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Asgarath83

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  1. someone can find this question really weird but i need to ask i am trying to do a little edit for forcetelepathy for my mod for a custom playermodel character. basically, when this class use this power on an enemy with certain condition i want enemy is changed to another NPC, already allocated into ,NPC file . so basically this "spell" transform an enemy into a monster that attack other enemies nearest. that is the function. this is the code related: ON NPC file NeoProxy { playerModel shadow scale 90 weapon WP_SABER saber claw4 FP_HEAL 2 FP_ABSORB 0 FP_PROTECT 0 FP_LEVITATION 3 FP_PUSH 0 FP_PULL 0 FP_DRAIN 1 FP_LIGHTNING 0 forceRegenRate 150 forcePowerMax 100 reactions 3 aim 1 move 2 aggression 3 evasion 3 intelligence 2 rank ensign playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_DARK yawSpeed 120 walkSpeed 55 runSpeed 150 snd shadow sndcombat shadow sndjedi shadow health 50 dismemberProbHead 100 dismemberProbArms 100 dismemberProbLegs 100 dismemberProbHands 100 dismemberProbWaist 100 } Proxy { playerModel shadow weapon WP_SABER saber claw4 // saber2 claw4 FP_HEAL 2 FP_ABSORB 0 FP_PROTECT 0 FP_LEVITATION 3 FP_PUSH 0 FP_PULL 0 FP_DRAIN 1 FP_LIGHTNING 0 forceRegenRate 150 forcePowerMax 100 reactions 4 aim 2 move 3 aggression 4 evasion 4 intelligence 3 rank ltjg playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_DARK yawSpeed 120 walkSpeed 55 runSpeed 150 snd shadow sndcombat shadow sndjedi shadow health 75 dismemberProbHead 100 dismemberProbArms 100 dismemberProbLegs 100 dismemberProbHands 100 dismemberProbWaist 100 } Proxy2 { playerModel shadow scale 110 weapon WP_SABER saber claw4 saber2 claw4 FP_HEAL 2 FP_ABSORB 0 FP_PROTECT 0 FP_LEVITATION 3 FP_PUSH 0 FP_PULL 0 FP_DRAIN 1 FP_LIGHTNING 0 forceRegenRate 150 forcePowerMax 100 rank lt reactions 3 aim 1 move 2 aggression 3 evasion 3 intelligence 2 playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_DARK yawSpeed 120 walkSpeed 55 runSpeed 150 snd shadow sndcombat shadow sndjedi shadow health 100 dismemberProbHead 100 dismemberProbArms 100 dismemberProbLegs 100 dismemberProbHands 100 dismemberProbWaist 100 } on void forcetelepathy into wp_saber.cpp else if ( self->client->NPC_class == CLASS_SHIFTER || self->client->NPC_class == CLASS_SHADOWTROOPER ) { if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] == FORCE_LEVEL_1 ) { if ( self->s.weapon != WP_SABER || self->health <= 75 ) { G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/nocast.mp3" ); }// Shifter cannot summon anyone if not use reaver and is too weak. else // Target begin a proxy! { // works ONLY ON HUMANS CLASSES NOT BOSSES if ( traceEnt->client->NPC_class == CLASS_PRISONER || traceEnt->client->NPC_class == CLASS_HUNTER || traceEnt->client->NPC_class == CLASS_WARRIOR || traceEnt->client->NPC_class == CLASS_SCOUT || traceEnt->client->NPC_class == CLASS_ALCHEMIST || traceEnt->client->NPC_class == CLASS_BIRD || traceEnt->client->NPC_class == CLASS_SHARK || traceEnt->client->NPC_class == CLASS_BEAST || traceEnt->client->NPC_class == CLASS_RODIAN || traceEnt->client->NPC_class == CLASS_IMPWORKER || traceEnt->client->NPC_class == CLASS_STORMTROOPER /*|| traceEnt->client->NPC_class == CLASS_SARAFAN || traceEnt->client->NPC_class == CLASS_DRUID || traceEnt->client->NPC_class == CLASS_WIZARD || traceEnt->client->NPC_class == CLASS_IMPERIAL || traceEnt->client->NPC_class == CLASS_CENOBITA || traceEnt->client->NPC_class == CLASS_PROPHET */) { G_ChangeNPCModel( traceEnt, "neoproxy" ); G_PlayEffect( G_EffectIndex( "force/proxymorph" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/proxymorph.mp3" ); team_t saveTeam = traceEnt->client->enemyTeam; traceEnt->client->enemyTeam = traceEnt->client->playerTeam; traceEnt->client->playerTeam = saveTeam; if ( PM_HasAnimation( traceEnt, BOTH_COWER1 ) ) {// FREEZE ANIMATION NPC_SetAnim( traceEnt, SETANIM_LEGS, BOTH_COWER1, SETANIM_FLAG_NORMAL ); NPC_SetAnim( traceEnt, SETANIM_TORSO, BOTH_COWER1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); traceEnt->client->ps.torsoAnimTimer = level.time + mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]]; traceEnt->client->ps.weaponTime = traceEnt->client->ps.torsoAnimTimer; }; } } } else if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] == FORCE_LEVEL_2 ) { if ( self->s.weapon != WP_SABER || self->health <= 50 ) { G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/nocast.mp3" ); }// Shifter cannot summon anyone if not use reaver and is too weak. else // Target begin a proxy! { // works ONLY ON HUMANS CLASSES NOT BOSSES if ( traceEnt->client->NPC_class == CLASS_PRISONER || traceEnt->client->NPC_class == CLASS_HUNTER || traceEnt->client->NPC_class == CLASS_WARRIOR || traceEnt->client->NPC_class == CLASS_SCOUT || traceEnt->client->NPC_class == CLASS_ALCHEMIST || traceEnt->client->NPC_class == CLASS_BIRD || traceEnt->client->NPC_class == CLASS_SHARK || traceEnt->client->NPC_class == CLASS_BEAST || traceEnt->client->NPC_class == CLASS_RODIAN || traceEnt->client->NPC_class == CLASS_IMPWORKER || traceEnt->client->NPC_class == CLASS_STORMTROOPER || traceEnt->client->NPC_class == CLASS_SARAFAN || traceEnt->client->NPC_class == CLASS_DRUID || traceEnt->client->NPC_class == CLASS_WIZARD /* traceEnt->client->NPC_class == CLASS_IMPERIAL || traceEnt->client->NPC_class == CLASS_CENOBITA || traceEnt->client->NPC_class == CLASS_PROPHET */) { G_ChangeNPCModel( traceEnt, "proxy" ); G_PlayEffect( G_EffectIndex( "force/proxymorph" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/proxymorph.mp3" ); team_t saveTeam = traceEnt->client->enemyTeam; traceEnt->client->enemyTeam = traceEnt->client->playerTeam; traceEnt->client->playerTeam = saveTeam; if ( PM_HasAnimation( traceEnt, BOTH_SONICPAIN_HOLD ) ) {// FREEZE ANIMATION NPC_SetAnim( traceEnt, SETANIM_LEGS, BOTH_SONICPAIN_HOLD, SETANIM_FLAG_NORMAL ); NPC_SetAnim( traceEnt, SETANIM_TORSO, BOTH_SONICPAIN_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); traceEnt->client->ps.torsoAnimTimer = level.time + mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]]; traceEnt->client->ps.weaponTime = traceEnt->client->ps.torsoAnimTimer; }; } } } else if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] == FORCE_LEVEL_3 ) { if ( self->s.weapon != WP_SABER || self->health <= 25 ) { G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/nocast.mp3" ); }// Shifter cannot summon anyone if not use reaver and is too weak. else // Target begin a proxy! { // works ONLY ON HUMANS CLASSES NOT BOSSES if ( traceEnt->client->NPC_class == CLASS_PRISONER || traceEnt->client->NPC_class == CLASS_HUNTER || traceEnt->client->NPC_class == CLASS_WARRIOR || traceEnt->client->NPC_class == CLASS_SCOUT || traceEnt->client->NPC_class == CLASS_ALCHEMIST || traceEnt->client->NPC_class == CLASS_BIRD || traceEnt->client->NPC_class == CLASS_SHARK || traceEnt->client->NPC_class == CLASS_BEAST || traceEnt->client->NPC_class == CLASS_RODIAN || traceEnt->client->NPC_class == CLASS_IMPWORKER || traceEnt->client->NPC_class == CLASS_STORMTROOPER || traceEnt->client->NPC_class == CLASS_SARAFAN || traceEnt->client->NPC_class == CLASS_DRUID || traceEnt->client->NPC_class == CLASS_WIZARD || traceEnt->client->NPC_class == CLASS_IMPERIAL || traceEnt->client->NPC_class == CLASS_CENOBITA || traceEnt->client->NPC_class == CLASS_PROPHET || traceEnt->client->NPC_class == CLASS_TUSKEN || traceEnt->client->NPC_class == CLASS_MELC || traceEnt->client->NPC_class == CLASS_ZEPH || traceEnt->client->NPC_class == CLASS_RODIAN || traceEnt->client->NPC_class == CLASS_WEEQUAY || traceEnt->client->NPC_class == CLASS_RAHABIM || traceEnt->client->NPC_class == CLASS_GRAN || traceEnt->client->NPC_class == CLASS_TURELIM || traceEnt->client->NPC_class == CLASS_DUMAHIM || traceEnt->client->NPC_class == CLASS_SWAMPTROOPER ) { G_ChangeNPCModel( traceEnt, "proxy2" ); G_PlayEffect( G_EffectIndex( "force/proxymorph" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/proxymorph.mp3" ); team_t saveTeam = traceEnt->client->enemyTeam; traceEnt->client->enemyTeam = traceEnt->client->playerTeam; traceEnt->client->playerTeam = saveTeam; if ( PM_HasAnimation( traceEnt, BOTH_SONICPAIN_HOLD ) ) {// FREEZE ANIMATION NPC_SetAnim( traceEnt, SETANIM_LEGS, BOTH_SONICPAIN_HOLD, SETANIM_FLAG_NORMAL ); NPC_SetAnim( traceEnt, SETANIM_TORSO, BOTH_SONICPAIN_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); traceEnt->client->ps.torsoAnimTimer = level.time + mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]]; traceEnt->client->ps.weaponTime = traceEnt->client->ps.torsoAnimTimer; }; } } } } and now the bad taste: how encode correctly the function G_ChangeNPCModel i am trying of doying? cannot use the default G_changeplayermodel because on NPC it crash and not work void G_ChangePlayerModel( gentity_t *ent, const char *newModel ) { if ( !ent || !ent->client || !newModel ) { return; } G_RemovePlayerModel( ent ); if ( Q_stricmp( "player", newModel ) == 0 ) { G_InitPlayerFromCvars( ent ); return; } //attempt to free the string (currently can't since it's always "player" ) if( ent->NPC_type && gi.bIsFromZone(ent->NPC_type, TAG_G_ALLOC) ) { gi.Free(ent->NPC_type); } ent->NPC_type = G_NewString( newModel ); G_RemoveWeaponModels( ent ); if ( strchr(newModel,'|') ) { char name[MAX_QPATH]; strcpy(name, newModel); char *p = strchr(name, '|'); *p=0; p++; G_SetG2PlayerModel( ent, name, p, NULL, NULL ); } else { //FIXME: everything but force powers gets reset, those should, too... // currently leaves them as is except where otherwise noted in the NPCs.cfg? //FIXME: remove all weapons? if ( NPC_ParseParms( ent->NPC_type, ent ) ) { G_AddWeaponModels( ent ); NPC_SetAnim( ent, SETANIM_LEGS, ent->client->ps.legsAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); NPC_SetAnim( ent, SETANIM_TORSO, ent->client->ps.torsoAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); ClientUserinfoChanged( ent->s.number ); //Ugh, kind of a hack for now: if ( ent->client->NPC_class == CLASS_BOBAFETT || ent->client->NPC_class == CLASS_ROCKETTROOPER ) { //FIXME: remove saber, too? Boba_Precache(); // player as boba? } } else { gi.Printf( S_COLOR_RED"G_ChangePlayerModel: cannot find NPC %s\n", newModel ); G_ChangePlayerModel( ent, "stormtrooper" ); //need a better fallback? } } } void G_ChangeNPCModel( gentity_t *ent, const char *newModel ) { if ( !ent || !ent->client || !newModel ) { return; } G_RemovePlayerModel( ent ); if ( ent->health >= 0 ) /*Q_stricmp( "neoproxy", newModel ) == 0 || Q_stricmp( "proxy", newModel ) == 0 || Q_stricmp( "proxy2", newModel ) == 0 )*/ { NPC_ParseParms( ent->NPC_type, ent ) ; //G_InitPlayerFromCvars( ent ); return; } //attempt to free the string (currently can't since it's always "player" ) if( ent->NPC_type && gi.bIsFromZone(ent->NPC_type, TAG_G_ALLOC) ) { gi.Free(ent->NPC_type); } ent->NPC_type = G_NewString( newModel ); G_RemoveWeaponModels( ent ); if ( strchr(newModel,'|') ) { char name[MAX_QPATH]; strcpy(name, newModel); char *p = strchr(name, '|'); *p=0; p++; G_SetG2PlayerModel( ent, name, p, NULL, NULL ); } else { //FIXME: everything but force powers gets reset, those should, too... // currently leaves them as is except where otherwise noted in the NPCs.cfg? //FIXME: remove all weapons? if ( NPC_ParseParms( ent->NPC_type, ent ) ) { G_AddWeaponModels( ent ); NPC_SetAnim( ent, SETANIM_LEGS, ent->client->ps.legsAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); NPC_SetAnim( ent, SETANIM_TORSO, ent->client->ps.torsoAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); ClientUserinfoChanged( ent->s.number ); } else { gi.Printf( S_COLOR_RED"G_ChangePlayerModel: cannot find NPC %s\n", newModel ); G_ChangePlayerModel( ent, "stormtrooper" ); //need a better fallback? } } }
  2. Not problem. let me know if you get progress. Ah, give me some notification, or i will not see your answers.
  3. Sorry i was in hospital. Holy crap. there is nothing wrong to your code edit. i experienced other time models disappering in game after code edit, but at moment i not remember when happened , why and how i fix . the only thing i can tell is my tutorial is wrote using as basic the first version of openjk release on 2013 , now up to grade, and on these version works for sure! i have 16 new force power in my mod working without any issues. i thinks it should depend for some strange issues of updated version. also that i see into tutorial comment: this is changed respect of original openjk early version. but i not think is the cause of issue. pretty strange. sorry i cannot help you. also because in this time i really have not head for code stuff. i feel too bad @.@ optherwise, i have already in my code mod a perfect working force freeze power builded some years ago merging mindtrick and force grip code... was pretty HARD to do but it work.
  4. Not bad, but i like the kaminoan model into escape from yavin 4 the lost map mod.
  5. If you not show all edit you did into these code files, it's hard to tell what cause the issue. can you copy an entire log of your edits?
  6. I ever loved ey4, before i joined JKHUB i found these mod on filefront and his assets was the skeleton for my mod conversion project. i learned many things studyied ey4. but i cannot help. simply i am glad someone now this mod and make a reboot of that. if you want a nice idea: the noghri refugesse on the cave level (like a t3_rift location this map is in the middle of game) ... welll i never see these fantomatic refugees in game... so if is possible to spawn a little troops of noghri with gas sticks that shoots by rift of underground canyons...,mmm could be really a fun level. However, i suggest you maybe to expand the reboot with escape from yavin 4 - the lost map, is more completed and with more location. i really loved these version than original ey4 mod.
  7. i used in past SET_SKIN command on same NPCs modding some spawnscript of t1_sour and i have not trouble with that otherwise... i remember file *.Icarus can be open with notepad but IBI files... eeeh... Dehaved, yes, i knew that, but is not the best. i never use it, is good just to watch a script structure, but cannot decompile fine.
  8. I noticed by experience the crash can happened if playermodel command is called by UI menu file before a level map starts. SET_PLAYERMODEL executed by a script inside the map, on the player works fine... mmm never tryied on NPC ... damn, i not knew it crash on NPC sorry >.< mmm... this can make things more complicated. if that cannot work, the only way is to edit map of incriminated cinematics with entity modding, or ask original source map file by author for change the entities model called into cinematics.
  9. SET_PLAYERMODEL on icarus script involved, affecting the incriminate entity NPC_targetname \targetname that use wrong model, and you can fix the issue. is not hardcoding. and scripting is preatty easy compared to coding.
  10. Check my last post maybe can help you, if you have entity modding or mapping \ scripting skills, you should be okay also with this method without dms.dat editing.
  11. If you are working into an original your own map or an original map project passed by some author with his permission, or with ent modding, you can use target_music entity with a targetname and a specific music track for activate with icarus specific music tracks with scripting example there is a target_music with targetname and script_targetname music1 and another with music2. if you make a script with "use music1" or "use music2" command you can play the different music thrown these entities in the different part of the maps. also that is a good solution. this way is pretty function for area music (activated by triggers ) or boss music fight. also for a fight with an enemy troops (example, the spawnscript of one of the enemy can trigger the new music track. and you can place a target_counter that fire the second targetmusic when all enemy of the area are died. (maybe you can do the area locked and an area open only when you defeat all opponent in previous zone) for add a count value to a target_counter you can set as target the target counter name entity on the enemy that should die with NPC_target key command. Example NPC_target "counter1" applied on a dozen of stormtrooper, and the counter1 target counter with count set to 12, and linked to the target music. is little complex, but can do the same job of dms.dat file if you have trouble with it.
  12. There are different way to play music on a map: 1 dms.dat file can add dinamic music for explore \ fight action moment on a level without script or spawnflags. 2: worldspawn entity of many modding maps contains a music entry. in some level of JKA there is a worldspawn music key value (see hoth2 \ hoth3 3: icarus scripting can change music played in a level or activate \ switch dinamic tracks with SET_MUSIC_STATE command. by the situation, by scripting execution. if you are nice to make mapping, this is the best easy way for you. editing a worldspawn music should be hard if you are not good with ent modding ability. require to convert a bsp to a map and edit worldspawn parm. but .. as i told, you lost all light and uvmapping walls. anbd you get also wall leaks and other bad glitches on a decompiled map. is not a nice way. sorry, in this time, i cannot give you other assistance.
  13. As i told... dms.dat for the dinamic music played during level. about cutscenes... only an complete analize of decompiled map of JKA can teel you what kind of music are played in cutscenes. target_music i guess, is the entity to play new music entry inside a cinematic. but rarely is uised. also, changed target music parameter require entity modding skilss because a decompiled map lose all lights and uvmapping stored info so you cannot simply decompile a map, edit entities and rebuild bsp, you get a leaked and broken map. mainly, you need to analize the specific scripts played with icarus in every cutscene of games and focus about the SET_MUSIC command or something like that. so you need a deep dms.dat, mapping \scripting understand for editate the music, also the new music need to be sampled to mp3 stereo 44100 hertz. i cannot teach you at moment. as i told thousand time, this year i got really bad problems, and i am pretty near to leave moddings in general for follow other projects. also, i am already involved to teaching basic rigging to a man. (and please, now not asking me how to rig character. is the fourth time. argh! >.< ) i
  14. Grandfe! ti rispondo per bene domani ora vado a cena! Unreal??!?!?! Credo che ci intenderemo benissimo :Q____
  15. Salve Cocco... mmm 18 aprile... okay non è necroposting. Mmmm vediamo un po'... Se quel tutorial ultimo che hanno postato non ti è tornato utile suppongo di poterti dar una mano visto che in fondo ho insegnato a riggare anche ad altre 2 o 3 persone qua... solo una cosa: - io riggo su 3d max non su blender quindi dovresti procurarti tale software per prima cosa per potertelo spiegare ben benino. - sto passando un anno infernale con la salute (ho avuto una setticemia da e. coli e sono ancora molto debilitato) e già di mio soffro di sindrome di ehlers danlos quindi abbi pazienza se sono lento nel rispondere o nel dare spiegazioni. - come te la cavi in modelling? anche io sto facendo una mod e ci sono alcuni modelli MD3 di cui avrei bisogno per completarla. non preoccuparti so beissimo convertire file in MD3 con blender e assegnarci le texture ma non sono un modellatore quindi davvero ci vorrebbe qualcuno che me li facesse dagli scratch. Possiamo trovar un accordo vantaggioso per entrambi insomma Thanks for notification, @@AshuraDX i see what can i do. i have already teached rigging on two person (and one was cerez) but i use 3d max for rigging. i not rig on blender so now we see what can we do.
  16. Batch: okay at this point i think i remove all autoconfig and cfg garbage and just set openjk_sp.x86 for exe the nosgoth folder and and no other change. no overbright etc. the motivation i get these parameters is because this is old. VERY OLD. is of 2006 of some mod of filefront (melee mod and ey4 that get these autoconfig) these paramaters in some way allows the old exe engine to get more sabers in game without crash or looping freeze load menu issue... but that was before openjk. now i not need mod these things and i see they get only damage and graphical issue. the gore blood effect at the end can be added with g2weaponmarkshader and g2markshader command into SAB file and with effected casting decal on the fisic impact of blood drops on walls. so not need that more. ethernet... so maybe i need to buy a new modem \ router. yes my actual modem is very old... ten years old. maybe the win7 config set some strange setting inside d-link parameters. .
  17. @@ensiform ok i did a lot of check on my mod configuration, fixing r_gamma on default JA exe seems to fix the trouble of monitor. about my mod, i remember there are somethings that will executed by files. old configuration very oldest, because i build my mod assets using as example escape of yavin 4 mod of looong time ago on filefront community away LOL. so i get some all setting by EY4 configurations of files. on batch file of my mod there is that: openjk_sp.x86 +set sv_pure 0 +set fs_game Nosgoth +exec nocrash.cfg %1 %2 %3 %4 %5 %6 %7 %8 %9 i have not idea of what does the % fields on batch process. and my first question is about their function. mod also have an autoexec.cfg and a nocrash.cfg that i used with old example by an oldest melee mod that replace JA sabers with melee weapons (learn that was a nice inizial stage for my project) the autoexec.cfg get this commandlines: exec nocrash.cfg seta g_debugmelee 1 the nocrash istead get this setting: r_overbrightbits 0 r_dynamicglow 0 cg_g2marks 1 cg_saberEntMarks "1" and so... this is what i understood: the nocrash.cfg is exec 2 time on mod startup! one by autoexec and one by batch file, i not thing is a good thing. g_debugmelee : this simply unlock melee fighting and wp_melee on the mod. nothing bad. r_overbrightbits: i am not sure about function of this cvar, but i am afraid that do some trouble with gamma setup. i remember that overbrightbits on melee mod get things too brightness in past. maybe is better if i delete this . r_dynamicglow: this should turn off the dinamyc glow effect , so effects are more soft and more less glowing and brightness on mod... that is setted for protect players' eyes, basically (starting mod automatically switch off this thing) cg_g2marks : i suppose activate the marks of burntrace when a saber hit an opponent. cg2_saberentmaks: mmm if i remember, that allow to a melee sword that hit an enemy of cast on impact blood marks on the sword model. so sword is full of enemy blood. more realisrtic and gore for melee weapons. so my question is: what of these things i need to delete or are unuseful for my mod? there is some of this paramater and setting of cfg and batch files that can accidently affect brightness in someway?
  18. mmm, seems better. thanks ensiform. setted r_value 1 to JO and JA console. on JO value was 0.7. on JA was already to 1. sfor moment seems work.
  19. done recently, long story... i was forced to back to XP for some technical problem (but that not solve that. in tech support forum i open a thread relating these. thanks for suggestion and sorry for off topic. ^^ really nice work of kejim ported on unreal however!
  20. sorry for late and for silly questions. i never used r_gamma command in consolle, because i not knew there was. sorry. yes, sure is not WIn 7 in past already used this OS 3 years ago when i get dual boot with C: with XP and E: partition of HD with win 7. never get this fall of connection before... pity also shut down and restart router off \ on (router are integrated with modem, they are a uique device in my case) not change anything. about web connection this strange thing act in that way: 1 C: with XP system, connection LAN with 1 mb download, all okay. 2: format c and upgrade os to win 7, connection fall down to 30 kb \ sec. disabling autotuning with prompt dos following some web guide and connection boost up to... 60 kb \ sec (75 if i am lucky ) - upgrade driver of my atheros LAN device not produce any change. fun fact: also if have SLOW connecion, my father take web connection with a wi-fi device on his computer (so my router allow web connection for him and for me. when i was on win 7 connection was slow for me, for him, with wifi, slow too, because depending of my signal. BUT, if he connect directly modem\router to his computer, connection is fast and normal as should be. so is a problem of some setting of my computer. recently also my father format c: and upgrade win 7 to his pc. also in his computer connection slow down. (with wi fi, and also directly no difference.) at moment we have turn back to windows xp together downgrading our pc, but connections are agains with low download cache. i think after easter i will send my pc to tech assistance for fix the problem. now i try to fix the gamma issue.
  21. I tryed a lot and in past also i worked on a project about a fangame on LOK with 3 peoples, but rendering of engines was not much good and i found too much technical for my opinion. i am searching something that is the most fastest and user friendly possible for open build worlds and game (possible rpg games with space fight simulation too and c++ support ) something that allow to shape terrain and add water and cliff and montains with immense easy way and also prefab of buildend and can use also external models (obj, 3ds, fbx etc ) HD for me is secondary. i prefear the speed of building and game program at the stunning graphic, also i like if the engine should have the more possible soft visual particle effects rendering , because i am photosensible. >.< and also i am alone to work with project so i cannot stay an eternity to create a single dungeon or map. .. it's not easy to find something like that. for moment heroengine is the best i see, but is very expensive with coast of assets and also not run on XP. (so for moment i cannot try -.- damn... ) someone now what game engine are not again cutted of by XP? so i can try something for give me some idea of what i need or what i want exactly i know what kind of game i would make, but i not know what engine is the more nice for do it and for my necessity. ._.
  22. @@ClydeFrog i Was just asking to my self if recreating JKA on UE4 would possible in the last times... you answer to my question. i have another question. i have updated recently my old XP win 7, (but for fgraphical and web connection trouble i was forced to return to XP at moment) , i have a system 32 bit. i was pretty disappointed because i upgrade on WIn7 basically for use UE4 for personal project and instead i discover that it not run on 32 bit windows but only 64bit system. is a madness, IMHO. there is some UE4 version that run on XP? otherwise i was looking to heroengine for my purpose (less HD of UE4 but more easy to use for builds worlds i think)
  23. Add after swamptrooper the fish class and add an exception for remove gurp sound for fish class and should work. if ( ent->client->NPC_class == CLASS_SWAMPTROOPER || ent->client->NPC_class == CLASS_FISH ) or, you can add a new CLASS_DIANOGA on teams.h and register it into enum string of class list into Q3_interface.cpp BUT this require a nice code skill.
  24. the unique way for do that is edit this field into g_active.cpp of OPENJK code, and set dianoga as CLASS_SWAMPTROOPER CLASS_FISH unforntunately, drown. as i told, they are class without any specific code features. they exist only as name. ._. this is the code about drowning, lava acid damage and force protect resistance to acid and lava. // // check for drowning // if ( (mouthContents&(CONTENTS_WATER|CONTENTS_SLIME)) ) { if ( ent->client->NPC_class == CLASS_SWAMPTROOPER ) {//they have air tanks ent->client->airOutTime = level.time + 12000; // don't need air ent->damage = 2; } else if ( ent->client->airOutTime < level.time) {// if out of air, start drowning // drown! ent->client->airOutTime += 1000; if ( ent->health > 0 ) { // take more damage the longer underwater ent->damage += 2; if (ent->damage > 15) ent->damage = 15; // play a gurp sound instead of a normal pain sound if (ent->health <= ent->damage) { G_AddEvent( ent, EV_WATER_DROWN, 0 ); } else { G_AddEvent( ent, Q_irand(EV_WATER_GURP1, EV_WATER_GURP2), 0 ); } // don't play a normal pain sound ent->painDebounceTime = level.time + 200; G_Damage (ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER); } } } else { ent->client->airOutTime = level.time + 12000; ent->damage = 2; } // // check for sizzle damage (move to pmove?) // if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { if (ent->health > 0 && ent->painDebounceTime < level.time ) { if (ent->watertype & CONTENTS_LAVA) { G_Damage (ent, NULL, NULL, NULL, NULL, 15*ent->waterlevel, 0, MOD_LAVA); } if (ent->watertype & CONTENTS_SLIME) { G_Damage (ent, NULL, NULL, NULL, NULL, 1, 0, MOD_SLIME); } } } if ((ent->health > 0) && (ent->painDebounceTime < level.time) && gi.WE_IsOutsideCausingPain(ent->currentOrigin) && TIMER_Done(ent, "AcidPainDebounce")) { if (ent->NPC && ent->client && (ent->client->ps.forcePowersKnown&(1<< FP_PROTECT))) { if (!(ent->client->ps.forcePowersActive & (1<<FP_PROTECT))) { WP_ForcePowerStart( ent, FP_PROTECT, 0 ); } } else { G_Damage (ent, NULL, NULL, NULL, NULL, 1, 0, MOD_SLIME); } }
  25. Hello. i know a lot about classes because i work all days around they. CLASS_SWAMPTROOPER: is like stormtrooper ai, but they cannot drown on water. otherwise i noticed they however produced silly gurp sound if they are too much time in water. this is hardcoded and for making a class immune to water you need to check on the SP code about that... i not remember now if is in g_active.cpp or in g_combat.cpp CLASS_WAMPA: can grab the player, knockback CLASS_SWAMP... not do nothing for what i see, like CLASs_GLIDER, FLIER2, MURJJ, LIZARD, CLAW, FISH. these classes are un used classed and they are never ended coded class. but as saberist they are pretty vicious boss fighter D: class FLIER is very acrobatic, CLAW is the more dangerous. i not know exactly why. i suppose they are class for deleted animal or npc or aliens or monster of JO never ended. CLASS_WAMPA is pretty weak to force lightning, like all other specific class is hardcoded and you need code skill! is not sufficient to make model and animation for a new animal or monster for have a nice monster creature... you need to code a specific class AI for this monster for act realistically. this is very difficult, also because every single monster or animal need a specific and different code, related to their skills \ attack \ weakness \ strenghts. CLASS_RANCOR: can devour player, grab, knockback if you jump up, can spit poison gas jet with specific npc mutant_rancor. also, have a letal charge attack and can slam player hitting ground with punchs. is pretty hardcoded class. you need to understyand that a animal class need also specific code for work fine if yiou want to do a vicious monster that attack player. without code the result also with better animation, skeleton and rigging, is not much good. the dragons of NDA for example have an horrible bug if they grab the player... never noticed? you are stuck and camera ever roll on itself and you can free only with noclip cheat. this because missing code... and a CLASS_DRAGON ._.
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