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Everything posted by eezstreet
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Both can be checked. For the former, you'd have to run a hashing function on every single treasure class/item that a TC includes. Since treasure class resolution is lazily evaluated, you'd get lag spikes during gameplay. I wouldn't recommend checking this one - it's rare that you'd even get an error from recursive treasure classes. The second one is easy to check. Just count the number of items that can drop.
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A treasure class can also have properties associated with it: picks: The number of items which are picked from the treasure class. Note that if you nest treasure classes, the topmost one is the one that determines the number of picks.repeat: Specifies whether the same item can be picked more than once.Treasure classes require some care in designing, because it is possible that they can cause errors: Stack overflow can occur if you have a treasure class somehow including itself. For instance, if "Blasters" treasure class includes "Blasters" in it somehow, you can have infinite recursion and thus crash the server. You can also get it with very highly nested treasure classes (> 100 levels deep).Infinite loops can occur if the "picks" is set higher than the total number of items that can drop, and the "repeat" flag is turned off. Example: an NPC always carries 6 different items, but their treasure class only indicates them having 5 items. These will cause the server (or the client) to freeze, but not crash.
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Originally the goal was something like this: Phase 1 - Versus, this would be the PvP element of the main game (We are here) Phase 2 - CO-OP, instanced dungeons that represent the multiplayer part of PvE (80% chance of completion) Phase 3 - RPG, large worlds for singleplayer PvE. (40% chance of completion) Phase 4 - MMORPG, online server registration, more planets, single account system, multiple characters on the same account (20% chance of completion) Expansions - Anything beyond phase 4 (space combat? more planets?)
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What time would everyone want to play?
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
[red]Moderator note: some off-topic posts have been moved to another thread.[/red] -
OK is a weird case. I don't know if it's an abbreviation or what. Those are the C# standards which apply to mostly classes, not variables. I think they're still a good standard for C++ structs since structs and classes are identical (structs use public visibility by default, whereas classes use private visibility by default). There's another Microsoft document somewhere (on cell atm) that has all their Hungarian abbreviations. I know that Win32 definitely uses these for parameter names at the very least. Unrelated: Pawn is a nice little scripting language and I'd love to use it for a project sometime. Kudos for actually having used it.
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@@Darth Futuza : just don't use std::string. There's no real reason to. @@Xycaleth: how is Hungarian notation more effort than it's worth?
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It's high-time we discussed coding standards. So let's discuss style and other things. C++11 is always acceptable, and preferred. However, some elements of STL are best avoided, such as their string library. Containers (vectors, lists, maps, etc), random number generators, etc are mostly fine though. Regarding variable and class property naming, I use Hungarian notation for naming variables: [variable type]<name in uppercase>. So for instance, here are some variables: strings (sz): szTreasureClasswhole numbers (n): nNumberOfEntitiesbitfield (bf): bfShowFlagsboolean (b): bContinuefloating point (f): fPrecision3D vector (vc): vcDirectioncontainer vector (v): vNumbersunordered map (um): umTreasureClassesbyte (_1): _1ByteSizedshort/word (_2): _2ShortStuffdword (_4): _4DoubleWordedqword (_8): _8QuadAwesomereference ®: rSomeReferenceArrays and pointers start with a and p respectively, and can optionally be suffixed with another value. So for instance afSomeFloats indicates an array of floats. These can also be nested indefinitely along with the type: ppszSomeString indicates a pointer to a pointer to a string. If it's not on this list, I might have either forgotten, or it's a custom structure type, in which case it is blank. You'll find that this is similar to Microsoft's schema of naming things. The reason I have picked Hungarian notation is that it allows for variables to be named based on their type, which clears up a lot of confusion. For instance, consider the first variable that I have named: szTreasureClass. There can also be a pointer to the actual treasure class named pTreasureClass. In other naming schemes, you'd probably have a variable named treasureClass to indicate the pointer, and treasureClassName to indicate the name. Camelcase is not only ugly when used like this, it's not immediately apparent what treasureClass is supposed to be. Is it a pointer? Is it a structure? Such confusion is cleared up with this system. Regarding spacing, 4-space tabs only. Text should fit comfortably on a 1080p monitor. Microsoft's naming guidelines are an excellent resource. https://msdn.microsoft.com/en-us/library/ms229002%28v=vs.110%29.aspx Feel free to discuss or share an opinion about these. I am still trying to come up with the best convention that I can.
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Turn off r_fastsky maybe?
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What time would everyone want to play?
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
I don't have anything going on on MLK day, no. I would like to at least run an internal test prior to that and hopefully get everything up on the server. -
Evolution of Combat IV - Main Topic
eezstreet replied to MattFiler's topic in WIPs, Teasers & Releases
I guess if everyone wasn't equal in this community, I'd be top dog. And as top dog, I say play nice. You literally have no idea what you're talking about; the person you're belittling is probably the most skilled programmer on this entire forum and does it for a living. However, I think speculating on the code is a bit meaningless. Has anyone cracked open the executables in IDA or something to see if they're Raven-based, or if they're based on OpenJK? Does he use jasp.exe or a custom exe? -
JA:Enhanced and EOC/SJE aren't compatible with each other.
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Am I the only one who noticed a lack of lightsaber icons?
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Evolution of Combat IV - Main Topic
eezstreet replied to MattFiler's topic in WIPs, Teasers & Releases
And what gives you the authority to talk down to him? We're all equals in this community. It's still their source code and therefore they can enforce whatever license they want. -
Topics in Ideas and Issues regard issues and ideas for JKHub, not JK2/JKA. You are most likely looking for the Technical Support sections or Modding Assistance. Note that your thread may get moved by moderators.
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Thread moved to Modding Assistance
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ERROR: Couldn't spawn NPC stormtrooper
eezstreet replied to Storyteller323's topic in Jedi Knight Tech Support
Thread moved to Jedi Knight Technical Support -
Treasure Classes are not physical, tangible things that can be seen ingame. Rather, they are conceptual means of organizing data for random number generation. A treasure class contains one or more treasure class/item, and the "odds" of that treasure class/item being picked. Each item automatically generates a treasure class with itself in it. A few basic examples can explain this concept fairly easily: Trandoshan Pistols: Includes the Trandoshan Pistol with odds 1 and Advanced Trandoshan Pistol with odds 3Stormtrooper Rifles: Includes the E-11 Rifle with odds 5 and the E-11 Carbine with odds 3Stormtrooper Arms: Includes the T-21 with odds 1 and the Stormtrooper Rifles class with odds 8Now let's say we want to spawn 20 Trandoshans. Statistically speaking, around 15 of those will have the Advanced Trandoshan Pistol and 5 will have the regular one. This is because the Trandoshan Pistol has a 1/4 chance of showing up, and the Advanced version has a 3/4 chance of showing up. Composition: 15 with Advanced Trandoshan Pistol5 with Trandoshan Pistol Stormtroopers on the other hand are a bit different. Let's say we want to spawn 90 of them. Statistically speaking, you should have 10 of them spawn with the T-21, and the remaining 80 should pick either the E-11 Carbine or the E-11 Rifle. The carbine would spawn 3/8 times and the rifle would spawn 5/8 times. The composition would wind up looking like this: 10 with T-21 Repeater30 with E-11 Carbine50 with E-11 Rifle Not only can this apply to what weapons an enemy can be wielding, but it can also apply to things like containers, vendor loot, and more. Here are some practical examples: Mos Eisley Urchin: Desert Junk (15), Small Ammo Item (2), Small Aid (4)Transit Ship Luggage: Passenger Junk (20), Small Aid (5), Holdout Weapon (1), High-Class Attire (2), Commoner Attire (5), Common Lightsaber Crystal (1)
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What time would everyone want to play?
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
We haven't decided yet on when - we were originally going to have an event today but it's been delayed due to technical issues. -
We are hosting the first scrimmage match here soon. I want to know what time works best for everyone. Our event is open to the public and will be streamed. @@Silverfang @@Resuru @@Darth Futuza @@Onysfx @@Stoiss @
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You're backwards - misc_model gets converted to brushes, misc_model_static is an entity.
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Adjust the size of the chatbox text (and more)
eezstreet replied to Onysfx's topic in Jedi Knight Galaxies
Understood. I run a similar setup (but with 800x600 instead of 640x480) for debug, so I will simply lower my resolution and try to improve the inventory menu. Futuza is working on something for the chatbox. -
Adjust the size of the chatbox text (and more)
eezstreet replied to Onysfx's topic in Jedi Knight Galaxies
Hi, The inventory is getting totally redone as seen in the streams. What is your monitor resolution? I think I can try and design that to look better with some more information. -
You start the game with one saber, in the Medium / Yellow Style. You then acquire the Fast / Blue Style, and then you can pick to acquire the Strong / Red Style or get Dual Sabers / Staff Saber. It's fairly late in the game when you can get that, though. I would search the download section for "customization". There are huge packs of customization, like these: http://jkhub.org/files/file/1707-spankis-jedi-customization/ http://jkhub.org/files/file/1708-spankis-sith-customization/ http://jkhub.org/files/file/1770-scerendos-female-jedi-customisation/ You can also use the JA:Enhanced Mod which has expanded customization as well. If I remember right, all of those files I've linked above are compatible with it also. http://jkhub.org/files/file/2550-jedi-academy-enhanced/
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The author has probably not included Character Customization support for the models. But I'm sure if you ask him nicely (he's very active on the forums) he would be willing to do that for one of his next packs.