Jump to content

CansecoDev

Members
  • Posts

    99
  • Joined

  • Last visited

Everything posted by CansecoDev

  1. Why this map has a zip inside called jeditemple.zip (that contains a map called jeditemple.bsp) with this map: http://jkhub.org/files/file/1281-the-forgotten-temple/
  2. CansecoDev

    Callisto

    File broken =( Edit: fixed.
  3. CansecoDev

    Korriban Arena

    File broken =( Edit: Fixed, thanks Circa
  4. I remember this, the icon shader was really interesting.
  5. int ufix; // Ugle Fix .. .. .. // Fix for the new weapons. If anybody has a better idea, I will accept. if (num == WP_REPEATER) { if(cg.weaponSelect == WP_BURST_REPEATER) { num = WP_REPEATER; ufix = 0; } else { num = WP_BURST_REPEATER; ufix = 1; } } if (num >= WP_BURST_REPEATER) { if (ufix == 1) { // Do nothing } else { num += 1; // Add one per new weapon } } I fixed this using this code, THANKS @@Scooper, really.
  6. Hello, im creating a new weapon for a mod, but I'm frustrated with one problem I have. I pretend to create a weapon similar to one, and the idea is to switch weapons pressing the key like the explosives. ¿The problem? I don't understand some things of the source code. This is the code I edited for create the new weapon: [Go to the end for the conclussion] codemp/cgame/cg_event.c old new ... ... @@ -169,6 +169,7 @@ static void CG_Obituary( entityState_t *ent ) { 169 169 case MOD_BOWCASTER: 170 170 case MOD_REPEATER: 171 171 case MOD_REPEATER_ALT: 172 + case MOD_BURST_REPEATER: 172 173 case MOD_FLECHETTE: 173 174 if ( gender == GENDER_FEMALE ) 174 175 message = "SUICIDE_SHOT_FEMALE"; ... ... @@ -360,6 +361,9 @@ clientkilled: 360 361 case MOD_REPEATER_ALT_SPLASH: 361 362 message = "KILLED_REPEATERALT"; 362 363 break; 364 + case MOD_BURST_REPEATER: 365 + message = "KILLED_BURST_REPEATER"; 366 + break; 363 367 case MOD_DEMP2: 364 368 case MOD_DEMP2_ALT: 365 369 message = "KILLED_DEMP2"; ... ... @@ -1092,6 +1096,7 @@ void CG_G2MarkEvent(entityState_t *es) 1092 1096 case WP_DISRUPTOR: 1093 1097 case WP_BOWCASTER: 1094 1098 case WP_REPEATER: 1099 + case WP_BURST_REPEATER: 1095 1100 case WP_TURRET: 1096 1101 if ( !size ) 1097 1102 { codemp/cgame/cg_local.h old new ... ... @@ -1415,6 +1415,11 @@ typedef struct 1415 1415 fxHandle_t repeaterWallImpactEffect; 1416 1416 fxHandle_t repeaterFleshImpactEffect; 1417 1417 fxHandle_t repeaterAltWallImpactEffect; 1418 + 1419 + // BURST REPEATER 1420 + fxHandle_t burstrepeaterProjectileEffect; 1421 + fxHandle_t burstrepeaterWallImpactEffect; 1422 + fxHandle_t burstrepeaterFleshImpactEffect; 1418 1423 1419 1424 // DEMP2 1420 1425 fxHandle_t demp2ProjectileEffect; codemp/cgame/cg_weaponinit.c old new ... ... @@ -367,6 +367,36 @@ void CG_RegisterWeapon( int weaponNum) { 367 367 //cgs.effects.repeaterAltWallImpactEffect = trap_FX_RegisterEffect( "repeater/alt_wall_impact" ); 368 368 cgs.effects.repeaterAltWallImpactEffect = trap_FX_RegisterEffect( "repeater/concussion" ); 369 369 break; 370 + 371 + case WP_BURST_REPEATER: 372 + weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/burst_repeater/select.wav"); 373 + 374 + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/burst_repeater/fire.wav"); 375 + weaponInfo->firingSound = NULL_SOUND; 376 + weaponInfo->chargeSound = NULL_SOUND; 377 + weaponInfo->muzzleEffect = trap_FX_RegisterEffect( "burst_repeater/muzzle_flash" ); 378 + weaponInfo->missileModel = NULL_HANDLE; 379 + weaponInfo->missileSound = NULL_SOUND; 380 + weaponInfo->missileDlight = 0; 381 +// weaponInfo->missileDlightColor = {0,0,0}; 382 + weaponInfo->missileHitSound = NULL_SOUND; 383 + weaponInfo->missileTrailFunc = FX_BurstRepeaterProjectileThink; 384 + 385 + weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/burst_repeater/alt_fire.wav"); 386 + weaponInfo->altFiringSound = NULL_SOUND; 387 + weaponInfo->altChargeSound = NULL_SOUND; 388 + weaponInfo->altMuzzleEffect = trap_FX_RegisterEffect( "burst_repeater/muzzle_flash" ); 389 + weaponInfo->altMissileModel = NULL_HANDLE; 390 + weaponInfo->altMissileSound = NULL_SOUND; 391 + weaponInfo->altMissileDlight = 0; 392 +// weaponInfo->altMissileDlightColor= {0,0,0}; 393 + weaponInfo->altMissileHitSound = NULL_SOUND; 394 + weaponInfo->altMissileTrailFunc = FX_BurstRepeaterAltProjectileThink; 395 + 396 + cgs.effects.burstrepeaterProjectileEffect = trap_FX_RegisterEffect( "burst_repeater/projectile" ); 397 + cgs.effects.burstrepeaterWallImpactEffect = trap_FX_RegisterEffect( "burst_repeater/wall_impact" ); 398 + cgs.effects.burstrepeaterFleshImpactEffect = trap_FX_RegisterEffect( "burst_repeater/flesh_impact" ); 399 + break; 370 400 371 401 case WP_DEMP2: 372 402 weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/demp2/select.wav"); codemp/cgame/fx_local.h old new ... ... @@ -46,6 +46,12 @@ void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal ); 46 46 void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); 47 47 void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); 48 48 49 +// Burst Repeater 50 +void FX_BurstRepeaterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); 51 +void FX_BurstRepeaterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); 52 +void FX_BurstRepeaterHitWall( vec3_t origin, vec3_t normal ); 53 +void FX_BurstRepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); 54 + 49 55 // DEMP2 50 56 void FX_DEMP2_ProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); 51 57 void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal ); codemp/game/bg_misc.c old new ... ... @@ -240,6 +240,7 @@ int WeaponReadyAnim[WP_NUM_WEAPONS] = 240 240 TORSO_WEAPONREADY3,//TORSO_WEAPONREADY4,//WP_DISRUPTOR, 241 241 TORSO_WEAPONREADY3,//TORSO_WEAPONREADY5,//WP_BOWCASTER, 242 242 TORSO_WEAPONREADY3,//TORSO_WEAPONREADY6,//WP_REPEATER, 243 + TORSO_WEAPONREADY3,//TORSO_WEAPONREADY6,//WP_BURST_REPEATER, 243 244 TORSO_WEAPONREADY3,//TORSO_WEAPONREADY7,//WP_DEMP2, 244 245 TORSO_WEAPONREADY3,//TORSO_WEAPONREADY8,//WP_FLECHETTE, 245 246 TORSO_WEAPONREADY3,//TORSO_WEAPONREADY9,//WP_ROCKET_LAUNCHER, ... ... @@ -266,6 +267,7 @@ int WeaponReadyLegsAnim[WP_NUM_WEAPONS] = 266 267 BOTH_STAND1,//TORSO_WEAPONREADY4,//WP_DISRUPTOR, 267 268 BOTH_STAND1,//TORSO_WEAPONREADY5,//WP_BOWCASTER, 268 269 BOTH_STAND1,//TORSO_WEAPONREADY6,//WP_REPEATER, 270 + BOTH_STAND1,//TORSO_WEAPONREADY6,//WP_BURST_REPEATER, 269 271 BOTH_STAND1,//TORSO_WEAPONREADY7,//WP_DEMP2, 270 272 BOTH_STAND1,//TORSO_WEAPONREADY8,//WP_FLECHETTE, 271 273 BOTH_STAND1,//TORSO_WEAPONREADY9,//WP_ROCKET_LAUNCHER, ... ... @@ -292,6 +294,7 @@ int WeaponAttackAnim[WP_NUM_WEAPONS] = 292 294 BOTH_ATTACK3,//BOTH_ATTACK4,//WP_DISRUPTOR, 293 295 BOTH_ATTACK3,//BOTH_ATTACK5,//WP_BOWCASTER, 294 296 BOTH_ATTACK3,//BOTH_ATTACK6,//WP_REPEATER, 297 + BOTH_ATTACK3,//BOTH_ATTACK6,//WP_BURST_REPEATER, 295 298 BOTH_ATTACK3,//BOTH_ATTACK7,//WP_DEMP2, 296 299 BOTH_ATTACK3,//BOTH_ATTACK8,//WP_FLECHETTE, 297 300 BOTH_ATTACK3,//BOTH_ATTACK9,//WP_ROCKET_LAUNCHER, ... ... @@ -1235,6 +1238,24 @@ Don't place this 1235 1238 /* sounds */ "", 1236 1239 "@MENUS_THIS_DESTRUCTIVE_PROJECTILE" // description 1237 1240 }, 1241 + 1242 + /*QUAKED weapon_burst_repeater (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 1243 +*/ 1244 + { 1245 + "weapon_burst_repeater", 1246 + "sound/weapons/w_pkup.wav", 1247 + { "models/weapons2/burst_repeater/burst_repeater_w.glm", 1248 + 0, 0, 0}, 1249 +/* view */ "models/weapons2/burst_repeater/burst_repeater.md3", 1250 +/* icon */ "gfx/hud/w_icon_burst_repeater", 1251 +/* pickup */// "Imperial Burst Repeater", 1252 + 100, 1253 + IT_WEAPON, 1254 + WP_BURST_REPEATER, 1255 +/* precache */ "", 1256 +/* sounds */ "", 1257 + "@MENUS_THIS_BURSTED_GUN" // description 1258 + }, 1238 1259 1239 1260 /*QUAKED weapon_demp2 (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 1240 1261 NOTENOTE This weapon is not yet complete. Don't place it. ... ... @@ -1495,7 +1516,7 @@ Ammo for Tenloss Disruptor, Wookie Bowcaster, and the Destructive Electro Magnet 1495 1516 }, 1496 1517 1497 1518 /*QUAKED ammo_metallic_bolts (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 1498 -Ammo for Imperial Heavy Repeater and the Golan Arms Flechette 1519 +Ammo for Imperial Heavy Repeater, Burst Repeater and the Golan Arms Flechette 1499 1520 */ 1500 1521 { 1501 1522 "ammo_metallic_bolts", codemp/game/bg_saga.c old new ... ... @@ -83,6 +83,7 @@ stringID_table_t WPTable[] = 83 83 ENUM2STRING(WP_DISRUPTOR), 84 84 ENUM2STRING(WP_BOWCASTER), 85 85 ENUM2STRING(WP_REPEATER), 86 + ENUM2STRING(WP_BURST_REPEATER), 86 87 ENUM2STRING(WP_DEMP2), 87 88 ENUM2STRING(WP_FLECHETTE), 88 89 ENUM2STRING(WP_ROCKET_LAUNCHER), codemp/game/bg_weapons.c old new ... ... @@ -183,6 +183,23 @@ weaponData_t weaponData[WP_NUM_WEAPONS] = 183 183 0, // int maxCharge; // stop subtracting once charged for this many ms 184 184 0 // int altMaxCharge; // above for secondary 185 185 }, 186 + { // WP_BURST_REPEATER 187 +// "Imperial Burst Repeater",// char classname[32]; // Spawning name 188 + AMMO_METAL_BOLTS, // int ammoIndex; // Index to proper ammo slot 189 + 5, // int ammoLow; // Count when ammo is low 190 + 1, // int energyPerShot; // Amount of energy used per shot 191 + 100, // int fireTime; // Amount of time between firings 192 + 8192, // int range; // Range of weapon 193 + 3, // int altEnergyPerShot; // Amount of energy used for alt-fire 194 + 300, // int altFireTime; // Amount of time between alt-firings 195 + 8192, // int altRange; // Range of alt-fire 196 + 0, // int chargeSubTime; // ms interval for subtracting ammo during charge 197 + 0, // int altChargeSubTime; // above for secondary 198 + 0, // int chargeSub; // amount to subtract during charge on each interval 199 + 0, //int altChargeSub; // above for secondary 200 + 0, // int maxCharge; // stop subtracting once charged for this many ms 201 + 0 // int altMaxCharge; // above for secondary 202 + }, 186 203 { // WP_DEMP2 187 204 // "DEMP2", // char classname[32]; // Spawning name 188 205 AMMO_POWERCELL, // int ammoIndex; // Index to proper ammo slot codemp/game/bg_weapons.h old new ... ... @@ -15,6 +15,7 @@ typedef enum { 15 15 WP_DISRUPTOR, 16 16 WP_BOWCASTER, 17 17 WP_REPEATER, 18 + WP_BURST_REPEATER, 18 19 WP_DEMP2, 19 20 WP_FLECHETTE, 20 21 WP_ROCKET_LAUNCHER, codemp/game/g_weapon.c old new ... ... @@ -61,6 +61,14 @@ static vec3_t muzzle; 61 61 #define REPEATER_ALT_SPLASH_RAD_SIEGE 80 62 62 #define REPEATER_ALT_VELOCITY 1100 63 63 64 +// Light Repeater // Burst Repeater 65 +//---------- 66 +#define BURST_REPEATER_SPREAD 0.8f // This is more accurately than the heavy version 67 +#define BURST_REPEATER_DAMAGE 14 68 +#define BURST_REPEATER_VELOCITY 1600 69 + 70 +#define BURST_REPEATER_ALT_SHOTS 3 71 + 64 72 // DEMP2 65 73 //---------- 66 74 #define DEMP2_DAMAGE 35 ... ... @@ -1184,6 +1192,117 @@ static void WP_FireRepeater( gentity_t *ent, qboolean altFire ) 1184 1192 } 1185 1193 1186 1194 + +/* +====================================================================== + +BURST REPEATER + +====================================================================== +*/ + +//--------------------------------------------------------- +static void WP_BurstRepeaterMainFire( gentity_t *ent, vec3_t dir ) +//--------------------------------------------------------- +{ + int damage = BURST_REPEATER_DAMAGE; + + gentity_t *missile = CreateMissile( muzzle, dir, BURST_REPEATER_VELOCITY, 10000, ent, qfalse ); + + missile->classname = "burst_proj"; + missile->s.weapon = WP_BURST_REPEATER; + + missile->damage = damage; + missile->dflags = DAMAGE_DEATH_KNOCKBACK; + missile->methodOfDeath = MOD_BURST_REPEATER; + missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; + + // we don't want it to bounce forever + missile->bounceCount = 8; +} + +//--------------------------------------------------------- +static void WP_BurstRepeaterAltFire( gentity_t *ent ) +//--------------------------------------------------------- 1227 +{ 1228 + vec3_t fwd, angs; 1229 + gentity_t *missile; 1230 + int i; 1231 + 1232 + for (i = 0; i < BURST_REPEATER_ALT_SHOTS; i++ ) 1233 + { 1234 + vectoangles( forward, angs ); 1235 + 1236 + /*if (i != 0) 1237 + { //do nothing on the first shot, it will hit the crosshairs 1238 + angs[PITCH] += crandom() * BURST_REPEATER_SPREAD; 1239 + angs[YAW] += crandom() * BURST_REPEATER_SPREAD; 1240 + }*/ 1241 + 1242 + if (i == 1) 1243 + { 1244 + angs[PITCH] += 2; 1245 + angs[YAW] += 1; 1246 + } 1247 + 1248 + if (i == 2) 1249 + { 1250 + angs[PITCH] += 2; 1251 + angs[YAW] += -1; 1252 + } 1253 + 1254 + if (i == 3) 1255 + { 1256 + angs[PITCH] += -1; 1257 + angs[YAW] += 0; 1258 + } 1259 + 1260 + AngleVectors( angs, fwd, NULL, NULL ); 1261 + 1262 + missile = CreateMissile( muzzle, fwd, BURST_REPEATER_VELOCITY, 10000, ent, qfalse); 1263 + 1264 + missile->classname = "tri_proj"; 1265 + missile->s.weapon = WP_BURST_REPEATER; 1266 + 1267 + VectorSet( missile->r.maxs, FLECHETTE_SIZE, FLECHETTE_SIZE, FLECHETTE_SIZE ); 1268 + VectorScale( missile->r.maxs, -1, missile->r.mins ); 1269 + 1270 + missile->damage = BURST_REPEATER_DAMAGE; 1271 + missile->dflags = DAMAGE_DEATH_KNOCKBACK; 1272 + missile->methodOfDeath = MOD_BURST_REPEATER; 1273 + missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; 1274 + 1275 + // we don't want it to bounce forever 1276 + missile->bounceCount = 8; 1277 + } 1278 +} 1279 + 1280 +//--------------------------------------------------------- 1281 +static void WP_BurstFireRepeater( gentity_t *ent, qboolean altFire ) 1282 +//--------------------------------------------------------- 1283 +{ 1284 + vec3_t dir, angs; 1285 + 1286 + vectoangles( forward, angs ); 1287 + 1288 + if ( altFire ) 1289 + { 1290 + WP_BurstRepeaterAltFire( ent ); 1291 + } 1292 + else 1293 + { 1294 + // add some slop to the alt-fire direction 1295 + angs[PITCH] += crandom() * BURST_REPEATER_SPREAD; 1296 + angs[YAW] += crandom() * BURST_REPEATER_SPREAD; 1297 + 1298 + AngleVectors( angs, dir, NULL, NULL ); 1299 + 1300 + WP_BurstRepeaterMainFire( ent, dir ); 1301 + } 1302 +} 1303 + 1304 + 1305 + 1187 1306 /* 1188 1307 ====================================================================== 1189 1308 ... ... @@ -4585,6 +4704,10 @@ void FireWeapon( gentity_t *ent, qboolean altFire ) { 4585 4704 case WP_REPEATER: 4586 4705 WP_FireRepeater( ent, altFire ); 4587 4706 break; 4707 + 4708 + case WP_BURST_REPEATER: 4709 + WP_BurstFireRepeater( ent, altFire ); 4710 + break; 4588 4711 4589 4712 case WP_DEMP2: 4590 4713 WP_FireDEMP2( ent, altFire ); codemp/qcommon/q_shared.h old new ... ... @@ -2130,7 +2130,7 @@ typedef enum { 2130 2130 #define MAX_STATS 16 2131 2131 #define MAX_PERSISTANT 16 2132 2132 #define MAX_POWERUPS 16 2133 -#define MAX_WEAPONS 19 2133 +#define MAX_WEAPONS 32 // original 19 2134 2134 2135 2135 #define MAX_PS_EVENTS 2 2136 2136 codemp/cgame/fx_burstrepeater.c old new ... ... @@ -0,0 +1,61 @@ 1 +// Burst Repeater 2 + 3 +#include "cg_local.h" 4 + 5 +/* 6 +------------------------- 7 +FX_BurstRepeaterProjectileThink 8 +------------------------- 9 +*/ 10 + 11 +void FX_BurstRepeaterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) 12 +{ 13 + vec3_t forward; 14 + 15 + if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) 16 + { 17 + forward[2] = 1.0f; 18 + } 19 + 20 + trap_FX_PlayEffectID( cgs.effects.burstrepeaterProjectileEffect, cent->lerpOrigin, forward, -1, -1 ); 21 +} 22 + 23 +/* 24 +------------------------- 25 +FX_BurstRepeaterAltProjectileThink 26 +------------------------- 27 +*/ 28 +void FX_BurstRepeaterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) 29 +{ 30 + vec3_t forward; 31 + 32 + if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) 33 + { 34 + forward[2] = 1.0f; 35 + } 36 + 37 + trap_FX_PlayEffectID( cgs.effects.burstrepeaterProjectileEffect, cent->lerpOrigin, forward, -1, -1 ); 38 +} 39 + 40 +/* 41 +------------------------ 42 +FX_BurstRepeaterHitWall 43 +------------------------ 44 +*/ 45 + 46 +void FX_BurstRepeaterHitWall( vec3_t origin, vec3_t normal ) 47 +{ 48 + trap_FX_PlayEffectID( cgs.effects.burstrepeaterWallImpactEffect, origin, normal, -1, -1 ); 49 +} 50 + 51 +/* 52 +------------------------ 53 +FX_BurstRepeaterHitPlayer 54 +------------------------ 55 +*/ 56 + 57 +void FX_BurstRepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) 58 +{ 59 + trap_FX_PlayEffectID( cgs.effects.burstrepeaterFleshImpactEffect, origin, normal, -1, -1 ); 60 +} 61 + codemp/cgame/cg_weapons.c This is the file i need to edit i think. old new ... ... @@ -1562,6 +1562,25 @@ void CG_Weapon_f( void ) { 1562 1562 return; 1563 1563 } 1564 1564 1565 + // Fix for the new weapons 1566 + if (num == WP_REPEATER) 1567 + {/* 1568 + if (current_weapon == WP_BURST_REPEATER) 1569 + { 1570 + select(WP_REPEATER); 1571 + } 1572 + else 1573 + { 1574 + select(WP_BURST_REPEATER); 1575 + } 1576 + */ //// I don't know how to do this 1577 + } 1578 + 1579 + if (num >= WP_BURST_REPEATER) 1580 + { 1581 + num += 1; // Add one per new weapon 1582 + } 1583 + 1565 1584 if (num >= WP_THERMAL && num <= WP_DET_PACK) 1566 1585 { 1567 1586 int weap, i = 0; ... ... @@ -1884,6 +1903,10 @@ void CG_FireWeapon( centity_t *cent, qboolean altFire ) { 1884 1903 { 1885 1904 CGCam_Shake(flrand(2, 3), 350); 1886 1905 } 1906 + else if (ent->weapon == WP_BURST_REPEATER) 1907 + { 1908 + CGCam_Shake(flrand(2, 3), 350); 1909 + } 1887 1910 else if (ent->weapon == WP_FLECHETTE) 1888 1911 { 1889 1912 if (altFire) ... ... @@ -2034,6 +2057,10 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin, vec3_t dir, imp 2034 2057 FX_RepeaterHitWall( origin, dir ); 2035 2058 } 2036 2059 break; 2060 + 2061 + case WP_BURST_REPEATER: 2062 + FX_BurstRepeaterHitWall( origin, dir ); 2063 + break; 2037 2064 2038 2065 case WP_DEMP2: 2039 2066 if (altFire) ... ... @@ -2154,6 +2181,10 @@ void CG_MissileHitPlayer(int weapon, vec3_t origin, vec3_t dir, int entityNum, q 2154 2181 FX_RepeaterHitPlayer( origin, dir, humanoid ); 2155 2182 } 2156 2183 break; 2184 + 2185 + case WP_BURST_REPEATER: 2186 + FX_BurstRepeaterHitPlayer( origin, dir, humanoid ); 2187 + break; 2157 2188 2158 2189 case WP_DEMP2: 2159 2190 // Do a full body effect here for some more feedback codemp/game/bg_public.h old new ... ... @@ -1058,6 +1058,7 @@ typedef enum { 1058 1058 MOD_REPEATER, 1059 1059 MOD_REPEATER_ALT, 1060 1060 MOD_REPEATER_ALT_SPLASH, 1061 + MOD_BURST_REPEATER, 1061 1062 MOD_DEMP2, 1062 1063 MOD_DEMP2_ALT, 1063 1064 MOD_FLECHETTE, codemp/game/g_combat.c old new ... ... @@ -767,6 +767,7 @@ char *modNames[MOD_MAX] = { 767 767 "MOD_REPEATER", 768 768 "MOD_REPEATER_ALT", 769 769 "MOD_REPEATER_ALT_SPLASH", 770 + "MOD_BURST_REPEATER", 770 771 "MOD_DEMP2", 771 772 "MOD_DEMP2_ALT", 772 773 "MOD_FLECHETTE", codemp/game/g_combat.c old new ... ... @@ -767,6 +767,7 @@ char *modNames[MOD_MAX] = { 767 767 "MOD_REPEATER", 768 768 "MOD_REPEATER_ALT", 769 769 "MOD_REPEATER_ALT_SPLASH", 770 + "MOD_BURST_REPEATER", 770 771 "MOD_DEMP2", 771 772 "MOD_DEMP2_ALT", 772 773 "MOD_FLECHETTE", codemp/game/g_log.c old new ... ... @@ -46,6 +46,7 @@ int weaponFromMOD[MOD_MAX] = 46 46 WP_REPEATER, //MOD_REPEATER, 47 47 WP_REPEATER, //MOD_REPEATER_ALT, 48 48 WP_REPEATER, //MOD_REPEATER_ALT_SPLASH, 49 + WP_BURST_REPEATER, //MOD_BURST_REPEATER, 49 50 WP_DEMP2, //MOD_DEMP2, 50 51 WP_DEMP2, //MOD_DEMP2_ALT, 51 52 WP_FLECHETTE, //MOD_FLECHETTE, code/game/g_itemLoad.cpp old new ... ... @@ -121,6 +121,8 @@ static void IT_Name(const char **holdBuf) 121 121 itemNum = ITM_BOWCASTER_PICKUP; 122 122 else if (!Q_stricmp(tokenStr,"ITM_REPEATER_PICKUP")) 123 123 itemNum = ITM_REPEATER_PICKUP; 124 + else if (!Q_stricmp(tokenStr,"ITM_BURST_REPEATER_PICKUP")) 125 + itemNum = ITM_BURST_REPEATER_PICKUP; 124 126 else if (!Q_stricmp(tokenStr,"ITM_DEMP2_PICKUP")) 125 127 itemNum = ITM_DEMP2_PICKUP; 126 128 else if (!Q_stricmp(tokenStr,"ITM_FLECHETTE_PICKUP")) code/game/g_items.h old new ... ... @@ -32,6 +32,7 @@ ITM_BLASTER_PICKUP, 32 32 ITM_DISRUPTOR_PICKUP, 33 33 ITM_BOWCASTER_PICKUP, 34 34 ITM_REPEATER_PICKUP, 35 +ITM_BURST_REPEATER_PICKUP, 35 36 ITM_DEMP2_PICKUP, 36 37 ITM_FLECHETTE_PICKUP, 37 38 ITM_CONCUSSION_RIFLE_PICKUP, 100%100% Ok, back to the red one file: "codemp/cgame/cg_weapons.c" At "CG_Weapon_f" i added this: // Fix for the new weapons if (num == WP_REPEATER) {/* if (current_weapon == WP_BURST_REPEATER) { select(WP_REPEATER); } else { select(WP_BURST_REPEATER); } */ //// I don't know how to do this } if (num >= WP_BURST_REPEATER) { num += 1; // Add one per new weapon } I think, the code I need must be something like this: IF (press 6 key) IF (current weapon IS burst repeater) THEN --> change to repeater ELSE --> change to burst repeater ENDIF ENDIF But I don't have any idea to how to do this.
  7. i will rent one of these litle birds: http://www.ovh.es/servidores_dedicados/kemsirve.xml
  8. Hello Acrobat, here is the latest build of GTKR.: http://gtkradiant.s3.amazonaws.com/GtkRadiant-1.6.4-20130802.zip I like this 2 new things: - There is a new button in the toolbar that lets you create detail brushes by default - There is a new preference that creates all brushes with the caulk texture by default (default on) Maybe works on W8, I don't know.
  9. Hmm i didn't read yet sorry, did not know.
  10. And how to create a new pickup
  11. Another idea, how to create a new item
  12. Maybe in a month I can host one in europe. 100mb/s
  13. Ok i solved the problem with the segmentation fault... woah, this need a tutorial, I must make a tutorial for this, and sorry for invade this thread.
  14. Already have a dedicated JK2 server support on linux? Im using "./openjkded.i386 +set fs_gamemode [gamemode] +set com_jk2 1 +exec server" but not work... For other way, im trying to start a server on linux, with the original and JediDo's modified versions of jk2Ded but receive the "Segmentation Fault" error. Any help?
  15. I love this model, can i make a own reskin version?
  16. Ok lets go, I am a young coder (only 4 years coding), I have a idea for a hard proyect for Jedi Academy ("hard" for me obviously) and have some questions for an old coder. 2- How to create a force power, not the animation or the fx, only the BASE for create a new force power, add this to the force list and manage their effects. example: adding the "Destruccion" from Dark Forces II. And the compativility to enable/disable with the forcepowersdisable cvar. 1- How to create an entire new weapon, same idea to the force. example: the concussion rifle from DFII. EDIT: I see the tutorial, actually reading. 3- How to create a cvar, to modify something by serverside, really i dont know how. example: a cvar to modify the damage of rockets by server (and an compatibility client side plugin for a correct sincronizacion). 6- When I learn the 3rd question, how to enable/disable the camera movement with a serverside cvar for specific saber attacks. This must be compatible with a clientside plugin. example: enable the spin on back stab like a Jedi Outcast 1.03 BS with a serverside cvar, and the clients with the clientside plugin, can spin when BS. 4- How to create a serverside plugin detector, thats offers you to autodownload the clientside plugin if you dont have the latest version (¿maybe with a sha256 checksum?), block in spectator mode when you dont have the latest version with serverside cvar on boolean "true". 5- If you solve that basics, you gain my restpet forever (when I always learn the basics of something, I learn self-taught the rest). And remember, its for a big proyect, maybe I mention you when release. Thanks for you time eezstreet. PD: I am a messy coder
  17. Version Final

    2,140 downloads

    - "For a long time (ago), the Cjs were the largest spanish clan on JK2 1.03, today I publish the maps we used on our best days." [ The list of maps and their respective authors ] [ Videos ] [spoiler] Various maps show http://www.youtube.com/watch?v=YQ9zT6dpF3Y This is in the Cjs Council V2 http://www.youtube.com/watch?v=8EHNe9fC7hc At Bespin Dual map http://www.youtube.com/watch?v=boqYgPdYJlY A video of "cjsbarrio" http://www.youtube.com/watch?v=BKLZjxLZgu0 [ TIPs ] Watch this map, "cjsestadio.pk3", is an exclusive Cjs' prerelease version of Stadium. This map, "cjs_dust.pk3", is an exclusive Cjs' prerelease version of JK3 Dust. And this map, "cjs_war_tierra.pk3", is an exclusive Cjs' prerelease version of Medieval War. [ BUGs] - Some model's textures and wall shaders are missing. - cjs_bespinv2 is missing.
×
×
  • Create New...