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JaceSolarisVIII

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Everything posted by JaceSolarisVIII

  1. The latest beta build can be located here: http://www.moddb.com/mods/serenityjediengine-20/downloads/na118207
  2. Hi everybody I am 1 of 5 people who have the serenityjediengine code.I have decided to try to revive the mod "SerenityJediEngine" not "Evolution of Combat". I am only working with the code and the original SJE download files from here http://www.moddb.com...itysabersystems I believe this is a clean build with no issues of plagiarism and this is why I'm not even touching Evolution of combat. My plan is to make a build ready by march and then go "Open" ,Meaning people can join me and help with making this a mod for all, with no issues. I am reluctant to post here on jkhub because I don't want any of the mud from Evolution of Combat sticking to the SJE or me. A few things I have thought about are 1 getting as many people involved as possible because I am not good enough at mod making to realize the potential of this code. 2 Getting a better coder to help me with this project as I am struggling to stabilize the code and need help 3 Changing the name of the code / mod to help bring it a new clean state. I want to state the following I haven't made this code (I just try to fix it). I haven't made any mods before I am just trying to edit it to a stable form without any issues. For me the Sober mechanics have become a real hobby. I play on an evening mostly single player because the servers are empty. The story so far..... As you may know, The release of the SJE code was broken. First thing I did was look how the first release of the standard release code was built then I looked how Openjk was built.so I went on the openjk page and went on the commits page then I went to the bottom and pressed the older button about 20 times. I did this because I knew an older version would be closer to the original version but I also knew it would compile because all the openjk builds are solid. I then downloaded a very old code and put it on my pc using Visual studio 2010. And then began adding all the Openjk updates and fixes to that code that didn't effect overall build format keeping as close to Base jka SDK style as possible but also keeping it as up to date as possible. Once I was happy I had all I needed I started breaking down serenity's code and comparing every file with the updated openjk code. This bit was the killer because openjk has all the render code that is essential to run and they have changed a hell of a lot of the normal non bugged code because it is required for the render code. But I did manage to remove some openjk code and replace it back to Jedi academy code. Lucky for me I can go into a code trance for hours when I'm doing this stuff. So I just went on a bender for weeks and blended serenity code into openjk, sometimes I had to mishmash 1 page from serenity's code with a page from openjk whilst using the base JKA code as a guide. In the end it drove me insane. Anyway, that's where I am now, I fixed a few things in the code as I went along but mostly its copy pasted from one to the other. And that's mistakes and all. It compiles yes but it doesn't work. For me it just crashes out regularly. I'm missing something but I don't know where else to look. Currently I am still sifting through the code and correcting any errors I spot as I go along, But I have hit a wall and stalled. Here is what I have so far: https://drive.google.com/file/d/0B4G29RZdpiBecEsyelZ1THByRUE/view?usp=sharing I'm asking for help for any modders who want to get involved. Things like Menus, scripts and effects all need updating to modern spec. But mostly an experienced coder is what it needs Take a look and see what you think. Any advice or tips are welcome. And if you want to get involved Just PM me here or on the moddb page here:http://www.moddb.com/mods/serenityjediengine-20 All advice is welcome. One last point.. I'm not here to discuss the history of SJE or EoC mods or there creators. I'm only looking forward at this point to revive this amazing sabersystem.
  3. Another threat may be a new start for this mod. I will let you guys decide what is best. I want this to be as open as possible and a community effort if possible.
  4. Hi everybody I am 1 of 5 people who have the serenityjediengine code.I have decided to try to revive the mod "SerenityJediEngine" not "Evolution of Combat". I am only working with the code and the original SJE download files from here http://www.moddb.com/mods/serenitysabersystems I believe this is a clean build with no issues of plagiarism and this is why I'm not even touching Evolution of combat. My plan is to make a build ready by march and then go "Open" ,Meaning people can join me and help with making this a mod for all, with no issues. I am reluctant to post here on jkhub because I don't want any of the mud from Evolution of Combat sticking to the SJE or me. A few things I have thought about are 1 getting as many people involved as possible because I am not good enough at mod making to realize the potential of this code. 2 Getting a better coder to help me with this project as I am struggling to stabilize the code and need help 3 Changing the name of the code / mod to help bring it a new clean slate. I want to state the following I haven't made this code (I just try to fix it). I haven't made any mods before I am just trying to edit it to a stable form without any issues. I'm going to stop now and see what kind of response this post gets. If I get harassed ,banned from jkhub or anything like that then I will know I have made a mistake here. This is more of a cry for help than anything else and hopefully I haven't stepped on anybody's toes.
  5. you will need this to have any success with your plan: https://github.com/JACoders/OpenJK this page may also help: https://jkhub.org/topic/7551-fork-megathread/
  6. Do you have access to the code? Openjk is the best way to go. I use Visual studio 2012 with the SerenityJediEngine, but Openjk is easier to work with and more readily available. The SerenityJediEngine is way more complicated than Openjk and has less people using it. So I suggest using Openjk, that's if its just small changes you want to make. Probably best to use Visual studio 2015 also but I'm no expert on which version is the best. I'm sure more knowledgeable people can help you with that one. You could then just copy/paste the code example I posted and edit it for your own purposes.
  7. NPC_spawn.c is for multiplayer , you need to find NPC_spawn.ccp. This is for singleplayer. make sure the names in the NPC file match the ones in the code. I used sith1 - sith12 in my example just to keep it simple. Just to clarify : The NPC file is for ext/npc,s assets and it must match the NPC_spawn.cpp code to work correctly.
  8. This also needs to be supported in the code. In the code add the following in. NPC _spawn.cpp static void NPC_Spawn_f(void) after Jedi_random add if ( !Q_stricmp( "jedi_random", NPCspawner->NPC_type ) ) {//special case, for testing NPCspawner->NPC_type = NULL; NPCspawner->spawnflags |= 4; SP_NPC_Jedi( NPCspawner ); } else if ( !Q_stricmp( "sith_random", NPCspawner->NPC_type ) ) {//special case, for testing NPCspawner->NPC_type = NULL; NPCspawner->spawnflags |= 4; SP_NPC_Sith( NPCspawner ); } else { NPC_Spawn( NPCspawner, NPCspawner, NPCspawner ); } then after void SP_NPC_Jedi( gentity_t *self) add a variation of this void SP_NPC_Sith( gentity_t *self) { if(!self->NPC_type) { if ( self->spawnflags & 4 ) {//random! int sanityCheck = 20; //just in case while ( sanityCheck-- ) { switch( Q_irand( 0, 11 ) ) { case 0: self->NPC_type = "Sith1"; break; case 1: self->NPC_type = "Sith2"; break; case 2: self->NPC_type = "Sith3"; break; case 3: self->NPC_type = "Sith4"; break; case 4: self->NPC_type = "Sith5"; break; case 5: self->NPC_type = "Sith6"; break; case 6: self->NPC_type = "Sith7"; break; case 7: self->NPC_type = "Sith8"; break; case 8: self->NPC_type = "Sith9"; break; case 9: self->NPC_type = "Sith10"; break; case 10: self->NPC_type = "Sith11"; break; case 11: default://just in case self->NPC_type = "Sith12"; break; } if ( strstr( self->NPC_type, g_char_model->string ) != NULL ) {//bah, we're using this one, try again continue; } break; //get out of the while } } else if ( self->spawnflags & 2 ) { self->NPC_type = "RebornFencer"; } else if ( self->spawnflags & 1 ) { self->NPC_type = "RebornForceUser"; } else { if ( !Q_irand( 0, 2 ) ) { self->NPC_type = "RebornRodian"; } else if ( Q_irand( 0, 1 ) ) { self->NPC_type = "RebornTrandoshan"; } else { self->NPC_type = "RebornWeequay"; } } } SP_NPC_spawner( self ); } then you need to make a npc file to match the names of the npc,c you have created .like this Sith1 { playerModel cultist2 customSkin brown saber reborn weapon WP_SABER saberStyle 2 saberStyle 1 altFire 1 health 200 FP_HEAL 3 FP_LEVITATION 2 FP_SPEED 0 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 0 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 2 FP_DRAIN 0 FP_SEE 1 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 yawSpeed 120 walkSpeed 50 runSpeed 170 earshot 2048 visrange 4096 vigilance 1 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_REBORN snd cultist1 sndcombat cultist2 sndextra cultist3 sndjedi cultist1 dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith2 { playerModel cultist3 customSkin red saber reborn_new weapon WP_SABER saberStyle 2 saberStyle 1 altFire 1 health 200 FP_HEAL 3 FP_LEVITATION 2 FP_SPEED 0 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 0 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 2 FP_DRAIN 0 FP_SEE 1 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank captain rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 yawSpeed 120 walkSpeed 50 runSpeed 170 earshot 2048 visrange 4096 vigilance 1 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_REBORN snd cultist1 sndcombat cultist2 sndextra cultist3 sndjedi cultist1 dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith3 { playerModel chiss saber reborn weapon WP_SABER saberStyle 2 saberStyle 1 altFire 1 health 200 FP_HEAL 3 FP_LEVITATION 2 FP_SPEED 1 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 0 FP_GRIP 1 FP_LIGHTNING 1 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 2 FP_DRAIN 1 FP_SEE 1 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 yawSpeed 120 walkSpeed 50 runSpeed 170 earshot 2048 visrange 4096 vigilance 1 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_REBORN snd reborn1 sndcombat reborn2 sndextra reborn1 sndjedi reborn2 dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith4 { playerModel rosh_penin saber shadowtrooper weapon WP_SABER saberStyle 3 health 500 FP_HEAL 3 FP_LEVITATION 2 FP_SPEED 0 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 0 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 2 FP_DRAIN 0 FP_SEE 1 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_REBORN snd rosh_boss sndextra rosh_boss sndcombat rosh_boss sndjedi rosh_boss dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith5 { playerModel alora saber Tavion weapon WP_SABER sabercolor red saberStyle 1 saberStyle 2 altFire 1 health 200 FP_HEAL 3 FP_LEVITATION 2 FP_SPEED 1 FP_PUSH 3 FP_PULL 2 FP_TELEPATHY 0 FP_GRIP 1 FP_LIGHTNING 2 FP_RAGE 0 FP_PROTECT 2 FP_ABSORB 2 FP_DRAIN 2 FP_SEE 2 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 yawSpeed 120 walkSpeed 50 runSpeed 170 earshot 2048 visrange 4096 vigilance 1 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_ALORA sex female snd alora sndcombat alora sndextra alora sndjedi alora dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith6 { playerModel tavion saber tavion saberColor red weapon WP_SABER saberStyle 5 altFire 1 health 200 FP_HEAL 3 FP_LEVITATION 1 FP_SPEED 0 FP_PUSH 3 FP_PULL 1 FP_TELEPATHY 0 FP_GRIP 0 FP_LIGHTNING 2 FP_RAGE 0 FP_ABSORB 2 FP_DRAIN 0 FP_SEE 2 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank commander reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 yawSpeed 120 walkSpeed 50 runSpeed 170 earshot 2048 visrange 4096 vigilance 1 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_TAVION sex female snd tavion sndextra tavion sndcombat tavion sndjedi tavion dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith7 { playerModel desann weapon WP_SABER saber Desann saberColor red saberStyle 4 altFire 1 health 500 FP_HEAL 2 FP_LEVITATION 3 FP_SPEED 0 FP_PUSH 3 FP_PULL 2 FP_GRIP 3 FP_LIGHTNING 2 FP_SEE 2 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 forceRegenRate 50 rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 scale 135 height 78 crouchheight 42 width 18 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_DESANN yawSpeed 120 walkSpeed 55 runSpeed 200 earshot 2048 visrange 4096 vigilance 1 movetype "walk" snd desann sndextra desann sndcombat desann sndjedi desann dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith8 { playerModel reborn2 customSkin boss saber RebornMaster weapon WP_SABER saberStyle 2 saberStyle 1 altFire 1 health 200 FP_HEAL 3 FP_LEVITATION 2 FP_SPEED 1 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 0 FP_GRIP 1 FP_LIGHTNING 1 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 2 FP_DRAIN 1 FP_SEE 1 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 yawSpeed 120 walkSpeed 50 runSpeed 170 earshot 2048 visrange 4096 vigilance 1 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_REBORN snd reborn1 sndcombat reborn2 sndextra reborn1 sndjedi reborn2 dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith9 { playerModel rodian saber reborn weapon WP_SABER saberStyle 2 saberStyle 1 altFire 1 health 200 FP_HEAL 3 FP_LEVITATION 2 FP_SPEED 0 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 0 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 2 FP_DRAIN 0 FP_SEE 1 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 yawSpeed 120 walkSpeed 50 runSpeed 170 earshot 2048 visrange 4096 vigilance 1 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_REBORN snd rodian1 sndcombat rodian1 sndextra rodian1 sndjedi rodian1 dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith10 { playerModel trandoshan saber reborn weapon WP_SABER saberStyle 2 saberStyle 1 altFire 1 health 200 FP_HEAL 3 FP_LEVITATION 2 FP_SPEED 0 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 0 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 2 FP_DRAIN 0 FP_SEE 1 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 yawSpeed 120 walkSpeed 50 runSpeed 170 earshot 2048 visrange 4096 vigilance 1 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_REBORN snd trandoshan1 sndcombat trandoshan1 sndextra trandoshan1 sndjedi trandoshan1 dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith11 { playerModel reborn customSkin acrobat saber reborn weapon WP_SABER saberStyle 2 saberStyle 1 altFire 1 health 200 FP_HEAL 3 FP_LEVITATION 2 FP_SPEED 0 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 0 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 2 FP_DRAIN 0 FP_SEE 1 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 yawSpeed 120 walkSpeed 50 runSpeed 170 earshot 2048 visrange 4096 vigilance 1 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_REBORN snd reborn1 sndcombat reborn2 sndextra reborn1 sndjedi reborn2 dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } Sith12 { playerModel reborn customSkin fencer saber reborn weapon WP_SABER saberStyle 2 saberStyle 1 altFire 1 health 200 FP_HEAL 3 FP_LEVITATION 2 FP_SPEED 0 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 0 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 2 FP_DRAIN 0 FP_SEE 1 FP_SABERTHROW 2 //npc,s never get more than 2 because they spam it. FP_SABER_DEFENSE 5 FP_SABER_OFFENSE 5 rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 yawSpeed 120 walkSpeed 50 runSpeed 170 earshot 2048 visrange 4096 vigilance 1 movetype "walk" playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_REBORN snd reborn1 sndcombat reborn2 sndextra reborn1 sndjedi reborn2 dismemberProbHead 95 dismemberProbArms 95 dismemberProbLegs 95 dismemberProbHands 0 dismemberProbWaist 95 } this or a variation of this will allow you to create a new random npc spawn list.
  9. I am currently editing the NPC files to make the NPC,s a little smarter and i noticed a strange anomoly with the human_merc.NPC. The order goes: human_merc human_merc_bow human_merc_rep human_merc_flc human_merc_cnc then they are repeated again with human_merc human_merc_bow human_merc_rep human_merc_flc then follows: lannik_racto human_merc_key Can anyone tell me why human_merc human_merc_bow human_merc_rep human_merc_flc are repeated .The only difference is the file is the sounds they use.The first set use : snd humanmerc1 sndcombat humanmerc1 sndextra humanmerc1 and the second set use: snd st1 sndcombat st1 sndextra st1 Is there a reason why the Human_merc NPC,s are repeated or is it a error/bug that needs fixing by adding a 2 at the end like this? human_merc2 human_merc_bow2 human_merc_rep2 human_merc_flc2 Is this a bug by the developers?
  10. As soon as i got home i watched Episode 4 A New Hope.It follows on just perfect.I was able to watch ANH with new eyes and It actually felt good to see the puzzle pieces come together.
  11. I think outcast menus are read differently through the MENU files .I know JKA has @MENUS_VIDEO_MODE in strings I think the outcast ones are numbered @MENUS1_VIDEO_MODE or maybe @MENUS_VIDEO_MODE​1 or maybe you have to physically add the edits to the outcast MENUS1 strings?. Sorry I've never done it for outcast so I'm just guessing how it may work. The code edit should be solid but I think there is more than 1 instance of const vidmode_t r_vidModes[] = in openjk.I think there is also one in the rederer section.
  12. First you need to edit the code to look something like this. const vidmode_t r_vidModes[] = { { "Mode 0: 320x240", 320, 240 }, { "Mode 1: 400x300", 400, 300 }, { "Mode 2: 512x384", 512, 384 }, { "Mode 3: 640x480", 640, 480 }, { "Mode 4: 800x600", 800, 600 }, { "Mode 5: 856x480", 856, 480 }, { "Mode 6: 960x720", 960, 720 }, { "Mode 7: 1024x768", 1024, 768 }, { "Mode 8: 1152x864", 1152, 864 }, { "Mode 9: 1280x1024", 1280, 1024 }, { "Mode 10: 1366x768", 1366, 768 }, { "Mode 11: 1600x900", 1600, 900 }, { "Mode 12: 1600x1200", 1600, 1200 }, { "Mode 13: 1920x1080", 1920, 1080 }, { "Mode 14: 2048x1536", 2048, 1536 }, { "Mode 15: 2560x1440", 2560, 1440 } }; then compile your code and then you need to alter the setupmenu in UI to look like this. itemDef { name video_mode group video type ITEM_TYPE_MULTI text @MENUS_VIDEO_MODE cvarFloatList { "640 x 480" 3 "800 x 600" 4 "856 x 480" 5 "960 x 720" 6 "1024 x 768" 7 "1152 x 864" 8 "1280 x 1024" 9 "1366 x 768" 10 "1600 X 900" 11 "1600 X 1200" 12 "1920 X 1080" 13 "2048 X 1536" 14 "2560 x 1440" 15 } cvar "ui_r_mode" rect 260 216 340 14 textalign ITEM_ALIGN_RIGHT textalignx 174 textaligny 0 font 4 textscale 1 textstyle 4 style WINDOW_STYLE_FILLED forecolor .615 .615 .956 1 descText @MENUS_CHANGE_THE_DISPLAY_RESOLUTION visible 0 mouseenter { show highlight3 } mouseexit { hide highlight3 } action { play "sound/interface/button1.wav" ; uiScript glCustom ; setcvar ui_r_modified 1 ; show applyChanges } } This will give you the effect you want. You will want to add your own individual screen sizes but this should help.
  13. Looks like you have a much better handle on this. Nice one mate!
  14. Ok i think i may have located the area of code that would need to be edited. static void G_SetSkin( gentity_t *ent ) { char skinName[MAX_QPATH]; //ok, lets register the skin name, and then pass that name to the config strings so the client can get it too. if (Q_stricmp( "hoth2", level.mapname ) == 0 //hack, is this the only map? || Q_stricmp( "hoth3", level.mapname ) == 0 // no! ;-) ) { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/|%s|%s|%s", g_char_model->string, g_char_skin_head->string, "torso_g1", "lower_e1" ); } else if(Q_stricmp(g_char_skin_head->string, "model_default") == 0 && Q_stricmp(g_char_skin_torso->string, "model_default") == 0 && Q_stricmp(g_char_skin_legs->string, "model_default") == 0) { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", g_char_model->string ); } else { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/|%s|%s|%s", g_char_model->string, g_char_skin_head->string, g_char_skin_torso->string, g_char_skin_legs->string ); } // lets see if it's out there int skin = gi.RE_RegisterSkin( skinName ); if ( skin ) {//what if this returns 0 because *one* part of a multi-skin didn't load? // put it in the config strings // and set the ghoul2 model to use it gi.G2API_SetSkin( &ent->ghoul2[ent->playerModel], G_SkinIndex( skinName ), skin ); } //color tinting if ( g_char_color_red->integer || g_char_color_green->integer || g_char_color_blue->integer ) { ent->client->renderInfo.customRGBA[0] = g_char_color_red->integer; ent->client->renderInfo.customRGBA[1] = g_char_color_green->integer; ent->client->renderInfo.customRGBA[2] = g_char_color_blue->integer; ent->client->renderInfo.customRGBA[3] = 255; } if ( g_char_color_2_red->integer || g_char_color_2_green->integer || g_char_color_2_blue->integer ) { ent->client->renderInfo.newCustomRGBA[0][0] = g_char_color_2_red->integer; ent->client->renderInfo.newCustomRGBA[0][1] = g_char_color_2_green->integer; ent->client->renderInfo.newCustomRGBA[0][2] = g_char_color_2_blue->integer; ent->client->renderInfo.newCustomRGBA[0][3] = 255; } } I'm no expert coder,but I'm thinking something like this may help or at least get a better coder started. static void G_SetSkin( gentity_t *ent ) { char skinName[MAX_QPATH]; gclient_t *client = ent->client; //ok, lets register the skin name, and then pass that name to the config strings so the client can get it too. if (Q_stricmp( "hoth2", level.mapname ) == 0 || Q_stricmp( "hoth3", level.mapname ) == 0)//hack, is this the only map? { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/|%s|%s|%s", g_char_model->string, g_char_skin_head->string, "torso_g1", "lower_e1" ); } else if(Q_stricmp("kor1", level.mapname) == 0 || Q_stricmp("kor2", level.mapname) == 0 && client->playerTeam == TEAM_ENEMY )// using a kor 1 or 2 map and not a good guy ??????????????? { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, g_char_skin_head->string, "torso_g1", "lower_e1");//I think this is where we would set the new dark models ????????? } else if(Q_stricmp(g_char_skin_head->string, "model_default") == 0 && Q_stricmp(g_char_skin_torso->string, "model_default") == 0 && Q_stricmp(g_char_skin_legs->string, "model_default") == 0) { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", g_char_model->string ); } else { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/|%s|%s|%s", g_char_model->string, g_char_skin_head->string, g_char_skin_torso->string, g_char_skin_legs->string ); } // lets see if it's out there int skin = gi.RE_RegisterSkin( skinName ); if ( skin ) {//what if this returns 0 because *one* part of a multi-skin didn't load? // put it in the config strings // and set the ghoul2 model to use it gi.G2API_SetSkin( &ent->ghoul2[ent->playerModel], G_SkinIndex( skinName ), skin ); } //color tinting if ( g_char_color_red->integer || g_char_color_green->integer || g_char_color_blue->integer ) { ent->client->renderInfo.customRGBA[0] = g_char_color_red->integer; ent->client->renderInfo.customRGBA[1] = g_char_color_green->integer; ent->client->renderInfo.customRGBA[2] = g_char_color_blue->integer; ent->client->renderInfo.customRGBA[3] = 255; } if ( g_char_color_2_red->integer || g_char_color_2_green->integer || g_char_color_2_blue->integer ) { ent->client->renderInfo.newCustomRGBA[0][0] = g_char_color_2_red->integer; ent->client->renderInfo.newCustomRGBA[0][1] = g_char_color_2_green->integer; ent->client->renderInfo.newCustomRGBA[0][2] = g_char_color_2_blue->integer; ent->client->renderInfo.newCustomRGBA[0][3] = 255; } } I will investigate further...
  15. I can have a look at the code and see if I can figure anything out. I was thinking about the hoth change code and also I think there may be some code that changes Rosh to Rosh_dark model at some point in the game. Maybe I can find away for the code to use a Jaden_Dark if on KORRIBAN and is set as dark side user. No promises but I will look in to it this weekend and see if I can find a solution.
  16. Try: Right click on the .exe/properties/compatibility then tick run as administrator box then apply then run compatibility trouble shooter. follow instructions and save at the end. do this for the mp and sp .exe applications.
  17. That,s correct.But it is still a matter for consideration. My "Argument" for want of a better word is about this. Accessory After The Fact DefinitionSomeone who assists another 1) who has committed a felony, 2) after the person has committed the felony, 3) with knowledge that the person committed the felony, and 4) with the intent to help the person avoid arrest or punishment. An accessory after the fact may be held liable for, inter alia, obstruction of justice. This has a little bit more weight in a court of law than Definition End User License Agreement (EULA) Posted by: Margaret Rouse WhatIs.com Contributor(s): Brent J. Roraback, Tselly Regev Sponsored News 5 Reasons Why All-Flash Storage on Oracle Is Essential for Application Owners –Pure Storage Why Consider the Private Cloud? Why Now? –IBM See More Vendor Resources VMware ACE 2 –VMware, Inc. Exploring the Future of Desktop Virtualization Chapter 2 –Dell and VMware An End User License Agreement (EULA) is a legal contract between a software application author or publisher and the user of that application. The EULA, often referred to as the "software license," is similar to a rental agreement; the user agrees to pay for the privilege of using the software, and promises the software author or publisher to comply with all restrictions stated in the EULA. The user is asked to indicate they that "accept" the terms of the EULA by opening the shrink wrap on the application package, breaking the seal on the CD case, sending a card back to the software publisher, installing the application, executing a downloadable file, or by simply using the application. The user can refuse to enter into the agreement by returning the software product for a refund or clicking "I do not accept" when prompted to accept the EULA during an install.
  18. Its about the principle.Look at the very first post on this topic.We are loosing our modders. I have attacked nobody. I am defending people.Cant you see that.......? My point is that this activity should not be supported by the very guys who enforce the rules on this forum. Is it time for slander now...I do know what im talking about or i would not post..............
  19. No its not the staffs fault at all.Its the staff who should "NOT" be support it.Being staff gives them no authority over this matter and if 1 member of staff supports plagiarism in any form.Then many will see this as a green light to do it.This site is the best there is out there,but should not support this matter in any form and lead by example. I don't make the rules and neither do the staff and they should set the standards and keep to them.That is where they fail.
  20. https://jkhub.org/topic/8402-i-am-sick-of-this-no-asking-for-permission-ilegal-ports-and-bullshit-moddb-modifications/ https://jkhub.org/topic/8091-free-radical-battlefront-3-model-requests/ https://jkhub.org/topic/8369-bossk/ https://jkhub.org/topic/7880-cw-jedi-master-dooku/ https://jkhub.org/topic/8367-request-kylo-ren-alternate-outfit/ https://jkhub.org/topic/8376-ahsoka-goh/ https://jkhub.org/topic/4905-frankensteining-with-blender/ https://jkhub.org/topic/8313-im-in-dire-need-of-some-sounds/ https://jkhub.org/topic/6867-character-soundpacks/ https://jkhub.org/topic/8330-ultimate-sith-edition-starkiller/ HHHHMMMMMM................. I must apologize to you .Its not just battlefront.I stand corrected.Thank you for pointing this out .
  21. "And even if its the same,people who make stuff have every right to defend their work"-----practically admits it. Nobody is saying anything about there right to defend there work.That,s the whole point of my post.Plagiarism is actively supported by the staff here (you). If i thought it was worth it i would report the previous post to the staff ,but that would fall on def ears and start a flaming session.If i rob a bank and send you some money and the police caught me and i said "oh no officer,its just for a friend"."Dont worry officer its not my money(work). Then that would be OK in your book? Stealing is stealing. I play all the mods from the hard work the guys here on jkhub make.I'm not a modder in any way and yes i love this game.Been playing it since it came out.I respect all the effort put in by you guys. And yes,even you.I thought your gunslinger mod was very cool.But if someone ripped your mod and altered it slightly then passed it around saying "hey i didn't make this,but here you go". Maybe you could sympathize some what. You seem like a smart man,but what you are saying is foolish and makes you an "accessory after the fact" for receiving.BY LAW. My point is this..People are leaving the community and stopping making mods for exactly this reason,soon only the hyenas will be left.And non of the hyenas will be able to supply anything to anyone when the real creators have left. Please understand,I don't mean to be malicious or disrespectful in any way to any one at all.But there is no defense for plagiarism in any form.Just ask shia labeouf. This subject/topic puts a smear of darkness on jkhub and its just a shame to see talented modders have to post such things..... Just to be clear.Making something on your own that has already been made by someone else ,is not plagiarism.Taking someone else s work and altering it to work in a different environment is.
  22. You are of course correct,but if you play battlefront EA/DICE version as a saber wielder (jedi/sith)..Then play JKA as a saber wielder (jedi/sith),The difference is unbelievable.Playing The newest most up to date engine like Battlefront is like going back in time 10/15 years.The "ONLY" thing these new engines have going for them is the ability to render beautiful graphics.The Game play its self is utterly ridiculousness.These new engines are built for one purpose only.Generating profit at the cost of quality game play. Then suckering you in to buying a DLC every 4 months,practically buying the same shit over and over again. Never mind directional blocking,rolling or even using your hands for anything other than holding your weapon.You can not even swing your saber in a direction of your choice. Darkforces 1 was more technical and advanced than any of the newest engines being used today.The Quake engine is far more superior than any of the available engines out today,except for the ability to render massive flashy effects to dazzle the masses. JKA is still the most advanced game play engine and its a shame to say that after so many years,but these new engines are devolving at a geometric rate.https://www.youtube.com/watch?v=AfURGI2xCto&t=5s
  23. I presume you have permission for this.....from EA/Dice.....HHHHMMMMMM
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