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Asgarath83

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Everything posted by Asgarath83

  1. So Audacity not save correctly the samples of wav??? o.o i confess i use mainly goldwave for modding sound editing
  2. it's ever difficult to make a wav with the correct samples, more of an MP3 file. i suggest you to copy the original repeaters sound files by assets, open with audacity and copy \ paste edited version into original : example selected cointained of fire.wav custom into original fire.wav. save the original edited file without any modify about sample or format and should work. so: use the original sound files, but change their contains. should works.
  3. file that contain g_saberrealistcombat stuff: g_xcvar.h g_combat, g_main, ai_jedi, cg_ents, bg_pmove, wp_saber
  4. also this on g_combat static qboolean G_Dismemberable2( gentity_t *self, int hitLoc ) { if ( self->client->dismembered ) {//cannot dismember me right now return qfalse; } if ( !debug_subdivision->integer && g_saberRealisticCombat->integer < 2 ) { if ( g_dismemberProbabilities->value <= 0.0f ) {//add the passed-in damage to the locationDamage array, check to see if it's taken enough damage to actually dismember if ( self->locationDamage[hitLoc] < (self->client->ps.stats[STAT_MAX_HEALTH]*hitLocHealthPercentage[hitLoc]) ) {//this location has not taken enough damage to dismember return qfalse; } } } return qtrue; }
  5. find on code all entry for g_saberrealisticcombat function there is something that maybe can like you on wp_saber.cpp pretty long and complex code, but you should check all the: qboolean WP_SaberApplyDamage function contains if ( victim->client && (victim->s.weapon == WP_SABER || (victim->client->NPC_class==CLASS_REBORN) || (victim->client->NPC_class==CLASS_WAMPA)) && !g_saberRealisticCombat->integer ) {//dmg vs other saber fighters is modded by hitloc and capped totalDmg[i] *= damageModifier[hitLoc[i]]; if ( hitLoc[i] == HL_NONE ) { maxDmg = 33*baseDamage; } else { maxDmg = 50*hitLocHealthPercentage[hitLoc[i]]*baseDamage;//*victim->client->ps.stats[STAT_MAX_HEALTH]*2.0f; } if ( maxDmg < totalDmg[i] ) { totalDmg[i] = maxDmg; } //dFlags |= DAMAGE_NO_HIT_LOC; } //clamp the dmg if ( victim->s.weapon != WP_SABER ) {//clamp the dmg between 25 and maxhealth /* if ( totalDmg[i] > victim->max_health ) { totalDmg[i] = victim->max_health; } else */if ( totalDmg[i] < 25 ) { totalDmg[i] = 25; } if ( totalDmg[i] > 100 )//+(50*g_spskill->integer) ) {//clamp using same adjustment as in NPC_Begin totalDmg[i] = 100;//+(50*g_spskill->integer); } } else {//clamp the dmg between 5 and 100 if ( !victim->s.number && totalDmg[i] > 50 ) {//never do more than half full health damage to player //prevents one-hit kills totalDmg[i] = 50; } else if ( totalDmg[i] > 100 ) { totalDmg[i] = 100; } else { if ( totalDmg[i] < 5 ) { totalDmg[i] = 5; } } } }
  6. Yes, i noticed some overchanging about that in a map where i get a cathedral doing entirely by MD3 building prefabs. with indoors full of misc_model objects. after i builded all colliders with physic clip manually (argh! how i hate that of JKA \ Radiant >.< how i desire a nice autocollide system of q3map2 for misc_models ) i noticed a large fps drop when player is inside the map areas more full of map objects entities. (maybe i need to place some area portal shader? i placed hint shaders in strategic points of hallways, but they not fixed the problem)
  7. Pretty Interessing and exaustive explanation. i worked on code for last years. but you teach me a lot of things that i ignored before. thanks. for dismemberment... i remember many yearsa ago a mod MP called the great honor where there was an MP weapon that when kill enemy all body parts was dismembered... pity i never found the code of this mod and so i not know how to figure how to do that for help you to injure the corpe or improve dismemberment. sure your knowledge is useful also for me. i will apply soon on my mod the dismemberment stuff to all magics that blow ups or heavily hit foes. should be really funs! thanks also for wp_melee i never figured how to change the value. s.number however regard the entities NPC on a map i guess. consider that entity zero is player so if s.number = 0 the code affected olayer, other values affected generic NPCs. \ other entity on maps.
  8. bowcaster is a saber, or is a shoot weapons? (if is a shoot weapons, really you need to explain me how yoi did a dismember gun D: without coding! ) if is a saber... the solution is to set g_saberrealistcombat cvar to 9 or some value like that. if i remember fines.
  9. bumpmapping atlantica no. blueice get it. atlantica is cool for glasses, water and skybox. :3 are you a coder?
  10. Mmm, bad news boys... after long days of search in all code parts i finally found the file that contain the information about fighter flight movement: is FighterNPC.cpp but there is a bad news: all functions and vectors and setting setted into these fiels are specifics for vehicles. So is not possible to simply port on an NPC class these features. they will sure crash the games for syntax and compatibily problem. the unique way should be to recreate this entire array of function and vector commands of pitch, roll, yaw etc that allows the movement on the NPC's used functions... really it's a work i cannot done by alone, i have not sufficient skills for a so deep code hacking and edit. so this project seems doomed all functions are for the entity pVeh, for work on my code, this need to be converted to functions playable by NPC\ent entity this is hard... .-. for example fighter landing function: qboolean FighterIsLanding( Vehicle_t *pVeh, playerState_t *parentPS ) { if ( FighterOverValidLandingSurface( pVeh ) #ifdef QAGAME//only do this check on GAME side, because if it's CGAME, it's being predicted, and it's only predicted if the local client is the driver && pVeh->m_pVehicleInfo->Inhabited( pVeh )//has to have a driver in order to be capable of landing #endif && (pVeh->m_ucmd.forwardmove < 0||pVeh->m_ucmd.upmove<0) //decelerating or holding crouch button && parentPS->speed <= MIN_LANDING_SPEED )//going slow enough to start landing - was using pVeh->m_pVehicleInfo->speedIdle, but that's still too fast { return qtrue; } return qfalse; } this need to be converted for NPC! .-.
  11. I know there is the rend2 project for improve graphical engine library of JKA. when it will be finished, JKA will be competitive with modern games. the next step i will guess is to allow engine to process HD MD3 models, GLM, Shaders and also maybe a GTK radiant version powerful like NET radiant that allow JA. i tryied net radiant but JA is not on the game list that can be modded with this radiant upgrade. (used by lok fans for make a 3d remake of blood omen in HD, blood omnicide, with great results ) Into the time, you can try some beatiful maps like blueice nightfall and atlantica , downloadable here. they have bumpmapping etc and are very High quality maps.
  12. Do you know perhaps in which part of code are setted fly movement and client u commands keyboards of VH_FIGHTER type? i am trying to recreating this stuff on SP... but on the NPCs with new classes, not on the vehicles.
  13. use cull disable in the shader of robe. for default JKA renderize only one side of these dresses or patch \ plane surfaces.
  14. I am trying to accomplish the same things into Single Player game but for moment i not had much luck. You can check the thread i open about new kind of games types for JKA for see my work about that. i write a NPC Ai for fighter (NPC not vehicles ) and is again very buggy and silly, but my objective was just to create NPC fighters that shoot and fight exactly like in XWA game. at moment i was trying to create a playable NPC fighter (spawn a class of an NPC that you can use and drive like the ATST the alpha works but i not know how to make him to fly and shoot and move etc. so i guess now i will change strategy)
  15. now i not remember exactly the complete answer that did @@eezstreet to this question. On GtkRadiant every entity count for what i know, incluse worldspawn. on engine instead, misc_model become structural geometry (if they are marked as solid), light not count and also info_null not count. every other entity counts. (triggers, NPCs, ammo, items, targets, funcs, etc )
  16. Ah... to the player??? O_o this is hard... i confess i never do nothing like that so i cannot help for moment. the problem is that is not easy stuff because weapons information are partially stored in single player in weapons.dat for do that, maybe you need to create a new weapon with invisible model setted into weaponmodel parameter of weapons.dat after do that, you can add the model to player when player load the weapon by the code, the model need to be equipped by left hand tag and need to be removed when player change weapon. and there is the other problem: double, alternate shoot between right hand weapon and left hand weapon,. for this you need to reply the cultist commando code regard that in weapon functions and weapon fx files. i confess is not an easily work, but is possible to be accomplished with same escamotage. have you contact authors of MP code mod with double handed weapons for see if they should pass you the source code of their modd? if you study the code about that you can reach a good point.
  17. It need code hacking. download openjk and search the cultistcommando and blaster pistol functions in the sp code the NPC cultistcommando is the key for double handed weapons. my tutorial about making weapon on SP can help to found weapons functions. remember to look NPC.cpp, NPC_spawn.cpp NPC_stats.cpp NPC_combat.cpp etc for cultist commando dual handled pistol. now i not remember exactly where is defined the NPC hardcoding.
  18. i am interessed also in this answer, other about saber bounce (because i am doing a fantasy mod and saber bounce is nice for melee weapons \ ancients blade ) because i am trying to recreate on single player the asteroid mod space battle MP mod stuff. (the hardest thing is to recreate a nice drivable fighter and a good Fighter enemy NPCs with realistic dogfights movement \ evasion shooting AI. )
  19. Yes, nice. i need a radar, an icon that show the heal of the fighters'hull and maybe an icon for enemy targetted. i see some video showeb me by Mgummelt today and i love the HUD of MP asteroid siege \ star destroyer map. what i am trying to do at the end, is to do the asteroids mod things workings on single player. the problem is to create a player client flyable NPC and enemy NPC with AI that allow to move like enemy fighters of the quoted mod. it's really hard as project. i hope to have success in some way. now i was crapping me thinking about how to program fighter fly movement for player.
  20. Asgarath83

    Impossiborn

    this can really feared and lazy Kyle LOL ahahahahaha XD
  21. @@Noodle i see only now you question about first person of the swoop... mmm again not . i will implement the first person stuff after i understand i work Atst drivable HUD stuff and swoop stuff. is not much easy to do a cockpit displaying... but i think that the way where in force sense you can see the crop aura effect when you active the force power can be a good hint about that draw \ hide this. about cockpit... if someone can do a nice cockpit fighter image tga \ png and a radar icon fighters i can use i will be thankful. i am not much good with paint shop pro\ photoshop stuff. the health bar is okay and is like any other playable vehicle now. should be wonderful maybre a cockpit like X wing Alliance game? they was pretty cool!
  22. Yes, NPC on JKA are silly dumped. little code modifications, some little parameter is different into the code respect of jk2 code... but these little changes on AI create great combat difference on game. i never understood why in JKA the AI is de-upgraded. instead of do better and smart foes, coders do the other way. on JK2 i was going crazy when i play kyle katarn or nar shaddaa... first level of nar shadda is pretty hard to play also in easy mode... too many Disruptor and thermals and thermals blow up pretty quickly! on JKA instead smuggleers are silly and slow opponents. also fire rate is difference. JK2 is a more fast patched game. all NPC reactions are fast, very fast and also shoot spacing is shorter than JK3. on JK3 they shoot fast only to high difficulty game mode. on my mod i re-enabled altfire for ALl enemies if they are with rank > of ltcomm. more fun
  23. NPC behavours is setted on AI cpp files and NPC.cpp file and NPC_spawn.cpp NPC_combat.cpp and g_combat.cpp file of the code. in JKA many lines are unchecked and so they are not readding by game and not works. JO NPC was sure more smarts that dumb AI of JKA.
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