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eezstreet

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Posts posted by eezstreet

  1. This is a non-exhaustive list of resources online to help you learn how to code.

    These are not designed to teach you the intricacies of the JA engine.

     

    Interactive Tutorials (recommended)

     

    Written Tutorials

    • My Primer [Link]
    • Learn-CPP Written Tutorials [Link]

     

    Video Tutorials

    • TBD

    If you found something useful that helped you learn..please share! I'm sure others will find it useful.

     

    Teancum, DT., Archangel35757 and 1 other like this
  2. To others: Leave him alone. If you have personally had your model stolen by him (or know of others who have had theirs stolen) in this thread, then you can confront him via private message or talk to the staff. Otherwise, stop instigating. I don't care about MB2 drama, it doesn't belong here.

     

    To T R I S T A N: Calling people morons, filth and anything else isn't helping. Don't reply to negative comments. Your thread is going to get locked if half of your comments in it are rude words towards other people.

     

    To all: Keep it civil.

    Omega, Smoo, ZanderNao and 8 others like this
  3. I've made all the tracks for each level, now I'm just stumbling about trying to figure out all the JK3 modder lingo. Worldspawn is the configuration of the levels in OpenJK? I'm still new to learning about OpenJK, but I have all these mods I've been working on for years, mostly ideas, and I'm just recently finding the time to implement them. 

    Worldspawn is on every map, not just OpenJK. It's classified as an entity that contains various level info properties for the whole level.

     

    Worldspawn is a poor example though of what an "entity" is in this engine. Entity refers to anything in the level that isn't hard geometry - spawn points are an entity, NPCs are an entity, etc. Worldspawn does not actually get spawned, its values get copied deep into the code and discarded.

    Smoo likes this
  4. Sorry about this - I meant to try and get 1.3.0 released in January, but I've been completely swamped both with school and other projects. About the middle of the month, one of my side projects got huge exposure. I hate advertising it here, given the context, but talking about it and why it's important to me is kinda relevant to the topic at hand.

     

    About a week ago, GOG.com told me that they were releasing SWAT 4 for digital distribution (the first time it had been made available). They also went on to highlight my mod and later the mod got reported on by PC Power Play. If you're interested in what I'm working on now, you can check it out here. The next version is coming out soon.

     

    There's still not much to be done for 1.3.0 of JKG though. I think just the visual overrides and the ammo menu. There's bound to be lots of bugs though. I'll try and get back to it; it's not me walking away, I'm just really busy.

    Onysfx, Seven, Mert-K and 5 others like this
  5. TGA and PNG are the same filesize when inside a PK3; they're both being compressed via zlib in some form or another. The difference is that PNG loads slower than TGA because PNG needs to be decompressed twice - once when pulling it out of the PK3 and once when reading the actual file. The flipside is that PNGs are easier to work with in Photoshop. You should always use TGA over PNG.

    Archangel35757 and Delta_135 like this
  6. Not only that, Siege has been removed as well.

     

    A long time ago, we had wanted to do a Left 4 Dead style game with JA, where a group of players would be attacked by waves of NPCs with slightly random boss encounters. But I ran into so many bugs that we had to stop. Now, with the source code available, we might be able to give this a new approach. However, there is still much to be done on the back end, and we must wait until it is complete before continuing.

    (sounds like something @@Raz0r wanted to do too)

  7. We all have. But one of Luke Skywalker's many iterations is far more important.

     

    It sounds like I'm throwing shade, but we've just been waiting a long time dude, and its shady in itself when you ignore anyone that ever asks about it.

     

    No one better say its just me when there must have been 4 or 5 other dudes asking for it.

     

    I don't think you meant to do it, you just took on SOOOO many damn projects at once, first its X2, then Han, and now Luke all at the same time, and you got more feedback for Luke, so you decided to focus on that.

    Or...he's just busy. Cut him some slack.

    JAWSFreelao likes this
  8. The ammo stuff is finally, finally working and ingame, minus the overrides, the ammo menu, buyable special ammo, display of which ammo type you have equipped, and the physical "buy ammo" button. Whew! That's a lot of work left to do still.

     

    Either way, you can have a look at the current ammo file here:

    https://github.com/JKGDevs/JediKnightGalaxies/blob/develop/JKGalaxies/ext_data/ammo/JKG.ammo

     

    Here's a current list of planned fields:

    • shortname: The name as it appears on the HUD.
    • longname: The name as it appears on the ammo menu.
    • max: How much (total) can be held
    • basedOn: If this ammo is derived from another type, this is the base type. e.g, Incendiary Slugthrower Rounds are based on Slugthrower Rounds.
    • pricePerUnit: How much (per ammo unit) it costs to replenish ammo. Can be fractional, 1.2 for instance will cost 120 credits to replenish 100 rounds.
    • overrides: What this ammo type overrides. It can be things such as visuals, collision size, damage, and other things.

    There were two new fields added to .wpn file firing modes as well:

    • ammoBase: The lowest base that this firing mode accepts
    • ammoDefault: The ammo that is given upon purchasing this weapon and also with the Buy Ammo button.
    Smoo and Futuza like this
  9. This is definitely an interesting experiment and a testament to open source development. :D

     

    It might be adopted in the future as a base for the Phase 2 graphics enhancements.

    I have some questions for you about this renderer:

    • What does Magic Detail do?
    • Is there a chance for color-grading (LUT/Math methods), perhaps tied to specific postprocessing volumes?
    • Could you possibly look into animMap shaders working in 2D? I understand that EpicLoyd is working on Awesomium for Warzone, but having to manually animate things through code is a pain.

    Thank you. Keep up the good work!

    Sentra likes this
  10. The game's "brightness" setting is a lie, it's actually raising the gamma via Windows gamma ramp. It's impossible to fix the alt-tab/crashing affecting your game brightness, and other applications have this problem as well. It's up to Microsoft to fix it unfortunately.

     

    If you set r_brightness to 1.0 (or 0.5, i can't remember) it'll reset to the default.

  11. You shouldn't need to place it in a pk3 by the way, that's just for when you're releasing it to the public.

    And I wouldn't recommend doing that anyway!

     

    The DLL in a PK3 method is just a carryover from when VMs were stored in the PK3 - it's not recommended that you put them in a PK3 because it will extract them to a temporary directory which might screw up updates.

    Futuza likes this
  12. I'm not going to bother to read all of these responses, because I'm just going to get confused.

    Instead I'm going to give a pretty concise explanation of where everything is supposed to go, similar to @DarthFutuza's answer although perhaps a little more robust.

     

    The following files should be in your Gamedata folder:

    • EXE files
    • rd-vanillax86.dll
    • rdsp-vanillax86.dll
    • SDL.dll
    • OpenAL32.dll (should already be present)

    The following should be in your base or fs_game folder:

    • jagamex86.dll
    • jampgamex86.dll
    • cgamex86.dll
    • uix86.dll

    By switching the cvar fs_game to something else (do it with a commandline parameter, +set fs_game X) you can load the modcode (the stuff I've listed above) separately and not have to overwrite files. Alternatively all of the above (except jagamex86.dll, I think) can be placed in a PK3 loosely.

     

    The easiest method (by far) to test your code would be to run the debugger on it, which allows you to set code breakpoints that get triggered, and see the value of variables, which is a very useful thing to have. Release builds are more suited for well, releases.

    Kabay likes this
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