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Asgarath83

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Posts posted by Asgarath83

  1. On 6/18/2020 at 10:05 PM, Linken said:

    Hi all,

    So I'm wanting to create an external tool for writing to OpenJK's console in C#. I've observed and studied the source code from the original game, Boba Fett's Ultra Utility, and wrote software to try and get the console classname.

    Unfortunately, all efforts have so far resulted in me being able to change the Window Title of my OpenJK code from one thing to another, which is hilarious, but not what I want.

    I researched where the Ultra Utility linked to the console in the code, but upon further investigation, the classname appears to have been removed since the transition from the OG source code to OpenJK.

    My question is: Where can I find the classname for the OpenJK console so my program can link to that?

    Honestly i do not know. nice idea an external interface with c sharp for edit the code, also if SP code is into c++ and MP into c and i not know how can be hard to allow to the 3 different languagues to interact each others.

    i am not so code skilled to help you, but is interessing. you should jump into discord chat channels of the forum and ask the question inside the code and script chat.

  2. On 6/15/2020 at 6:28 AM, Jim_Draven said:

    I am fairly new to Jedi Knight modding, but I have already looked around a lot and it doesn't seem like anyone has already made what I'm looking for. What I'd like is just another lightsaber slot for Jedi Academy single player, my idea was that I could enable g_saberpickuppabledroppedsabers and then pick up and exchange dropped sabers while always having access to my original. I didn't think it would be too hard, and I've learned enough to know how to modify weapons.dat and items.dat and put them in a pk3, but I wasn't able to actually add another lightsaber with just those two files obviously. I also got the source code for the game and OpenJK, and started looking at the C++ files, but I'm only just learning the language so not much of it was making sense. Also I tried compiling the OpenJK source code with CMake and Visual Studio and I'm pretty sure it worked fine, but I don't really understand what to do with the .dll files yet.

    So, does anyone know how hard it would be to add another slot for a lightsaber, and the steps to doing it? Or if a mod like that has been done before and maybe I'm just missing it?

    Thank you

    the more easy way for do that, should be edit the code for add a new weapon and program the new weapon for be a duplicated of lightsaber, that call the same identical code functions of the original WP_SABER for work. something like a WP_SABER2.

    You can follow my old tutorial about add a new weapon on Single player. Remember that your saber need to use the same fire function of lightsaber if you want it work properly. but that is an experiment that can have some risk. lightsaber is a very specific weapons with some unique features. i am not sure if all the lightsaber code functionality for swings and damage is all called by the fire function of the lightsaber weapon. there is also another trouble. WP_SABER is binded to an external SAB library. and that should be apply also to the new weapon. you need to link to the lib of SAB files ALSO the new saber weapon you will create. if not, you will have a serious amount of trouble cause you cannot customize the new saber weapon and also it will not work fine.

     

  3. On 8/20/2020 at 2:11 PM, Username said:

    Well yes, I know what that code says but it's a lie. It also says that several force-user classes don't receive bonuses but they do, and those don't even follow the 100%>125%>150% code, they just seem like arbitrary bonuses. For bosses it also doesn't work like it's written there.

    You can do some simple testing yourself, get the player(you), set undying mode on and set your health to a value of a npc you know. Spawn it in and place both of you near a damage source that deals 1 dmg per sec and after you health gets to 1 see if both of you die at the same time and if not then count the seconds until npc death and you'll have a solid approximate or even correct value of the health. After some simple math you can get the percentage increase and for some classes you'll see it doesn't add up.

    yes, i noticed the difference of health of enemies during my plays on game. i was not sure about the math but that explain a lot of thing. but i guess the solution should be simple. IF there are not other chunks of code that occurs on that: look at this:

    ent->client->NPC_class != CLASS_REBORN
    			&& ent->client->NPC_class != CLASS_SHADOWTROOPER
    			

    NPC_class != CLASS_REBORN and != CLASS_SHADOWTROOPER

    basically:

    == mean equal, != equal different! So that stuff NOT apply to REBORN and SHADOWTROOPER classes (maybe there is some other kind of modification on that classes? or they simply are not affected?)  that code apply to ALL classes EXCEPT Reborn and Shadowtrooper. if you want it affect reborn and shadowtrooper you should edit code for do something like

    NPC_class == CLASS_REBORN

    NPC_class == CLASS_SHADOWTROOPER

    so, chunk of code have the other effect: the edit will affect  ONLy that the classes.

    If you want that ALL NPCs will be affected from that you need to edit the code line on that way:

     

    "else if ( ent-->NPC->stats.health ) // was health supplied in NPC.cfg?

    opened brank

    then

    if ( ent->client->NPC_class )  /* != CLASS_REBORN && CLASS_SHADOWTROOPER */

    Explanation: /* */ commented out the text inside in, so it will not more affect the game. and you can preserve however the code lines in case of issues, so you can quickly restore if something go wrong.

    if ( ent client-> NPC_class ) is generic, basically it mean that it affect ALL NPCs  without discriminations ) in that way it will work for every characters instead only of "all classes except REBORN and SHADOWTROOPER" like original code tells.

    good luck! if there are not other parts of code that act as health modifiers of NPCs it should work. ?

     

    else if ( ent->NPC->stats.health )	// Was health supplied in NPC.cfg?
    	{
    
    		if ( ent->client->NPC_class != CLASS_REBORN
    			&& ent->client->NPC_class != CLASS_SHADOWTROOPER
    			//&& ent->client->NPC_class != CLASS_TAVION
    			//&& ent->client->NPC_class != CLASS_DESANN
    			&& ent->client->NPC_class != CLASS_JEDI )
    		

     

  4. On 8/7/2020 at 1:16 AM, NAB622 said:

    {// up everyone except jedi ent->NPC->stats.health += ent->NPC->stats.health/4 * g_npcspskill.integer; // 100% on easy, 125% on medium, 150% on hard }

    basically these chunk of code:

    for not NPC- player: cap the max health to 100 . (ah ty was a lot of time that i was searching this damned chunk of code -.- )

    NPC: Health of NPC on game is the result of this operation:

    HP point of NPC files or stat health of NPC + BONUS.

    BONUS = NPC health / 4 * Difficulty level of game add HP to NPCs:

    so if NPC have 40 HP, and game difficult is 2: obtain bonus +20HP

     

     

  5. melee fights of NPC is hardcoded too , like weapons, force powers, sigh ... by default for what i know it works only for "kyle_boss"  NPC, i remember that i did a little code work for a guy a lot of months ago, when i added a class called "SITH_BOXER" and in changed the code for use kata by that class and not only by kyle_boss NPC. -.- 

    i really would to know why developer coders of raven were so restrictive about NPC AI modding, force powers and weapons. only sabers are Nice, cause SAB libraries. -_- add libraries for customize weapons, force powers and NPCs should not been to difficult for experts coders of lucas arts... 

    PS: also for news: also saber resistance of hazardtrooper and rancor is hardcoded.

    for coding you need to know c and c++ and to have visual studio for rebuild the edited game executable. and Openjk source code. not easy, if you not understand the language.

     

     

     

     

     

     

     

     

     

     

  6. Honestly i not like much challenges and trumphs of moderns games. they really boring and disappoint me. my best loved gameplay is something when you unlocks powers doing quests and getting rewards, and quests can be tricky. not only fight! do dungons, thinks! solve puzzle! all these things are disappererd. JKA instead offer that. a skilled modder can turn JKA in some kind of action rpg with quest reward system, both on SP and MP, so for the flexibility and easy way of modding and for the great possibiliets that offers, for me JKA honestly is more op that the most modern games.

    i not played destiny, but i played skyrim. too much dispersive. open world is fine, but honestly a game with thousands of hours of pointless and repetitive game is not much useful and istructive. saint row 2 was nice, one of the best open world setting i seen, cause for "activities" with surreal and hilarous situations. : D

    saint row 3 , 4 and gat out of all... again the progression, levelling system. the unlockable skills by simple levelling up, the rendundance gameplay, challenge and trumphy and a plot stories that honestly is worse compared to saint row 2...

    i also like the old arcade system way as lok games. when you kill a boss, you obtain a skill that allow you to explore new territories and go forward to tales. also that is a nice and interessing approach, that i found much better of modern games. 

    so yeah, honestly, i like more old games that recents.

     

     

     

    Odeyseis likes this
  7. 6 hours ago, Lancelot said:

    @ClanKryze511

    Okay, that's good. It may be one picture, but at least it shows that you are actually working on something.

    Maybe you should start small before you get to work on a big mod. Anything else is crazy, especially if you are literally the only one working on this project. Just take the map that you put the most effort in, finish it up (it doesn't have to be perfect) and show us the results. Who knows, maybe it will inspire others to join and help you out.

    Exactly what i mean! Yeah :)

  8. Sorry, i am not interested to take part on any star wars project at all. i like original ideas and new stories, instead.

    you are very ambitious, but if you not know how to model, rig, mapping, script, and code, is hard to do anything.

    before start a  big project, you should spent a lot of time for make little projects little things and  learn step by step all the basic knowledge you require. you cannot pretend someone do for you your job without be a wise project leader. and i mean, an expert project leader. history, is not sufficient, if you have not the competence to come your dreams on true.

    also, each SW fan, Each SW modder have is own project, and, except for some great projects that are done with workteam of dozen of guys, many do they stuff from they own skills. 

    I am not discouraging you, but i want to warning you that before to do any complex thing you need to learn how to do every things.

     

     

    Lancelot likes this
  9. you not need coding at all for that and basic learn for make menu UI are very easy.

    the MENU files can be edited with notepad and are basically did from itemdef each one is a thing: a text, a button, etc etc. the code is pretty similar to HTML,

    you can define if  an item  have a border or not,what size, and what border color is. you can define with the "rect" the position of the item into monitor. the first number is the X position, the second the Y poistion, third and fourth are the extensions on width and height of the area when mouse can interact with item starting by item origin coordinates (first 2 values )

    the 3 brakes cases called onenter onesc and action means that:

    onenter: what happen when mouse enter into the area of the item

    onesc: what appen when mouse leave the area of item

    action: what happen when you click on the button. 

    important:

    - you can load a specific, custom menu at any tame of game inside a level or a map, without menu transition between maps, from SET_MENU command of Icarus

    - you can run Icarus scripts with "action" option of the item.

    if you want to change the map, the menu have as function map namemap on the action field of the button that acrivate the level change, OR run a script that use a target_lever_change.

    not sure, but if want, maybe @Noodle

    can teach you the basic things better of me. 

    about do the menu: no one can know better of you what do you want, make menus are not so hard, is more easy that make an HTML page and work into a pretty similar way.

    so if you are familiar with building 3d sites you should be okay.

    the most tricky things is the correct place of the items into the right coordinates of screens, and that require a lot of try and error before you have the desired results.

     

     

     

    Odeyseis and RJA like this
  10. 5 minutes ago, Asgarath83 said:

    unforturnately, there is NOT an armor value into NPC file and into the code of NPC libraries. the unique way for get ARMOR to NPC. without code modification is with icarus, when you make a NPC , using a spawnscript command on the entity with  SET_ARMOR int value. so for example: SET_ARMOR 1000 and NPC will get 1000 armor points (it will take a while for destroy his shield ? )

     

    cause i am very tired of all these limitations that are very frustrating and exasperating for modders, ando also cause they avoid me to do my game project, i am editing code for add new ICARUS commands for fix all the missing stuff, also for customzie weapons and force powers. BUT is a slow and long job that require a lot of time, coding is nasty job. >.<

     

    NOTE: NPC files are a buffer size limitation so without code hacking you cannot have many new NPC on game. i am porting to icarus all the stuff of NPC data so NPC file on my code will define only the playermodel of the characters and are not more necessary cause all the things can be setted with icarus by mapper and scripter, simply with spawn scripts that configure an NPC with all the things that someone want.

    i plan also to make available the AI behavours for all NPCs, with that script system, instead of be hardcoded only for someone. so for example, is possible to make more npc with cultist_destroyer ability. but as i told, that require really a lot of time !

     

     

  11. 7 hours ago, RASAS said:

    ok thank you for clearing that up, but what about armor value where do I find that in the npc file, I checked different npcs yet I can't find any thing regarding armor value in the npc files ?

    I want to change the armor value the npcs have

    does something say armor like health says health

    unforturnately, there is NOT an armor value into NPC file and into the code of NPC libraries. the unique way for get ARMOR to NPC. without code modification is with icarus, when you make a NPC , using a spawnscript command on the entity with  SET_ARMOR int value. so for example: SET_ARMOR 1000 and NPC will get 1000 armor points (it will take a while for destroy his shield :p )

     

    cause i am very tired of all these limitations that are very frustrating and exasperating for modders, ando also cause they avoid me to do my game project, i am editing code for add new ICARUS commands for fix all the missing stuff, also for customzie weapons and force powers. BUT is a slow and long job that require a lot of time, coding is nasty job. >.<

     

  12. On 2/4/2020 at 11:28 PM, RASAS said:

    Hello,

    I don't know if this topic should be here, sorry if it was wrong

    I need to know what does Class_Tavion, Class_Luke, Class_Kyle, mean ?

    I don't know which to give my created character mod in the npc file

     

    Hi man! you are into the good places.

    What are classes. well, JKA is coded on c++ plus language and its code is free open source availabe on GPL licence as openjk distro.

    classes are defined into teams.h file in an enumerator. basically they are strickly connected to the various AI of the games. change class on an NPC affect its AI. the file when the classes are aligned to the various AI is the NPC.c (codemp multiplayer code) and NPC.cpp file

    there are 64 classes and they have each one a specific behavour.

    CLASS_DESANN: strong saber resistance, high damage of force lightning.

    CLASS_TAVION: boss class, saber resistance, acrobacy.

    CLASS_ALORA. dualspin and special saber throw and jump acrobatic movement flips

    CLASS_REBORN: dodge and avoid blasters shot if have not a saber.

    CLASS_JEDI: use force protect if is shooted by is not acrobatic by reborn class.

    CLASS_JAN, CLASS_LANDO, CLASS_REELO: have altfire if you equip a blaster_weapon,

    CLASS_REBEL nothing of special, is just a soldier shooter

    CLASS_GRAN, is a grenadier. that class throw grendades if enemy is far, and use punch if is it close.

    CLASS_ROCKETTROPER: fly with jetpack

    CLASS_ASSASSIN_DROID: enemy is protected by an electric pulse shield and is weak to demp2 weapon

    CLASS_SABER_DROID: specific class for saber training droids of vjun3 and yavin4.

    CLASS_BOBA_FETT invincible, jetpkack, flamethorwer, smart AI that not need NPC to chase player, randomly alt fire and switch weapons. the best shooter class of all game.

    CLASS_HOWLER: deal sonic stun AOE attack if you are close and move jumping

    CLASS_WAMPA: class ideal for make beast and animals. have big melee damage.

    CLASS_RANCOR: high resistance to blasters and sabers , can devour player or kill with a charge. is for BIG beasts.

    CLASS_HAZARD_TROOPER: saber resistance damage is reduced to 10% also have the ability to slam you back with punches if you are too close.

    CLASS_MARK1: as mark1 droid on JO, but model is missing

    CLASS_MINEMONSTER: like the little creepy monsters of the mines of artus planet when jan is kidnapped into JO. model missing is good for little beast creatures.

    CLASS_FLYER2 and CLASS_GLIDER, never ended class, should be some kind of flying beast i guess, but they not fly. also CLASS_MURJJ, CLASS_FISH and CLASS_LIZARD are incomplete. they have a big aggression and fight as semiboss class however. for what i see, maybe is just my feeling, but FLYER is more acrobatic, LIZARD more aggressive, MURJJ more powerful with force attacks 

    CLASS_STOMRTROOPER: mercenary and stormtrooper. enemy soldier class.

    CLASS_IMPWORKER : they have a better aim with blaster pistols.

    CLASS_IMPERIAL: imperial nazi officers. they carry hiddedn blasters pistols. 

    CLASS_SABOTEUR: if you set an enemy with it he use cloack and decloack for fire you. NOTE: not give to that class a saber: with saber is even cloaked. also, never attack. really stupid that engine is coded for avoid to stealthed classes to attack player -.- 

    CLASS_SHADOWTROOPER: cloacked working saberist. drop force crystal on death that restore a lot of FP... pity that not attack when is cloacked and cloack just for hide when spawning, is not like saboteur that cloak infight. that two AI are very messy fIMHO.

    droids:

    CLASS_R2D2 /CLASS_R5D2: they lost they head if you shot with  a blaster on it.

    CLASSPROTOCOL: 3b0 droid. dumb class for movements.

    CLASS_SENTRY: that is not bad. floating, shooting and deflect blaster with an armor shield when is not shooting. also dodging attacks

    CLASS_INTERROGATOR: chase the player and deal poison damage if is touched.

    CLASS_SAND_CREATURES: the vicious sand worms of blenjeel planet.

    some NPC are hardcoded for Use special AI behavour when they spawn.

    cultist_destroyer: chase the player and blowup as a kamikaze!

    cultist commando_ two uzi blaster pistols with high fire rate shooting and dodge ability.

    Vkothos and dkothos: the twin sith brothers of vjun3 that heal rosh. they cannot heal if you spawn but they are nice to use acrobacy and also smart into force power use.

    there are also CLASS_BESPIN_COP and CLASS_BARTENDER, but they are none of special. CLASS_TRANDOSHAN is a more aggressive shooter, and CLASS_RODIAN have better aim. CLASS_WEEQUAY should be a little more phisycal strong.

    well, is all for what i know 

     

     

     

     

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  13. 14 hours ago, Dubby said:

    Sure, I would love to help you once I get the hang of the engine! I have some physics/vector math knowledge so if you have any questions regarding that feel free to pm me~

    You will find me on discord, i guess. see ya! :) into the time, i am writing an code way for move all hardcoded stuff to icarus :D

     

  14. 8 hours ago, Dubby said:

    Hi and woah!

    Thank you for explaining the basic abbreviations in the engine!
    I have some experience with making my game engines from my study in c++ so I really just need some pointers (haha get it).

    Currently I'm trying to lower the delay of the roll in multiplayer so you can jump as soon as your roll has ended and get some of the roll momentum in your jump, just for some more fun interactions in duels since rolling is more or less a death sentence right now.

    Furthermore, I'm also looking into enhancing the spectator mode to allow for better tournament experiences!
    Some features I currently have in mind are (unordered):
    - Isolating dueling players like in ja+ when you start a duel (since we do our tournaments on FFA servers and other players tend to get in the spectator's way sometimes).
    - Displaying the players' health when they're isolated (like in Tekken/Mortal Kombat etc...)
    - Better controls for the spectator (controlling camera damp speed like in 3rd person mode, pressing forward/backward is aligned to the world Y axis instead of the camera view and using jump/crouch to move up/down)

    Once I'm done with these goals and I've learned a bit more about the engine I'm willing to help out with improving other more general aspects of the engine (like adding fullscreen borderless option)!

     

    Nice project! i not play much multiplayer, but if you want to learn about it. well the starrt point is openjk, that is the source jka code MP\SP cleaned by bug and improved by jkhub stuff. MP code mods interessing are: gunslinger academy of eezstreet, warzone of stoiss and uniqueone and jedi knight galaxy of eezstreet, futuza, ensiform and jkhub stuff.

    yes, the continue rolling of Jedi are very frustrating and stupid on JKA, improving or removing it is better. on my SP i use ever norolls 1 into SAB file for deactivate this madness.

    i love the idea of a dinamic camera like soul reaver 1 and soul reaver 2 game! is much more immersive for world exploaration! mmm but you should also get the default camera and make some hotkey for switch between 2 camera mod, cause with that kind of camera take aim for shoot with ranged weapon can be really difficult.

    :)

    about me, i am a sci fi fantasy writer and i wanna to use JKA for make an indie game of my project. i guess i am starting to move many of hardcoded stuff to icarus for allow me to full customize weapons, force powers, add RPG levelling system, money, etc etc.

    i also coded an incomplete dogfight code with 2 new AI that allow to play space battles like rogue squadron 3d and x wing allinace, but cause my heal is very weak i forced to left high school so i have not any vector math knowledge. when you will be more expert, can you get me an hand for end the star fighter code? i need to add rolling \ evasion manouvre of NPC, HUD system and alternate shoot cannon stuff or other things like that. i need also to set damabge from collision between fighter and brushes or between fighters and fighters (crash air accident lol !) at moment i have only basic crappy momevent and  shoot combat between fighters NPC and player. i am NOT using vehicles for that, i am using the code of Players and NPC itself so they can use muchmore weapon slots!

     

     

     

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  15. Hi.

    What do you want to know exactly?

    the code is release as GPL V2 LICENCE , is coded into c++ (single player ) and c (multiplayer).

    on the source code of JKA, the code folder contain all stuff you need to work with SP, the codemp instead is the folder of multiplayer code.

    CG files: client game: basically all these stuff affect the clients, so players. this kind of stuff can be "seen" only by player into game, but not by other entities.

    G_ game files: global functions that code every aspect of JKA world

    BG: both game and cgame files. basically player \ entity stuff that affect and interact with world. so movement, animations etc.

    weapons files: contain all the stuff related to weapons. into MP, force powers are into w_force.c, inside SP, into WP_SABER, with saber combat code too.

    Header files host the definitions of functions and their global parameters, cpp / cfiles, the programming and networking of every single function.

    UI: user interface .

    you can find some basic tutorial into tutorial section coding, i wrote some stuff about adding new saber colors, weapons and force powers on Single Player.

    for other modding aspect, we are full of talented people, each one is specialized into various mod fields and have different skills! i am focused on single player and i see JK more as an engine that a simple game to mod. i not am excellent in any skill, but i know the basic of all things.

     

    good luck! :D

    PS: personally i prefear more cats respect of dogs, but nice dog ^_^

     

     

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  16. On 1/26/2020 at 3:42 PM, Setrilo said:

    That all makes perfect sense. I've seen those tutorials and planned on giving them a full read, but I wasn't sure they'd actually help this particular problem. However, the way you're explaining though seems really insightful. I might have to do everything again from the ground up, but honestly I'm not sure how well I expected outright copying a bunch of someone else's code to work anyway.

    Essentially, the problem I'm having does indeed revolve around the force power slots not being initiated. I think I have my head wrapped correctly around the code that actually bestows it to the player during spawn, but the initiation is a problem. I believe you're right and that those tutorials would fix that problem. I'm going to take another dive in tonight and see if I can apply all of this. I will let you know the results!

    About your problem with SP, I'm really not an experienced coder either. I'm just barely skirting by, hence the desire to copy paste code from other projects. I feel like the only way to learn is to keep at it and slowly branch out. It sounds like the problem isn't a limitation of your knowledge of coding but rather of the way this specific game works. Once I nail down this force power gunnery system problem I will have a much better understanding of the files, and I'm confident I'd be able to propose a solution to get some RPG elements in there. In fact, I've always wanted to see a bunch of RPG elements in Jedi Academy and would be happy to look into it further with you. Something small I can think of off the top of my head is that OJP Enhanced has an experience system which allows for a client to dynamically increase their force points with every kill. I'm sure this could be applied to SP, but this would essentially allow (if guns were tied to force points, or their own skill point system) you to buy guns with "money" that was earned from kills. Their code for the "ExpSys" as they call it is conveniently located within "//[ExpSys]" comments so you'd know if you're looking at something you might want to copy. Only trouble is their Exp System is linked heavily to their Gunnery System, and so following their code would lead you down the same path as me. Whatever you decide to do, I just thought I'd bring it up.

    Hi man!

    first off, we go into your problem. Well, my tutorial basically explain HOW to add new force powers slots on Single Player, properly, into a way they are inizialized and recognized from the game. if you want to create a system linked to force power levels for change, override and upgrade the weapon of player, first off you need to set these new force powers slots, then set they exactly how works passive force powers as force jump, saber offense and saber defense, they are not selectable or usable by player into hud scrollbar icon, but they levels affect seriously gameplay, jump height, deflections skill etc. i guess that should work into the same way, but instead of create these kind of affects, you need to code the stuff into a way that force power level 1 of "FP_GUNUPGRADE" (shitty name, just an example) inizialite the function that allow to overrride weapon to his upgrade 1, and same for force level 2,3, 4, and so away. JKA can store 32 weapons and 32 force powers, so, into MP you should have at least 12 ew "upgrade skill slots"

    My tutorial explain how to add and configure new force power slots and store into the array of the engine, BUT it not explain how to code a force power, cause the affect of the force powers can be really different and depend strickly but what a coder desire to do.

    well, i suggest you that before do that stuff, you try to explore how work the force power system. try to follow the tutorial for add a force power that clone some already existing force power. do some of easy like clone the FP_MINDTRICK, is one of the more easy power to clone and edit. when you manage how it work, you can see how to hook to your personal stuff...

    regard my project:i am not a star wars modder. i modded for my own fun and for make a gift to some my friends a conversion of JKA to legacy of kain series for many years, but know i wanna do a personal project. on the true life i am a writer, but i had not success with selling of my fantasy book after i publish it, so i have the idea to make some kind of rpg indie game with Openjk GPL V2  engine. also if there is not guy that not tell me to pass to unity or unreal engine, but i have my personal motivation cause i am not using these software, and i already explained yesterday to a man.

    what i need is basically that:

    - hacking weakness/resistence of enemies to MOD means of damage, into g_combat. so every creature is weak to some kind of spell, weapon and element and resitence to other. is the improving of deadly demp2 shot to droids. for example: if i shoot darkness bolt to a vampire it lead to nothing, but if i shoot sun bolt i can kill it. if i use fireball on a frost golem i can kill it, but now with water/ice element. that stuff is easy to do. but i am not using CLASS for do that, cause i use CLASS for AI. i am using 3 different stuff for my creatures.

    WORLD: it affect the way about creature is affected by gravity and so how it jump and move. on my opere there are 12 planets and each one have different gravity.

    RACE: work exactly like class and that can easily affect and configure a foe to be resistance and weakness to some kind of Means of Death. i created a "race" string for NPC files for do that and it works very fine! but these sets are hardcoded, exactly has assassin droid stuff. for be softcoded and be user friendly for modders or other guys, also if i already added the MeansoFDamage lib of Jedi Academy Galaxy. should be amazing do the same thing with paramters like

    firedamage 0.5 

    into an NPC file, and so the fire on that creature deal only half damage! not much different about how work the float of damagesaberscale on SAB files!

    CLASS: well, on old CLASS NPC system i assign AI to my creatures, basically.

    Weapons°: after years of madness, with some help of the project leader of knight of the force 2.0 team, i overcap the damned and infamus limit of 32 weapons of the JKA code (cause weapons and force powers are stored ninto a 32 bit buffer array restricted, is not possible to add more of 32 slots of that -.- ), so that raise the cap to 250 weapon slots!

    - i added 3 new weapons for the old lok project, and they works nice, but for my saga i am planning to make some kind of swapping weapon system like gta games: that thing are already present into gunslinger academy code of eezstreet. so every weapon slot is not more a weapon, but a weapon category, on my project, with an inside enumeration list of weapons, and so if you set as WP_BLASTER_PISTOL , example, "revolver" it override weapon model , visual effect, MODS and Balistic.

    that should really need to be improved however.

    shiuld be lovely if is possible to add reloading, for example. also, it for works properly should require NPC strings for customize NPC weapons slots in that way (i know how to do that and it works good) and icarus scripting also for make that throught icarus!

    something like SET_BLASTERPISTOLTYPE  COLT on icarus for override the blaster pistol. i mean.

    on that way i am planning to use icarus system also for get rewards and new weapons, not much different about how work

    SET_WEAPON WP_SABER

    SET_SABER single_3.

    that, but fore weapons.

    - same stuff for force power, exactly as weapons. on every one of my worlds there are 3 different characters hero and they have different skills, force power can be used for skills or magic spells.

    - RPG dialogue system as Kotor: that work already fine with a system of scripting of icarus created by Noodle. no code hacking required.  it use cvars, menu system and icarus and is very nice! 

    - Stamina like jedi knight galaxy?   - MISSING AGAIN, i never played with it again-

    - remove limitations of model complexity, SHADER_MAX_INDEXES, RUN OUT OF TRANSORH GHOUL 2 or at least cap these stuff for have more HD quality characters.

    - Saber holstering

    - Levelling system that affect amount of HP and FP . but i not know how the hell do that.

    - Dogfight combat modality as rogue squadron 3d or xwing allaince , so JKA can allow also space battles between fighters. i lost 2 years of my life for make fighters fly properly, and also player . but it again miss collision damage between fighters or brushes map geometry, it miss also HUD and a nice weapon combat system and rolling movement for player and evasioun manouvre for NPCs. 

     

    well, that is what i wanna do. and also, i dream a way for do that easily moddable, killing all hardcoding stuff that frustrate modders.

    i am seeking again for some coder that help me to do that, but until now i not got success. my knowledge of c++ is limitated and i have bad heal troubles so i am not much fresh as mind , long history. so honestly, without coder i cannot do all alone.

    i hope i helped you into some way. good luck man >.<

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