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Everything posted by Linken
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SET_MORELIGHT command but for player character
Linken replied to ssj4windu's topic in Modding Assistance
Usually the path starts with the scripts folder, so leaving it out, write the filepath to it. For example, if it's just in your scripts folder, all you have to do is write the script name, which in this example we'll call "light" If it's inside another folder, let's assume it's called "example", then you'd include the folder name followed by a slash. So if you just have the script inside your "scripts" folder, then the command will be written like "runscript player light" If it's inside the example folder, then it'll be written like "runscript player example/light" -
SET_MORELIGHT command but for player character
Linken replied to ssj4windu's topic in Modding Assistance
When you're in game, in the console type "runscript player [path to your script]" which should make it work. -
SET_MORELIGHT command but for player character
Linken replied to ssj4windu's topic in Modding Assistance
I think the mistake is that you're trying to call it from a cfg file. Commands called in the Q3_Interface class need to be called through an IBI script, which you can create with BehavED. I'm not noticing any issues in your code. To help you get started with setting up BehavED, I wrote a tutorial that get you in the right direction. -
I was able to find a solution. In cg_players.cpp, there are 2 macros declared: LOOK_DEFAULT_SPEED and LOOK_TALKING_SPEED. LOOK_DEFAULT_SPEED is called twice in the same function, CG_CheckLookTarget. LOOK_TALKING_SPEED is called 6 times, 3 times a piece in CG_G2PlayerAngles and CG_PlayerAngles. In each instance of the variables being referenced, add on the calculation: " * (cg.frametime / (1000.0 / TARGET_FPS))" TARGET_FPS is another macro which I declared in cg_media.h with a value of 60 (in case I need to call it for some other reason that I currently can't think of), but declaring it in cg_players.cpp works as well.
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Yeah I'm looking for possible solutions in the code as I'm typing this.
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I think a lot of us have noticed with higher FPS going on with our respective games that when a character is called to turn their head (mainly in cutscenes), they're turning it at such a speed that, in my opinion, would cause severe neck pain or possibly even their neck snapping.. My question is, does anyone have an idea on how to slow it down?
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Releasing this report early due to upcoming Christmas plans. NEW CHARACTERS I received a few new characters to add to the mod, thanks to multiple suggestions. For now, these are likely the final characters to be added to the update: - Visas Marr (Maskless) (New Variant) - 50R-T, by Capital Games and ported by Jeff - Swamp Wampa - Carnor Jax, by Dog95 - Kir Kanos, by Dog95 - Narkina V Imperial Officer - Narkina V Prisoner (Updated Model) - Kino Loy - Pong Krell, by AG7777 and Grimbord - Asogian Also as of the time of writing this report, I'm pleased to announce that the only faction pk3s left to complete are the "Other" and "Jedi_Sith" ones, which I estimate shouldn't take too long to finish. Once this is done, there is some code work left to be done, but after that, we should be OK to release. NEW LIGHTSABERS In addition to these new characters, work has also been done to add new Lightsabers/Melee weapons to the mod. Here's what's coming! - Lig Sword - Gaderfii Stick (Various) by Kitsu-NeshKaa - Force Pike (Model Update) by Kitsu-NeshKaa - Sovereign Protector Double Vibroblade, by Kitsu-NeshKaa - Leia Organa Solo CONCLUSION This wasn't the most productive month for the mod due to a variety of personal reasons, but things have appeared to be more straightened out. I want to thank all of you for bearing with us this year as its truly been a time of change not just for myself, but for many on the team. On my side, these few months alone have seen to me reuniting with old friends and re-integrating myself with communities. Admittedly, this did put a dampener on my work for the mod, but I felt it was necessary in order to move forward in a positive manner. I can't pretend to say that moving into 2025 will magically cause everything to fix itself. What I can say though is that I'm treating 2025 as a new beginning for myself. What this means for the mod I can't say, but getting the chance to develop this has been a privilege, and not one I take lightly. I hope the few days we have left of 2024 go well for each of you. I wish you all a happy remainder of your holiday season, a happy New Year, and as always, thank you all for following the development of Star Wars: Galactic Legacy, and may the Force be with you all.
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- sith
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Wonderous work!
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First video my first thought immediately went to: But seriously, it's amazing work you're doing,
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Alright, I'll leave it up to you on how to implement or how to call it. So I'll write some simple tutorials. I'm going light on the details since I know you have a coding background, but let me know if you need screenshots. 1. In Q3_Interface.h, declare your new script command. 2. In Q3_Interface.cpp, add your command to the Enum2String and the Set method in the appropriate spot (would recommend making it a Boolean) 3. IF Making Global: have it change the value of the "g_broadsword" cvar to 0 (turned off) or 1 (turned on) depending if set to true or false. You can stop here. 4. IF Making NPC Specific, declare a new NPC scriptFlag (in b_public.h). In this example I'll just call it SCF_NO_RAGDOLL, make sure its Hexadecimal value is correct. An unmodified OpenJK source code should probably be 0x100000000. 5. To apply to an NPC, create a new function somewhere called by your script command and write something like this: static void Q3_SetRagdoll(int entID, qboolean ragDoll) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { Quake3Game()->DebugPrint( IGameInterface::WL_WARNING, "Q3_SetRagdoll: invalid entID %d\n", entID); return; } if(ragDoll) ent->NPC->scriptFlags |= SCF_NO_RAGDOLL; else ent->NPC->scriptFlags &= ~SCF_NO_RAGDOLL; } 6. Lastly go to the function G_RagDoll (in g_main.cpp) and add a check near the beginning of the function to verify if the NPC has this scriptFlag applied, and if they do, return qfalse. DISCLAIMER: I wrote this code on the fly and didn't personally test.
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Is there any way to make staff style saber throwable?
Linken replied to Chen_tu's topic in Modding Assistance
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There are 2 ways I can think of, one of them is easier than the other, but it's up to you. You'll need some basic modding knowledge. METHOD 1: REFACTORING This is likely what the author of that model did. You take the model you want to use and rename the model folder to match the name of the original. I don't have KotF 2.0 installed so I don't know the name. After you rename the model, you'll need to go into each .skin file and change the file paths inside to match. So for example, if the original model name was "hs_kenobi" and the new one is "new_kenobi", then you'll change all mentions of "new_kenobi" in the file to the original name. After that, zip the pk3 together, add a few zzzzs to make sure it overwrites and you should be OK. METHOD #2: MENU & NPC CHANGE This method is a bit more complicated if you're not used to opening these files. If you know where it is, then great. Once you open the menu file, look for any mention of the model name and change it to your new one. It should be prefaced by the code "ui_char_model". For the skins, very similar, except you'll be looking for 3 codes: "ui_char_skin_head", "ui_char_skin_torso", "ui_char_skin_legs", replace those with the skin codes that are applied for your character. After that's done, locate the NPC file and change the appropriate lines in there or create your own with the same code used in the mod.
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I want to start this report off by thanking you all for your patience and understanding as I navigated the start of this enormous change in my life. This was not an easy change to deal with, but I'm feeling much better than before and I've gotten quite a bit done. I went ahead and released this progress report early due to upcoming Thanksgiving plans. MISSION FIXES As I slowly got back into development, I started off with some basic fixes and (hopefully) overall improvements to our missions. To begin, I did a great deal of work on the Jedi Outcast campaign. Here's what I did: All Jedi Outcast levels have been addressed where loading a save game would result in a loss of force powers and weapons. The turrets in doom_detention and ns_starpad will now work as intended and will now display a laser effect. I also spent a little time on fixing up the mission "The Trayus Core". Here's what I did with that: Reduced Darth Traya's health from 2000 to 1000 in Stage 1 Improved the hitbox for the floating lightsabers to make defeating them a bit easier. Removed the Lightsaber's force immunity MAP WAYPOINTS Our amazing team member Aimde has been hard at work adding waypoints to many maps and his dedication has not waivered at all. Adding waypoints will allow for npcs to behave as you would expect them to. The following is a list of maps confirmed to be receiving waypoints in the next update: Carida Academy Episode IV: Tantive IV Rogue One: Scarif Episode V: Echo Base RC: Geonosis Canyons KOTOR II: The Ravager Episode VIII: Snoke's Throne Room Episode VII: Jakku Episode II: Kamino Episode III: The Invisible Hand NEW CHARACTERS Alright, last point to make, this month has been heavily focused on beginning the process to package up the new characters for the mod. As of writing this: 10 of the 16 Skin pk3s have been packaged with all new characters. I hope to finish this process by the end of the month. As of today, I will no longer be accepting any additional character requests for this update (unless the character is one I'm very excited about). Here is a list of all confirmed characters arriving to Galactic Legacy in the next update. Please note this list is subject to change at any time: THE OLD REPUBLIC Atris (Darth Traya) (New Variant) Bao-Dur (Armored) (New Variant) Kavar Lonna Vash Nomen Karr Revan (General) (New Variant) DARTH REVAN'S SITH EMPIRE Kreia (Updated Model) RECONSTITUTED SITH EMPIRE 2V-R8 Darth Acharon Darth Baras (Model Update) Darth Decimus Darth Hadra Darth Malgus (Renegade) (New Variant) Darth Mortis Darth Nyriss Darth Ravage Darth Vowrawn Jaesa Willsaam Sith Empire Trooper (Updated Model) Sith Eradicator (Updated Model) Sith War Droid (Updated Model + Animations) Vitiate (Illusion) (New Variant) ANCIENT SITH EMPIRE Ajunta Pall Kissai Ludo Kressh (Crowned) (New Variant) Marka Ragnos (Updated Model) Marka Ragnos (Spirit) (New Variant) RULE OF TWO Darth Bane (Updated Model) Darth Cognus Darth Tenebrous (Updated Model) GALACTIC REPUBLIC Anakin Skywalker (Commander) (New Variant) Anakin Skywalker (Nelvaan) (New Variant) Kelleran Beq (Updated Model) Kit Fisto (Mon Calamari) (New Variant) Sister HIGH REPUBLIC (New Faction) Geode Jecki Lon Yord Fandar SEPARATIST ALLIANCE Asajj Ventress (Yavin) (New Variant) BX Commando Droid (Updated Model) Droideka (New NPC Class) Geonosian Elite Qymaen Jai Sheelal (New Variant to General Grievous) REBELLION Garazeb Orrelios (Updated Model) Grizz Frix Han Solo (Updated Model) Jan Dodonna Jyn Erso (Disguise) Keyan Farlander Lak Sivrak Lando Calrissian (Smuggler) (New Variant) Leia Organa (Mimban) (Additional Appearance) Luke Skywalker (Bespin, Farmboy, Sith Apprentice) (Updated Models) Luke Skywalker (Grand Master) (New Variant) Luke Skywalker (Mimban) (Additional Appearance) Raymus Antilles Sabine Wren (Updated Model + New Variant) Saw Gerrera Starkiller (Dreaming Robes) (New Variant) Starkiller (Experimental Jedi Robes) (New Variant) Toryn Farr Twi'lek Rebel NEW REPUBLIC Garsk 81 New Republic Officer GALACTIC ALLIANCE T'ra Saa GALACTIC EMPIRE Brakiss Captain Pellaeon (New Variant) Crosshair's Elite Squad Member Emperor Palpatine (Senate) (New Variant) Janus Greejatus Royce Hemlock Stormtrooper (Updated Model + Variants) SITH ETERNAL Sovereign Protector DARTH KRAYT'S EMPIRE Darth Krayt (Robe) (New Variant) Darth Maladi (Updated Model) Darth Maleval Darth Wyyrlok BOUNTY HUNTERS 4-LOM (Updated Model) IG-88 (New Variant) Zuckuss (Updated Model) HUTT CARTEL Dr. Cornelius Evazan CRIMSON DAWN Maul (Model Update) INDEPENDENT CRIMINALS Bera Kazan Bom Vimdin Davik Kang 0-0-0 CIVILIANS Asogian Babu Frik Camie Marstrap Dantooine Militiamen Duros (New Variant) Lak Shivrak Leesub Sirln Nautolan New Republic Citizens Quarren Tusken King MANDALORIANS Mandalore the Indomitable MANDALORIAN NEO-CRUSADERS Mandalore the Ultimate (Updated Model) ETERNAL ALLIANCE Nico Okkar (Updated Model) Vette (New Variant) JEDI ORDER Cal Kestis (Scrapper) (Updated Model) Jedi Knight (Hermit & Journeyman) SITH ORDER Sith Lord (Armored) Sith Statue UNALIGNED FORCE USERS Baylan Skoll Shin Hati INFINITIES Darth Jar Jar Darth Valeria (New Variant) Max POSSIBLE QUESTIONS & ANSWERS Q: Why are Baylan Skoll and Shin Hati in Unaligned Force Users instead of Imperial Remnant? A: Baylan and Shin did help Morgan Elsbeth reach Peridea and help in Thrawn's return. However, they were Mercenaries and weren't truly loyal to the Empire. Q: Is Darth Jar Jar going to be OP? A: We had to sacrifice many in his name to not be OP. He is however very strong. Q: Will there be a version of The Trayus Core mission with Atris instead of Kreia? A: There aren't any plans at this time, this would be up to you all to push us to make. CONCLUSION Once the characters are packaged up, there are a few more things to take care of regarding the new Dynamic Weapon System which I'm foreseeing to be pretty difficult to fix, so I'm saving it for last. I'm also currently looking into ideas to add some automation to the Character/NPC menu to make adding them a bit easier. It's a bit hard to say at the moment what else may need doing. However, the inclusion of new characters will be a huge milestone once completed, so I'm looking to have that done as soon as possible. I'm currently on the look out for potential new menu music, if you have any ideas, please send me a DM over Discord with your ideas (please no more than 3 suggestions). Thank you all for following the development of Star Wars: Galactic Legacy, and may the Force be with you.
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Working in the modding scene for many years now and getting a chance to work in the Jedi Academy source code has unveiled a lot of really interesting things about the game that I never would've guessed to be a thing. I wanted to share a few of these discoveries with you all. 1. Jedi Master difficulty is not real It turns out according to the code that the difference between Jedi Knight Difficulty and Jedi Master is the health reduction. 2. The Difficulty nerfs your lightsaber Depending on what difficulty you're playing on, the lightsaber loses its ability to reflect the projectiles of certain weapons. On Padawan, it'll reflect all appropriate weapons. On Jedi, it'll no longer reflect the Flechette or Demp 2. On Jedi Knight/Master, it'll no longer reflect the Flechette, Demp 2, Bowcaster, or Repeater. 3. You can't die from fall damage if your playerteam is "free" Honestly this one surprised me a bit. I'm not entirely sure why this is the case or why it was coded in the first place, but it's a fact. 4. You can take away an NPC's force push So we all know the mechanic where if you grip or drain anyone with a lightsaber (even if they don't have push) they'll push you back anyway. There's a special function coded to perform this, how it's coded is that it'll assign the push power to the npc, play the power, then take it away. There's no check in the code if the npc owns the power beforehand, so this method will take away the npc's ability to use Force Push in normal combat. 5. Blocking Force Lightning with a lightsaber is in the game, it just doesn't keep you safe. You might have noticed if an npc is shooting Lightning at you that your character is moving the saber as if attempting to block it but you're still taking damage. This isn't a glitch but is an intentional mechanic. Lightning damage is calculated with a number of factors in mind (distance from the victim, one or two hands, etc), however, the simple act of holding a lightsaber offers the victim a significant damage reduction (not immunity). The blocking animation played is hard-coded in the game. If you want to experiment with this, spawn 2 npcs, one with a lightsaber, and one with another weapon. The non-saber user will die much faster than the saber user.
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I saw this, wanted Sushi, then went to the store for Sushi, they didn't have any. I am now upset. 10/10 would torture myself with looking at this art again.
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Jedi Academy Outcast Enhanced: Unofficial Patch
Linken commented on RebornKyle's file in Single Player