Jump to content

Dusty

Members
  • Posts

    672
  • Joined

  • Last visited

Everything posted by Dusty

  1. If that's the case, why don't all Jedi go around wielding 10 foot sabers like Desann? Wouldn't that be more powerful? I figured only he could handle a giant saber like that dextrously because he has dinosaur strength and therefore better control. http://starwars.wikia.com/wiki/Lightsaber : "Due to the weightlessness of plasma and the strong gyroscopic effect generated by it, lightsabers required a great deal of strength and dexterity to wield, and it was extremely difficult—and dangerous—for the untrained to attempt using. However, in the hands of an expert of the Force, the lightsaber was a weapon to be greatly respected and feared. To wield a lightsaber was to demonstrate incredible skill and confidence, as well as masterful dexterity and attunement to the Force." ^I don't know if that's entirely accurate, but I figured a saber takes adjustment from someone who would be used to a sword. Not so much because it's heavy (it's not ) but more because of awkwardness and unwieldiness. And I would think a giant saber would intensify the gyroscopic effect.
  2. ^Tried all those things. Still not working. The exact error is g_setg2playermodel something something. I'm not playing any SP code mods so that's not the problem. Let me double check my base folder though to make sure there aren't any standard mods causing a problem. I did try deleting my jaconfig though and that didn't fix the problem.
  3. Lightsabers have a powerful gyroscopic effect which I think basically means they feel a bit unstable in your hand and resist certain types of motion. I think that's why people unskilled in using them can't just pick them up and use them as well as a regular sword.
  4. Can't figure out what's wrong. I've had this issue for a long time. Tried playing with all my config files and removing all my mods. Tried various combinations of using the g_char_model cvar and the playermodel command. Tried starting a new game. Still whenever I map or devmap to a map I get a model error and Jaden shows up as a stormtrooper. Anyone have any idea what the issue could be? I'm at a bit of a loss.
  5. So I've been working on the mods in bits and pieces. Main roadblock I hit coding wise was being unable to figure out how to enable kicking for sabers with a button, and my visual studio debugging stopped working so I kind of need to fix that. So far I haven't done much debugging but if the code puzzles I've been having are any indication I'm going to need it to figure out any other problems I encounter down the road. @T.Zealot may be joining up with me to help with some coding (I'm hoping ). Might help things a bit. @@redsaurus has already done a lot for me, so big thank you to him. Sometimes I wonder if I'm ever going to finish this mod, but I don't want all his hard work to go to waste. I haven't even really gotten to actually using some of his code pieces yet like the Inventory menu UI scripts. He coded some things for me though that I would have had a very hard time with, like Force Lightning saber block effects and using the crosshair to aim blaster bolt deflections. I had planned to release the menu mods and UI as the next feature, but then I started realizing that a lot of my new UI buttons need hard codes to do what I want. That or I could release them with a config system but that's not as nice and is more bound to have problems. Maybe I could just release a stripped down version... and I should just release the WIP version of the bonus missions menu already I guess. It just needs a few quick touch ups. One thing I am a wee bit disappointed about, is that hardly anyone has given me feedback on my animation and NPCs mini mods. I want community feedback on my ideas and direction for pete's sake! Dusty, that mofo you know, out.
  6. Isn't an ARF trooper a clone trooper? Not sure how that fits into JA's SP campaign
  7. Still not working haha. I must just not have the file and folder structures set up right or something. I'll find some guide to debugging with Visual Studio and make sure I understand exactly how to do it, and assuming I'm able to fix things through that, I'll post back here and explain what the problem was. Thanks for trying to help DT
  8. So I'm guessing the Program Debug Database format files in my folders are the .pdb files. After a bunch of fiddling the error message seems to be gone but looking at my breakpoints while running the game through Debug they are still open circles with the message "breakpoint will not be hit because no symbols loaded for this document". Erg! What is it?
  9. You might want to port some code from MB2 to SP...
  10. Please DT can you take that pic? You're my only hope!
  11. Tried that, but didn't seem to do anything. Tried a bunch of things but I still can't get it to work, same problem Could you do me a huge favor DT and take a pic of the pdb file so I know what I'm looking for, and maybe of your debug settings for your startup project? Pretty plz?
  12. Ahh yes I never thought of using something like that. Thanks for the help
  13. How doth one createth a TGA sequence? Did you use cg_avidemo or something? That gave me poopy performance when I would try to use it.
  14. Aww sweet thanks! Naah yeah I'll try the roq.exe thing for better quality. Does anyone know which video codecs are the best to use for JA/JK2? Like which ones give the best quality video for recording in-game and in the end product as an .roq?
  15. Doing some SP coding in Visual Studio 2013, and trying to debug, but it stopped working recently. So, lately, debugging using breakpoints hasn't been working because of this message: http://s15.postimg.org/h1fup6ttn/error1.png (dustyspatch_sp.x86.exe is just a renamed openjk_sp.x86.exe file) The .pdb file is for debugging I know, but what happened to it, and how can I get it back? Where should it be located if I need to delete it to force VS 2013 to make a new one?
  16. He may not be able to switch to a pistol if he doesn't have one. Grenadiers I'm pretty sure can't switch to melee if they don't have it. You could probably just copy the AI_Grenadier.cpp code for Grans switching back and forth between melee and thermal dets. That code implies that they must possess WP_MELEE to be able to switch to it, so I would recommend using that code and then editing the st_commander NPC file to give them a blaster pistol.
  17. Cool idea. Maybe this is a way that I could map edit while still being lazy....
  18. This show is honestly really growing on me. At first I thought it was just an immature version of the Clone Wars show, but it's honestly pretty cool. When I first saw Ezra do some force jump dive rolling building parkour like it was nothing I was just like o_O. Plus as I look at more of the episodes the themes and character interaction is more mature than my first impression. My only genuine criticism right now, is that as usual, the stormtroopers are portrayed as mostly unskilled. They're not terrible, just not good. I wish they could just for once be characterized the way they were supposed to be like in the opening to ANH where they board the Tantive easily, and then Obi says "Only Imperial Stormtroopers are so precise...". Of course the Heros would still outmatch them, but you could just do a quick thing like... Hero character narrowly dodges a few close shots, then says "These guys have good aim, better not give them a clear shot!" or something. It's not like it would be that hard to do
  19. For my mod in the SP main menu, I wanted to make a video of bits from many SP cutscenes to make for a more interesting video rather than the boring looping one of the shuttle going to Yavin IV. For example, cuts from scenes where Luke is addressing all the students in the academy, ones with Rosh and Alora, and from the beginnings of various missions (t1_rail, t1_danger, t2_hutt, t2_dpred, t2_rogue, hoth, t3_boba etc.). I could do it myself, but I'm not adept with in-game video making and Quake Video Maker. I remember a while back having trouble fussing with codecs that gave me good quality once they were converted to .roq and then having the colors in all my .roqs getting messed up for some reason I couldn't figure out...
  20. thirdpersoncameradamp exists. Use it. That's how I make 2nd person cameras. You can make the camera much tighter.
  21. ^So, I looked into that. But I'm not sure how to "set" the SFL_NOT_THROWABLE flag back to not being on the saber after it is applied (setting it is easy as I can just copy Raven's code). I'm sure it can be done, but I'm not good with bitwise operators (the |=, &=, ~, and & are all used as bitwise operators by Raven) as they require me to wrap my mind around modifying binary code. What I did find was a piece of code I previously overlooked, a function in wp_saber.cpp called WP_Forcepowerusable. That actually controls the ability to saber throw. So now holding use disables saber throw by modding that. It seems the purpose of PM_SaberThrowable is just purely for kick checking. I'm still a bit confused however as to why staff saber allows kicks and single does not (maybe it has to do with the saberAnimLevel == SS_STAFF in there?), as with staff saber even when I make the saber throwable, you can still kick as the saber is returning to your hand, while it's mid-flight, or when you don't have enough FP for a saber throw. Still trying to solve the mystery I guess... EDIT: I'm thinking that based on my observations, the "if player is holding use" chunk of code in PM_SaberThrowable is having zilch effect (maybe the expression I used has no value in the context of that function), as the next two pieces of code regarding saberAnimLevel == SS_STAFF and the one pertaining to the SFL_NOT_THROWABLE flag (which is set by throwable 1/0 in the .sab) are consistent with all my/our other observations. Solution: Posting this way later. It turns out it was a redundant piece of code (somewhere in bg_pmove I think) that would bar the player code-side from even being able to press the Alt-Attack button if they had a non-staff saber that wasn't throwable.
  22. I tried that, but I didn't get any leads as to what was making my specific code not do anything. Maybe if I could have the use key change the "throwable" value. Only problem with that is I don't know if "throwable" is checked every frame. Maybe pressing use would change the value of the "saber" to 0, and then letting go would set it back. Worth a shot I guess.
  23. I can't figure out why this code isn't working, and I can't find anything else in the code that would seem to override it. What should happen is if the player is holding the Use button saber throw should be disabled so they can kick (this is in Single Player btw). From bg_pmove.cpp: qboolean PM_SaberThrowable( void ) { //player gets to kick if holding use if (pm->cmd.buttons & BUTTON_USE) { return qfalse; } //ugh, hard-coding this is bad... if ( pm->ps->saberAnimLevel == SS_STAFF ) { return qfalse; } if ( !(pm->ps->saber[0].saberFlags&SFL_NOT_THROWABLE) ) {//yes, this saber is always throwable return qtrue; } //saber is not normally throwable if ( (pm->ps->saber[0].saberFlags&SFL_SINGLE_BLADE_THROWABLE) ) {//it is throwable if only one blade is on if ( pm->ps->saber[0].numBlades > 1 ) {//it has more than one blade int numBladesActive = 0; for ( int i = 0; i < pm->ps->saber[0].numBlades; i++ ) { if ( pm->ps->saber[0].blade[i].active ) { numBladesActive++; } } if ( numBladesActive == 1 ) {//only 1 blade is on return qtrue; } } } //nope, can't throw it return qfalse; } qboolean PM_CheckAltKickAttack( void ) { if ( (pm->cmd.buttons&BUTTON_ALT_ATTACK) && (!(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD) ||PM_SaberInReturn(pm->ps->saberMove)) && (!PM_FlippingAnim(pm->ps->legsAnim)||pm->ps->legsAnimTimer<=250) && (!PM_SaberThrowable()) && pm->ps->SaberActive() && !(pm->ps->saber[0].saberFlags&SFL_NO_KICKS)//okay to do kicks with this saber && (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_KICKS) )//okay to do kicks with this saber ) { return qtrue; } return qfalse; } I would know it was partially working if I couldn't kick but I couldn't throw the saber either while use is held, but I know it's not working at all because I can always throw my saber... I would try debugging but the VS debugger hasn't been ehm, agreeing with me.
  24. Dusty

    Zyk OpenJK Mod

    That Howler is out to get you huh? So, can you play this mod by yourself without anyone else? Like, can I just make my own server and do quests by myself or naah? Of course that's not as fun as with people but...
  25. Big-picture wise, I think I will keep specials roughly as they are (the it-breaks or it-doesn't type deal), and then later on play testing more differences can be ironed out. Otherwise... I think you're on to something with the multiple hit thing though. This would make sense for katas and moves like the staff and duals saber twirls. Perhaps blocking these attacks would act kind of like pseudo-blocking strong style in the normal saber system as in, the defender's guard would not be crushed and they would be able to technically parry/block, but the attacker would not actually be interrupted at all, so the defender only can completely defend glancing blows, but a solid hit still powers through. Other thoughts: Do special attacks need an extra advantage, or is the "offense level + 1" combined with a few small unique properties enough? (I think it is because you don't want normal swings to be too much weaker). Should different special attacks act largely the same as each other like they do in base? Or should different attacks have different properties such as damage, guard-breaking ability, etc.?
×
×
  • Create New...