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JaceSolarisVIII

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Everything posted by JaceSolarisVIII

  1. I discussed this with the Devs and it was decided that cloak wasn't needed as part of the MD mod. Taking in to account the missions and cloak wasn't used in the movies, it would not fit with what the mod is trying to achieve.
  2. Everything you mentioned, cloak, etc from multiplayer has been added in this mod here. https://jkhub.org/files/file/3525-serenityjediengine2019/ the most up to date and stable version can be found here. https://www.moddb.com/mods/serenityjediengine-20/downloads/serenityjediengine2019 The mod also contains the source code so if you want to have a go at coding it in to a build of your own, you can find everything you want in the files.
  3. Ahh ok thx. I tried adding a new "CreateVisualStudio2015Projects.windows batch file" and edited it to be called "CreateVisualStudio2017Projects. windows batch file" then edited it to read. @REM Create OpenJK projects for Visual Studio 2017 using CMake @[member='Echo'] off for %%X in (cmake.exe) do (set FOUND=%%~$PATH:X) if not defined FOUND ( echo CMake was not found on your system. Please make sure you have installed CMake echo from http://www.cmake.org/ and cmake.exe is installed to your system's PATH echo environment variable. echo. pause exit /b 1 ) else ( echo Found CMake! ) if not exist build\nul (mkdir build) pushd build cmake -G "Visual Studio 15" -D CMAKE_INSTALL_PREFIX=../install .. popd pause This seems to have worked also and builds a solution that opens in Visual studio 2017 and compiles correctly. Thankyou anyway ;-)
  4. Please help. I just received an update to Visual studio 2019 preview, I also have Visual studio 2015 and Visual studio 2017 installed and fully updated. I have cmake-3.13.4-win64-x64 installed. I am no longer able to Configure or Generate a solution with Cmake. https://www.moddb.com/mods/serenityjediengine-20/images/cmake#imagebox Would it be possible for the OpenJK team to update there build to enable solution generation with Visual studio 2017 and Visual studio 2019.
  5. This bug has been fixed and an updated version can be downloaded here. https://www.moddb.com/mods/serenityjediengine-20/downloads/serenityjediengine2019
  6. Version Full Version

    1,237 downloads

    A rebuild of the released 2015 SerenityJediEngine. Many code fixes and additional features. Supports single and multiplayer. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material. More details to follow as progress develops. 2019 Jedi Master Edition. HARDER-----FASTER----MORE EXTREME. Not for the faint hearted or weak. Not for beginners.---JUST INSANE---. Do you think your good enough? See yourself as a Jedi master? I don't think so! A rebuild of the released 2015 SerenityJediEngine. Many code fixes and additional features. Supports single and multiplayer. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material. Welcome to SerenityJediEngine 2.0. The mod will primarily be built with Saber and Gun combat in mind. The code will be built using aspects from the Open Jedi Project and Open Jedi Knight code base. I intend to keep the mod very small and will not be adding any extra models or maps. It will however contain full support for Jedi Outcast and Academy.A rebuild of the released 2015 Serenity Jedi Engine. Many code fixes and additional features. Supports single and multiplayer. I have given myself a whole year to finish the project, to avoid a rushed release. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material. More details to follow as progress develops. Correct some small pain animation bugs Correct Lightning Damage animations not being the same in SP as in MP Correct Battlefront II View not showing correctly in MP+SP Added Force Repulse. Jump with melee selected, press force push.MP+SP Added Force Stasis.(Light side Force power) Freeze enemy's SP only Added Force Destruction (Dark side Force power) Blast Enemy's with a bolt of Dark force power SP only Corrected a bug where playing Jedi Outcast mode started the first level with Force stasis and Force destruction as a gunner. Implemented an explosion effect for Cultist destroyer when he detonates next to player Corrected a bug where Cultist destroyer was unable to use FP_RAGE Fixed an error in rebel sound file. Rebalanced in game "Giveforceall" command to add force stasis Added Cloak function to SP Debugged and built code using Visual studio 2017 instead of VS 2015. SDK added for developers.A special thanks from JaceSolaris to Darth Martyr for giving me permission to include his Kylo Ren's Lightsaber in this build. The beginnings of a single player class system has also been added. Fixed small bug where enemy's were not attacking when using weapon melee. Improved NPC Counter Attack and Counter block abilities. Block point system added for Saber blocking bolts and Sabers.
  7. SJE has full class (bobafett) with jetpack support.https://www.moddb.com/mods/serenityjediengine-20/downloads/serenityjediengine2018-extreme in singleplayer and multiplayer with flamethrower.
  8. I'm not sure what you mean mate. If its the source code your after, It comes with the release build as standard. Just download the latest build (Extreme edition) from moddb. It gets updated weekly, so its got everything in it and fully up to date. You can also get it through the discord. https://discord.gg/mDABRf
  9. Does anyone have this mod installed on steam? I dont have steam, only CD version, and many people have been asking me how to install on steam. Can anybody help? How to install on steam.
  10. Just so you know. This mod also works well with the SerenityJediEngine with some small file tinkering. PM me if you want to know how to set it up.
  11. Well as long as you know how to "Open" and "Compile" the code then your half way there.https://github.com/JACoders/OpenJK/wiki/Compilation-guide Once you have figured this bit out just "search" for "void DeathFX( gentity_t *ent )". It is a very,very simple bit of code. switch(ent->client->NPC_class) { case CLASS_MOUSE: VectorCopy( ent->currentOrigin, effectPos ); effectPos[2] -= 20; G_PlayEffect( "env/small_explode", effectPos ); G_SoundOnEnt( ent, CHAN_AUTO, "sound/chars/mouse/misc/death1" ); break; case CLASS_PROBE: VectorCopy( ent->currentOrigin, effectPos ); effectPos[2] += 50; G_PlayEffect( "explosions/probeexplosion1", effectPos ); break; case CLASS_ATST: AngleVectors( ent->currentAngles, NULL, right, NULL ); VectorMA( ent->currentOrigin, 20, right, effectPos ); effectPos[2] += 180; G_PlayEffect( "explosions/droidexplosion1", effectPos ); VectorMA( effectPos, -40, right, effectPos ); G_PlayEffect( "explosions/droidexplosion1", effectPos ); break; All you need to do is add the classes to the different type of explosion effects you want. EXAMPLE: switch(ent->client->NPC_class) { case CLASS_ADDED CLASS NAME HERE: case CLASS_MOUSE: VectorCopy( ent->currentOrigin, effectPos ); effectPos[2] -= 20; G_PlayEffect( "env/small_explode", effectPos ); G_SoundOnEnt( ent, CHAN_AUTO, "sound/chars/mouse/misc/death1" ); break; case CLASS_PROBE: case CLASS_ADDED CLASS NAME HERE: VectorCopy( ent->currentOrigin, effectPos ); effectPos[2] += 50; G_PlayEffect( "explosions/probeexplosion1", effectPos ); break; case CLASS_ATST: case CLASS_ADDED CLASS NAME HERE: AngleVectors( ent->currentAngles, NULL, right, NULL ); VectorMA( ent->currentOrigin, 20, right, effectPos ); effectPos[2] += 180; G_PlayEffect( "explosions/droidexplosion1", effectPos ); VectorMA( effectPos, -40, right, effectPos ); G_PlayEffect( "explosions/droidexplosion1", effectPos ); break; Then just compile the code and use the newly created dlls and exe,s in your mod.
  12. You can do the explosion effect using code edits. Search for "DeathFX" in the code and edit it to include all classes of model or the ones you want the effect to happen on. And set the corpse removal time to 2 seconds (this will give time for the deathfx to happen). Hope this helps.
  13. I would love to see a video about the SerenityJediEngine. https://www.moddb.com/mods/serenityjediengine-20/downloads/serenityjediengine2018-extreme
  14. Never miss a chance at shameless promotion. Try this. http://www.moddb.com/mods/serenityjediengine-20
  15. Well it would seem I have to apologize for letting the skybox error slip through the net. It seems to have upset you. And for that I can only say I'm very sorry. I'm also sorry that I don't have the ability to make a video to the standards of others who have come before me. I'm often short on time and don't have the resources that others have. I don't claim to have standards of the likes of you or Lucas arts or Disney, but I do try my best. Its very sad to me to read this, because I think in many cases your missing the point of what the team is doing. In an age of "movie remakes" and "game remakes" it doesn't seem too much of a stretch to simply "update" a very popular but ageing mod. As for the use of models that come from other sources, I cant comment on that because it is a subject I have no credible knowledge about and I can only say this. I have seen your work here on the downloads page and can confirm you seem to have a real talent that is unchallenged and for that I respect what you have done and take very seriously what you have said.Tompa9 is very talented and has shown his worth many times over, Irrelevant of his age and I respect him also. So how can I respond to your post? I mean "me" personally. How should I respond to your post? 1.Apologise that my efforts have offended you. 2.Redact all the work I have done from the mod, leaving no trace of my involvement in the mod. 3.Leave the team and ensure no evidence of my involvement is traceable in the mod. Obviously I can only speak for myself and the work I have put in over the last 6 months. As for the other issues that have offended you I can only say, Its a shame you feel this way. And just in case you are wondering if I am a child/teenager with a immature attitude. I'm 45 years old, have 2 kids. 1 is 5yrs the other 3 months old. Work shifts of up to 12 hours a day. married and still find time to do my hobby. I do this as a release, I'm a hobby coder who likes doing crossword puzzles and likes the challenges that coding affords. Please don't be offended by any of this response, No offence is intended. But please let me know what my next course of action should be!
  16. To be fair I should have put something like "May differ from final version" or "Some features are still being worked on" or something like that. But I think you guys get the point of the video's.
  17. This mod has random_jedi and random_sith feature.http://www.moddb.com/mods/serenityjediengine-20
  18. Try this. void CG_DrawInformation( void ) { int y; // draw the dialog background const char *info = CG_ConfigString( CS_SERVERINFO ); const char *s = Info_ValueForKey( info, "mapname" ); qhandle_t levelshot; qhandle_t levelshot2; extern SavedGameJustLoaded_e g_eSavedGameJustLoaded; // hack! (hey, it's the last week of coding, ok? levelshot = cgi_R_RegisterShaderNoMip(va("levelshots/%s", s)); levelshot2 = cgi_R_RegisterShaderNoMip(va("levelshots/%s2", s)); if (!levelshot) { levelshot = cgi_R_RegisterShaderNoMip("menu/art/unknownmap"); } if (!levelshot2) { levelshot2 = cgi_R_RegisterShaderNoMip("menu/art/unknownmap_mp"); } if ( g_eSavedGameJustLoaded != eFULL && !strcmp(s,"yavin1"))//special case for first map! { char text[1024] = { 0 }; CG_DrawPic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot); cgi_SP_GetStringTextString("SP_INGAME_ALONGTIME", text, sizeof(text)); int w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontMedium, 1.0f); cgi_R_Font_DrawString((320) - (w / 2), 140, text, colorTable[CT_ICON_BLUE], cgs.media.qhFontMedium, -1, 1.0f); } else if (cg.loadLCARSStage >= 4) { CG_DrawPic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot2); } else { CG_DrawLoadingScreen(levelshot, s); cgi_UI_MenuPaintAll(); } CG_LoadBar(); // draw info string information y = 20; // map-specific message (long map name) s = CG_ConfigString( CS_MESSAGE ); if ( s[0] ) { if (s[0] == '@') { char text[1024]={0}; cgi_SP_GetStringTextString( s+1, text, sizeof(text) ); cgi_R_Font_DrawString( 15, y, va("\"%s\"",text),colorTable[CT_WHITE],cgs.media.qhFontMedium, -1, 1.0f ); } else { cgi_R_Font_DrawString( 15, y, va("\"%s\"",s),colorTable[CT_WHITE],cgs.media.qhFontMedium, -1, 1.0f ); } y += 20; } }
  19. SJE has highly improved bots. http://www.moddb.com/mods/serenityjediengine-20/downloads/serenityjediengine2018-patch
  20. Thank you for responding to this post, The Weapon_HookFree is being called in g_active.cpp in void ClientThink_real( gentity_t *ent, usercmd_t *ucmd ). (ent->client->ps.weapon == WP_MELEE) { if (ucmd->buttons & BUTTON_GRAPPLE && ent->client->ps.pm_type != PM_DEAD && !ent->client->hookhasbeenfired && !(PM_SaberInAttack(ent->client->ps.saberMove))) { if (ent->client && ent->client->hookDebounceTime > level.time) { if (client->hook) { Weapon_HookFree(client->hook); } } else { Weapon_GrapplingHook_Fire(ent); ent->client->hookhasbeenfired = qtrue; NPC_SetAnim(ent, SETANIM_BOTH, BOTH_PULL_IMPALE_STAB, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD, 0); G_SoundOnEnt(ent, CHAN_ITEM, "sound/weapons/grapple/hookfire.wav"); ent->client->hookDebounceTime = level.time + 0; } } else if (client->hook && (client->fireHeld == qfalse || !(ucmd->buttons & BUTTON_GRAPPLE) || (ucmd->buttons & BUTTON_USE) || (ent->client->ps.pm_type == PM_DEAD))) { Weapon_HookFree(client->hook); } } else { if (client->hook && (client->fireHeld == qfalse || !(ucmd->buttons & BUTTON_GRAPPLE) || (ucmd->buttons & BUTTON_USE) || (ucmd->buttons & BUTTON_BLOCK) || (ent->client->ps.pm_type == PM_DEAD))) { Weapon_HookFree(client->hook); } if (!(ent->client->ps.eFlags & EF_FIRING)) { client->fireHeld = qfalse; } } g_client.cpp in void ClientDisconnect( int clientNum ). void ClientDisconnect( int clientNum ) { gentity_t *ent; ent = g_entities + clientNum; if ( !ent->client ) { return; } gi.unlinkentity (ent); ent->s.modelindex = 0; ent->inuse = qfalse; ClearInUse(ent); ent->classname = "disconnected"; ent->client->pers.connected = CON_DISCONNECTED; ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE; if (ent->client->hook) { // free it! Weapon_HookFree(ent->client->hook); } gi.SetConfigstring( CS_PLAYERS + clientNum, ""); IIcarusInterface::GetIcarus()->DeleteIcarusID(ent->m_iIcarusID); } g_combat.cpp in void player_die. if (self->client->hook) { // free it! Weapon_HookFree(self->client->hook); } and finally g_missile.cpp. #define MISSILE_PRESTEP_TIME 50 /* ================= fire_grapple ================= */ gentity_t *fire_grapple(gentity_t *self, vec3_t start, vec3_t dir) { gentity_t *hook; VectorNormalize(dir); hook = G_Spawn(); hook->classname = "hook"; hook->nextthink = level.time + 10000; hook->think = Weapon_HookFree; hook->s.eType = ET_MISSILE; hook->svFlags = SVF_USE_CURRENT_ORIGIN; hook->s.weapon = WP_MELEE; hook->ownerNum = self->s.number; hook->methodOfDeath = MOD_ELECTROCUTE; hook->clipmask = MASK_SHOT; hook->parent = self; hook->target_ent = NULL; hook->s.pos.trType = TR_LINEAR; hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; hook->s.otherEntityNum = self->s.number; VectorCopy(start, hook->s.pos.trBase); VectorScale(dir, 900, hook->s.pos.trDelta); SnapVector(hook->s.pos.trDelta); VectorCopy(start, hook->currentOrigin); self->client->hook = hook; return hook; } These are the only places where Weapon_HookFree is being called? ​​​
  21. Unhandled exception thrown: read access violation. ent->**parent** was nullptr. I could use some help. I have been trying to get my deletion function to work correctly, but no matter what I seem to do it always gives me a "was nullptr" error. Everywhere I have looked for information about nullptr has not really given an explanation that I actually understand. My understanding is that a "was nullptr" error is given when you try to dereference a pointer/node, but I could never find a way to handle the issue that made sense to me. Any help is really appreciated. My code is: void Weapon_HookFree(gentity_t *ent) { ent->parent->client->fireHeld = qfalse; ent->parent->client->hookhasbeenfired = qfalse; ent->parent->client->hook = NULL; ent->parent->client->ps.pm_flags &= ~PMF_GRAPPLE_PULL; G_FreeEntity(ent); } This is for singleplayer only and does not show this error in mp.
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