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Posts posted by eezstreet
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Assuming it's a multiplayer TC, they can use the Auto Download feature as it is now exploit-free. Not really ideal. I'd suggest something like an updater for a JKHub API. An official API would need more backing than it currently has in order to get made.
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Open up .sln. Hit Build Solution. That's pretty much all there is to it. Don't open the .sln in codeJK2/, use code/ or codenp/.
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Note: this is pretty WIP. If you just want to download code, this is NOT the guide for you!
So, you might have seen OpenJK use something called GitHub to store code. You might be wondering, just what exactly is GitHub anyway? How can it benefit me?
Well, the answer to that is quite simple. Ever wanted to work on things together and collaborate, rather than just share .zip files? Git is one of the many solutions to this problem and more.
GitHub was started as the premier Git hosting site, with its motto being Social Programming. This is fairly true to an extent, and you'll see why.
Getting Started
To start, you'll want a GitHub account and the GitHub App for Windows, Mac, or Linux, depending on your computer. Use the default settings.
Next, you'll need a repository (store of code) to clone (copy the code to your hard drive) or fork (create a new repository based on an existing one). I highly recommend a fork over cloning if you're making significant changes i.e. for a mod. For your repository to fork, I suggest using OpenJK (http://github.com/Razish/OpenJK), but you can use forks of that repository, too. So to do this, log into Githib, and click the Fork button on the repository's page. It'll display a little animation while it works.
Okay, you're almost ready. All you need to do now is clone your fork to your working copy (code on your hard drive that is not on the repository). Fire up the Github app, and enter your login (if necessary). On the left, you should see your username. Click on it. This contains all of your repositories which are on Github. You should see one which says "<Your username here>/OpenJK". Right click on it, and hit "Clone repository to...". Navigate to where you want your code to be.
You now have the code. Congratulations! In the follow-up yo this, I will be writing on how to store changes on your repository, so that others can use it, how to submit changes back to OpenJK on the official repository, and update your code to the latest OpenJK version.
TODO: finish me
BruceJohnJenner likes this -
I know this, but it just crashes in MP when Ive done it before!
Said crash has been fixed.
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I'm talking about putting the heads of the rodian jedi on the merc rodians, that way they have different heads etc.
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I'm wondering how that will work for customization though, as you have feet and hands which aren't very similar. A whole new species would almost do the trick.
On a semi-unrelated note, someone should frankenstein the Rodian Male heads onto the Rodian Mercenary (enemy guy)'s body sometime, that would be great for a little bit of additional enemy variety.
Mandalorian, Botdra and Circa like this -
Closer. The forehead still needs some work, and it needs to be less "flat" overall. But it's getting there.
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Yes. That could work. I hate to make you my slave again, but yes, I think it will be quite useful.
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There is a secret coding bunker to discuss exploits. With the advent of GPL released source code, half of the coding forum (the part devoted to low-security bugs and feature requests) is no longer relevant.
However I think there's something to be said about a whole forum section dedicated to coding. Ideally we should be promoting all aspects of modding, not just coding or modeling or mapping or whatever. However, there is a rapid surge in popularity with coding, and I think even just a few threads would solve about 90% of the questions we get in IRC on a daily basis.
There's also a need for high security, and we need to retain a secret high-security area for stuff like a JKHub API, critical exploits, discussion of license breaches within the community, etc.
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I just stumbled across this :
http://jkhub.org/tutorials/article/114-npc-classes-and-their-descriptions/
look under beast classes class_fish..... ? maybe you could test that one sometime
CLASS_FISH doesn't do anything. It's a dummy. As is CLASS_CLAW.
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It all comes down to a long function: PM_SetAnim. It'll basically require a different second (or was it third? Don't remember) arg. Legs anim must be considered slightly different due to walking/running etc
*lone (stupid phone)
Mandalorian likes this -
what, okay. Wasn't aware that strncmp was case-sensitive...
you learn something new every day I suppose
Master Ridley likes this -
I don't remember how the weapon selection is done. It might be done through cvar. If so, OpenJK allows you to manipulate cvars using ICARUS.
Kriskopreved and therfiles like this -
in other words u guys can fix it?
Yes. As we speak, I'm working on porting a modular render system from MP that @Razish made. Should allow for even fancier effects as well. I'm going to see if I can pester the guys to work on an XreaL module
some XreaL demonstrations for shits and grins:
http://www.youtube.com/watch?v=vWkhyIeEfjY
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@@spior: I made a pull request on your repo, go check it out etc
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wait so you saying the dynamic glow thing in JA is really CPU-intensive? (cause ezstreet said its GPU-intensive. now Im confused :blink: )
That's not what he said at all. He said that the dynamic glow was done using hacky/highly..awful code executed on the GPU to make it work properly, but now that code can be executed on a GPU like a CPU, that isn't an issue anymore since now you can rewrite the code properly.
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Syko: https://dl.dropboxusercontent.com/u/46626270/JK3Files%20Download%20Bot.zip
Use the JKA .bat for JKA files, and JK2 .bat for JK2 files. I'm going to try and do a pull request so my code gets merged, but BitBucket is deciding to be exceptionally homo so I'm not sure how I'm going to give SpioR my source back.
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Would freeze the game until the wait() was over, if I remember right.
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Yea seems legit. Give me a minute to check things out.
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I can recompile one for you if the source is around
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Maybe. The source release brought back a lot of people, including BobaFett and DarthLex, which means that all original, key members of JKG are back.
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I completely agree, and I'd definitely like to help in whatever way that I can.
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Oh, that sucks
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Not sure if trolling or serious
Garyn Dakari, therfiles and Setlec like this
Master Thread - Read Before Posting
in Coding and Scripts
Posted · Edited by eezstreet
General Rules
- Please do not ask what is possible with the source, because anything is possible! If you have a question about the particular progress on a feature within OpenJK, please use that thread, and don't make a ton of topics.
- Warez/Pirated software is not allowed, nor is the discussion of it.
- This is a forum dedicated to coding, so let's keep it that way.
- Please use
- General C++ Tutorial
Git TutorialHow to compile OpenJKOpenJK WikiRecommended Forks:
http://github.com/Razish/OpenJK - General OpenJK [JKHub Topic]
http://github.com/xycaleth/OpenJK - Rend2
Programs Needed/Advisable:
Choose one from each category for optimal setup.
Compiler/IDE:
Windows: Visual Studio 2017 Community Edition (free download; preferred. Community Edition is the one you want, not Visual Studio Code!!), MingW (not recommended)
Mac: XCode
Linux: vim, emacs, or another editor; gcc to compile.
Git:
SourceTree (preferred): Download Here
Github App: Windows / Mac / Eclipse
Git CLI: Linux / Solaris / OpenBSD / Windows / Mac
CMake
Learn How to Code:
Common Issues
These are categorized in "[Compiler/IDE] - Error" format
To browse and report bugs for OpenJK that don't involve compiling specifically, visit this link.
[Microsoft Visual C++ 2010] COFF file error
[Windows/CMake] NSIS Error: Later versions of CMake have an issue with NSIS. If you are having issues compiling, try falling back to an older version of CMake, or comment out this line.
Chat online with other coders via the JKCommunity Discord. (#coding channel)
Legal
OpenJK and the JA source release follow a GPL license. Here are some general things you should know before you dive into the engine code:
You must be prepared to provide all source code. GPL requires that you give source code to anyone that asks you for it.The game is not free. You must still pay for the game in order to get access to the level files et al.You can use this to make a standalone. Please be aware that additional Star Wars license issues may arise.Standalone games may not contain original game assets, and likewise we cannot distribute any game assets with OpenJK that aren't cleared by Raven first. So far, the ext_data folder and patch assets (ie, the 4 new maps introduced by JK2 Patch 1.03) are allowed to be distributed, with the exception of ext_data/NPCs, ext_data/sabers, and ext_data/vehicles.If your game consists of modified assets, ie, a reskinned Kyle or whatever, you may not distribute the assets and the .exe together.Standalones can be for-pay, as long as they follow the general guidelines above and contain no Star Wars references. The details here are a bit murky however as this is mostly uncharted territory.You cannot rig SDK code up to work only with a modified engine. Doing so requires a conversion from the SDK license to the GPL, and therefore requires you to go open-source. Otherwise, you'd be breaking both the SDK license and the GPL.Raven and Activision are the sole entities which can prosecute for violations of the license, but you still may be shunned by the community!Disney is not legally obligated to defend anything other than the Star Wars license. This code is licensed by Raven Software and Activision.You are not allowed to use the original release code that was linked by Kotaku and others. This code contains Rad Game Tools code, as well as Feelit, Xbox Development Kit code and Carmack's Reverse. Using that code requires redistribution of your source code, which contains illegally relicensed code. I hear Microsoft has great lawyers.