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Everything posted by Dusty
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I think part of the problem is I'm a bit confused between Git Shell, Git, and Meld. I didn't set up Meld correctly to be used by the git mergetool command which would probably help. I'm having a bit of trouble though because it seems like all the instruction sets for setting up Meld for use with the mergetool command are for Git and not Git Shell / Windows Power Shell. (Note I may not be using all these terms correctly, I am a complete console / command prompt / dos / windows powershell / non-pretty non-GUI program noob) EDIT: The main trouble I'm having is all the commands I see for setting up Meld seem to be for other Git tools. I'm using the standard "Git Shell" Windows powershell environment but all the commands are for Git bash. Maybe I should try that...
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Sorry I've still been having trouble but I'm learning, slowly. What I've been doing: instead of using "upstream" which doesn't seem to work, either git can't find it or tells me I don't have access privileges IIRC. First, I've been using a mix of the GitHub website's recommended commands: Walking back through it as I type: I'll do step 1. And then I can't do the git merge command until I've "fixed" the conflicts generated by the git pull command. The conflicts generated always seem to be the same as the way I described above. Most of the files are merged but the same few that aren't (like wp_saber.cpp) have those strange conflicts in them. When I type git mergetool after this it tries to merge the "problem" files in the powershell/command prompt thingy without opening Meld. The files it tries to fix are these: code/client/client.hcode/game/AI_Jedi.cppcode/game/bg_panimate.cppcode/game/bg_pmove.cppcode/game/wp_saber.cppcode/rd-vanilla/tr_draw.cppcode/ui/ui_atoms.cppcode/ui/ui_main.cppcode/ui/ui_public.hAll the attempted merges fail. Curiously the files seem to mostly be ones that I modified and OpenJK didn't. All the ones in the game/ folder I modified for sure. The last few I'm not sure about, @@redsaurus may have modified them when he set up save game screenshots. The first file client.h is no problem because it only has 1 conflict and it's actually a genuine conflict about the # ifdef JK2_mode code or something like that, as opposed to the 100s of weird conflicts in my files. EDIT: Random question. How do I switch what branch I'm working with in the Git shell manually without doing anything else? It tends to switch branches by itself when I do some of the commands.
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So I've been working on manually fixing the conflicts which all seemed to be marked "<<<< HEAD (my code) ====== (OpenJK's code) >>>>>> bunchofrandomcharacters". The shell/console only flagged about 6-8 files that couldn't be automatically merged. Strange thing is though, which I'm seeing a lot in the wp_saber.cpp (one of the flagged files), my code and OpenJK's code is usually completely identical or my code is modified but OpenJK's 'update' is just the default code. Odd thing to me is why can't this be merged automatically? If OpenJK never changed anything in a particular line of code and I did, shouldn't my revision have priority? And if two lines of code are identical, why flag it? In the past I'm pretty sure we did pull requests on my OpenJK fork from the main project once or twice and it all merged fine automatically... I'm wondering... did OpenJK update all their code files with a new license or some other cosmetic change, that is causing GitHub and everything else to think that there are code changes when there aren't really any? I.e. the file line count changed, character positions etc. but nothing that affects code functionality? EDIT: Maybe I should use Meld to do this via Razor's instructions. So far Meld hasn't pulled up for me using your method Eez. It just told me I had conflicts in those certain files so I'm trying to fix them now in Visual Studio per some guide I found on the internet which might take a lot longer. EDIT No. 2: After searching through my wp_saber.cpp file a bit, I'm estimating there's probably over 100 of these "conflicts". Something's not right.
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Sorry I've been a bit busy, can't believe it's already been 4 days! Hopefully I'll have time today to finally do the merge.
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Alright, thanks very much for the help guys. I'm going to try it out later today then I'll post back.
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Hey Eezstreet. I be havin a few GitHub woes. Honestly I feel like a bit of a dummy but GitHub isn't as intuitive to me as I thought it would be. I'm mainly having trouble updating my fork's code to the latest OpenJK revision smoothly (the part you didn't add in yet). Simply put I seemed to be able to do pull requests in the past no problem but now GitHub is telling me that the main OpenJK code can't be automatically merged with my own, I'm guessing because there are conflicts? However I can't get a clear view of which files and which code are conflicting and how to manually fix the conflicts... Any chance for a wee bit of help? It would be much appreciated I'll try and figure it out on my own in the mean time.
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I'm still waiting @@Rooxon
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@@Rooxon: Can't believe I'm just finding this this. Looks like good designs are already there for most NPCs. Might just try ripping off that. Reskinning a hilt to make more "styles" is easy enough a dusty can do it with little effort. How about... a double-bladed version of your stinger, and I'm being greedy, but if you're feeling generous, maybe a double-bladed version of this stinger-remake hilt?
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It would be nice if I could peruse the files for download from my phone, but I can't. Herm. Could this be allowed?
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I guess could you make me one model that basically is a double-bladed stinger hilt and nothing more? And then maybe another one that is reminiscent of both the Guardian and Stinger hilts? I'd be very interested to see what you come up with Also, why are all your hilts so nice? It's hard for me to find hilts that go well with them haha.
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Just released one part of the modded menu system. The next few mods I have planned at some point: Menu style mod: Just a few pieces of artwork I'll whip up for splash screens and loading screens. Also it will have a better video for the SP main menu instead of the normal one.Bonus Missions + Menu: A pack of bonus missions made by mappers in the community. So far they are only ones from jk2files.com that I've gotten permission for. There will be a menu where you are briefed on the bonus missions, and depending on the mission, can select your character model and lightsaber (this won't be very in depth though as if you want to change your abilities I figure you can just use cheats).Maybe I'll release some sort of code sample. Not sure what though exactly.
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@@Rooxon: So how 'bout it? A double-bladed stinger hilt would do nicely I think. Pretty please? I'm too lazy.
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Starting to mess around with this thing called CheatEngine. It seems like it makes reverse-engineering code hacks really simple. Right now I'm using it to mess around with Sonic Adventure 2
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oh no, there's no way you'd be a n00b because of something like that. A good example of a n00b is me; I've been creating mostly hilt mods for 12 years now but I started really brushing out my skills just a few months back.
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or another one: once, I tried to tell a joke... so I started like: Once upon a time, there were two shoes that were walking through the jungle. One of them fell out of the plane and the other was attacked by Indians.
nobody laughed.
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Version v1.0
1,283 downloads
NOTE: The screenshots are a tad off. My printscreen functionality wasn't working so I had to take some of the pictures using the console, and for my code build I have debug mode on so normally the "LOADING: blablabla" text won't appear on the level loading screen. I strongly recommend using this mod with OpenJK or it won't work very well. I included instructions in the readme for installing OpenJK if you're not sure how to do it. PLEASE read the readme and and read and follow all the instructions in it. There's a couple little things you need to do besides using OpenJK to get the mod working. Aye, this was a good bit of work. I would expect some more mods soon, but I'm still pretty lazy, so I'm not making any promises. What this mod does: Adds some new options to the Setup menu. In Video 2 there is a button now called "More Options" where you can set the intensity of the Dynamic Glow effect to be less strong (High is the normal default setting) and set the Force Push / Pull refraction effect. There is also a "Very High" option for sound quality in the Sound menu. Adds more options to the Controls menu. There are some new commands you can use in Interaction, and Weapons. Some of them you have to bind manually. Others like the inventory buttons (in the Interaction menu) work the normal way. In the "Other" section you have the option to change some things about the camera, and to use a special camera mode (using the command vstr camera) that changes between 1st person, 2nd person, 3rd person, and a far-away version of 3rd person. It is a bit sensitive and buggy though because it's not hardcoded. You also have some other options added too. the custom commands include holstering (you can also do this by default by pressing the "=" key, however my command vstr holster also adds melee / fisticuffs to your inventory if you don't have it), vstr meleekata (a melee kata that is a bit harder to pull off than the normal version, it's still kind of cheating though if you use it), and vstr block1 (a manual blocking move, it's kind of slow though) Adds an Inventory Select menu and changes the Weapon Select menu for SP missions. (Note: if you don't want this, delete the ingameforceselect, ingameweaponselect, and ingameinvselect .menu files from the ui/ folder in the pk3 file) Now you can only take 1 extra weapon with you but you can take two sets of inventory items and you also get the Electrobinoculars from JK2 for every mission. The inventory menu is a little sensitive though so be careful with it. You have to use the Clear / Reset button to unselect items. Music is added to the Main Menu. It cycles between two different songs changing each time you load up the game. Read the readme file for instructions on how to change the music used. Tips are added to the loading screen for levels. You'll see different tips at the bottom of the screen giving you some hints on how to play Single Player. Some tips are about things that aren't hard to figure out, but several of them are little secrets and tricks I've learned from playing and hacking SP for a while. There are 17 different tips in total. I had to remove the force power icons in the loading screens to make room for the tips however. -
^Eh, silly me. So it seems that instead of using my dll in OpenJK/build/Debug it's using the one in Gamedata/Dusty_Patch. And this I'm guessing is causing this error I'm getting where it finds the appropriate symbol pdb files but can't load them for that dll because it gives an error saying "image does not match"...
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I'll give you some apples haha? I'm not sure what the Guardian hilt should look like exactly... just something a bit unique. Actually, maybe it would make more sense if the Reborn used a sort of double-bladed stinger hilt now that I think about it... would you be able to cook up something like that?
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Here it be. Debug Output: From what I see no mention of jagamex86 anywhere.
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Way late for me to say this but... Eez, just looking at the first post (which I see is from months ago), I think you may be trying to do a bit too much. I tend to be the same way but little details aren't always that important. Sometimes you have to trust player's abilities to adapt or just deal with an ever so slightly unrefined feature. I mean props to you, but just don't drive yourself crazy
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^Chopper is kind of a douche in my opinion.
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Version 1.2
990 downloads
This is an NPCs modification that will appear in some form in the SP mod called Dusty's Patch. Keep in mind, NPC HP listings are base HP values, which are increased usually based on game difficulty up to 150% on Jedi Knight difficulty (some NPCs aren't affected like some bosses, class_reborn, class_jedi). Aggression increases how quickly gunner NPCs start firing at you once alerted, and how likely they are to continue chasing after/searching for a lost player or other enemy. If you want more unused NPCs deleted to make room for custom NPCs I suggest checking out @RancorSNP who made his own NPCs patch a while ago. He has different files you can download, some of which make room for up to 10-20 more NPCs in the game without deleting any NPCs that are used in Base JA single player maps. Two versions of the mod in here: Full, and Light full - has all the sabers made a hair longer and thicker (default 41 length and 3.25 radius as opposed to 40 length and 3 radius) and NPC specific sabers light - has only the .npc file mods and stat changes on a few sabers for NPCs but the sabers are not all modded and have the normal length and thickness generally Change List - Version History - Changes from v1.11: - Fixed an issue where Trandoshans were using Melee instead of the Imperial Heavy Repeater - Fixed Chewie and Trandoshan NPCs to have correctly listed base HP amounts (190 for Chewie, 60 for Trandoshan) - Reverted Force-user Cultists FP regeneration and total FP to base JA levels, evasions stat raised to level 5 - Gun-user Cultist has a slightly higher evasion stat (4 instead of 2 now) - Human merc NPCs had their aim stat raised from 2 to 3 - Hazardtroopers (huge armored guys on the ground often with concussion rifles) and Rockettroopers (armored guys with jetpacks) had their aim stats generally improved (don't know if it makes much of a difference however, their aim may be controlled by their class more so than their NPC stats) - Rebel and all Prisoner-type NPCs had their aim stats boosted, prisoner-type had HP lowered to 50 - Swamptroopers had their aim boosted to level 5 and rank boosted to LT from crewman - Stormtroopers/Snowtroopers had their evasion stat raised one more level (maybe makes them more likely to duck at times now? They didn't really seem to do it before...) - NPCs with slower running speeds had the stat lowered from 185 to 180 (Trandoshan, Weequay, Noghri) Changes from v1.1: - Fixed an issue where the player's model would always be a stormtrooper in cutscenes - Forgot to mention in previous versions that the single-wielder version of Alora (the version of her you fight on Hoth) had some of her stats boosted Changes from v1.0: - Increased Assassin Droid's aim stat from 2 to 4 (in base it was 1, forgot to mention this change in last version) - Human Merc and Trandoshan now have an Aggression of 4 instead of 3 (they were listed as having that in v1.0 but somehow it got lost and wasn't actually in) - Trandoshan had WP_MELEE removed as he was using that instead of WP_REPEATER - Force-user cultists all had evasion raised from 3 to 4. (Should probably really be 5) - Luke and Kyle had HP lowered to 600 from 800 and 700 respectively; the way the game is coded on Jedi Knight difficulty they both ended up still having upwards of 1000 HP (in coding I think I will make allied NPCs not get so much HP) - Chewie had his base HP lowered to 190 for similar reasons^ - Reborn Masters now have 250 HP instead of 300 - Rodian Sniper had HP lowered to 20 from 30 so that the E11 Rodian actually has more HP - Fixed some misstatements in the description of NPC changes, like Weequay and Trandoshan aim not actually being improved, Boss Rosh's run speed, and other little things - Added the training hilt skin for saber_reborn aka the Stinger hilt, so now you won't get a null texture for Rosh's training hilt on the training course level Overview of Changes - NPC changes from Rancor's Fix: - Alora_dual is now using Alora2 skin. - Assassin_droid sound fixed . - Fixed Bartender, no longer weird dance. - Deleted Cultist Destroyer (Its just lack of animation, if you wanna keep him just delete Cultist_destroyer.npc from my *.pk3) - Imperial Commander is now using his own voice, no longer same as Imperial Officer - Deleted Jawa_Armed, he's weapon was never fully created, crashing game, no use of them. - Fixed Morgan Katarn, added him few force powers (no saber, he was forceuser not jedi). - Rebel and Rebel 2 are now using their own voice - Rebel 2 now have changed look to rebel pilot - Deleted duplicated Rebel2 in rebel.npc file - Fixed Remote to look like it should be looking. (Still glitchy... but sometimes usable) - Removed RocketTrooper_ver1 this is just scaled stormtrooper, game have another rockettrooper NPC, guess they forgot to delete it. - Tried to fix rocks NPC, it failed so they're deleted. No use of them. X Increased Rosh's hp to prevent him from killing himself while jumping over the river. -- (removed this, Rosh only has 80 hp now. He's fragile) - Deleted Test NPC. - Deleted duplicated STOfficerAlt - Changed Tusken Sniper ally and enemy side. Now they're like normal tusken FREE/FREE. - Fixed walk speed of nearly all NPC's. (I tweaked this slightly... see below) General changes to NPCs: - Walk speed for almost all NPCs increased to 100 from 55 (Rancor's mod originally had it at 120), only NPCs that are different are Kyle_boss, Rosh, Boba Fett, and some other NPCs - If using the full version, all saber lengths are increased and sabers are slightly thicker (this makes them do slightly more damage too) - In both versions, broken staff sabers now use the appropriate models - accuracy for NPCs is generally improved, with the lowest aim stats usually being 2 instead of 1 - some unused NPCs (unused in JA at least without spawning them) had stats improved (mostly aim), like Bespincop, rebel troopers - really skilled saberists and NPCs turn very fast, with yawspeeds of 160. Other Changes for individual NPCs: Alora - Single saber wielding variant had her stats raised slightly (the one you fight on Hoth). Assassin Droid - Aim stat increased from 1 to 4. Boba Fett - lowered run speed from 300 to 230 Chewie - Lowered HP from 400 to 190 and aim from 5 to 4. He's tough. Not perfect. Back him up. He'll end up having 270 HP on Jedi Knight difficulty and up. 190 HP is on Padawan. No idea why Raven made HP bonuses for difficulty apply to allied NPCs. Cultist (gunner) - raised all stats from 1 to 2, aggression from 1 to 4, evasion from 1 to 4. Jump 2 instead of 3, Speed 1 instead of 2. Cultists (force users) - Raised reactions from 1 to 3. Raised evasion from 3 to 4. Force regeneration time increased from 50 ms to 75 ms. Force max reduced from 200 to 150. Cultist (grip) - Added drain 1 to compensate for only having grip 2. Cultists (saber wielders, no force push) - most stats raised slightly and some ranks increased. Saber powers adjusted slightly. Pushes a tad harder in saber locks than in base JA. Still have short silly sabers. Cultists (saber wielders with force push) - most stats raised slightly and some ranks increased more so than standard saber cultists. Force push 2 instead of 1. Given full-length sabers. Pushes harder in saber locks than the lower level saber cultists. Desann - Saber shortened and slimmed a bit. Thought it was more realistic that way... just edit his saber back if you don't like it. Grans - Gran boxer has higher aggression. Gran shooter doesn't have supernatural aim now but still better than like 75% of NPCs. Hazardtroopers - Aim stats increased. Human Merc - Increased aggression. Aim is 3 instead of 1 but still worse than most NPCs because of randomization. Imp officer - Improved aim to 4 from 3 Imp Worker - Improved aim from 1 to 2, but they still probably have the worst aim in the game. Runs slightly faster like Tie pilots compared to most NPCs. Impworker2 and Impworker3 now use the DEMP2 as their weapon (not sure if impworker3 is ever used in JA which is why I gave it to both) Jedi and J2 - Increased stats a bit. No more sub-par force points and regen time. Jedi_Random - All stats raised from 2 to 3. Some ranks increased probably. Some force power ranks increased. Slightly less terrible force point totals and regen time. Jedi Trainer - Slightly better force powers. Force max increased to 150. Jedi Master - Better force powers than a Jedi Trainer. 180 force max. 300 HP and boss-style damage reduction instead of 400 HP and no reduction like the Jedi trainer. Tougher and more skilled. Has some improved saber stats like Reborn Masters. Wipes the floor with them. Kyle - HP reduced from 1000 to 600. Just so you can't completely hang him out to dry. He has a modded saber now so he will wipe the floor with enemy saberists even more. Because of Raven's sloppy coding he still ends up with 900 hp on Jedi Knight difficulty though. Boss Kyle - HP is 300 which is the same as base JA I think. His saber has a break parry bonus now. He runs almost as fast as the player and walks very fast (140 speed). Has 200 force points now like normal Kyle. Let's face it, even when Kyle is holding back he's a beast. Luke - 800 HP now instead of 200. All stats except move are 5 (move doesn't do anything anyway). Has a modded saber. Noghri - runs a little slower, but slightly better aim. Prisoner - Aim increased from 1 to 2 (or was it 3?). HP lowered from 100 to 50. Rebel - HP reduced from 100 to 50 (thought it was out of proportion with stormtroopers and similar enemies). Aim improved from 1 to 3. Reborn (yellow) - raised stats from 1 to 2. Pushes ever so slightly harder in saber locks. Reborn Warriors (Red JA Reborns) - removed break parry bonus from single-wielder. Duals and staff ones get a lock and disarm bonus like the single wielder. Reborn Adepts (Blue JA Reborns) - Single saber wielder is now the green "Reborn Apprentice" visually but otherwise unchanged. The other 2 variants of these guys are blue, and wield either single or duals. They have less HP than the warriors, but more force powers, more force points (120), and have slightly more skill but less aggression Reborn Master - single wielding variant has a less cheap more normal sized saber now and has Tavion style. HP for all variants increased from 200 -> 250. Force points for all variants reduced from 200 to 150 and force regen time slowed from 50 ms to 75 ms Rocket Troopers - (The ones with jetpacks) Aim stats increased. Rodian - the E11 variant gets 25 HP. Sniper variant only gets 20 hp now instead of 30, but had his aim raised to 2 (snipers aim better but fire less rapidly at higher aim stats). Both variants run a bit faster than most NPCs. Rosh - 80 hp instead 100. Might lower it more. Don't let the howlers chew him up too much in the opening level (unless that sort of thing you find enjoyable...?). He uses a more realistic training saber now on the course that you can get too with cheats ("saber training" in console, ugh, now that I think about it I left out the silver stinger skin for this... might get a bad texture in game now) that does 1/2 damage. Boss Rosh - I think I raised his stats a little bit and made him use medium style instead of strong. Less gimmicky I felt like. Lowered his run speed from 300 to 250 (equal to the player, faster when he's running forwards and you're backpedaling) Stormtroopers/Snowtroopers - HP increased from 30 to 40. They aim very well but their aim is randomized with sloppy shots coming through here and there (aim stat 5, rank ensign). They alert more quickly, turn around a bit faster, and are more likely to duck than most standard enemies. Stormtrooper officers/commanders - Probably some of the best aiming NPCs, can't have their weapons pulled. Fires at a high rate of speed regardless of game difficulty (other NPCs only pick up speed once you ramp up the difficulty). Swamptroopers - Aim stats increased to 5. Rank increased from crewman to lt (lieutenant). Tie Pilot - Slightly better shot than a regular stormtrooper (Pilots have that intense focus and coordination rite?). Runs a bit faster too because he's less heavily equipped. Trandoshan - Aim stat is 1. HP raised from 40 to 60. Model scaled up slightly (might have left that out by accident)? Runs a bit slower though than most enemies. Weequay - Aim stat is 1. HP raised from 30 to 40. Runs slowly like Trandoshans. -
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