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Gender
Male
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Location
Fort Lee
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Interests
Super smash bros. ,Jedi Academy, Call of duty, halo,
most Nintendo games... -
Modding Interests
Coder
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Gaming Specialty
Singleplayer
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Windows 8.1
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Steam
ShadowMarth121
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ShadowMarth's Achievements
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Smoo liked a post in a topic: Jedi Academy Switch Modding?
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So its finally available, and I already dumped my game, the file system is damn near Identical to the PC version, I actually managed to pull up to console window but I couldn't type anything with the joycons or pro controller, I haven't gotten my PC mods to work on the switch yet however Im sure its possible to transfer them over
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bigphil2695 liked a post in a topic: Turning off Ally friendly fire in SP
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Rostyslav liked a comment on a file: Dies Sanguinis (fragmovie)
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eezstreet liked a post in a topic: Turning off Ally friendly fire in SP
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Can someone walk me through compiling?(Using Visual studio 2012)
ShadowMarth replied to ShadowMarth's topic in OpenJK
My apologies guys. Everything I was trying to do was in this thread here: http://jkhub.org/topic/5772-turning-off-ally-friendly-fire-in-sp/ My explanation for my solved problem can be found there to in the "solved" post. -
Can someone walk me through compiling?(Using Visual studio 2012)
ShadowMarth replied to ShadowMarth's topic in OpenJK
It turns out i was making a simple error My problem is solved. Could an Admin remove this thread? -
Turning off Ally friendly fire in SP
ShadowMarth replied to ShadowMarth's topic in Coding and Scripts
Nice. I'll probably be looking into some saber physic coding regarding when you hit a wall. I don't exactly like the fact that the blade shrinks when hitting a wall. I think the walls nullify the output damage to. Those moments were a Reborn is in a corner. I'll be swinging at him all kinds of ways with my Dual staff sabers but I cant seem to hurt him. Damn walls be getting it the way. -
Asgarath83 liked a post in a topic: Turning off Ally friendly fire in SP
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Turning off Ally friendly fire in SP
ShadowMarth replied to ShadowMarth's topic in Coding and Scripts
Glad I can help lol. Funny how I always end up solving my own issues. -
Asgarath83 liked a post in a topic: Turning off Ally friendly fire in SP
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Turning off Ally friendly fire in SP
ShadowMarth replied to ShadowMarth's topic in Coding and Scripts
Yes I can. If you look in the g_combat.cpp coding hit CTRL+F and search "nodamageteam" Hit enter slowly until it takes you to the middle of the file where a whole block of code should be commented out. It should start with "// Check for team damage." all you have to do is uncomment this block for it to work. Also if you search further you should find a small segment that says: else if ( targTeam == TEAM_PLAYER ) {//on the same team, and target is an ally qboolean takeDamage = qtrue; qboolean yellAtAttacker = qtrue; Set the "takeDamage" to "qfalse" this makes it so you can't hurt them either. This way you and your team mates can freely swing your sabers without the worry of hurting each other. Works for allys with guns to. -
Smoo liked a post in a topic: Can someone walk me through compiling?(Using Visual studio 2012)
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Asgarath83 liked a post in a topic: Turning off Ally friendly fire in SP
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Turning off Ally friendly fire in SP
ShadowMarth replied to ShadowMarth's topic in Coding and Scripts
Funny enough, I solved both the issue of build errors and getting my files to work. What I was doing was changing the settings every time to fix errors i got when i tried using outdated source code. Not knowing that of course. I used github to redownload everything and thats what I really needed to do lol. All I had to do was click build without changing settings and it worked flawlessly. I successfully got the code i edited to work. Now ally NPC team damage is off like i wanted it! xD Epic win. -
Turning off Ally friendly fire in SP
ShadowMarth replied to ShadowMarth's topic in Coding and Scripts
Ok well I have a better understanding after about 2 weeks of trying to figure this shiz out. When ever I build my projects, I can almost never get the SP client to compile with no errors. The SP libaray compiles fine. but IT DOESNT WORK. I get "Failed to load Ja game library. Of course im using the prebuilt openjk client from (4-13) date. to try an open the ja libary. The few times i had gotten the sp client to compile, It would give me the "The application was unable to start correctly (0xc000007b). Click OK to close the application." error... Anybody have any ideas? What do I need to set the settings to? Which visual studio version do I need? -
Animations set to one specific model [HELP]
ShadowMarth replied to ShadowMarth's topic in Modding Assistance
Heh yeah its incredibly bothersome. Im just happy I got it working. Next i have to figure out this, what feels like impossible, Visual studio Openjk compiling. Nothing I try works -
Langerd liked a post in a topic: Animations set to one specific model [HELP]
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katanamaru liked a post in a topic: Animations set to one specific model [HELP]
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Release gives me 4.79MB. and I tried removing the .dll files and no luck with the "Failed to load jagame libary" error. I'll keep trying to trouble shoot. If there is anything else I can try please tell me.
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May I ask what exactly you did? I'm having the same issue and i do have it in the OpenJK/base folder. Also could it have anything to do with the file size? the default Openjk jagamex86.dll was 2.21MB and the one I'm trying to use is 4.81MB I only edited 1 line. Which was including a header.
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Animations set to one specific model [HELP]
ShadowMarth replied to ShadowMarth's topic in Modding Assistance
Found the answer lol I trouble shot using modview first. What I did was, in animation.cfg there was a line that was bad. I figured that out by setting it to the default humanoid.gla modview needs to open models and it gave me an error regaurding the BOTH_A3_SPECIAL animation. I didnt need that animation edited so I went to a fresh .cfg file and replaced the messed up animation name with the old default animation data. That allowed me to open it in modview. Once I had that done, using the HxD hex editor, I went to the file location line, and did this models/players/_humanoid[Edit ->Insert bytes("_Tiala" is six characters long, so I added 6 bytes here)]/_humanoid[Edit ->Insert bytes("_Tiala" is six characters long, so I added 6 bytes here)] Replaced the added bytes with "_Tiala" After that i did this: models/players/_humanoid_tiala/_humanoid_Tiala(Right at the end here I removed 12 dots to realign the data to where it was before my edits) -
Animations set to one specific model [HELP]
ShadowMarth replied to ShadowMarth's topic in Modding Assistance
http://forums.filefront.com/sw-jk3-modding-mapping-editing/432075-animating-dragon.html It was on this forum. I will thoroughly run through the steps again today and try the differences mentioned. If it still doesn't work, I will then post step by step what I did to help clarify.