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eezstreet

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Posts posted by eezstreet

  1. Animations being hardcoded really has nothing to do with the Ghoul2 format, and more to do with how the animation system is coded. You see, the skeleton format is just a series of frames with no rhyme or reason behind them, and the animation.cfg is what binds the frames to specific animations.

     

    What makes animations so hardcoded is very simple; the game just wasn't built for adding more animations. It's just a table of animations with strings mapping to integer values which is easier to work with.

     

    As far as file formats are concerned, you have to consider the following:

     

    - Is this something which I want people to edit quickly, but not necessarily load quickly and space isn't an issue? Go with a plaintext format, like JSON or the formats that JKA has for .sab, .npc, etc.

     

    - Is this something which I want to load quickly, or contains so much data that space becomes an issue? Go with binary data, like JPG or something.

     

    Loading binary data is way easier unless you use a library. In which case, loading plaintext data can be a cinch: https://github.com/JKGDevs/JediKnightGalaxies/blob/develop/codemp/game/bg_jetpacks.cpp

     

    Model data is normally binary but COLLADA (.dae) files are notably plaintext. I think FBX may be, too.

     

    Note though, because I feel like this needs repeated. This is just an ideas thread; I don't really have any motivation to work on a new format.

    Smoo likes this
  2. Development screenshots showing off how the differences in ammo types can make a huge difference.

     

    In 1.3.0, we added the ability to purchase and use new special ammo types. Some weapons have multiple ammo types at the same time, while others have different ammo types that you can cycle through. Some are a mix of both!

     

    Explosive Quarrels are extremely powerful, and turn your bowcaster into a glorified grenade launcher:

    Lwb7xbJ.jpg

     

    ...while Splitting Quarrels do the exact opposite, and turn your bowcaster into a glorified shotgun:

    oe4dE6G.jpg

     

    This change has been brought to you by Engine Changes . We had to up the limit of loaded .efx files in order for this to work correctly. HAYO!

    Stoiss, DarthStiv, Futuza and 1 other like this
  3. So now let's get into the meat of it; what an ammo type can override. I coded all of this over a night or so.

     

    In 1.3.0 ammo will not be able to override debuffs granted to a player or clip size because of technical reasons. So no incendiary ammo or extended magazines then. But this other stuff can be overridden:

     

    • Behavior
      • Damage Type
      • Projectile count
      • Damage radius
      • Projectile hitbox
      • Recoil
      • Ammo usage
      • Firing speed
      • Bouncing
      • Accuracy rating
      • Knockback inflicted on shooter
      • Whether the weapon is hitscan or not
      • Projectile speed
      • Whether projectiles are affected by gravity or not
    • Visuals
      • Shoot muzzle flash effect
      • Muzzle flash dynamic light
      • Charging effect
      • Firing sound
      • Crosshair shader (change crosshair while using this ammo)
      • Traceline effects (if any hitscan weapons use this ammo)
      • Projectile effect
      • Projectile model
      • Projectile sound effect
      • Projectile dynamic light
      • Projectile hit effect
      • Projectile miss effect
      • Lightsaber deflection effect

    I'm going to update the OP with some ammo types and their effects. I want to have an open discussion about the types of ammo that are in the game because I think that's something we still need to work on for the scrimmage.

    Futuza likes this
  4. I like this, but I have the following feedback:

    • There's just simply too many crime tiers. I think if you boil it down to like 3 tiers (maybe show it with a debuff; with 3 skulls overhead being the "ultimate" worst), it'll be a lot more understandable to the player.
    • I think crime points is kind of a bad name, CP as an acronym has some uh...interesting connotations... Maybe call it Notoriety or something like that.
    • It should be noted that this is only in RPG mode (ie, phase 3), not Phase 1 or Phase 2 modes, which a server should still be able to boot into and play after Phase 3 is complete.
    • Do you lose 150 CP per equipped item that you lose? (so for example, at 1000+ CP, you lose >450, +100 for the death?)
    • Do crime points increase if done in self defense? ie, killing a player who was attacking you first, would that increase crime points?
  5. So, where do you change the code. I just barely started adding mods, and this same message came up while I was playing the Prequel Conversion mod. 

     

    I am really dumb, and don't know where and how to change the code. Can you help me? I don't know how to use OpenJK, either.

    If you run that mod using OpenJK, that error should go away.

    Download the latest nightly build for OpenJK for your platform and install it according to the directions here.

    Then to actually run the Prequel Conversion mod, I don't know as I'm not sure how that mod is installed...if it's just a bunch of PK3s (and/or loaded with the Mods menu) then you just run the OpenJK SP executable; if it requires running a batch script, then you'll want to edit the batch script to point to the openjk executable instead of jasp.exe.

    GrandThrawn65 likes this
  6. Jedi Knight Galaxies

    Third Scrimmage Match - December 2017

     

    It has been far too long. With the release of The Last Jedi, Star Wars season is upon us once more, and we have a new big update for you - 1.3.0. You can read all about it here. In order to make the patch go smoothly, we're going to do a public test of 1.3.0. Announcing the Third Scrimmage Match! With exciting changes like jetpacks, shields, consumable items, armor, and a new damage type system with complex interactions between these, you'll see new layers of strategy and verticality introduced. We hope to demonstrate these features and get your feedback on them.

     

    During the scrimmage match we will play on the released maps on both Team Free For All and Capture the Flag modes.

     

    How to sign up

    See this thread. Be sure to read the directions at the beginning carefully and include all of the necessary information.

     

    When is it?

    The date will be determined based on when people are best available. We're going to try to shoot for having as many people on as possible.

     

    What you'll need

    There will be a Google Drive link posted for downloading when it's ready. If you're signed up for the scrimmage match, just wait for a notification on JKHub for the mention. You'll want to download that, as well as the Extra Maps Pack.

     

    You do not need the current version of the game. The 1.3.0 patch will replace old content. All you need is a legal copy of Jedi Academy and everything listed above.

     

    Looking to 2018

    After the scrimmmage match, there will be a few features left to complete (custom ammo types, etc) and then we will release 1.3.0. There will be a few patches, but then we can focus on the thing you have all been waiting for...lightsabers.

     

    Futuza likes this
  7. Here you can sign up for the third scrimmage match.

     

    In order to sign up for the scrimmage match, please post the following, as a reply to this thread:

    • Your General Location (for ping/timezone)
    • What times work best for you (on your timezone)
    • What platform you use (Windows, Linux or Mac; optional)
    • How many people you want to bring along with you (optional)
    • Whether or not you can record video (optional)

     

    Here is the current list of sign ups, as well as timezones that work for them:

     

    ----------------------------------------

     

    @eezstreet - Any time, by myself.

    @@Darth Futuza - Mountain Time, any time except 31st evening, Windows, can record, +extras

    @ - Australia time, any time, Windows and Linux, can record and stream, +2-3 extras

    @@Dalo Lorn - European Time, any time between 12:00 - 22 CET (gmt+1), +1 extra

    @@swegmaster - American Time, any time on the weekend

    @ - European Time, any time between 12:00 - 22:00, +1 extra possible

    @@Noodle - GMT-3, preferrably between 14:00 - 17:00, +2 extra

    @@Onysfx - Canadian Eastern Time, any time

    @@Ramikad - GMT+1, any time before or after midnight

    @@gerbilOFdoom - Any time before noonish

     

    ----------------------------------------

     

    Download link

    Time of the scrimmage match

    Smoo, Wasa, Futuza and 1 other like this
  8. 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.

    Smoo likes this
  9. 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

    ----------------------

    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.)

     

     

    -----------------------------------------------

    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"

     

    -------------------------------------------------

    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
  10. 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.

    Smoo and Boothand like this
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