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eezstreet

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Posts posted by eezstreet

  1. Not totally sure. I think there could be some clues in the game exports:

    d_JediAI = gi.cvar ( "d_JediAI", "0", CVAR_CHEAT ); <- last arg specifies flags
    

    I haven't totally reverse engineered the cvar struct yet, but I do know that the game imports in gi -could- hold some clues as to how to alter the flags of them. I already have the whole of gi worked out. There's no way to modify the flags of a cvar directly through the jagamex86.dll from within Raven's code though. You'd need to do an engine hack (read: jasp.exe) in order to do such a thing. If I'm right though, changing the flags of a cvar would be done exactly the same way as in MP.

     

    That's aside from the fact that temporary/custom cvars aren't totally meant to be archived. If you have a specific use for the custom cvar, I might add a sort of plugin to JAMod that would improve custom cvars for you (no guarantees yet though as I haven't even started on that)

    therfiles likes this
  2. You need to set the music configstring in order to make it play the music.

    trap_SetConfigstring( CS_MUSIC, soundPath );
    

    Best way to check if you're playing music or sound (if you're altering your sound command to play music for each client as well) is to check the beginning of the file name thusly:

    if(!Q_stricmpn(soundPath, "sound/", 6)) {
    

    if(!Q_stricmpn(soundPath, "music/", 6)) {
    

    Fighter likes this
  3. My idea was not to have an overlay. Rather, it would be a static library that coders could use in their projects and have JKHub integration with some features, like achievements (if you came up with some kind of way of tying them into the page). An overlay would be okay if it had stuff like achievements and chat though.

    Caelum likes this
  4. Ah. Might not be so bad then. cURL does make the URLs a bit easier then. Then again, I didn't try and deal with HTTP protocol through pure winsock (cURL does this for you iirc), so networking with C isn't exactly my strong suit compared to you. :P

     

    Think it would be viable though?

  5. user/pass are sent via cookies.

    jkh_member_id and jkh_pass_hash

    (I would know, BUT THAT KNOWLEGE IS USELESS NOW, ISN'T IT ;_; )

    I'm not sure how C accesses the cookie information (I'm sure cURL has some sort of interface for that, but cbf to look), so you might want to look that up. Regardless, I think it's very viable for JKH to have an API which connects to all the big mods out there to track achievements and chat (at the very least) on the site.

  6. We totally need something like UU, that interfaces with jka, forming a kind of JKHub overlay (like with steam).

    Definitely.

    I can kinda port the achievement code from GSA since it works pretty well already (minus saving) and probably convince Cael to do some kind of site integration. I don't know how much PHP he knows though (http://jkhub.org/achievement.php?achieve=<id>, with user/pass sent through POST would do the trick)

     

    We totally need something like UU, that interfaces with jka, forming a kind of JKHub overlay (like with steam).

    Definitely.

    I can kinda port the achievement code from GSA since it works pretty well already (minus saving) and probably convince Cael to do some kind of site integration. I don't know how much PHP he knows though (http://jkhub.org/achievement.php?achieve=<id>, with user/pass sent through POST would do the trick)

  7. I wouldn't mind asking who ever made that spam bot why there's a homeless looking guy for the avatar...I mean, how would someone looking like that even know what he's talking about...

     

    Additionally, I'm in full support of a chat or shoutbox.

     

    I've seen it do wonders for some of my forums in the past.

    I lol'd so hard.

     

    Anyway, yeah I forgot that SpioR did improve on the code for JAIRC. It would be nice to have some site integration with that too. All in favor of JKH IRC?

    MUG likes this
  8. I'm assuming you mean the Debug setup?

    All you need to do is right click your UI project (in the (usually left hand) panel titled solution explorer), and go to the properties for the project, with something similar to this:

    debug.png

     

    (My window may look slightly different, I'm running VS 2008 Express Edition)

    Command:

    C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe (or similar path to jamp.exe)

     

    Command Arguments

    +set fs_cdpath "C:\progra~2\LucasArts\starwa~1\GameData" +set fs_game "modbase" +set viewlog 1

    Parts in italicized text will vary based on what your setup is. Generally, the JAC version of the SDK uses "modbase".

     

    Working Directory

    ../..

    Ignore what I wrote in mine above, that uses JKG's settings instead of the JACoders SDK

     

    Now, all you have to do is hit OK, right click on your UI project again, and click on Set as Start-Up Project. Next, all you have to do is hit the debug button (green arrow) to launch the game and be able to edit the code on the fly while the game is running. This is known as debugging for Visual Studio, and carries a LOT of useful purposes that you'll discover later on.

     

    As for programming sites, I would recommend just looking through some of the easier sections of code first. Right Click > Go To Definition, Go To Declaration, and Find All References are your best friends. player_die is a good function to look at. It's what gets called whenever someone dies. Also, the drawing code in cg_draw.c is pretty straightforward. It's just a bunch of function calls to draw stuff like ammo and whatnot on the HUD. For learning basic C syntax though, I recommend CProgramming.com.

     

    Coding will take you quite a while to learn though, so don't get too frustrated. I recommend you chill over at #JACoders irc on ArloriaNet sometime. Somebody is bound to be there to help you.

  9. JKH can have in site IRC, at least using Tiramisu on Arloria (a lot of coders, JKG devs and others are already daily regulars of that network) and IRC can be connected to while ingame (iirc @Raz0r was going to have an IRC plugin in JA++ and I'm trying to convince MB2 to adopt IRC ingame as well)

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