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Reymey

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  1. Well, shit man. If you wrote all of that and still didn't feel like trying it out, I don't know how I could possibly convince you to give it a try. The game's a thrill.
  2. From wikipedia: "The game focuses on sword-based duelling, it is reminiscent of and inspired by Jedi Knight II: Jedi Outcast. [...] The game does not aim for an authentic representation of swordplay and instead features acrobatic, fantastical combat with flashy animations. Players can choose from different characters, styles and blades and compete in different modes." As the gameplay trailer shows, it's pretty close to the next-gen spiritual successor to the Jedi Knight series we never got. You can get it dirt cheap off Steam, and I really recommend a try!
  3. Oh, I see. It was actually a PM from you that made me hopeful about OpenJK already having sorted this out. How would I go about doing that? Is there a subforum or something where these kind of OpenJK requests go? If all else fails, it'd be really great if you'd have the time to fix this yourself once you get a hold of those assets. I appreciate the offer.
  4. So I was wondering if it would be possible to change how the game handles the SET_PLAYERMODEL command from BehavEd. When run, this script changes the playermodel to the model of your choice. This doesn't seem to work for other NPCs though - it'll crash the game as soon as you assign an NPC another model since, I presume, the game is set up to use the SET_PLAYERMODEL command for the player only. I was told OpenJK might implement a fix for this, but it seems it hasn't been added yet since the game still crashes in the same manner when running OpenJK. I'm no coder, but I can't imagine that a fix for this would involve much more than a slight change somewhere in the source code, or perhaps within the source code of BehavEd itself. Would anyone be willing to lend some support for this, in any manner? Thanks in advance.
  5. Ah, I wasn't aware. Shall be testing that out then. Thanks!
  6. I'm doing the latter (with the inclusion of jagamex86.dll), except I haven't been able to compile the rdsp-vanilla_x86.dll file. That seems to be the problem then, I just didn't realize it was needed. Each time I try compiling, whether in MSV 2010 or 2012, it says: 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngerror.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngget.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngmem.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngpread.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngread.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngrio.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngrtran.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngrutil.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngset.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngtrans.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngwio.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngwrite.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> pngwtran.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> Compiling... 1> pngwutil.c 1>c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\openjk-master\lib\libpng\pngstruct.h(31): fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory 1> matcomp.c 1> 1>Build FAILED. Just for shits, I tried placing the zlib.h file in the libpng folder. That got rid of the error, but displayed another one for another file placed in the zlib folder (where I found the zlib.h). So finally, I tried copying all of the contents of the zlib folder into the libpng folder, and all but a single one-lined error message disappeared: 1>tr_image.cpp(30): fatal error C1083: Cannot open include file: 'png.h': No such file or directory This file certainly does exist, and is located (by default) in the libpng folder. It's just not reading it for some reason. Messy explanation, but it's all I've got. Anyone experience anything similar?
  7. Ah, yes. I forgot about compiling in FinalBuild. I've now tried that, and that got rid of the error messages, but the game still crashes at the same point. I also tried compiling the openjk_sp.x86.exe in FinalBuild this time, and that stopped the OpenJK Singleplayer console (the one which pops up upon starting the game) from crashing completely - now it actually gives a red, flashing error message: "Failed to load renderer." I'm at my wits end about this. No matter what I try, which version of Microsoft VIsual Studio I use, which compiling mode I use, it keeps crashing. Would it be possible for someone with a working setup of OpenJK to upload the files necessary to play it without crashing?
  8. Alright, I'll give that a shot then. Thanks, mate. If I happen to stumble across another (more practical) solution in the meantime, I'll be sure to let you know.
  9. Oh, I see. My bad. I haven't modified the code at all, and I've installed service pack 1. Still, no go. I've read through that thread several times already, and couldn't really find anything that helped. Am I doing it right otherwise through? Am I supposed to just place the new jagamex86.dll in gamedata, and that's it?
  10. Sorry for bumping this, but I'm experiencing the exact same problems the author of this thread has been having - so I found it unnecessary to start a new thread. Namely, Except this happens when I try to run regular JA, not JK2. I also tried running with openjk_sp.x86.exe, and this crashes me at "initializing renderer" as well. I haven't, however, tried dumping the contents of the debug folder into gamedata, as I'm not quite sure what that would entail (what exactly, goes where?). I've never done any coding before, so it might just be me not doing it right. I open the JediAcademy.sln with MVS 2010, right-click gameJKA, hit Build, and this yields a new jagamex86.dll file. (If I try compiling the entire JediAcademy solution I get error messages for 3 out of the 4 builds.) I put this in the gamedata directory (replacing the old, original one), as putting it in base or inside a pk3 in base doesn't seem to do anything. I then fire up SP, and as soon as I start a mission - BOOM! Instacrash, with the same error message xxt65xx has been receiving. Any thoughts on this?
  11. You could wait and hope for someone to show up with the maps, but in the meantime you might as well try to get a hold of the author of the maps - if you haven't already. His e-mail adr is: EikeLegien@t-online.de (according to the readme file). Whether it's still active is uncertain, but you have nothing to lose by giving it a shot, right?
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