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Teancum

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Everything posted by Teancum

  1. I got a basic look at their Mortar Gun from some YouTube footage, but I haven't had any luck getting their models working in game (haven't tried very hard). That's the one I'm most interested in. ***EDIT*** Got the external view working, but the first-person model I didn't spend much time figuring out. It's a better model than the original team's by all accounts except one: the stock clips into the player's arm in third-person.
  2. Which ones? I'm a big fan of most of the weapons, even though the fusion cutter and repeater are HUGE in game. But if they have a better mortar gun or assault cannon I'm all ears.
  3. It's a multi-step process: Inside the root folder of you .pk3 file add a file called gamestart.cfg. Inside it you only need one line: map mymap (or whatever your map is called) Create a folder under Jedi Academy/GameData for your new map. So something like: /Jedi Academy/GameData/my_cool_map Create a txt file in the same folder as jasp.exe. Inside the txt file write: jasp +set sv_cheats 1 +set fs_game my_cool_map Save the file, then rename it as runmymap.bat Double click on runmymap.bat, then start a new game when the main menu appears.
  4. Okay, I might have a solution Use the WDFuse level editor to convert to Duke Nukem 3d Format: http://df-21.net/downloads/util.php Use Map2Map to convert a Duke Nukem 3D map to Quake III Map: https://sourceforge.net/projects/map2map/files/src/Map2Map_2010-29-12.zip/download?use_mirror=iwebI'll let you know if I make any progress. Maybe I can still find the shareware version of Duke Nukem 3D for this process.
  5. Well, another option would be to have different menus for each faction. It's a bit more cumbersome, but it could work. For example, clicking Jedi would take you to characterJedi.menu. There you can associate an icon with a .cfg file to change the model. For example, you click on the Obi-Wan icon, and it executes obiwan.cfg, which sets the model and the head/torso/leg values. ****OR**** Do something like this: https://jkhub.org/files/file/585-sp-character-chooser/. I mean to mention this before, but I couldn't remember what it was called. It's called "SP Character Chooser" and it does almost exactly what you want. You have to manually add each new character, but it totally works as a base for what you want to do. All the necessary stuff is there. And the original author only asks that you credit him.
  6. So I'm starting to get to that point where I can't hold back on finishing levels. The issue is that I don't just want to map all willy nilly -- I want to take the original Dark Forces maps and import them so I know that as I build I'm staying true to the rooms and proportions (basically). Does anyone know of a Dark Forces .lev plugin to get it to .obj or something, or for that matter converting it to .map? I'm really hesitant to continue work on mapping without the original levels to whitebox test from. For those curious what whitebox testing is, take a look at the images below. Basically it means taking basic shapes (in this case the original levels) to get gameplay down, and then coming in with finishing touches. Doing this with the original levels as my whitebox means I get it right for every level. Why don't I do this on my own? Well in the 18 years I've modded 3D modeling and 3D programming have always been my weakness. What takes some people a few hours to do takes me weeks and weeks. Thankfully GTKRadiant is fairly simple to use. But looking at a bunch of coordinates in the Dark Forces .lev and GTKRadiant .map files in a text editor makes my head spin. Whitebox testing (note the low poly form): Whitebox on top, sketch for final map on bottom
  7. The best thing to do is to download Moviebattles and pull out their menus to figure them out. As far as I know menu coding was part of the original .exe file, so I don't think they're doing anything that the stock game can't do. I'd also look for Eezstreet's JA language plugin for Notepad++ (in the files section). It's awesome and tons easier to read with everything color coded and sections collapsible.
  8. Thanks all, I'm really stoked for the progress that's happening. I'm all over the board as far as levels while I'm learning to use GTKRadiant. I feel somewhat comfortable with it now, though. I am trying to find a way to convert the original Dark Forces level files so I can have some bones to work from for the future. Each of the levels is half done at best. Having the original architecture will let me flesh things out with the new textures, adding improvements to the architecture in the future. Plus, to be frank, it gets prototype releases out faster.
  9. *Ponda won't be, but he's a base for an Aqualish thug in a few levels. Just bringing in variety. *Thanks much for permission! *Not sure. I saw someone continued the mod via a blog, I should contact them. I did send an email to Darth Linux, who was the producer on the mod, to see if he has any updated files. Also ... here's a big image dump of a few levels. Most of this work has just been cleaning up what's there and learning GTKRadiant, but it's interesting anyway. Lighting has been added to some levels, everything is textured (some levels use placeholders), I've added doors, elevators, NPCs, etc. If the images don't work just take a look at the album HERE: http://imgur.com/a/GXsdp Jabba's Ship (Jabba's Revenge) - level 10 Ramses Hed - level 7 Fueling Station - level 12 Nar Shaddaa (The Death Mark) - level 9 The Executor - level 13 Coruscant / Imperial City - level 11
  10. I dig the new villain. I've been watching this map for quite a while and am really looking forward to giving it a spin.
  11. Cheats will definitely stay. The only difference is that I might make the more advanced melee the default so that it doesn't need any cheats.
  12. For DFMod I'd probably fork OpenJK so that I can customize specifics for DF. Really low priority, though.
  13. Totally want to in the future. The only stipulation is that I can easily head/body swap everything. Pretty sure you're asking indirectly about reviving the Jedi Knight project? I'd be SUPER interested, but it's a rather beastly undertaking. I have some ideas that may expedite things more. Should I post in the DF2 forum?
  14. It's placeholder at the moment, thus the several photos. I'd really like to kitbash JO Kyle into the model in before worrying about icons. Right now it's about getting comfortable with how things work.
  15. Howdy all, As I mentioned before I'm tinkering with unofficially expanding the original Dark Forces Mod. All the media you see here has content that's still pending permission, unless otherwise noted. I'll try to keep this post updated as I go. Kyle-ization (Kyle Customization) https://www.youtube.com/watch?v=dgBcakt4K6A Jabba's Ship footage https://www.youtube.com/watch?v=kUR1qQrxgJ8 Ramses Hed - level 7 Robotics Facility - level 8 Nar Shaddaa (The Death Mark) - level 9 Jabba's Ship (Jabba's Revenge) - level 10 Coruscant / Imperial City - level 11 Fueling Station - level 12 The Executor - level 13 ***EDIT*** RUNNING CREDITS (permissions to get, etc) *Original DFMod Team *GPChannel -- Jacketed Kyle *SSSID (Several Sided Sid) -- Rebel Blockade Runner (part of Ramsees Hed now) *Gamorrean -- HapSlash *Vibro-Axe -- Jolt_JK2 *Enhanced Gammorrean -- Barricade24 *Ponda Baba, Zuckuss -- Mark Lubbers *General Mohc -- DAK (to be replaced by HapSlash's model later) *Devaronian -- AshuraDX *4-LOM -- oddjob *Dark Forces II skin pack (for Kyle) -- DarthPhae *Kyle Katarn Stealth Jedi Gear -- HapSlash
  16. Shameless plug for the Gametoast.com community here. I highly recommend actually using Battlefront for your vehicle fixes. The community there is more than willing to help out if you're looking for a vehicle-only fix without all the Battlefront-y-ness. I'd agree with pretty much everyone else, though. JA vehicle handling is beyond terrible and not really worth the effort. Even if it were there just isn't enough in the way of open space maps to enjoy it.
  17. Yeah, I get why they made a "sword", but in the end I'd rather just have it be a lightsaber and only available via cheat codes. That way people can have their fun, but we lock it out for the purists out there. What that means, though, is that in the end the source code will need to be modified so the fists are the starting weapon. Not a big priority now, but definitely something I wanna do. I'm even okay without force powers, but I want to hack down some back guys, too.
  18. Updates: Nobody seems opposed to it, so I think I'll just put the Disruptor on key 4, Mortar Gun on 7, Concussion Rifle on 8, Assault Cannon on 9, and explosives all on 0. Using some weapons.dat trickery I won't need to mess with the source code to fix the weapon scroll order (next/previous weapon buttons). --- that is unless you have cheats enabled and use give_all, then obviously a few things *could* be out of place Did a lot of texture patching in Jabba's Ship. It looks a lot better now. Still no enemies as of yet. Just learning Radiant since, in the end, what we seem to be short on in the community is mappers. Yeah, I thought using the g_debugmelee to create some sort of combo system might work better. After all, even as a mercenary Kyle should know how to take down thugs with more than just a punch.
  19. I should probably look into that. My only complaint is the remapping of saber throw as a force power, but that's easily enough reverted. Is there a GitHub link to the JA Enhanced source? Also I think I saw your GitHub link in one of the JK threads (I think it's funny you guys call it DF2 -- I'm old school so it's JK to me). Is it the /DT85/OpenJK link? Also, just to let everyone know, I'll probably hold off with source code mods until I get the content mods I want to do for DF done. Don't want to spread myself too thin.
  20. So as an update for Dark Forces I went in and compiled the remaining BSPs from the source files. Executor -- looks like a straight-up port of the original architecture. It was probably just a stand-in for future work. It's very incomplete.Nar Shaddaa -- no additional progress was made between the six level demo and the release of the source filesJabba's Ship -- no new progress either, but this one has a lot to explore if you noclipImperial City -- has just the initial landing padRamses Hed -- looks about 75% complete. The initial outdoor area is missing, and the last section actually getting onto the ship is, too. That being said it has basic enemy placement done and somewhat complete architecture otherwise. Sounds interesting. I got to thinking about that the other day. Biggest hurdle I see there is all the swimming during the campaign. After finishing JO for the first time a few months ago I have to say the swimming in JO/JA is sub-par at best. Wouldn't be too terribly difficult to code in a call for several more complex swimming animations provided they could actually be animated. I haven't looked into enabling weapons underwater, that might be more complex.
  21. You can run everything from the hard drive, which is what I do for mods I've done for other games (see below for footage from my Star Wars: Battlefront II Xbox mod). But like I said, I don't want to make waves. If it's against policy that's fine. I just look at it as a totally "dead" system given that no game has been released for it since 2010 and the original Xbox LIVE went down the same year. Either way I'll abide by the rules.
  22. I realize 2003 wouldn't be supported. As far as the Xbox code, I've already stripped out Vicarious Visions' code so it runs on PK3 files instead of GOB. That being said I'm not here to make waves, so I'll probably just scrap thoughts on future Xbox builds, or keep them private to myself if I bother to build anything further.
  23. Howdy all, long time lurker, first time poster. I typically have spent my days modding Battlefront, but recently just played through the whole Dark Forces saga and got back into modding JA. Anyway, I'm creating an unofficial update for the Dark Forces mod (which may be official if I get permission), and I'm trying to find out where the damage for melee is stored -- as in swing-your-fists melee. I thought it was g_weapons.cpp, but I didn't see any table values for melee there. It's so incredibly weak in the game and enemies move around so much that I feel like it needs to be addressed. For that matter, I think I'd like to enable g_debugmelee by default. And on that note, I'm using VS 2003 to compile since I'd like to keep it Xbox-compatible should I find the XDK. I'm still a console gamer in many ways, and we use old Xboxes for "LAN" game nights since it's cheap and efficient to carry them. So while I'm definitely willing to look into OpenJK for any improvements made, I have to merge that back into the vanilla codebase. Finally, I suppose I should lay out what's already done for my unofficial patch, and get some opinions on some things: Kyle can now be customized in the datapad menu. It uses the team skins from the original model by Infinity Blade, the awesome JK jacketed Kyle by GPChannel and a goatee head by me. Permission is pending from the authorsThe customization tab is access where the MAP tab was (now called CHAR). The map tab didn't work anyway, so why not, right?Rather than taking up two keys for explosives (since JA maps all to one key), I.M. Mines have been merged with the Thermal Detonators on the 4 keyThe Bryar Pistol's secondary fire has returnedThe Concussion Rifle now properly uses the model the team made for itThe Disruptor Rifle now occupies the 7 key. More on that in the section below"Unsupported levels" section has been added. This simply is a way to look around the incomplete BSPs in-game. Levels included are Jabba's Ship, Nar Shaddaa, and the Factory on the ice planet, Anteevy.Melee is now enabled by default at startup and mapped to the 1 key. I might use a more robust version with the g_debugmelee var, but I have to remember how it worksTextures have been added to two of those levels from the source files (no Nar textures unfortunately)It's minor, but I've added in robotics.map to the DF Mod source files (found it via the Wayback Machine on the original mod site). I plan to upload it here and hopefully a staff member can just update the original zip as this .map file wasn't included.Now, some things I need an opinion/guidance on: GUIDANCE NEEDED: know with Blender you can kitbash a single part to replace another part on a model, but can you add via kitbashing? I'd love to add JO Kyle's head and body to the Kyle customizerOPINION NEEDED: I was thinking of having the Disruptor be a secret item somewhere in the sewers level. It's not an Imperial thing, and I could see Moff Rebus having one lying around. It would make it more useful as it'd appear earlier on.OPINION NEEDED: I thought of possibly mapping all projectile weapons to 2-9 keys, with all explosives on 0. In this case I'd move the Disruptor to 4. That would fix the weapon progression without a lot of source code changesHELP NEEDED: Is anyone willing to texture the Assault Cannon? It's got a nice map laid out, so building a texture over it should be easy (areas are all numbered)OPINION NEEDED: Jabba's Ship is void of enemies, but it's one of the more complete unfinished levels. Would people be offended if I put a rancor in there since we don't have a kell dragon? It's low priority since the map isn't done, of course I realize 99% of this is just for fun. It's actually not all that likely that the mod will spark back up, but who knows, right? Either way I'm enjoying having a project again! Pics to come!
  24. You'd think so, but interest just sortof dropped off 4-5 years ago. I guess since Halo 1 & 2 are on PC nobody felt the need to continue the emu. Pretty much every other great Xbox game is multiplatform. Too bad we didn't accidentally get the GameCube source code for JO. That would have been super interesting to look at. I know nothing about dev'ing for the GameCube, but from a nerd/hobby perspective it would have been interesting. Back on to the topic - I don't really plan to do much with a compiled XBE (XBox Executable). I'd like to put PK3 addon support back in while retaining GFC/GOB support (these are the console equivalent of PK3 and are meant to stream content so that it stays within the 64MB of system memory). That way I can add in small mods like maps and characters. Past that I'd love to integrate the Elite Force source code some day so I can play EF on my Xbox. It'd also be nice to use Vicarious Vision's rendering tech to do a vanilla Quake III, but I don't really play that (I'm more of an Unreal Tournament kind of guy) so I don't see myself bothering. But no matter what the XBE is typically distributed on what the homebrew community calls "the usual places". I don't see the point for cloak-and-daggering at this point as no company will waste money chasing after long dead tech, but were I ever to release an XBE, that's where you'd find it.
  25. I've had a copy for a long time just because I love collecting that sort of rare stuff. Visual Studio 2003 I get through the university I work at. But like I said, it's just a hobbyist thing. I have no intention of bringing down the effectual thunder. Though admittedly I'd highly doubt Microsoft would waste money pursuing anyone with a 10+ year old XDK (the 360 uses a totally different XDK from what I understand). Most original Xbox homebrew used this XDK. Oh, and I don't know if this plays into any perceptions, but I never had any intention of doing anything on the 360. Producing from that XDK would definitely be much more of a red flag. The original Xbox hasn't been in production since.2007, so I feel much safer in that realm. I actually enjoy the challenge of modding on consoles, with two of my previous major mods (Battlefront II and Marvel: Ultimate Alliance) being ported there.
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