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Dusty

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Everything posted by Dusty

  1. I'm probably annoying the living daylights out of everyone, but isn't that what every single mod has done before the source code release? I mean, I'm thinking along the lines of OpenJK. Is the reason that's considered a standalone game in the first-place because you don't need to CD to play or whatever? Then that makes more sense to me...
  2. But we have the license to do whatever the heck else we want with all of Raven's code, even sell games made off it, except re-use their assets in any way?
  3. Well my errors aside you know what I meant^. I don't see how Basic is of no use... I mean it helps you understand basic text-coding principles and structure, even if it's a lot different from C++. By overloaded operators do you mean short-circuit operators? (I'm guessing no...)
  4. So I don't quite understand this part... Why can't you use assets from JA/JO in a standalone game? I mean, if you're not creating a professional game or something that you're trying to sell, why is that bad? Seems a little odd to me... I mean is Raven worried you won't credit them for their stuff, or that someone else will take what you have and sell the assets in the mod?
  5. ^Yeah I'm learning some Visual Basic right now, which is useful. I also know a lot about Scratch, which is a very simplistic GUI sprite-based program, but it gets you in the coding mindset sorta. I noticed in C++ here that some of the difficulty in reading the code lies in interpreting the symbols/hieroglyphics. Like instead of writing "And" in the code they'll use "==" which means the same thing, which makes a piece of code prolly look more complex than it really is.
  6. DO IT! DO IT NAOW!
  7. Well, I've played "Survival Mod II: Revenge of the Droids" from jk2files, an SP mod that uses clone NPCs with repeaters replaced with clone rifles and all the appropriate effects, and I don't remember there being any issues with it, so I doubt it's the code for the repeater weapon.
  8. I looked through your shaders. The shader we want is for the gfx/effects/clone_blob.tga but I can't find the shader, it doesn't seem to be there anywhere, at least in the files you gave me. That may be the problem, if there's no shader for that image that might be why it doesn't display correctly in game.
  9. So, I keep thinking this should be moved, I feel like I'm hogging space from people making actual requests for models and stuff. This is more of a "I'd like someone to help me work on something for a mod I'm making...", perhaps modding assistance or general modding discussion would be better? Anyhow, would anyone with some coding ability be willing to help me take this up now? I'd even take a crack at it myself but I find the game's code very confusing looking as I don't understand C++ syntax and vocabulary. Best I'd could do is make little edits. I'd be thankful for any help .
  10. I'm pretty sure the image won't even show up as selectable in EffectsEd without the shader, as I think the list of images you choose from is actually shader's names IIRC. I'm pretty sure the game wouldn't want to display anything if there was no shader period, if that's even what's causing the see-through walls effect. Upload your .efx, images for that .efx, and your shaders folder and see if we can't find it, if it does have a shader.
  11. I believe there would be a shader. Every image file the game uses in an .efx file I'm pretty sure has to pass through a shader. Like say the inside the .efx for the clone rifle bolt it uses the image "gfx/effects/bluebolt.jpg" then you'll want to look for the shader that bluebolt.jpg uses.
  12. Uh, I'm gonna miss Lucas Arts. Sure they could be a pain sometimes... but how do you just get rid of them? So beat.
  13. Ahh, I open the vc++ project file for the /game folder I'm guessing? EDIT: There is tons of force power coding in wp_saber.cpp. Kind of an odd place to put it though... Most of the saber combat coding starts at around line 4464.
  14. You mean in Visual Studio? I've just been looking at file in Notepad. I'm about to snoop in visual studio though.
  15. Force sense levels of 2 or greater give perfect aim for weapons I think from looking in g_combat.cpp. I just tried it in game. I got that perfect aim for alt-fire on the e-11 o_O.
  16. So, I found force powers I think. You know, the coding is actually starting to make some sense to me... *gasp* :blink: Anywhoo, some of them are defined in wp_saber.h header file, so they're coding is prolly in the wp_saber.cpp file. Then they're referenced in other places as needed I'm thinking.
  17. ^Problem is that means strong style obliterates your guard by just touching it, funny, but very silly.
  18. Saber-only combat? Huh? Anywhoo, I don't think there's a mod like that. However, you could just take all the saber-wielding NPCs in Outcast and give them blasters, take their force powers, etc. It'd be a little bit like the Saber Wars mod on jk2files.com for Jedi Academy, except it'd be more like "Gunner Wars".
  19. I actually found that cmd in one of your posts via google search lol^.
  20. Another cvar I just recently learned I never knew: "setsaberstyle (ss_stylenamehere)" It's very useful. It takes away whatever styles you currently have and sets you to the style you choose. It'll even fix your bugged styles after using "setforceall x".
  21. ^Fair enough. I mean, I don't have any problem with people using the code to make their own games or whatevs, it'd just disappoint me to see JA abandoned for stuff like that, is all I'm saying.
  22. Tavion style has the power of medium style based on observation. It can be parried normally but like medium style with any kind of breakParryBonus it's attacks become literally unstoppable (the attacks can't be interrupted by blocks). Then Desann style has a higher power level than even strong style, who knew?
  23. This is so cool, but I can't help but worry you guys are going to want to turn the whole game inside out... I mean, being able to edit the code is cool, but I'm worried everyone will just be like "screw regular JA/JO!", let's just make our own new game/version of it and nobody will play it anymore... Anyone else feel the same way?
  24. So I was looking through the code/game/wp_saber.cpp text file in the SP code. Very complex, long, and messy... don't know how you coders use any of that... but anyway... I noticed some bits where for parries and attacks they had saber offense checks going, but they were commented out, interesting... Also slightly after these lines I saw where they said that strong styles are counted as attacking even in a transition animation... don't know why they thought that was a good idea *facepalm* Now if I just knew where they put force powers...
  25. Aiight son!
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