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T.Zealot

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Posts posted by T.Zealot

  1. The game's code refers to the Imperial Saboteurs being able to dodge blaster fire and a saboteur commando that uses dual blaster pistols. In the game he isn't any different than the regular pistol-wielding saboteur, but this can be mostly reimplemented from copying over from the cultist commando's .npc file, which, interestingly enough, is in the game's files but isn't ever seen ingame. Is the saboteur commando having only one pistol intentional or was it something someone forgot to change before the game shipped? And the Saboteur's dodging behavior doesn't seem to actually exist. Was it ever implemented?

  2. Here's the logfile

    logfile opened on Wed Feb  1 12:47:20 2017
     
     
    ------- Input Initialization -------
    Skipping check for DirectInput
    Joystick is not active.
    ------------------------------------
    ----- Initializing Renderer ----
    Trying to load "rd-warzone_x86.dll" from "I:\SteamLibrary\steamapps\common\Jedi Academy\GameData"...
    QKEY found.
    ----- R_Init -----
    ...initializing QGL
    succeeded
    ...setting mode 4: 800 600 W
    ...created window@0,0 (816x638)
    Initializing OpenGL driver
    ...getting DC: succeeded
    ...GLW_ChoosePFD( 32, 24, 8 )
    ...215 PFDs found
    ...hardware acceleration found
    ...PIXELFORMAT 11 selected
    ...creating GL context: succeeded
    ...OpenGL Version: Major 4. Minor 5.
    ...making context current: succeeded
    Initializing OpenGL extensions
    ...GL_EXT_texture_compression_s3tc available
    ...no tc preference specified
    .....using GL_EXT_texture_compression_s3tc
    ...using GL_EXT_texture_env_add
    ...GL_EXT_texture_filter_anisotropic available
    ...ignoring GL_EXT_texture_filter_anisotropic
    ...using GL_EXT_texture_edge_clamp
    ...using WGL_EXT_swap_control
    ...using GL_ARB_multitexture
    ...using GL_EXT_compiled_vertex_array
    ...GL_NV_register_combiners not found
    Initializing OpenGL extensions
    ...GL_EXT_texture_compression_s3tc available
    ...no tc preference specified
    .....using GL_EXT_texture_compression_s3tc
    ...using GL_EXT_texture_env_add
    ...GL_EXT_texture_filter_anisotropic available
    ...ignoring GL_EXT_texture_filter_anisotropic
    ...using GL_EXT_texture_edge_clamp
    ...using WGL_EXT_swap_control
    ...using GL_ARB_multitexture
    ...using GL_EXT_compiled_vertex_array
    ...GL_NV_register_combiners not found
    ...using GLSL version 4.40
    ...using GL_EXT_texture_compression_latc
    ...using GL_ARB_texture_compression_bptc
    ...using GL_ARB_texture_storage
    ------- FBO_Init -------
    ------- GLSL_InitGPUShaders -------
    ^3GLSL shader version set to highest available version: #version 400 core
    ------- R_InitVBOs -------
    Initializing Shaders
    #version 400 core
    #define varying in
    out vec4 out_Color;
    #define gl_FragColor out_Color
    #ifndef M_PI
    #define M_PI 3.14159265358979323846
    #endif
    #ifndef deformGen_t
    #define deformGen_t
    #define DGEN_WAVE_SIN 1
    #define DGEN_WAVE_SQUARE 2
    #define DGEN_WAVE_TRIANGLE 3
    #define DGEN_WAVE_SAWTOOTH 4
    #define DGEN_WAVE_INVERSE_SAWTOOTH 5
    #define DGEN_BULGE 7
    #define DGEN_MOVE 8
    #endif
    #ifndef tcGen_t
    #define tcGen_t
    #define TCGEN_LIGHTMAP 2
    #define TCGEN_LIGHTMAP1 3
    #define TCGEN_LIGHTMAP2 4
    #define TCGEN_LIGHTMAP3 5
    #define TCGEN_TEXTURE 6
    #define TCGEN_ENVIRONMENT_MAPPED 7
    #define TCGEN_FOG 8
    #define TCGEN_VECTOR 9
    #endif
    #ifndef colorGen_t
    #define colorGen_t
    #define CGEN_LIGHTING_DIFFUSE 11
    #endif
    #ifndef alphaGen_t
    #define alphaGen_t
    #define AGEN_LIGHTING_SPECULAR 6
    #define AGEN_PORTAL 8
    #endif
    #ifndef texenv_t
    #define texenv_t
    #define TEXENV_MODULATE 8448
    #define TEXENV_ADD 260
    #define TEXENV_REPLACE 7681
    #endif
    #ifndef r_FBufScale
    #define r_FBufScale vec2(0.001250, 0.001667)
    #endif
    #ifndef MATERIAL_LAST
    #define 
    ATERIAL_LAST 32.000000
    #endif
    #line 0
    uniform sampler2D u_NormalMap;
     
    varying vec2 var_TexCoords;
     
    void main(void)
    {
    vec4 norm = texture2D(u_NormalMap, var_TexCoords);
    gl_FragColor = vec4(norm.rgb, 1.0);
    }
     
    compile log:
    Fragment shader failed to compile with the following errors:
    ERROR: error(#60) Unknown char: ""
    ERROR: error(#273) 1 compilation errors.  No code generated
     
    
  3. Hiya. So I rigged a character model to _humanoid in blender for use in Jedi Outcast. I tried exporting the model directly to .GLM but it didn't work. I tried opening up in modview and I got this error:

    LyYr37r.png

    And I tried re-importing the exported .glm and it seems like only the skeleton is exporting. I'm thinking I might have set something up wrong in the model itself.

    y7hFoK5.png

    Is there something I'm missing here?

  4. Strangely I was able to do this in wp_saber.cpp. I added this to it and it partially works.

    if (dropper->client->NPC_class == CLASS_STORMTROOPER && oldWeap == WP_REPEATER) //111111 (1s are here so I can jump to this later)
    {
    replaceWeap = WP_BLASTER_PISTOL;
    }
    
    

    But for some odd reason the pistol's model doesn't load and the stcommander shoots the lasers out of his head. Is there a way to load the pistol model when the repeater is pulled?

  5. I've been trying to make it so that if the repeater trooper loses his repeater he'll switch to the generic pistol, with no success so far.

    I added this to NPC_Spawn.cpp yet when I use force pull/grip on him he's still unarmed and surrendering. This is driving me nuts! Can someone tell me what I'm doing wrong here?

    if (Q_stricmp("stcommander", NPC_type) == 0)
    {
    return (1 << WP_REPEATER);
     
    if (NPC->client->ps.weapon == WP_NONE)
    {
    return (1 << WP_BLASTER_PISTOL); //Stormtrooper Commander should whip out his sidearm after weapon is pulled...
    }
    }
    
  6. Alright, I downloaded the JK2 source code that eezstreet fixed up and I've been trying to add a custom weapon. I have it set up in ext_data, gave the weapon its own WP_ entry, etc. But I have no idea how to add the weapon_ entity itself, and I am completely stumped since when I search for a weapon in the solution explorer I.E. weapon_blaster nothing shows up. If somebody can help me out then I'd really appreciate it, thank you in advance.

    ySrfcFC.png

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