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JaceSolarisVIII

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Everything posted by JaceSolarisVIII

  1. i met the actor who played Bossk recently at the Wakefield comic con.He also played a few small bit parts in the star wars series and seemed pissed off that he received no royalties for the BF game.
  2. Evolution of Combat or SerenityJediEngine has Grapple hook coded in to single player.Another NOT ojp addition,that will probably be claimed to be someone else s mod.
  3. I just put a HDMI cable from my pc to my 50inch 1080p tv.with a wireless controller and it works perfect.You need to either have a modded version of JKA that support 1080 or do some small .cfg fiddling to make base jka work on 1080p.
  4. Meanwhile most of the posts on this forum are about ripping battlefront models,sounds etc and adding them to jka.....HHHMMMM.
  5. They are working on a new version,Using an updated version of the code that Serenity Released 2 years ago. Ive seen the code for this and its nothing like the ojp code.If anything it has about 25% of the ojp code in mp ,but Sp code is radically different from MP and it would be impossible to convert the single player code to OJP mp code.SP code is far more complicated and detailed than mp code.In fact i know the only thing from ojp is the saber trace structure framework.And it has been massively improved on since the ojp code was released like 8 years ago. Its a massive understatement to say that this is ojp with very minor tweeks.It is actually sp code converted and added to mp .Try putting the sp code in mp and see how far you get.Just a look at both codes will show you how unbelivebly different the 2 are from each other. Way back when EoC1 came out.it was a modded version of ojp yes.But nothing like it now.
  6. In the code there is a section for Jaden using winter clothing.It should be possible to use a similar piece to make him use a "Dark Head". That would need to be included in the asset files.
  7. I played that Addon for MD2 with the blocking that Serenity made.It was awesome,considering that access to the code was NULL back then,I thought it was an ingenious idea. I also played the first EoC mod by you stoiss and serenity.And ive played your excellent mods for about 5 years now.I'm one of the lucky ones who hand no problems with the mod.
  8. Does OpenJK still compile in VS2010 ? I thought the aim was to make the JKA code stable and fixing errors.Not modifying it to a point where people have to by a new PC with the latest program's just to get it to compile?. If this is not the case then i just want to ask where can i get a Jedi Academy source code in OpenJK format that will compile in VS2010..Wasn't that the original idea?
  9. I believe the automatic blocking blaster deflection is handled in. void WP_SaberDamageTrace( gentity_t *ent, int saberNum, int bladeNum ) or at least it seems to start here (I think) at line 5481 in wp_saber.cpp if ( saberHitFraction < 1.0f ) { if ( !collisionResolved && baseDamage ) {//some other kind of in-hand saber collision //handle my reaction if ( !ent->client->ps.saberInFlight && ent->client->ps.saberLockTime < level.time ) {//my saber is in hand if ( ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN ) { if ( PM_SaberInAttack( ent->client->ps.saberMove ) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) || (entPowerLevel > FORCE_LEVEL_2 && !PM_SaberInIdle(ent->client->ps.saberMove)&& !PM_SaberInParry(ent->client->ps.saberMove)&& !PM_SaberInReflect(ent->client->ps.saberMove)) ) {//in the middle of attacking if ( entPowerLevel < FORCE_LEVEL_3 && hitOwner->health > 0 ) {//don't deflect/bounce in strong attack or when enemy is dead WP_GetSaberDeflectionAngle( ent, hitOwner ); ent->client->ps.saberEventFlags |= SEF_BLOCKED; //since it was blocked/deflected, take away any damage done //FIXME: what if the damage was done before the parry? WP_SaberClearDamageForEntNum( ent, hitOwner->s.number, saberNum, bladeNum ); } } else {//saber collided when not attacking, parry it //since it was blocked/deflected, take away any damage done //FIXME: what if the damage was done before the parry? WP_SaberClearDamageForEntNum( ent, hitOwner->s.number, saberNum, bladeNum ); /* if ( ent->s.number || g_saberAutoBlocking->integer || ent->client->ps.saberBlockingTime > level.time ) {//either an NPC or a player who has blocking if ( !PM_SaberInTransitionAny( ent->client->ps.saberMove ) && !PM_SaberInBounce( ent->client->ps.saberMove ) ) {//I'm not attacking, in transition or in a bounce, so play a parry //just so Jedi knows that he parried something WP_SaberBlockNonRandom( ent, saberHitLocation, qfalse ); } ent->client->ps.saberEventFlags |= SEF_PARRIED; } */ } } else { //since it was blocked/deflected, take away any damage done //FIXME: what if the damage was done before the parry? WP_SaberClearDamageForEntNum( ent, hitOwner->s.number, saberNum, bladeNum ); } } else {//nothing happens to *me* when my inFlight saber hits something } //handle their reaction if ( hitOwner && hitOwner->health > 0 && hitOwner->client && !hitOwner->client->ps.saberInFlight && hitOwner->client->ps.saberLockTime < level.time ) {//their saber is in hand if ( PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) || (hitOwner->client->ps.saberAnimLevel > SS_MEDIUM&&!PM_SaberInIdle(hitOwner->client->ps.saberMove)&&!PM_SaberInParry(hitOwner->client->ps.saberMove)&&!PM_SaberInReflect(hitOwner->client->ps.saberMove)) ) {//in the middle of attacking /* if ( hitOwner->client->ps.saberAnimLevel < SS_STRONG ) {//don't deflect/bounce in strong attack WP_GetSaberDeflectionAngle( hitOwner, ent ); hitOwner->client->ps.saberEventFlags |= SEF_BLOCKED; } */ } else {//saber collided when not attacking, parry it if ( !PM_SaberInBrokenParry( hitOwner->client->ps.saberMove ) ) {//not currently in a broken parry if ( !WP_SaberParry( hitOwner, ent, saberNum, bladeNum ) ) {//FIXME: hitOwner can't parry, do some time-consuming saber-knocked-aside broken parry anim? //hitOwner->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN; } } } } else {//nothing happens to *hitOwner* when their inFlight saber hits something } } //collision must have been handled by now //Set the blocked attack bounce value in saberBlocked so we actually play our saberBounceMove anim if ( ent->client->ps.saberEventFlags & SEF_BLOCKED ) { if ( ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN ) { ent->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE; } } /* if ( hitOwner && hitOwner->client->ps.saberEventFlags & SEF_BLOCKED ) { hitOwner->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE; } */ } It seems to be forcing a saber / bolt block for anyone over force level2. Does anyone know the best way just to switch this automatic blocking function off?
  10. Try the Serenity mod,both mp Combat and sp Combat are the same,It may be what you are looking for?
  11. Have you tried this ? the sp combat is much improved and reminds me of ojp combat blocking. http://www.moddb.com/mods/serenitysabersystems/downloads/serenityjediengine2016
  12. You will need to look in void ClientTimerActions( gentity_t *ent, int msec ) and client->timeResidual >= 1000 is 1 second,you can alter this timer or make a separate section that is just for your class. while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; if (NPC, "Your class definition") ( client->timeResidual -= 140000; //14 sec just for this class if ( ent->health > client->ps.stats[STAT_NORMAL_HEATH] ) // "you may need to make a new STAT_ for this something like STAT_NORMAL_HEATH =10 { ent->health--; } Have it reduce health . it should have a stop check just to be sure if ( ent->health > client->ps.stats[STAT_LOW_HEATH] ) // "you may need to make a new STAT_ for this something like STAT_LOW_HEATH =1 { ent->health--; ent->client->ps.stats[STAT_LOW_HEATH] = ent->health; }. Either way,let me know how you figure this out.
  13. If your doing it in code,try this. This is multiplayer version void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; int clientNum = ent-g_entities; client = ent->client; client->timeResidual += msec; while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; //you heal 1 hp every 1 second. if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) { ent->health++; } if ( client->ps.stats[STAT_ARMOR] < client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]++; } // count down health when over max if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { ent->health--; } // count down armor when over max if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]--; } } } This is singleplayer version void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; client = ent->client; client->timeResidual += msec; while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; if ( ent->s.weapon != WP_NONE ) { ent->client->sess.missionStats.weaponUsed[ent->s.weapon]++; } //you heal 1 hp every 1 second. if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) { ent->health++; } if ( client->ps.stats[STAT_ARMOR] < client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]++; } // count down health when over max if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { ent->health--; } // count down armor when over max if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]--; } if ( (ent->flags&FL_OVERCHARGED_HEALTH) ) {//need to gradually reduce health back to max if ( ent->health > ent->client->ps.stats[STAT_MAX_HEALTH] ) {//decrement it ent->health--; ent->client->ps.stats[STAT_HEALTH] = ent->health; } else {//done ent->flags &= ~FL_OVERCHARGED_HEALTH; } } } } Should give the effect you want for your mod
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