Jump to content

eezstreet

Members
  • Posts

    5,207
  • Joined

  • Last visited

Everything posted by eezstreet

  1. Maybe in SP, but there isn't one in MP (unless it's in the engine)
  2. The game randomly picks between gfx/misc/electric and gfx/misc/fullbodyelectric2 and forces the hue to red and applies it like lightning. EDIT: Protect = gfx/misc/forceprotect Not sure on the absorb one though. doesn't appear to show up where i would normally find it (along Protect drawing)
  3. Not too bad to do, I suppose. What do you need this for?
  4. Now I'll explain why CLASSes exist for NPCs. In Singleplayer, Raven used C++ instead of C as far as programming languages go for coding the game. Each NPC had its AI stored in a new class (or in the files, CLASS). Making a new class could be quite a bit of work for them, so naturally they just hardcoded it all to the reborn AI. Wonder why NPC AI isn't so great in MP? Because they got ported from C++ to C. Nasty.
  5. Yes. All of the cultists are name-based; Raven refused to make any new CLASSes for no apparent reason (probably sheer laziness - I'll explain why in a minute). Not sure what you're getting at. If you have two NPCs with the same name, only one will spawn. (/npc spawn cultist_destroyer <- which one of your clones will spawn? NONE. only the first one in the file, or first one in alphabetical file name.) I'll ask Rich at some point and see if I can get any more info. EDIT: Spoke with Rich. Here's what I've gotten (old and new info): - Siege was originally in JK2, but left out (MB1 origins = here??). Originally it started out as "a generic script-driven objective system". The bots were able to recognize specific objectives via triggers/shooting things. Classes wasn't added to the code until JKA - RMG (random map generation, like in SoFII) is confirmed working in base (I have tried it before, just never got it to work) - There is a top-down map overlay that was originally supposed to be used as the minimap. Cvar still exists ingame, but most of the functionality in it is broken, and requires engine hacks to fix. - Many, many changes were made with Siege. A lot of the original classes were watered down, and made more similar at some point during the game. Interestingly enough, an Activision producer -- not a Raven one made the decision to change this. - There is still code existent in the game in JK2/A for awards such as "Excellent!" - Code for XBOX lobbies still manifests within the UI code (mostly) - Oddly enough, JA on the XBOX version has a Vicarious Visions intro video, as well as Raven, Lucasarts, and Activision ones (talk about a handful)
  6. That is correct. The game registers the effect but it doesn't exist (at least that is my theory. I didn't check to see if it is actually used) They were playing in MP. The effect only works in SP (any unarmed NPC like non-saber cultists in MP will try to punch you...some mods correct this) A lot of content is left out of the game for unknown reasons. In JK2, it is confirmed that (straight from JK2's lead designer) they left out two levels in Cairn. (All we have is their dynamic music files, but it still confirms it). There are also some unused glider/flyer NPC for Yavin (complete with AI!!). In JA, we have more. There's two unused (but cool) Cultist NPCs and rideable rancors and wampas that they used for testing the Tauntaun before they had a model for it (also confirming that those models existed first. My theory is that they made t2_rancor before the hoth missions, which makes sense on the technical end). There's unused vehicle files for ships. iirc, Rich Whitehouse (lead programmer of JK2/JA's MP) told me that Siege was completely redone several times in terms of design. Point is, they move a lot of content, and sometimes there are discrepancies between what is used and what isn't. Heck, other companies do it too (difference being, I doubt they think 6 < 5...kudos if you get the reference)
  7. The cultist destroyer is an unused base NPC (and like all the cultist AI of JKA MP, is broken. This one has no code in MP) that charges towards you and explodes, instantly killing you in SP. The explosion effect is missing in base JKA (force/destruction_exp is the effect), as are the sounds. It cannot be duplicated; it's effect is hardcoded to that specific NPC_type.
  8. Did some digging. There appears to be no limit in species count (nor would there be, there's no need for a limit). However - You can only have up to 32 different customization parts of the same kind on one model (so 32 different heads/32 different torsos/32 different legs = 32768 different combinations on one species)
  9. I run a 64 bit OS and my 32 bit apps still work. Some apps don't work sure (like KotOR) but that's because their programmers usually don't follow proper conventions. Either way, there will always be workarounds (see: Sandboxie)
  10. This is not actually a weapon. Needs to be moved under cosmetic mods.
  11. Coded an XML parser for use with JA's UI. This should be fun..

  12. 1 vote to not abort Cael's baby, 3 votes to abort Cael's baby. Even Cael doesn't want his/her baby. How sad.
  13. I like'd you guys. I hope you like me back. Or I'll abort Cael's baby.
  14. Just realized we don't have one of these. Post what you're listening to right now!
  15. COFFEE COFFEE COFFEE COFFEE COFFEE

  16. JKG moved to TerranGaming. In the meantime, some Russian hijacked the JS on the site to make it redirect to some other site.
  17. Looking good. Can't wait to see this ingame.
  18. no sabers, your mod will fail for sure (jk)
  19. peeps know what to do. http://gunslingersacademy.com http://moddb.com/mods/gunslingers-academy Official site is hosted by JKHub
  20. You can't mod the SP portion of the code without serious hax. The only person that's ever done it was Zlyden, and his mod got taken off of JK2Files
  21. I still haven't figured out why you need coders for an SP mod, but okay.
  22. Created reloading in GSA. Other fun stuff to follow.

    1. eezstreet

      eezstreet

      Need a zombie skin for that, but is planned.

  23. what dose this thing do

×
×
  • Create New...