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Everything posted by Teancum
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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.
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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.
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
**double post** -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
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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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
I've always loved this Jaden. I'm pretty sure it's fan art, but man is it awesome.
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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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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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). -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
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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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
@@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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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? -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
Building it in release mode fixed it. Thanks!
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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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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Ah. That settles that then -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Let me double check when I get home. But again I'm not sold on using OpenJK as of yet as I only need DLL changes. I suppose it all swings on getting it to compile soon. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
The VC++ libraries are installed, otherwise all the other files wouldn't compile. I already double checked that. I'll look into other things, even just merging the include bundles into the project itself. It's frustrating, actually. I only need to change weapons and possibly one or two items. I may look into the original source code for that, as it's DLL-only changes from what I can tell -- just weapons and inventory changes. I want to minimize what I need to change from that standpoint. ***EDIT*** Sorry if my post seems rude, I'm just really frustrated at this. I just want to get into fixing what I need, and I've always hated getting someone else's projects running as I always seem to have trouble. It's probably me, but it's still irritating. ***EDIT #2*** Might as well lay out my code changes somewhere since I have some free time, but am not at home. For those looking, keep in mind that these are just basically my own notes. WEAPONSFists: enable forward kick after 0.5 seconds of holding, or upon quick press and release. Enable grappling by pressing both buttons together, ALT Fire slightly before. It's how the game has it, and thus the 0.5 second delay if you're holding the buttonRepeater: reign in that wild firing primary shot. I shouldn't be missing 50% of my shots at near point-blank range. Also (not code related), shrink the FPM model by about 15%Fusion Cutter: Looks like the multi-barrel code from Star Trek Elite Force still exists. I think it fires from each barrel in succession based on barrelCount in weapons.dat and how many barrel .md3 files there are. Should be easy to do primary fire if that's the case. ALT fire (all four at once) might be a touch trickier. Shrink this FPM model by about 15%, too.Mortar Gun: Borrow some of the grenade launcher code from the Elite Force SP code. Adapt it as necessaary.Assault Cannon: Secondary ammo counter needed. It might be tricky, and I may just let it fire rockets that count as power/plasma cells for nowITEMSStormtrooper Disguise: not needed, but wanted item. Store character model/skin cvars (see _WINTER_ code), change to stormtrooper NPC. When off, return to standard model/skin.Mandolorian Armor: apparently Kyle got this on Jabba's ship? (so says Wookiepedia). Might be a cool bonus. Unlocks specific head, torso, and legs upon collectingNON-CODEJabba's Ship: Use Icarus script to give Kyle his gear when he finds it. Use Jedi Knight: Enhanced backpack model (over at jkhub.net)Ewok easter egg. Some time far down the line?***EDIT #3*** https://www.youtube.com/watch?v=TBNuCOtPodc -- C++ template? http://www.microsoft.com/en-us/download/details.aspx?id=48145 -- C++ Redistributables? I should already have these installed. Check x86/32-bit. https://www.youtube.com/watch?v=U1MRUiJAOq0 https://github.com/JACoders/OpenJK/tree/a42d139480c84f2fc8fa85c1fca446d04301dc33 -- older OpenJK builds might be more compatible with jasp.exe and might compile easier. See at what point the engine was changed