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Reymey

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Everything posted by Reymey

  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?
  12. So I want to be able to change NPC models in SP using scripts, since I want these changes to apply to certain missions and not remain permanent. Let's say I want to replace Kyle in the Byss mission with Luke. That sort of thing. I was able to change the skins of the selected models using the SET_SKIN command in BehavEd, but I haven't found any commands to change the actual models. SET_PLAYERMODEL crashes the game as (I suppose) it's only supposed to apply to the model the player is using. Does anyone know of a way to do this? Also, does anyone know about any good scripting tutorials? It'd be nice to stop bugging you guys about this trivial stuff if there's a manual out there somewhere.
  13. Now see, this demonstrates exactly how years of meddling with counterintuitive messy text files will screw with your psychological functioning. I would never have expected it to be as simple as that. Checked it, and it worked. Much appreciated, kind Sir.
  14. So, I'm making this (very limited) conversion mod for JA. Problem is though, Behaved won't let me compile the Raven-released .icarus scripts into .IBI files (after having edited them). The error message that pops up is: "The file "...scripts/yavin1/roshSpawn.icarus" is write-protected, but you don't appear to have SourceSafe set up properly on this machine, so I can't tell if the file is protected or just not checked out to you. If you really want to edit this you'll have to write-enable it yourself (which I'm deliberately not offering to do for you here <g>)" Which would make sense, as all the base asset files like the .npc files and such are write-protected and I'd usually just have to copy-paste the contents into another .txt file and rename it to an .npc file. But how would I go about write-enabling these scripts though? I know it's possible, as I once edited a script (deleted one of Rax Joris' animations in t2_dpredicament) and compiled it into the game somehow. My current prefs setup in Behaved is the JKA default, and I edited the "location of IBIZE.exe," "Command Description File," and "Source Files Path" to match the paths on my computer. So the remaining three paths were dictated by the JKA default setup, and are as follows: Script path: w:\game\base\scripts SourceSafe script path: $/jedi/base/scripts SourceSafe INI file location: \\Ravendata1\VSS\central_assets\srcsafe.ini What am I doing wrong here? Are the base scripts even supposed to be tweaked/edited like this? Thanks in advance.
  15. It certainly seems to be. Makes you wonder why though. I mean, they've had a good ten years to clean up any legal liabilities if they were expecting to release the source at some point anyway. So why the rushed job? If the fall of Lucas Arts was the only incentive to releasing the code, you wouldn't expect there to be any deadlines. I'll be the first to admit that this is just (pathetically) wishful thinking, but could there be any ulterior motives behind this? Perhaps generate a new spark of interest in the JK franchise, and estimate whether or not they'd get a return on investment for a brand new game? An incredibly boring alternative, of course, is that they were just lazy. Any thoughts on this?
  16. Christ, I got the Outcast one but the JA one 404'd on me. Seems someone must be working really hard to avoid spreading these files. Fortunately, I found yet another link which actually worked. You can get it (Jedi Academy source code) here: http://www.shacknews.com/file/34854/star-wars-jedi-knight-jedi-academy-source-code-10 EDIT: Although, now, I've jumped on the bandwagon of the OpenJK project anyway. Still, it's nice to have the official, untouched release as well just in case.
  17. Well that's annoying. Is there nowhere else one can download it?
  18. Okay, got a slight problem here. When I open the link for where the download is (whether JO or JA), a message box pops up saying "As of 2013-04-08, this project is no longer under active development." When I click the download button, another message pops up saying "Unable to find any mirror information for the "/asteroids_code.zip" file. Please select another file." Is the source no longer available for these two games? It seems ludicrous of them to release it--for what, a week?--and then delete the files. Is there any other location one might get a hold of it? Anyone willing to upload them? This is incredibly frustrating.
  19. Okay, got a slight problem here. When I open the link for where the download is (whether JO or JA), a message box pops up saying "As of 2013-04-08, this project is no longer under active development." When I click the download button, another message pops up saying "Unable to find any mirror information for the "/asteroids_code.zip" file. Please select another file." Is the source no longer available for these two games? It seems ludicrous of them to release it--for what, a week?--and then delete the files. Is there any other location one might get a hold of it? Anyone willing to upload them? This is incredibly frustrating.
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