)
It looks like you can open .gob files using this.
And .gfc files with this.
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Source code repo:
http://code.google.c...d-plus-plugins/
All works, except for plugins, which currently aren't working (would appreciate some help as it pertains to a secret santa thing :!: )
Can you provide any specifics on the issue?
therfiles likes this -
From the glance I took at the MP code, I think it's
ent->client->NPC_class == CLASS_STORMTROOPER
|| ent->client->NPC_class == CLASS_SWAMPTROOPER
|| ent->client->NPC_class == CLASS_IMPWORKER
Edit: I mght be wrong actually. Perhaps this bit of code I found will help?
if ( self->s.weapon == WP_BLASTER || self->s.weapon == WP_REPEATER || self->s.weapon == WP_THERMAL /*|| self->s.weapon == WP_BLASTER_PISTOL */ //rwwFIXMEFIXME: Blaster pistol useable by npcs? || self->s.weapon == WP_BOWCASTER ) {//Hmm, how about sniper and bowcaster? //When first get mad, aim is bad //Hmm, base on game difficulty, too? Rank? if ( self->client->playerTeam == NPCTEAM_PLAYER ) { G_AimSet( self, Q_irand( self->NPC->stats.aim - (5*(g_spskill.integer)), self->NPC->stats.aim - g_spskill.integer ) ); } else { int minErr = 3; int maxErr = 12; if ( self->client->NPC_class == CLASS_IMPWORKER ) { minErr = 15; maxErr = 30; } else if ( self->client->NPC_class == CLASS_STORMTROOPER && self->NPC && self->NPC->rank <= RANK_CREWMAN ) { minErr = 5; maxErr = 15; } G_AimSet( self, Q_irand( self->NPC->stats.aim - (maxErr*(3-g_spskill.integer)), self->NPC->stats.aim - (minErr*(3-g_spskill.integer)) ) ); } }
therfiles likes this -
My concerns are probably exaggerated like you said. I haven't dealt with in-mod updating code-wise yet, so I can't give an accurate explanation and pros/cons.
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While one of the main objectives of a launcher is to make mods easy to install, another is update checking and installing updates.
People won't check a mod's website or file page regularly, which puts them at risk as they might not know about an important Clientside security fix.
While there's always the option of having automatic updating in the mod(and which I suggested as a feature if the API too), I also feel like launcher updates are more reliable than in-mod updates. One of the other disadvantages of in-mod updates is that you have to start the game, go through splash screens, and then wait in-game while the updates install. One last issue is that I'm not sure how easy it is to use an in-mod updater to update the updater itself.
Of course launcher have various disadvantages too. It would be nice if either: all noteworthy mods switched to in-mod updating using the API or if there was a JKH launcher that updated and launched all noteworthy mods.
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Maybe there could also be some kind of auto-update feature for mods hosted on JKH.
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it could of course be linked to accounts, however.
It could be, but right now accounts are easily created in just a few seconds. Some sort of verification method may need to be added like email.
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Congratulations to @ who has accepted the position of animator for the mod! He has shown his work to various devs, including myself and we have approved of his work.
Remember: we're always looking for help with the mod, whether it's with programming, animating, sound design, graphic design, or public relations (or even other things)!
As for a progress update on the mod, we've decided to switch back to Legacy OJP as a base, as we feel it is the best in terms of features. I've been working on fixing bugs recently.
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I have no idea what this menu looks like and the almighty Google isn't being very helpful. Show me?
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I'd love to use something like this. It'd help every mod that implements it.
I could see the inter-mod chat coming in use. Perhaps it could be used in a way for inter-server chat too, for people who run multiple servers.
A JKH based achievement system would be nice, too. It'd make JKH and the mods more social.
eezstreet and Mysterious Stranger like this -
Thanks for the help, Razor!
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Yup. An admin command making the admin fully invisible to all other players so they aren't able to see him whatsoever.
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Unfortunately it's not that simple as that uses Quake 3's invisible powerup, which is not in JKA. I suppose I could try to bring Q3's invisible powerup code over though. Thanks for those.
i just wanted to say i think so many of you are so talented.
in Introductions
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Welcome! Have fun with mapping and keep up the practice!