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Posts posted by Teancum
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So the bounty hunter fight just got more exciting. I added CLASS_REBORN to the .npc file and this alien got more aggressive. Even though it doesn't have force powers, it moves around the room quickly, using flips, dodging, etc. I might even make this a duo fight with their partner with them (if there's a model for it).
Any guesses?
KyleKatarn1995 likes this -
Any ideas? Perhaps a global within the C++ code? Like perhaps initializing the variable for looping elsewhere and then in wp_fusion.cpp
extern int currentShot;
Also two other quick questions:
- Can I specify a secondary hard-read folder? I want to do without the -path switch for /dfmod and have it hard coded along with the /base folder. -----Yep, in files.cpp, FS_BuildOSPath()
- Is there a command to write debug info to the console? That'd be incredibly helpful. -- Yep, the function is Com_Printf("TEXT MESSAGE", parameter2);
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Points for the Back to the Future reference.
swegmaster likes this -
I think the issue comes in the time to light and set all the scripting elements for the maps. They can be converted, but even with the geometry being converted, we're talking well over 100 hours of work.
JAWSFreelao likes this -
**double post**
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Yeah, I like where the Assault Cannon is at the moment for the most part. It needs primary fire FX recoloring, a texture (rather than a placeholder) and code to show the secondary ammo (the rockets). The one that's gonna be tough is the Fusion Cutter, as it's gonna take a lot of trickery to rotate through the barrels. We're working on that in the Coding and Scripts forum. So far no luck.
KyleKatarn1995, swegmaster and TheWhitePhoenix like this -
I'm not offended or anything, no worries. I downloaded the MotS mod source files that were posted here, looks like the levels came from there. Maybe when I'm bored I'll run lighting through the first two levels, as they look pretty good. Where did you get the textures, though? The source files didn't have them. Did you convert them all? If you have the PK3 files that would work too. I can just convert the BSP to MAP. Might be a fun diversion some time.i agree with what teancum has said about my screens and kinda hijacking this post, but, this may sound noob, but i don't know how to delete posts, maybe we could keep the screens for reference in case someone might want to recreate the mod themselves
swegmaster likes this -
Ugh.
Well at least I can do the secondary fire. I just have to fire four projectiles at once and that can all happen in the same call of the function. I'll take care of that then move on to the Mortar Gun I suppose.
***EDIT***
@@ensiform -- why wouldn't setting a cvar work? I could initialize it in g_main.cpp and then update it using similar code. Can I not set a cvar from a weapon function? I know it's a bit nasty, but having four cvars (A,B,C,D) for the four barrels, turning them on and off and reading them each cycle might work.
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I thought Dengar would have been a great fit, too. Trouble is I couldn't find a model of him. And now looking at other bounty hunters available I've changed the clue. Simply put, it's not IG-88, Bossk, Dengar, or Boba Fett.
(If someone guesses right I'll let you know)
Cool screens, but please make a new thread if you're going to post em'. Don't hijack mine.some screenshots i took
KyleKatarn1995 and swegmaster like this -
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Yeah, I think I'll have to store an external cvar for the current barrel or something, as all the variables set get destroyed and reinitialized with each shot.
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Hey all, what do you guys think about a boss fight with a certain bounty hunter (not Boba Fett) at Ramsees Hed? I was thinking he'd be on the payroll of the smuggler pirates working for the Empire. As you get close the pirate boss notices you and orders that bounty hunter to kill you. Might be a fun boss fight and a fun non-canon way to end some bounty hunter who didn't appear in the original trilogy (yes, that's a hint).
Lancelot, TheWhitePhoenix, KyleKatarn1995 and 1 other like this -
The good thing about JK and MotS is that there's a JKL (Jedi Knight level) to .MAP converter. If people don't need ultra HD it's not too difficult, just time consuming.in the screenshot, the scout trooper holds a bryar pistol that has a dl-44 model, and the bryar pistol the player is holding is the dl-44, with the dark forces mod's bryar model with the original jedi outcast bryar texture, also, ive actually converted character sounds like the darth vader sounds from the actual mots and made them useable for ja, so if anyone wants any of my converted mots character sounds, ill be happy to give a download link
swegmaster likes this -
It was pretty much what you laid out. I figured out it would only fire from the default case. I hadn't thought of a for loop. That should work.
***EDIT***
Here's what I've got now. I know I've referenced it wrong in the for loop as barrel shows as invalid. Looking up how to do it right.
vec3_t offset; vec3_t barrel1; barrel1[0] = 22.0; barrel1[1] = 0.0; barrel1[2] = 0.0; vec3_t barrel2; barrel2[0] = 11.0; barrel2[1] = 0.0; barrel2[2] = 0.0; vec3_t barrel3; barrel3[0] = -11.0; barrel3[1] = 0.0; barrel3[2] = 0.0; vec3_t barrel4; barrel4[0] = -22.0; barrel4[1] = 0.0; barrel4[2] = 0.0; vec3_t shotVec; VectorCopy( muzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall WP_MissileTargetHint(ent, start, forwardVec); /*missile = CreateMissile(start, forwardVec, DEMP2_VELOCITY, 10000, ent);*/ for (currentShot = 1; currentShot <= 4; currentShot++) { if (currentShot == 1) { VectorAdd(start, barrel1, shotVec); missile = CreateMissile(shotVec, forwardVec, DEMP2_VELOCITY, 10000, ent); } else if (currentShot == 2) { VectorAdd(start, barrel2, shotVec); missile = CreateMissile(shotVec, forwardVec, DEMP2_VELOCITY, 10000, ent); } else if (currentShot == 3) { VectorAdd(start, barrel3, shotVec); missile = CreateMissile(shotVec, forwardVec, DEMP2_VELOCITY, 10000, ent); } else { VectorAdd(start, barrel4, shotVec); missile = CreateMissile(shotVec, forwardVec, DEMP2_VELOCITY, 10000, ent); } }
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I'm trying to program the multiple barrel shots of the Fusion Cutter through code. I have a CASE statement that lets me loop through four firing sections representing four barrels -- that works correctly. The problem is when I try to create an offset vector and add them together for each barrel it crashes. I'm not very good with vectors admittedly. The offending code is commented half way down.
The offending code:
vec3_t start; int damage = weaponData[WP_DEMP2].damage; int currentbarrel = NULL; gentity_t *missile; vec3_t offset; vec3_t barrelUno; vec3_t barrelDos; vec3_t barrelTres; vec3_t barrelQuatro; VectorCopy( muzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall WP_MissileTargetHint(ent, start, forwardVec); /*missile = CreateMissile(start, forwardVec, DEMP2_VELOCITY, 10000, ent);*/ switch (currentbarrel) { case 1: //leftmost barrel /*offset[0] = -2.0; offset[1] = 0.0; offset[2] = 0.0; VectorAdd(start, offset, barrelUno);*/ missile = CreateMissile(barrelUno, forwardVec, DEMP2_VELOCITY, 10000, ent); break; case 2: //left-mid barrel missile = CreateMissile(start, forwardVec, DEMP2_VELOCITY, 10000, ent); break; case 3: //right-mid barrel missile = CreateMissile(start, forwardVec, DEMP2_VELOCITY, 10000, ent); break; case 4: //rightmost barrel missile = CreateMissile(start, forwardVec, DEMP2_VELOCITY, 10000, ent); break; default: //catch all, also during initialization //set to 1, but fire from barrel 4 currentbarrel = 1; missile = CreateMissile(start, forwardVec, DEMP2_VELOCITY, 10000, ent); }
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@@minilogoguy18 @@AshuraDX thanks for your offers. Whoever gets to it first would be great, but there's no huge rush. I don't plan on a "stable" release until levels 7 and 8 are done. At that time I'll want to replace Mohc. And mini, I'll help you out either way. If AshuraDX beats you to it maybe you can help me out with doing a Kyle kitbash rigging later on.
KyleKatarn1995 likes this -
Not right away. I don't know how to animate models, but if someone makes animations for them I can code it in later. Since they work fine I'm not too worried at the moment. I just want the guns firing the correct projectiles, the stronger melee combo system (done), and more maps complete for now. Maps are coming along well, by the way.
******EDIT******HOLY CRAP! I FOUND HAPSLASH'S GENERAL MOHC! https://www.mediafire.com/?52fd5fsausa58ll
It was hidden away in the Dark Forces source files. Trouble is he's not rigged yet. It's a 3DSMax file and some textures. Can anyone rig him?
Lancelot and KyleKatarn1995 like this -
The first person model was never released. I get that people might want it, but it's really low on my wish list right now with eight levels to complete and other weapons to code.
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In regards to first-person melee, I don't have any plans for it. Being able to not only punch, but kick and grab works much better in third-person.
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So I've got OpenJK compiling now. I'm just messing around with it for the moment, but I'm glad it's finally up and running. First order of business there is getting melee up to snuff: upped damage (was random 1-3 damage points, now 8-10 point), grapple, and kicking.
swegmaster likes this -
Building it in release mode fixed it. Thanks!
TheWhitePhoenix likes this -
So I finally got OpenJK to compile (used Visual Studio 2013 Community instead of 2015), but during level load I get two fatal errors. My code is still totally unchanged as is from the latest build. I'm running my Dark Forces mod, but this also happens on the vanilla levels.
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So you're right about Windows-based C++ modules not being installed. Dunno why the DLL had no problem though. Anyway, I'll report back as I know more.
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Ah. That settles that then
**OFFICIAL** Dark Forces Mod revival topic
in WIPs, Teasers & Releases
Posted
Not Greedo. Again, this is an alien who often works with a partner. And he's seen briefly in the briefing for the hunt for Han Solo in the movies.