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Dusty

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Everything posted by Dusty

  1. Meld is definitely helping, but this merging is still quite a mess. I think I'm realizing where all this mess is coming from though. It is Razor's fault . Your freaking [sP] Fix compiler warnings batch of changes has created thousands of non-changes in every file I have to sort through.
  2. ^Thank you much. No way I would have figured that out on my own. I followed your instructions exactly, and now Git Shell is saying " The merge tool meld is not available as 'meld' " when I try to use git mergetool. I feel like Git Shell doesn't know where it's looking for meld... (about a minute after typing the above...) YES. YES. IT WORKED FINALLY. All I had to do was enter these two commands into Git Shell after following your instructions: git config --global merge.tool meld git config --global mergetool.meld.path /c/Program files (x86)/Meld/meld/meldc.exe Now to see if Meld actually helps my predicament a bit... Thank you Didz and everyone (but especially Didz because he broke it down for me like the noob I am ) EDIT: Line breaking why you no work? Here's where I found those commands if it's any help to anyone who might be reading this: http://stackoverflow.com/questions/12956509/how-to-set-meld-as-git-mergetool
  3. 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...
  4. I guess it's not possible to change lighting via ent-modding? I guess lights/light sources aren't technically entities?
  5. I had an idea for the Korriban level in JA SP, I wanted to make the outside portion be dark and stormy, and to therefore have lightning strikes and thunder in the background. Is that possible with only ent-modding? Come to think of it, is it possible to do thunder and lightning in JA?
  6. 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.
  7. 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.
  8. 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.
  9. Alright, thanks very much for the help guys. I'm going to try it out later today then I'll post back.
  10. 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.
  11. Haven't heard a peep out of me in a while. I need to get back to work and release some of my mods! So many people are releasing awesome mods, why shouldn't I release mine haha?

    1. z3filus

      z3filus

      so what do you have, haha

  12. @@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?
  13. It would be nice if I could peruse the files for download from my phone, but I can't. Herm. Could this be allowed?
  14. 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.
  15. 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.
  16. @@Rooxon: So how 'bout it? A double-bladed stinger hilt would do nicely I think. Pretty please? I'm too lazy.
  17. 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 :)

    1. Show previous comments  3 more
    2. Dusty

      Dusty

      What can I say? I'm a n00b.

    3. Rooxon

      Rooxon

      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. :D

    4. Rooxon

      Rooxon

      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. :D

  18. Hey Rooxon, really cool stuff you made here. Would you mind if I possibly used some of these for NPCs in some of my mods? I was thinking of making some NPCs use swords. So far the only nice vibroswords are the ones by Outcast (Outcast's Melee Weapons on jk2files.com) but they're so darn long.
  19. Version v1.0

    1,277 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.
  20. ^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"...
  21. 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?
  22. Here it be. Debug Output: From what I see no mention of jagamex86 anywhere.
  23. 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
  24. ^Chopper is kind of a douche in my opinion.
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