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afi

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Everything posted by afi

  1. Thanks, actually both was pretty easy. I hope I remember everything correctly... void PM_BeginWeaponchange in bg_pmove.c . PM_AddEventWithParm( EV_CHANGE_WEAPON, weapon ); pm->ps->weaponstate = WEAPON_DROPPING; pm->ps->weaponTime = 0; //afi //PM_StartTorsoAnim( TORSO_DROPWEAP1 ); //PM_SetAnim(SETANIM_TORSO, TORSO_DROPWEAP1, SETANIM_FLAG_OVERRIDE, 0); And void PM_FinishWeaponchange pm->ps->weapon = weapon; pm->ps->weaponstate = WEAPON_READY; pm->ps->weaponTime = 0; You may also want so change some stuff around line 7237... like custom switch time for different weapons... if (pm->ps->weapon == WP_DISRUPTOR) { if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { if ( pm->ps->weapon != pm->cmd.weapon ) { PM_BeginWeaponchange( pm->cmd.weapon ); } } } else { if ( pm->ps->weapon != pm->cmd.weapon ) { PM_BeginWeaponchange( pm->cmd.weapon ); } } For the wallruns you just have to go to this if else if ( pm->cmd.upmove > 0 && pm->waterlevel < 2 && pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && !(pm->ps->pm_flags&PMF_JUMP_HELD) && (pm->ps->weapon == WP_SABER || pm->ps->weapon == WP_MELEE) && !PM_IsRocketTrooper() && !BG_HasYsalamiri(pm->gametype, pm->ps) && BG_CanUseFPNow(pm->gametype, pm->ps, pm->cmd.serverTime, FP_LEVITATION) ) And remove the (pm->ps->weapon == WP_SABER || pm->ps->weapon == WP_MELEE) && part
  2. So... I'm gonna present you now the mod I was working on for the last months. I must say that I didn't have a straight concept in the last time. In the beginning the idea was to make the whole game faster and bring some more features to full weapon CTF and TDM. But in the last time I didn't really feel like working on a release... don't know... maybe someday. Anyway, here are some of the main-features (there are a lot of other minor changes, the whole changelog has like 100 entries ): Some Pics: A lot of credit goes to the guys of jacoders.org and especially eezstreet. I'm a horrible coder (well I think I'm getting better at least ) and without their help I wouldn't even know how to compile teh dem sourcecode D:
  3. I think this solved it. Thanks!
  4. Since I installed Windows 7 (and therefore obviously reinstalled Visual C++) I always get this annoying message when I compile: 1>LINK : fatal error LNK1104: cannot open file 'C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\modbase\jampgamex86.ilk' I still can make it work when I do the following stuff: "Start without debugging". Then I say "Restart under different credentials". After that I compile (Build solution) and it works :blink: So this whole thing is kinda weird Help please
  5. He wrote this in his signature on filefront, that's why I thought he did so :wacko: Thanks, good to know. Nah I don't want to ask him to work on the HP-mod. I just want to ask if he got some files left from the old project.
  6. Ye I found that. It just seems, he's not here anymore. He wrote in the filefront-forum that he quit modding :/
  7. It seems like Kahn D'halaine (known for his UltimateWeapons-mod) was in this team... Anyone knows if he's still around?
  8. Thanks!
  9. Is there something like ui_openmenu for SP? I need to load a menu when I press a certain button (with a bind). In MP it's no problem, but in SP it doesn't seem to work.
  10. afi

    Trash Can

    Awesome
  11. Actually looks pretty cool
  12. Wow thanks, I actually didn't know this page anymore Also nice work there therfiles! Well ye, AHadley told me some years ago that all files are lost. I can't really believe that, because there were a lot of people involved. But it will be hard to find them.
  13. I think the map is made by Master_Windu
  14. Just wondering if here is anyone who was a member of the Harry Potter modteam. Tbh the idea was amazing and we had a lot of content like menus, maps and new models and effects which replaced the old forcepowers and weapons. I don't even know why we broke up D: It was 5 years ago, but still.... Maybe someone here has some files left...The only thing I still have on my computer is an early version of Hogwarts. I know this sounds really strange now after all these years... D: I don't even know anymore who made this map (It's not made by me)
  15. Didn't see this one yet, looks badasss Is it in the download-section? B)
  16. You could make a bind.
  17. I'm not sure how legal this is, but it seems cool. Good job! Btw: If you can do this with the jasp-game, why not also with the game engine? 8)
  18. Some matches of the JPS are getting streamed with some nice commentary. Check it out if you're interested Livestream: http://www.twitch.tv/toasterxd http://www.youtube.c...diAcademyEurope Right now my team (vintage) is playing!
  19. Haha I love that cat
  20. JKA does work on 64-bit, doesn't it?
  21. In quake you need the jump sounds if you wanna win (at least in duel)... But ye, in JKA they are annoying as hell Btw: Looks great so far
  22. Yes please create some kind of cpma! Btw it's still me who's the worst coder of #jacoders! If you want we can work together on that... I was working on something called "Jedi Knight Pro Mode", which isn't too far from what you're going for.. I hope you're not trolling and you're actually like teh bestest coder of teh time
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