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Everything posted by Teancum
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The Force Awakens Conversion Mod for SP
Teancum replied to GPChannel's topic in WIPs, Teasers & Releases
Weird. Why change the console controls when they've been set since JO? -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
@@ensiform -- all of the bundles are included in my project solution: bundled_libjpeg, bundled_libpng, bundled_minizip and bundled_zlib. I've been trying to build by just right clicking on SP Client and selecting BUILD. Am I doing something wrong? -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
@@KyleKatarn1995 -- my kids started laughing when we found that easter egg. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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? -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
@@ensiform YAY! Finally got it to compile. Just had to point it to the right dependencies. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Well, the latest one is that I forgot to install the Windows SDK, which is currently installing. I'll post back if I have trouble when it's done. Are the OpenJK DLLs compatible with the original executables? -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Is there an Ewok model? I'd totally do that. I never knew it was there. 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. -
Location of melee damage tables? + Dark Forces mod updates!
Teancum replied to Teancum's topic in Coding and Scripts
Thanks much. For now I'm waiting on source changes. I've had nothing but problems getting OpenJK to actually build in Visual Studio 2015. It's incredibly frustrating as I know the community wants me to use it but I had better luck with the original code with a few mods to it. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
I haven't started code yet. Right now I'm getting the maps completed and focusing on content. I'm just messing around with inventory as a break. ***EDIT*** Light Amplification Goggles - WORKSElectrobinoculars - WORKSRemote Droid - WORKSSentry Gun - WORKSBacta - BROKEN -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
It's a style of shading you can turn on in modeling programs to see the polygons better. It won't look like that in the game.
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Yeah, I had already done that. Turns out I was just binding it wrong. I should bind "use_bacta". Testing now. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Yeah, I've added the Light Amplification Goggles to the F1 key as everyone suggested. The Bacta I'm still working on. Since it's not designed to be a holdable it doesn't work when I just change it to one. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Finally got the Robotics Facility map working! Robotics Facility - level 8 -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Yeah, I don't know how the staff feels about Battlefront 3 stuff being ported. Over at gametoast.com where I'm an admin (a Star Wars Battlefront site) we allow it since the game was never released. In fact it was totally replaced by DICE's Battlefront. If the staff is okay with it I'll totally use it. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. 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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
I'll try and support OpenJK, but in the end whatever is easiest to get the mod to run correctly is what I'll code. I plan to use the OpenJK code as a base where possible. The Phase I will just use the same type of melee as Galak, who, incidentally, is also using a special type of melee. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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 attacksPermanent implementation of the "iknowkungfu" cheat to allow for kicks and grapples - wall running will be still be cheat-onlyDoubling melee damageSetting 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 cannonGrenade Launcher-like projectiles for the mortar gunThe 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 walkItems 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 -
Thanks, it's working now. It must have just been a bug on the site.
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Just saw gameplay of this character. Looking into getting permission! -
Anyone have one? cmake.org gives me a 403 error on all its links. Not sure if its me or not. If you can download 3.5.1 from there can someone upload it to Mediafire for me?