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Everything posted by Asgarath83
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well, just my personal opinion: i am using again windows xp. and i have visual studio 2010. soon i will update to seven. ten is too much for me at moment. i know is difficult to understand why many people have obsolete OS and programs, but... i suppose there are personal obvious reasons. i am basically forced to go to seven just because many program i want to use are cutted out by XP. but i love XP interface. it's not a guilty i think. personally i think software change too fasty, too speedy. not all peoples of worlds can adapt their selves to these continuos change. and is really sad that older program are ever cutted out for force people to buy ever the newest OS.
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I never worked on strings limit but for SAB and NPC file limit edit that: npc_stats.cpp // // NPC parameters file : ext_data/NPCs/*.npc* // #define MAX_NPC_DATA_SIZE 0x80000 // original is 0x40000 char NPCParms[MAX_NPC_DATA_SIZE]; for sabers... now i not remember, i need to search. for single player: change into that value: #define MAX_SABER_DATA_SIZE (10 * 1024 * 1024) // Max value original is 0x80000 on wp_saberload.cpp bg_saberload.c for multiplayer #define MAX_SABER_DATA_SIZE 0x80000 static char SaberParms[MAX_SABER_DATA_SIZE];
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Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
lol, my best manage with code is that for my mode i change a lot of thing working around custom NPC and classes because my mod set gameplay for fantasy ambientation (i am doing a mod about legacy of kain series, but is also a good start point for study how to make a game about a my personal science fiction fantasy saga) so on my mod basically i removed all weapons model of shooting weapons leaving just a noweap.glm as model. npc shoot projectiles directly by hands (also changing shooting animation, so shooters become some kind of wizards) next step was to change fx and sound. basically i increased the fxscheduler buffer and added effect by classes: example: if CLASS_SABOTEUR shoot with blaster pistol, shoot darkness projectiles magic. if shoot them a skeleton, shoot a necromantic effect, like a little black hole... and so away. basically associaction is: BLASTER_PISTOL: darkness - enem,y is blinded BLASTER: fire \ lava - enemy is burned BOWCASTER: light \ lightning - enemy is shocked \ disintegrated FLECHETTE: earth - enemy is freezed or knockbacked REPEATER: ice \ crystal - enemy is frosted DEMP2: holy magic - deadly for undeads and vampires CONCUSSION: necromantic magic - deadly for humans and sarafan warriors. ROCKET: air \ wind magic also i have separated efx and sound fo bryar pistol and jawa. in my mod bryar is a magic bow and jawa weapon shoot sonic projectile that stun hitted enemy like the howler scream. it's a looong work. a work doing on FX_ files of weapons of SP code, and G_combat interaction, i doing weakness and resistance of the CLASS of ai to elements MOD like demp2 in default game is deadly for droids... so for example, a class of creatures of ice \ frost \ snow is weak to WEAP_BLASTER but not get damage by WP_REPEATER. this add a very strategic shooting combat because player need to use the proper magic spell against an NPC for defeat him. i do the same thinks also on sabers, creating specific saber into SAB files that inflict various MOD_ damage instead of MOD_SABER to enemy. for example: the reaver of darkness inflict MOD_BRYAR damage to enemies. in that way, the JKA engine can be used for create a RPG fantasy action game. serious, the potential of the JKA engine is really understimated for what i think. with a good coding skill is possible to make wonder gameplaies. i have also an idea for the next future: because fighter vehicle are not the best on JKA (they move too fast for map so smalls, explode when they hit a surface like nothing, yaw movement is too slow) i want to solve this problem making a NPC AI class code for specific FIGHTER npc so in future should be possible to use playermodel command for play as a flying fighter. shoot weapons become blaster and missile of fighter and yaw and speed are customizable with a simple NPC file. on my conclusion a fighter need: - a fighter model glm rigged just to pelvis bone of humanoid skeleton should be sufficient i guess. o.o - the fighter AI should be an half way between seeker ai and sentry droid AI class. - dieng remove model and play explosion efx and sound - movement are little different: the fighter flay EVER forward. ever. like on rogue squadron 3d old arcade game. the W and S keywoard comand should control pitch movement of fighter i suppose, or maybe trhust and brake and control pitch movement with mouse? i am not against sure about that. however, i hope i can do that some day. if have success i will share the code and JKA can get also some nice space \ fly battles against players. : 3 -
Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
There is a saboteur commando NPC into t1_fatal mission, when jaden look into the camera when imperial place the bombs in the core of volcanic factory. but is just for cinematic. and on level not appear, if you edit the cinematic script for avoid his removing, it fight like a normal saboteur... i suppose is a cutted boss maybe , that should have the dual blaster pistols. D: -
Ah! Lol XD mmm well, i not worked with code related the r_dynamicglow function, so this is prevedible. Okay man, if have not heal trouble, i suppose next week i can start to satisface the request. but i have an old version of ECM mode, just with few saber colors and only 1 new weapon, the clone wars repeater with blue lasers. so, if you send me on PM the last version of the code of your mode with solution already ready, i can do that.
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Well, there are two fields of saber about rgb into code, one regard the dinamic light emitted by saber, and the other the color of the tube of the saber. so, let me understand... uff i have an headache today... >.< ehm... in the code client i did for you, dinamyc light of blade working or not? because in the test i did when i tryed ECM on my computer with my code, they worked fine with cyan saber... cyan cast also a cyan light around kyle. o.o however. i want to make this things for next version of EC IV only one time... so please. can make me a list of all feature you want into your mod? - switch weapon \ altfire force shooting user support for reborn - force speed with a gradual draining of power... mmm i think is possible to do apply to force speed code the force drain \ lightning code related to forcepowerdrain. - more saber color. a list, please. - Other? PS: please ask easy things because i am not exactly 100% heal condition now, so i cannot do excessive brainstorming work. and i doubt i could manage more of other 2-3 request. so let me know.
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sorry i am not expert about light code, so i cannot do that.
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Have you noticed that shooters when shoots can never use force powerr offensive like grip \ drain \ lightning? Pretty annoying , right? also their cannot switch weapons and got multiple weapons into NPC file.dat,. pretty annoying thing. Recently i am working on a New AI that have switching of weapon available: can randomly switch and use alt fire of the weapon equipped into NPC file. also, they can use force power when they shoots. if you are interessed, when i can i can edit the ECM code i got to you year ago, for add these new things. I need just to copy \ paste the functions into the solution and re buiild it.
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i got this kind of trouble in my past. is caused by some broken shader. something with a missing brank or something like that, in shader file. only one brank missing is sufficient to create the troubles. check the branks of your shaders into Notepad++ you should fine what missing. otherwise, remove all custom shader file, saving that in a folder inside shader folder called "backupshader" and put the shader by alphabetical number... example: first by a to e, and load the game, if it's all okay, try wityh f-l group. if is okay, try with m-p group, etc. when occurs the error, you understood that problem is caused by one the last shader files you paste. so, you can restrict the field of search until you find the incriminated shader file. once you get on your hand, check its branks stage. sure there is missing or wrong something.
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Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
Nice question, the unique way for limitate this is on effect ed setting primitve of projectile to 10-50ms value as life duration. i noticed that also on the bladeeffect. effect of blade on game is very massive in report to how appear on effected. i have suspect that a primitive in this kind of effect is called one time for frame.. so... 60 frame -> 60 primitives? (blade effect can be very STRONG and bad for sight. with dinamyc light enabled they can be pretty offensive for eyes...) -
Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
Oh, thanks! i didn't know this feature of icarus ^^ -
Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
Yes, i know about the point 1 because i tryied in past a loop between weapons... but i not know hot to make a random script so i was thinking this thing should work only with code. ._. i need that for code because i wanna really now how to code that, also, because i hope some day thats thing can be useful for making some game. so i wanna know how make the things working into code for that motivation. point 2: is possible to use the if \ else brank for checking weapons also on icarus? interessing. i never think to use that function in this way. 3: never thinked about it. this is an alternative very nice solution! thanks! (never tried the DISTSQRD script. .-. ) PS: the new function NPC_StopKnockdown works pretty fine. now there is a randorm probability that shooters resist to force push\pull! many thanks! Now i wanna see the other points in code. -
Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
wow that's gold man! thanks for all! i have just a last question, and after that, i will leave, because i agree @@Cerez idea of a thread with the most important and common question for you by all community, so you are not stressed by an overflow of asks. it's just a simple tecnical curiosity about terrains. in a past thread, NumberWan noticed me that the the terrain of level t2_trip has a different structure of triangles respect of a default terrain like in hoth2 map... it's like the original map developer used some kind of decimating tool for reducing number of poly that make the terrain. considering that gtk radiant for JKA map have a limit of 64 thousand brush for a level, and an huge terrain entity is very poly consuming i understanbd if developer got some kind of LOD decimator of the more complex terrain for avoid brushes overflows. sure is pretty fine for an huge map with an big terrain, like t2_trip. this map is very... vaste D: i was interessed about that tecnique of terrain sculpting, maybe can be of help also for many mappers here. However, thanks for all your time. I understood if you not answer soon at this question. technically that involving mapping and not souource coding. :\ thanks for all the time you spend for me, sir. i will read you. bye -
Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
Thanks very much, sir -
Ask me anything about the Jedi source code
Asgarath83 replied to MGummelt's topic in Coding and Scripts
This is a my personal question because in my waste time now i am trying to improve NPC shooting fighting of JA Single player. i am lot tired of how they stay ever into a place without run or walk, or how they depend of a waypoint grid for move efficiently. i am looking for AI_bobafett.cpp. i see that BOBA AI not need to waypoint to chase, flee and fight to player. also boba fett have an interessing two abilities: he can switch between the weapons is stored into weapon.dat and he can alternate main fire to alt fire. i am interessed to transport these two abilities of boba fett to ALL other classes for the shoot combat. so enemy can run, flee and fight in more strategic way and also they can use alt fire and switch weapons the modder give to they on NPC file cache. Dusty is working now at a patch of open jk source code, and he give me some great hint about the code related about switching weapon in combat. but at moment it not works on my npcs. so i want basically this: i want understand how is possible to improving NPCs with this behavour into shooting fight: 1 - if they have into .NPC file multiple weapons example "weapon WP_CONCUSSION , weapon WP_BLASTER, i desire that NPC randomly switch between the two weapons. 2 - if they lost a weapon because gripped or dropped with force pull, they not surrender, but equip another weapon of they inventory. 3 - they randomly alternate main fire and alt fire. maybe using altfire if player are far, and main fire if is relatively near. 4 - optionally if you try to kill they with a saber or shoot to themself, they act like boba, so they try to dodge the saber, or jump, or rools, or flee. Yes i know it's an hard question. specially about single player code. it get many misteries and only recently in the last year is fully discovered. PS: so i had really fine read or understood? (sorry for my bad english) you was into the lucas art raven team?? Amazing!!! D: I am really curious to follow this thread and to know more possible about this game dinamic. i hope some day to make some mine personal project of a my science fiction saga . (on real life i am a writer, and i dream to make some game with fights like JA, air \ space battles like rogue squadron and x wing allinace and also RPG support like kotor. yes i now, is really a dream very hard to realize. also if i get terrains, building and model materials i need a good engine for making that. Thanks for any answer. JA modding for me is a way to learn how much is possible about games. -
Pretty cutie model : 3 I was wondering and asking for years "why no one make more animals into JKA?" i am fascinated about the not_humanoid skeleton animation. animate a spider is really difficult. more complex of an humanoid IMHO. so nice work, man! Tested in game: run out of space about ghoul 2 adjust mini heap size, every time the spoder is hitted with saber or other weapons. :\ perhaps too much high poly model? D: @Ramikad
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Well, you need to copy the correct SKIN file of the models. i think you copy the wrong files in the first temptative. Skin files are easily open with Notepad . you can see a skin file is just a list of the mesh of the model, for every mesh there is the path of the texture that cover it. the textures are processed with the istruction of .SHADER file that comes with model pk3. (also shader files are openable with Notepad, also NPCs files, SAB files etc) you can do some basic modding workaround simply if you edit with notepad those files. BHowever a skin file is structured in that way: NAMEOFMESH1,relativepath1 NAMEOFMESH2,relativepath2 etc. example: torso,models/players/corso/torso_01.jpg head,models/players/corso/head_brown.jpg etc etc
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is sufficient to go on the folder of the playermodel used by player on hoth mission, copy-paste torso_a1 and lower_a1 and rename torso_g1 and lower_e1
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on JKA, interacting with ambient is the key for strategic covers: containers, hideouts, walls, trims, grids, grates, gates, bars can offer a good repair for NPC. also a nice placement into wall angles or little opens into the walls toward npc can shoot with free fov and aim can be helpful. Also, Npc placed on roofs or on down levels are strategically advantaged to shoot player. there is also the target_shooter entity that can help to improve the combat, scripting this entity the fire can come from strategic point. player can get illusion that NPC covered attack him, but in reality is target_shooter entity that do that. you can give an example of that on t1_fatal mission: there is a target_shooter entity near two saboteurs, that launch a thermal detonator, if you follow the path on the left of the door of main building with the 2 bombs inside to deactivate. also triggerable pulsing flickering force field should with stormtrooper placed behind it, can be an idea. Player can attack only when enemies expose to shoot him. like assassin_droid. also, is possible to use SET_ARMOR and SET_HEALTH on icarus to give enemies custom armor and health values. pretty useful for shooters. a shooter with SET_ARMOR 1000, is a nice opponent and can be fast defeated only with lightsaber or force using.
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Note: the FBX format and JKA skeleton files should be used for successfully import animation on Unity3d (tested, it works) and for unreal engine 4 (untested again, but i count to do it ASAP ) . BUT obvious, you need to rig the models with that skeleton for works. Maybe this pack can help some game develeopers. 1700 animations are a good amounts.
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sorry i cannot help at moment (if someone know how to eradicate a staphylococcus epidermidis cystitis, let me know -.- ) but many features of SAB files are available only with 1.01 patch of JKA. i'm glad that you're solved. maybe i can give my technical opinion. someone can explain me the project and what is needed by SP code part? @@Fire Phoenix
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I see... pretty interessing. D: pity the project was only for JK2 and was left.