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Posts posted by eezstreet
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The heat sensor seems like a modified trip mine. I'm thinking more like consumable aid items.
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While there is the concept for these, there aren't any consumable items in the game. I'm paging @@Silverfang and @@Darth Futuza here to come up with some ideas for consumable items.
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No. JKG uses a special API which is distinct from the MP one, which is distinct from the SP one.
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Huh, thanks. I'll check that out then.
btw, has anyone else ever tried modifying projectile speed like this?
Modifying the projectile speed of rockets is actually the basis of the MakingAMod_Readme.txt file that was shipped with the original SDK:
Making a quick mod is very straightforward. This document assumes Microsoft Visual C++ v7.00. It covers making a slight mod to the game source, recompiling for debugging and rebuilding the VMs for distribution.
Slow Rockets - TestMod
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1. Open up the jka_mp(SDK).sln in Microsoft Visual C++.
2. Set the "game" project as the active project.
3. Open the "g_local.h" file and change the GAMEVERSION define from "basejka_mod" to "TestMod" (or whatever you like)
4. Save "g_local.h"
5. Open the "g_weapon.c" file.
6. Go to line 90 and change the 900 to 300. The old line reads:
#define ROCKET_VELOCITY 900
The new line should read
#define ROCKET_VELOCITY 100
7. Save "g_weapon.c"
8. Set your configuration to Final and perform a "Build Solution" command to build a DLL for the game.
At this point you have two options. You can run the debugger, choosing 'jaMP.exe' as the executable host which will load your DLL for debugging (you'll probably want to use Deubug or Release for debugging). When you release mods, you must build FINAL Dllss and put them in a pk3 file. (NOTE: the FINAL build configuration is like Release in that is is fully optimized, but it removes various developer prints and warnings.)
To build the sample MOD for the slow rocket test, do the following:
1. compile the dll as noted above
This produces a 'jampgamex86.dll' in the codemp\Final\ path.
2. Make a "TestMod" path under your JA directory. This will be a sibling to 'base'
3. Zip 'jampgamex86.dll' to TestMod.pk3
4. move this pk3 to "\YourJAPath\GameData\TestMod"
5. Run JAMP with the following command line "jamp +set fs_game TestMod"
6. "TestMod" should be the referenced game and you should be able to catch up with and outrun your rockets.
(use devmap mp\ffa1 to start a map with cheats enabled, then type "give weapons" to give yourself the weapons.)
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Using Visual Studio to Build and Debug your Mod
1. In VC 7.0, Open JKA_mp(SDK).sln
2. In VC 7.0, Select the JK2Game item underJKA_mp(SDK) and click Project->Properties
3. Select Debugging under Configuration Properties:
-set the "Command" to your jaMP.exe (e.g. C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe)
-set the "Command arguments" to: +set fs_cdpath yourJAfolder +set fs_dirbeforepak 1 +set sv_pure 0 +set r_fullscreen 0 +set viewlog 1
-set the "Working Directory" to your code path. e.g. "C:\projects\JEDI_Academy_SDK\codemp\debug"
4. Right click on JK2Game and select 'Set as startup project'
5. hit f5 to launch the game.
Do this for each of projects you are making modifications to (cgame, game, ui)
NOTE: use quotes if you have spaces in your folder names.
e.g. +set fs_cdpath "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData"
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Making my Mod show up on the Mod list in the game
You need to have a TestMod.pk3 file in your mod directory
before it will show up on the in-game menu. Create a "description.txt"
file with some information about your game mod. Use WinZIP to create
the TestMod.pk3 file. You can now put the .dll files in this directory.
(This guide is super ancient; you can't even get Visual Studio 7.0 anymore as far as I know)
EDIT: and it's oriented towards the SDK, ie JKA mp
gameragodzilla and Smoo like this -
It's amazing you got that to compile at all, seeing as how it's ancient code.
You might be looking for this repository instead, if you're doing singleplayer.
Smoo and gameragodzilla like this -
I think Boothand summed it up perfectly. The whole point of OpenJK is to provide a stable base for people to work on, and an open sourced version of the game with bugs fixed. There's a few very minor development improvements but adding a physics engine is not only a huge undertaking (and it should be noted that there are barely any active maintainers on the project), it also affects many different systems and how they interact with each other which has the ability to introduce incompatibilities esp. with savegames and network connectivity. A physics engine is outside the scope of OpenJK.
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Never spoke to binny but I've seen him around on servers. Sad to hear that he is gone.
Smoo likes this -
I don't understand what the point of this thread is, if I'm being honest. The MB2 devs don't read these forums and it's a closed source mod, so there's not so much we can do.
That being said...there's no engine restriction. All of the code for this is handled in w_saber.c.
k4far likes this -
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I believe that doesn't count Misc Model's and Misc model statics, but other shit. They really need a more precise list of this some where on the tutorial section, what counts and doesn't count and how certain situations may change this.
I gave you the answer to this question already.
Langerd likes this -
OpenJK, if that's any help to you?
OpenJK doesn't add normal maps on its own. You'll need to use the rend2 or warzone renderers if you want normal maps.
General Howard likes this -
I think there's some utility in having shield animations for everyone to use. Particularly in mods that have a medieval setting.
Thoughts, @@minilogoguy18 / @@DT85 ?
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When I work on this again.When?
R4D1C4L likes this -
There isn't a multiplayer Jedi Outcast component in OpenJK. That's more of what jk2mv does.
If you are having trouble with builds compiled from source you can try some of the premade Linux builds.
EvilSupahFly likes this -
(Also, it doesn't use any of those bitmasks you mentioned; I don't even think they exist?)
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@@NAB622 that looks mostly correct to me, although TFFA and CTF should be 4 and 5, respectively.
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Not sure what you mean by bitflags, but the game types can be found here: https://github.com/JKGDevs/JediKnightGalaxies/blob/master/codemp/game/bg_public.h
(All of the #ifdefs are disabled)
Smoo likes this -
The new ones have Adam Jensen as a protagonist, not JC Denton.You can start with adding a sunglasses
I am not into the Deus Ex franchise but the newest ones has the same protagonist? Or They are two diffrent people? If They are the sam You can make two version skins old/new
Denton made another (higher-poly) appearance in Deus Ex: Invisible War
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Hi, that's a lot of models! Did you get permission to use all of them?
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I hated the boring, repetitive combat in KOTOR and Jedi Academy ruined the good combat from JK2 and added a campy story. I really wasn't blown away by the story in KOTOR, but KOTOR2 did a lot better of a job but it was incomplete. In my mind I put KOTOR2 definitely above KOTOR but they're both "meh" to me.Jedi Academy has one of the best melee combat systems of all games, so it can not be meh. KOTOR and KOTOR2 have very good stories and characters, so neither meh.
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Meh tier:
JKA
BF1 (BF2 was considerably better)
KOTOR
KOTOR2 (a bit better than the original)
Mysteries of the Sith
Bad Tier:
TFU
Kill it with Fire Tier:
TFU2
Kinect Star Wars
Don't understand the hate for Bounty Hunter, that was a pretty good game; not great, but good.
[Upcoming] JKGalaxies 1.3.0
in Jedi Knight Galaxies
Posted
Minor updates to the changelog. We have conducted an internal playtest and identified some issues. We will be going ahead with the public playtest soon, after the remainder of the bugs are fixed. After the public playtest, we will be taking people's opinions about how it plays and iterating again, as well as finishing some last minute content, like the special ammo types menu.