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Everything posted by Asgarath83
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strange after i put win 7 driver video card gamma is stuck never happened before, with original jasp \ jamp or with openjk or with my mod code i never get this trouble before now. Bbut this can explain many thing. thanks ensiform. mmm that's is a bad trouble... how can i fix it? there is some place inside the code i need to watch maybe for do some manually fix with custom exe dll of mod seems the autocorrection of gamma when i leave game is broken now... but happened also with original jasp \ jamp exe. i am very stunned by that. and also my eyes @.@ .
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Ah... well i not know how to show the exactly value with consolle command but on video setting i put gamma always on 20% of gamma bar... ah, that's interessing. if i minimize the game brightness goes full to desktop and pc monitor and game return opaque and pretty dark until i hit with mouse the gamma bar. when i do the game read the r_gamma value and change is r_gamma. what i not understand is why damn gamma game affect in same way the gamma of monitor my pc and how can i fix that?. .-. i notice also that at moment i am not using openjk or my mod build. it's a in issue caused also by original game exe \ dll O.o and never happened so tedious before putted Win 7... maybe there is some trouble with ati driver of video card of win 7? but now i am turning back on xp and problem still persist also after formatting... that thing is really hard to understand for me. i cannot formatting pc for that every kind i try game or mod and also, with this issue is not possible more to coding or modding .-.
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Hello, i ever played Jedi Academy niceful on my old windows XP SP3. i have an ati radeon as video card and 3giga of ram at moment with a pentium 4 cpu. however... i ever noticed that when i launch the game monitor become ever strangely brightness with ati radeon driver (never happened with old geforce video carder and relative drivers ) but when i was shut down JKA monitor return opaque and okay. before i get an LG monitor. now myu old monitor is burned so i have an acer (little more bright of the older ) however, recently i upgraded to windows 7 and when i tryied JKA after with open jk i get a very fastidious problem: the monitor brightness was permanently, also after shutted down game (inside JKA is all okay as graphic etc), so starting JKA and closing up my monitor become very bright and i get also headache for excessive light. so art the end i format seven and downgrade to XP again. now ... i get the same issue however. after a formkatting and reistalliung of system,. video card, chipset etc monitor tuirn back opaque and relaxing. after i tryed JKA again brightness -.- so i played JO yesterday for make a try. after i esc from JO monitor return more opaque, but however a lot brightness too. today i uninstall JKA, remove all Openjk dll and exe (just to be sure i not do something of stupid on my mode, the last thing i have done was to removing absorb aura shield for some classes... ) reinstall, patch to 1.01 and also with original exe and dll of jka... brightness damned issue. >.< now i not know how to fix that. my monitor frequenze is everokay to 60 hertz, but the first time happened that on 7 windows 7 switch monitor frequenze to 75 hertz (for me is very painful... after i see i fix up again to 60 ). however now i get again this issue. if i start JA or JO i get this brightness trouble. the brightness issue seems to vanish after an half hour or after a reboot , but not ever... i am very worried about that. Another strangest thing is after i updated on windows 7 my internect connection (with a dlink modem, a LAN connection) full down by 1 mega \ sec of download speed of 70 kbs ... after turning down to XP, connection never fixed also if i reistall router drivers or update that. really i not know how to fix these 2 problems and is 1 month i am crazy abouyt that... i think i will send my pc to repair in some Pc shop after easter ... >.< never happened to someone the brightness trouble with JO\ JKA game on windows 7? someone now also how to fix the fall down of the web connection? thanks for any suggest and answer.
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Is there a way to increase projectile travel speed?
Asgarath83 replied to a topic in Mod Requests & Suggestions
I hope to return back on Easter time, but i am not much sure about how i will fine. hospital recover however. i need to do a loooong check up. >.< i have already talk of that in these last times. unfortunalety, the wait list on Italy is looooong. now they have call me. so Tomorrow i will go. bye :3 -
Is there a way to increase projectile travel speed?
Asgarath83 replied to a topic in Mod Requests & Suggestions
Thanks Noodle. Yes, i need an avalanche of luck this year >.< -
Is there a way to increase projectile travel speed?
Asgarath83 replied to a topic in Mod Requests & Suggestions
weapons.h , like saberblade told. i am not the only coder here, folks the next days i will disappearing for unknown time, so not find me. -
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WOW! MAGIC!!!! pls someone write a tutorial about that D:
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Should be nice for a map inside star trek enterprise in warp 5 mode.
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Jedi Home III - Temple Edition
Asgarath83 replied to AngelModder's topic in WIPs, Teasers & Releases
Amazing work man! please more details, more area, more alls! -
ECM IV exe: failed to load ja game library
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Hello... well i am on VS2010. my OS is seven now, i do the upgrade. but again i not tryied the exe of this mod on seven for see if was a problem of OS compatibility. sdl2 file is present and also inttypes. ensiform has passed me this file a lot of time ago. these fixed problem of building the solution on my computer when i was on XP, but not the game load error message. so i suppose is a problem related to fact that i build the solution with an out to date version of VS respect of original VS used for doing the solution i get to edit... mmmm this is very problematic because if a day i will help some other with code i will need to update VS for resolve the problem. >.< damn. however, for this specific case i compiled the edited code, passed to RJA and for my lucky, also if it not work on my computer, it works perfectly on his. (so i think is really a problem concerned oldest visual studio versions. ) -
Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
The max data is a good solution if you create a unique, big NPC file like into Jedi outcast and put all your personal NPC entries in this file. nstead if you want to get THOUSANDS of NPC files into NPC folder... yes, you need to edit the field quoted by MGummelt . on my mod i have hundreds of NPCs but the npc files are relatively fews because i created NPC file by categories. in your mode you can organize maybe with a BIG file with ALL droid entries, a file with ALL jedi, another with all siths, another with all creatures and monsters, another with all star wars saga characters... and another with edited default JO\ JKA npc. should work. on my mod i simply put a file for all vampires, one for all reavers, one for all sarafan warrior etc etc... also without editing the max file number readable, until this moment i never get trouble of bypass the limit. -
Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
@@MGummelt pretty interessing! thanks for enlighting me about how works saber combat into an action game with player directly control saber move and saber trace direction and collision and an action rpg game, where this is fully mechanized. this knowledge is important for me, because i think i will make in future my custom game on heroengine and this knowledge about how working sword fighting in games is pretty important. about saber building question... so it was a puzzle when player move crystal align in a resonance sequence... interessing. these remember me the force puzzle inside yavin, rift, and and korriban temples. so, the BOTH_MEDITATE1 animation is concerned in some way with saber building? because into JKA no one use that. -
Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
LOL should be really a fun prequel mod before yavin1b mission -
Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
Nice!!! So that's is the explanation because shadowtroopers died into JO and JA drops force crystals... maybe they was one of the items necessary for build sabers? So the player in your dreams could be able to build saber light into KOTOR and KOTOR 2 game (i pretty loved the Kotor build saber system. ) looking the KOTOR saber fightnings. I ever thinked the Kotor saber combat system get some features ported by JO and JA code. it's true? or is just a my supposition? -
Battlefront(2004) map in MD3 to GTKradiant 1.4
Asgarath83 replied to Javitolo98's topic in Modding Assistance
which program? radiant or JKA? if is somethine like "cannot find a spawn point" when you load a map is because you are trying to load a map without a spawn point for player. you can add it with entity modding editing the bsp, or if is a your own map, on radiant with right click of mouse on the grid and adding an "info_player_start" entity. -
Battlefront(2004) map in MD3 to GTKradiant 1.4
Asgarath83 replied to Javitolo98's topic in Modding Assistance
Important: if you use MD3 for rebuiold map on radiant... - you can set manually texture on blender before export on md3 by selecting each separated mesh and add into custom properties of object MD3shader models/map_objetcts ? maps? /*mapname/*texture name example: md3shader and value: models/asd/abbey/abbey1025 - second issue: you need to split a MD3 into more pieces. never exceed of more of 1000 vertexes for mesh or you get serious trouble when you run level on JKA you will get error message and crash map if a mesh get more of 1000 vertexes. however, is better to split into meshes of 500 max vertexes each one, because more of 500 vertexes are dangerous near to shader max limit index of JKA. personally i split my MD3 to pieces of 500 vertexes each one for avoid any graphical issue. -
Confessions of an Unskilled Modder
Asgarath83 replied to MusicForThePiano's topic in Modding Assistance
for entities, many people use entity modding. you cannot add trigger and func usable because they need also to add brushes to work (so map edit into radiant) but for add more NPC is sufficient (after, they canj be spawned by icarus scripting ) Skybox can be edited into two way: 1: replacing the skybox textures by textures/skies folder with new texture. 2: editing the SHADER files skies.SHADER into shader folder of assets. 3: for a realistic light casting changing shader and texture is not sufficient you NEED to manually Rebuild the map on radiant, but that is really hard because a decompiled map lost all light entities and texture uv mapping coordinates of brushes and you need to recreate all that... also some brushes are leaked and into games appears with invisibile walls (this can be fixed converting the incrimnated brushes into structural ) -
mmm for what i see open on NOTEPAD the SHADER file of one of that, the skybox is not formed by six texture like default skyboxesbut by simple 2 texture, the shader file has two shader field (they merge into a unique shader, but they are two different texture separated) in these field, there is the tcmod scroll parm. so basically is pretty simple. D: all you need is an opaque texture immage for the sky and a raster transparent texture for the first layer (maybe a png raster with alpha channel and asteroids on the rasters). you get a tcmod scroll shader of asteroid and they will move on the starfield. textures/skies/bespin { qer_editorimage textures/skies/sky.tga surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/skies/bespin 6000 - { map textures/AnimatedSky/skystars14 tcMod scroll 0.012 0.015 } { map textures/AnimatedSky/skystars8 blendFunc GL_ONE GL_ONE tcMod scroll -0.015 -0.025 } }
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This happen already in default game, if you add allied NPC to support you. Is sufficient to use icarus in map and use SET_ENEMY command to set as enemy NPCs of your teammate. enemy NPC simply get aggro on the nearest opponent. i see with my AI they attack also NPC without problems. all depend by circumstances. Saberist are a more dangerous target of shooters, so player get "aggro" in a certain sense (is a jedi, after all) . if teammates are jedi with sabers the enemy attack the offending or nearest target by default. also, if they are in state BS_FOLLOW_LEADER and there is a previuous npc setted as leader with SET_LEADER on icarus, they try to defend the commander. (so "minions" attack who try to attack his captain. )
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On my mod: WP_NONE on the AI : shoot with wp_blaster and randomly altfire. can use force power grip, push \ pull etc when shoot (default sith and jedi when they shoot are silly stuck on shoot with weapons, only cultist have acrobatic evasion, but a jedi with blaster has a pretty default stupid behavour. my AI allow npc to use force power when they shoots the enemy. common used: grip, lightning, push and pull. ) WP_MELEE: npc chase player and hit with punches. the punches do more damage of normal. but i maybe is because i edited the MOD_MELEE damage into g_combat.cpp (like MOD_DEMP2 of assassin droid ) look, i cannot make a compile for you in this time because i have heal problem and an incoming hospital recover for get better diagnosys and cures. but i builded already Dll and EXE sp with the AI working on two npc class (CLASS_SITH and CLASS_SITHTROOPER) and also on all force user class of game (so is used also by CLASS_JEDI, LUKE, KYLE, GALAK, JAN, SHADOWTROOPER, DESANN, TAVION, ALORA etc etc ) for epic challenge mod IV of @@RJA . why you not ask to him if he want to pass with you exe and dll of mod (it contains also 3 new shoot weapons and more saber colors for what i know) for you project? maybe also source code that i edited for him with AI so you can upgrade with some other coder for UI stuff you desire? (sorry but i cannot help never on that, i never edited or studied the UI code for now )
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So you basically desire to totally remove that limit. Well, i not sure is possible, because for doing something like that you need to rewrite all code architecture of allocation memory. JKA is a game of 2003. for the age, this limit cap is sufficient enough. Recently i written an AI that allow NPC to act like boba fett, switching weapons and using force power in combat. maybe you require something like that, because in that case, you can set just a NPC for model with all weapon you want NPC will equip, and you not need 300 thousand of npc. AI also chase enemies and do randomly alt fire. if enemy is close and have a saber into NPC file inventory, weapon, AI use saber, if enemy is too distance, switch to other rifles and ranged weapons.