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Teancum

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Posts posted by Teancum

  1. Why in the heck are you using Express and not Community?  The SDK should be installed properly if you install with Community afaik.  With C++ language.  They are both free.  Except that Community is full featured same as Professional version.

     

    https://go.microsoft.com/fwlink/?LinkId=691978&clcid=0x409

    Lol, I'm actually using community. I thought I had express installed for a college course, but I guess I ended up putting Community in. I got the dll to compile, but the game exe has some zlib dependencies it can't find?
  2. Which DLLS? SP is not compatible binary wise because of changes due to how restrictive SP's code is for modding.  MP is though.

     

    Also which Version of Windows and which Version of Visual Studio?

    I'm using Windows 7 and Visual Studio 2015 Express, which should work for what I need. Now I'm stuck with the "cannot open include file windows.h" error. As I recall I need to add another dependency, but I don't know exactly what. Thought installing the Windows SDK would do that for me.
  3. Would it be funny if the Ewok Easter Egg was added in the Dark Forces Mod? :)

    full20120823031156.png

    Is there an Ewok model? I'd totally do that. I never knew it was there.

     

    It can be controlled through script though, SET_WINTER_GEAR true or false, and setting that to true just changes the skin to torso_g1 and lower_e1.

    Which might be enough, actually. I'll have to look at how much Icarus scripting can handle, but an Enviro Suit would be cool. Maybe I can just attach a script to the brush and see if WINTER_GEAR is active. That might be plenty, actually. I'm having a HORRIBLE time trying to get OpenJK to compile at all, so at this point I'll be doing as much as I can without messing with the source code -- at least until I can get the fool thing to compile.

     

    ***EDIT***

    Looking at the source, it looks like it only has the SET variable. Bummer.

  4. Personally I'd rather have a disguise of sorts only available in specific levels and at specific times. Coruscant, maybe?

    Another application for swapping model I gave some thought about was having the player wear a protective suit (or maybe just the helmet of the Imperial Worker on Kyle's model - frankensteins FTW) for the Robotics level, going down deep in the hazardous area where the bombs must be planted.

    Yeah, that's kinda what I thought, too. I'm gonna need some sort of gas mask, so a full-on helmet might be even better.
  5. Heh, no if statement needed -- I think. Gonna leave this note here for myself later ( <> brackets are notes, not actual cfg code):

     

    autoexec.cfg

    ...
    bind F6 "exec stormdisguise_on.cfg"
    ...
    
    stormdisguise_on.cfg

    <store skins>
    playermodel stormtrooper
    bind F6 "exec stormdisguise_off.cfg"
    
    stormdisguise_off.cfg

    <set skins from stored variables>
    playermodel kyle
    bind F6 "exec stormdisguise_on.cfg"
    
    The only problem would be if someone decided they don't want the disguise on the F6 key. I dunno that I can rewrite a .cfg in-game.
  6. Yep, just did that and it works great. I have all five items bound to the F1-F5 keys since there's no force use in Dark Forces. I want to bind F6 to the Stormtrooper disguise, which is actually really easy to code in a cfg file (the following is just psuedocode):

     

    Store current state (0 = regular clothes, 1 = disguise on)
    
    If current state = 0
    {
       Store playermodel
       Store head, torso, lower skins
       Set playermodel to stormtrooper NPC
    }
    Else
    {
       Set playermodel and skins from stored values
    }
    
     

    The problem is I need an IF statement, and I don't think config files can do that. I could bind a Disguise ON key and a Disguise OFF key, but at that point I might as well just code it in.

     

     

    Also, Wookiepedia states Kyle picked up some Mandolorian armor while on Jabba's ship. Does anyone remember that? It'd be cool to have that be an unlockable outfit if so.

    KyleKatarn1995 likes this
  7. So the Light Amp Goggles works fine, but bacta is a no-go. That's fine, really. In the end there are other source code changes on the books anyway. I don't think I'll bother with the Ice Cleats as they're only useful in one level, and I'd rather see blizzard-like conditions in the outdoors of that level anyway. I am kinda keen on making a Stormtrooper disguise, though. It's basically saying "playermodel stormtrooper" and storing the current settings before doing it. I think it'd add a fun, different element to the gameplay. Just for kicks and giggles I'll try out the Remote Droid, Portable Turret, and any old inventory I can find. Might as well know now.

  8. just some things u could do with the code, like first off, re-add the inventory, that's missing from jedi academy sp, and make the assault cannon have 2 types of ammo: plasma cartridges and rockets, also, the rancor not fitting through small doors could be fixed via modifying the rancor npc file's height

    Yeah, I forgot to put the Assault Cannon's ammo usage on the list. In the end I don't want to create an all new ammo type, so it'll use power cells and rockets (if I ever get to it). I'm not worried about the Rancor. In the original game the Kell Dragon dies before you get to the small door (person sized) so I don't want the rancor to follow anyway. As far as inventory, the only thing I didn't put on the list that aren't in JA were the access codes. The original DF team just used keys instead, and I think that works fine.

     

    A reskinned Rocket Trooper would be good for the Phase II DT; however, the Phase III DT has a jetpack and is quite fast, so using a Hazard Trooper is a bit questionable. On the other hand, Mohc hardly used said jetpack in the actual game, so I think using the Hazard Trooper may be justified. It'll just look wierd to see the Dark Trooper slowly waddle his way over to Kyle or move both fast and awkwardly. Whatever - I think the final boss is unimportant now. Just food for thought.

    The boss battles won't be 100% exactly like the original. That being said, I faced off against the original Phase III just a few weeks ago and all he did was fly. Also, the Phase II normally flies, and in both cases my most recent playthrough showed they rarely touch the ground. So strapping a jetpack on the Hazard Trooper works just fine. I'm no modeler so I have to use what's around. These would be stand-ins in case we never get someone to model them.
    McGroose likes this
  9. The dianoga was completed by an original team member, and as far as the Kell Dragon, only two of them appear in the game (both on Jabba's Ship), so rancors work fine. It works especially well since in the original opening cutscene Jabba says something about feeding Kyle to his favorite Kell Dragon, but since he doesn't speak any Earth language, I can just change the subtitles. I'll probably change up the intro "fight" as well. Right now I just let the rancor run loose, but he can't follow you through the small doors. I haven't actually been able to kill him even with cheats, but I think that works. It keeps the player moving.

     

    Someone had the great idea of using Hazard Troopers as placeholders for the Phase II and Phase III Dark Troopers, and so I think when the time comes I'll do that. For the Phase II I'll just reskin it grey, then for the Phase III exosuit I'll reskin it black and scale it up by about 15%. That should do until better models come along, if they ever do. I'm not too concerned with it for now though as I have to finish Ramses Hed and the Robotics Facility before the problem arises.

     

    The following have to be fixed via code updates, so I plan to focus on most of them in one go:

    • Phase I Dark Trooper's melee attacks
    • Permanent implementation of the "iknowkungfu" cheat to allow for kicks and grapples - wall running will be still be cheat-only
    • Doubling melee damage
    • Setting melee as the default weapon (instead of the lightsaber, which will still be accessible via cheats)
    • Dedicated weapon slots for the fusion cutter, mortar gun, and assault cannon
    • Grenade Launcher-like projectiles for the mortar gun

    The following are things I'd LOVE to do, but I don't want to get to ahead of myself (basically, these are just ideas I could do, but I don't want to spread myself too thin)

    • Blaster Pistol customization similar to lightsabers. These would have .blaster files that stored the model info, color info for the projectile, and firing sound. A new menu would let you select your pistol. This would also be great because it'd free up a slot as we would not need slots for both the bryar and JA pistol.
    • Separate sprint and walk keys so you can speed up or slow down your movement. Right now the sprint key is used to walk
    • Items to diversify gameplay: Stormtrooper disguise (you could sneak through sections, but would still have to kill certain officers to get keys), a field light (flashlight), ice cleats
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