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Asgarath83

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Posts posted by Asgarath83

  1. 18 hours ago, Setrilo said:

    The basic functionality of OJP Enhanced's Gunnery System is that it creates a new window on the Force Power Selection Screen titled "Gunnery". Inside, there are a list of guns (Pistol, Blaster, Thermal Detonators, Rockets, etc) with different tiers that you can spend your unspent points on, much like how force powers work. The only difference is if you choose one of these gun talents, you don't get a force power, you just spawn with said gun. Just like when a force power gets stronger the higher its tier, the higher tier gun, the more ammo it has. In effect, choosing guns instead of force powers will make you more like a soldier instead of a Jedi. Or, you can be a hybrid.

    I have no doubt this system, or a very similar one, is how Movie Battles II treats its guns, but to my knowledge their project is not Open Source. So, the next best thing I could find was OJP Enhanced. I haven't looked into Jedi Knight Galaxies at all, but from what I understand their system does not use force powers but instead an item-purchasing and inventory-management system. The code I'm referring to has is not related to weapon slots or customization features, but if I get this code to run, anything is possible down the road.

    I'm using the JA++ code as a starting point with which to merge the OJP Gunnery functionality, using those commits from 2006 I linked above as exact instructions of which files I have to edit, and what exactly to change. As you can expect, this path has me editing a lot of files like:

    • game/bg_misc.cpp (handles cost of each force tier. So for instance, how a Rocket Launcher costs 4 pts @ tier one, 6 pts @ tier two, and 8pts @ tier three)
    • game/g_client.cpp (handles how you are bestowed the weapon, based on "skillLevel" upon spawn)
    • game/g_items.cpp (not sure tbh since I have no idea what "RegisterItem(BG_FindItemForWeapon(WP_SABER))" and the like are actually doing. Anyone help?)
    • game/w_force.cpp (handles resetting and applying force powers and "skilllevel"s at some sort of initialization step. Not sure what it is doing - this is the file I need help with)
    • game/bg_public.h (replace NUM_FORCE_POWERS with NUM_TOTAL_SKILLS)
    • game/g_local.h (defines "skillLevel" array)
    • qcommon/q_shared.h (defines NUM_TOTAL_SKILLS as combination of NUM_SKILLS+NUM_FORCE_POWERS. NUM_TOTAL_SKILLS will replace NUM_FORCE_POWERS in files like bg_misc.cpp)
    • ui/ui_force.cpp (changes from NUM_FORCE_POWERS to NUM_TOTAL_SKILLS)
    • ui/ui_main.cpp (something about shifting an index of an array so that ownerDraw can identify new force powers? Also a similar function to ui/ui_shared.cpp with ownerDraw cases)
    • ui/ui_shared.cpp (handles cases for ownerDraw, so it adds the UI_FORCE_RANK_PISTOL, UI_FORCE_RANK_BLASTER, etc integers as cases)
    • ui/menudef.h (defines UI_FORCE_RANK_PISTOL, etc as integer values to be referenced later through ownerDraw in ingame_playerforce.menu)
    • ui/ui_force.h (changes from NUM_FORCE_POWERS to NUM_TOTAL_SKILLS)

    I've come so far and made many changes. You can see exactly what I've done in the commit history of my GitHub I posted. The project builds successfully, but because of the bug with game/w_force.cpp, it doesn't function correctly and I don't know why.

    In addition (potentially unrelated to w_force.cpp), when I attempt to use my definitions "UI_FORCE_RANK_PISTOL" in ingame_playerforce.menu, I get a console error ingame which says ownerDraw was expecting an integer value. This makes sense, as UI_FORCE_RANK_PISTOL was defined as "299" in ui/menudef.h, and so changing ownerDraw UI_FORCE_RANK_PISTOL to 299 in ingame_playerforce.menu seems to remedy this problem. What would cause this definition to not be recognized?

    If you have any insights into any of this MP code, I would greatly appreciate it. Even explaining how the SP force powers operate could give some great insight into what's going on.

    mmm i should examinate carefully your entire project code for reallly help you and that require a lot of time that a moment i have not much, but about force powers, on SP i addeed successfully 16 new force powers so i guess i can give you some insight: into the Tutorial section of that forum there are 3 my old tutorials: one explain how to add new saber colors (but missing UI support), one how to add new weapons and the third how to add new force powers into SP. well the force powers name are definited into an enum inside q_shared.h at least on openjk distro of may 2013. 

    the NEW force powrs need to be configured added that into a lot of arrays, that allow you to scroll up and to be recognize from the player and to use and set with consolle command. there is also an eezstreet tutorial about how to add a new force power into MP.

    what i can suggest you to bind the rank of weapons upgrade level to the force power levels. so basically if an entity have a "GUN_UPGRADE" force power at level 2, weapon have a rank 2 and are setted by code to the 2nd level of power with new ammos , better shot, whatever you want.

    About using a force power that are initialized from a cmd statement that bind the F key, into a switch statement, to the various force power.

    example:

    case FP_ASBORB

    force_absorb (ent);

    case FP_PROTECT

    force_protect (ent), etc

    something like that, so basically when player press "f" key engine call the function "void force_protect" void force_absorb. and it is executed and readed.

    many of these powers are into w_force.c inside MP and into wp_saber.cpp into SP code.

    protection effect from damage IS not into wp_saber.cpp if i remember fine is into G_combat...

    push/pull is called force throw and is a qboolean, so one value throw a push second a pull.

    the visual effects of some force powers like heal and rage and dealed into w_force.c/wp_saber.cpp, instead, the visual fx of stuff like sense, protect and absorb and lightning and drain are setted into cg_players.cpp

    for RUn a force power, when is used the void that use the specific force power function, is used also a general network of various stuff:

    WP_forcepowerrun: (stuff that is executed WHEN force power is active.

    WP_forcepowerstart (stuff executed when force power is tarted with "f" key from player

    WP_FORCEPOWERSTOP: the force power execution is terminated.

    you should be suprise to see that some stuff like force power grip NOT work into the void force grip and into forcepowerstart, just the "blocking" the entity. grip 2 and 3 and throw and choke and allow to carry a foe, are into forcepowerrun , if i remember, fine.

    but i not thing you need all this stuff, you need just the system of force_power_level i guess. something like

    if entity is the player and force power level [GUN_UPGRADE] is 2 

    do that, do this do that and customize in that way WP_BLASTER_PISTOL,

    if is to level 2, to that, that and that, etc.

    and so away. in that way, the force power rank values can be used for add perk and upgrade weapon powers.

    BUT , you should add also UI support for allow to players of deathmatch to gain, spend and add force power points to their new "force powers" related to weapons upgrade. 

    i never played around UI code, and to MP code, so on that side, i can't help you. :(

    there is also an interessing force power into jedi academy enhanced source code called Force Destruction that shoot a projectile of force with concussion rifle function. Well, that all i know, my friend. if you check my force power tutorial (SP) and eezstreet MP power tutorial, you can see how add the new force power that at various ranks as effect ovveride the weapons powers.

    the more different task are not to create new force power to assign for weapons update. if you follow that tutorial, add new force powers slots will be easily.

    your challenge are.

    - weapon upgrade system linked to force powers rank value FORCE_POWER_LEVEL.

    - UI interface for make that powers available to MP players

    - be sure that using the UI consolle for spending force point power for upgrade weapons affect the weapons of players when they spawn later.

    Or, at least, thatshould be the way about i'll fix that at your place. you not need to make these "force powers" usables for players, obvious, they should be passive skills, exactly like saber defense, offence and force jump.

     

  2. yes, galaxy not touch force power code at any way, now is late here on italy but tomorrow i hope i can talk you about that is my coding experience.

    maybe there is something that can help each other.

    Hoever... Woah! So, you use the force power menu screns of MP for allow something like the game saint row the third, when you go into a gun shop and you can purchase with money gun upgrades into gun slots. on these game there are also gun swapping into gun slots, but there are also increasing of guns powers. example

     

    Sherpad

    Liv 1: default shepard gun

    Liv 2: more ammo bullets into a gun reload )

    Liv 3: more amo bullet into a gun reload

    Liv 4: the bullets now are explosive. (so splashdamage, radius and knockback)

    so, is something like that, but spending force powers? ? is very amazing, maybe you can be interessed into examinating the code of gunslinger academy of eezstreet, there are a nice weapon swapping features that maybe can help you.

    The problem? there not exist commkit of this old eez works so is hard to reply >.<

    if not, i really incorpirate it on my project.

    my project instead is for Single Player game and revert more JKA into some more RPG fantasy styel erasing a lot of limitations, but i punch myself with restriction of code that make things very hard. i not know how to swap weapons dropped by chars, and i not know how create a working external library for create weapins items etc as JKG do, i am not an expert. i tryed to reply and port on SP JKG code on may 2019 but i failed . i had success only with Means of Damage libraries. my problem is simple: 32 weapons and force powers for make my projects are too low, i need a TONS of stuff and a more flexible system for weapons and force powers.

    for the moment, cause i not know how to hell do external LIB as SAB files for customize weapons, i can only create an icarus scrioting system and NPC new strings command that allow to customize weapons

    for example, if an NPC have

    weapon WP_BLASTER_PISTOL

    guntype revolver

    the blaster pistol is override with a revolver so use revolver model, shoot bullet efx and deal different kind of damage balistic etc etc. that is the maximum i can get with my skills. the trouble is that i was forced to deatcitave the weapon dropping cause NPC killed drop default weapon model stored into weapons.dat and was really ugly to see .

    i really need a coder help for end my task, but honestlyu i not know where i can find it. and,.. i am a lot desperate on that sense.

    there are some things that i really need fto force about code.

    i increased the cap of weapon limit after years of pauin, from 32 to 256 slots, and i can assign weapon slots as weapon categories, armors, items, consumable etc, but that is the best i can do alone. not much elegant for make an RPG.

     

     

     

  3. 2 hours ago, Setrilo said:

    Hey all,

    I'm finally trying to get into source code edits and figured the best way to get my foot in the water would be to try and mix and match features from other code mods. In particular, I'm trying to bring the Gunnery System from OJP Enhanced to a clean build of JA++. I've learned quite a bit.

    OJP Enhanced essentially treats guns as new force powers. I got quite far just copying over lines from various files, but I got stumped with game/w_force.c

    From what I can tell, OJP's Gunnery code calls for me to execute this loop within void WP_InitForcePowers():

    
    //[ExpSys]
    //apply our additional force powers
    for(i_r=0; forcePowers[i] && forcePowers[i] != '\n' && i_r < NUM_SKILLS; i_r++, i++)
    {
    	readBuf[0] = forcePowers[i];
    	readBuf[1] = 0;
      
    	ent->client->skillLevel[i_r] = atoi(readBuf);
    }
    //[/ExpSys]

    But JA++ looks like the void WP_InitForcePowers() function was rewritten drastically, using different variables and functions altogether.

    I'm looking at 2 GitHub commits from 2006 as my bible on this journey:

    JETPACK (Inception of Gunnery System): https://github.com/OpenJediProject/OJP/commit/49b0e5e4aec8ce5eea2ae86ffce9bb4a41c73b23
    PISTOLS+BLASTERS+THERMALS+ROCKETS (Extra Guns added later) https://github.com/OpenJediProject/OJP/commit/05794119203790c198649fc5dee13799622839bb#diff-ed8f5bf9b1c13b35283e654fe8114bae

    You can take a look at my progress at this GitHub page: https://github.com/Setrilo/japp/tree/Setrilo-Gunnery-System/game It's just a fork of JA++ but with the changes I've implemented from looking at those OJP commits from 2006. The game/w_force.cpp within this repository is the one file in question.

    I would really appreciate any and all help getting over this roadblock. Even if it's just breaking down what the code I pasted is trying to do. I'd be especially grateful if someone is familiar with the changes to void WP_InitForcePowers() and could explain why they were made or how to interpret those changes. I plan on doing original code myself down the road but all of my ideas involve having a good understanding of how force powers, weapons, and character initialization/spawning are handled - so I'm eager to see this code work!

    i am not an expert coder, but i am interessed about the technical aspect of that, maybe i can learn something. Exactly, how work the gunnery system that are you trying to recreate? weapons are into force powers slot instead of weapon slots? there is the possibility to have weapon variations or external libraries for customzie visual effect or balistic of the weapons? (like JKG do)

    PS: i ever coded on SP, so i am not sure how many i can help you with MP code. and my code is quite old cause is openjk distro of may 2013.

     

  4. I am very concerned about how copyrights law use (abuse) is going totally madness and insane on that age.

    web should be a neutral place for sharing culture and contains between all folks of the world. if you are jealous of your artworks, not update on web and release with traditional media, not?

    but worlds is not so altruistic. and instead of preserve the freedom of web, web is even more censured by lobbies. copyright is not used more for defend  rights of artist, is used for preserve econimical intererst of society that own the rights of an opera.

    let me explain me:

    i mean, defend author right and be sure they have retribution for their job is correct. but copyright system not do that on any way.

    i am a writer , but i had very bad experience with editor houses. on videogame world that is even more worst. i am not a lawyer, but i am using JKA cause i want to make an indie game of my project so i documented myself about all copyright world and also about origin of copyright, talking also with a lawyer for that.

    well the situation is... complicated. at the end the answer is: Depend.

    So, let's go in order.
    in antiquity, copyright did not exist. every artistic work, sculpture and painting, was invariably inspired by the artistic currents of the time, whether pictorial or sculptural.
    this has continued for thousands of years, and this has allowed the great production of the cultural heritage of humanity. all the artistic wonders of the world and of all existing peoples.

    in the Middle Ages, there was usually patronage: the artists had the talent and the wisdom, but usually they did not have the money and the means to make themselves come true. so they turned to nobles and aristocrats, illustrating businesses, ideas, projects, works and obtaining funding to carry them out. in exchange they obtained hospitality, food, accommodation, everything they needed to earn a living and continue their production. at the same time, their patrons had a return in public image, because they became benefactors and patrons of culture. if they were wizards, wise men and scientists, this also allowed the advancement of knowledge and technique, producing innovations that brought greater prosperity to the kingdom or city for which artists and scholars work.
    even this system of artists financed by government figures was not so bad. there would certainly have been no masterpieces such as sculptures and works of the Renaissance, without such a system, there would have been no Divine Comedy by Dante (who after leaving Florence lived from court to court for the various statues of Italy) nor Leonardo's works, and not even the discovery of America, as Columbus was financed by the Spanish royalty to carry out his exploratory expedition in search of a western passage for the Indies.

    we arrive at the end of the 1700s ... and the "troubles" begin.
    At the beginning of the industrial revolution, James Watt invented a new type of steam engine, more powerful and efficient than the previous ones. he was running out of money and wanted to earn from his invention.
    with the support of some politicians within the government of england, he obtained a law, the first true and proper copyright law, which gave him the total, complete, universal, exclusive rights of creation, sale and use of his work for twenty years.
    and so he had the first patent in history and ...
    ... nothing was done.
    because for the rest of his life he continued to produce and sell old-fashioned vaqpore machines. did not have the means and funds to mass-produce the new prototype.
    this did not help him or humanity. if he had turned to some industrial illustrating his machine, things probably would have gone very differently, he could have obtained mass production and obtained a good part of the profits from his use, but this was not the case. upon his death, his steam engine became public and ...
    everyone started making it and using it. in short, copyright law had slowed and blocked progress and the industrial revolution by 20 years.

    In the nineteenth century we have many inventors who make all the technologies behind the modern technology that we use every day, radios, electricity, lamps, appliances, cars and so on. and here there are rivers patents. there is the emblematic case of the invention of the telephone, which took place simultaneously, both by bell and meucci, one without the knowledge of the other, and which, unfortunately, for meucci resolves into a stalemate because bell lo preceded to register the patent for a few months. (although at the moment the authorship of the telephone is divided between both scientists, if I remember correctly.)

    20th century:
     Freemasonry-disney
    I mean, walt disney creates Mickey Mouse and ... his company, between films and comics, soon becomes a giant. And it puts pressure on the American congress: in order not to lose paternity on Mickey Mouse and its characters and continue to have the exclusive right to produce and make stories (and earn on it, above all), he convinces Congress to increase the duration of the copyright completely insane levels: 70 years ... from the death ... of the author.
    1: protect the company, not the author.
    2: if the author is dead, what does this folia do? is it about the rights of the heirs? this also makes no sense, and it is not about rights, but about greed.
    in short, with this system if an artist produces a work and is successful, bam, he becomes rich and spends the rest of his life dedicating himself solely to that work and making money on it. or, precisely because he has become rich, he no longer needs to work and decides to spend the rest of his life in comfort and vice.
    same thing for the descendants: they can continue to profit from it
    at the work of their ancestor, without them having made neinte, only because they had the good fortune of being born as their relatives.
    honestly ... do you think, really ... right, this system? (provocative question, I know).

    Now, let's get to the current situation ... mmm ...
    publishers: a writer creates a work writes a book and now has two options.
    1: publish her as an indie author, but she has to do promotion and distribution alone, so in addition to being an artist, she must also be a business man. I honestly believe that an artist cannot do both at the same time, and if he makes art for the sake of money, is he really an artist? that is, you have to live, but the point is that, seeing all the modern authors who promote themselves, I see very little of art. I see more vanity, narcissism and vainglory
    option 2:
    the author contacts a publishing house. IF he is lucky, after six months he receives an answer, after sending the manuscript.
    the publishing houses, however, oblige to sign a contract where the artist in question GIVES his copyright to the publishers in exchange for: printing, destruction, promotion of the work and ... 15% of the proceeds (25 if he is lucky, not even fifty fifty!) and this for EVERY book that is published!
    we realize that such a thing is not a protection of artists: they lose copyrights, publishers make billions, perhaps even making films over them with cinematographic agreements. the authors honestly have the crumbs left.

    music industry: same thing: a singer or compositoire creates a song, and ... but he of suok, earns ONLY with concerts and shows. the rights pass to the record company, (therefore also in this case, the musicians see the crumbs, with respect to the fruit of their work and the actual distribution).

    film: well films involve actors, screenwriters, producers etc, who work for the film houses and who are salaried by them. but precisely, they are salaried, none of them own what they accomplish.
    that is, the simpsons created matt groening, but they don't belong to him, they belong to the fox !, this is the concept ...
    moral of the story? in today's capitalist world, in order to be successful, does an artist necessarily have to sell out?
    in such a society, what is copyright used for? well not cerrto to protect the artists, but to protect the interests of the lobby. piracy mostly damages lobbies in the end.

    Now we come to the situation of video games. Ah, this is the icing on the cake. the EULA.
    which legally do not lack a true and expansive value, because they are substantially those cv contracts that are formed with an "okay" click when you install a game or product. After you pay it.
    From what I have read, a contract for legal value must be placed between two parties who are able to discuss and negotiate on an equal footing.
    where is equality and the possibility to negotiate here?
    you buy a game or a program and vote it that you buy a technical object, and it passes into the hands of the buyer and the purchased object can do what it wants, right? I can use my used shoes again if I want ...
     well for video games apparently not so. because precisely the EULA makes "accept or not use our product" this is not a contract ... it is blackmail! or so I think so.
    more than anything else, my concern about the EULA is about the ripping and porting of models. that honestly, explain to me what harm it does to companies that own video game rights?
    allows you to create modk, to improve and to enhance their products and also to make them known, also you are not stealing the video game or distributing it in a pirated way, you are using a mass of polygons and textures, to make a quote of something that you love, or to create a derivative work.

    I am referring to Frankenstein and kitbashing: disassembling a model into pieces, editing its textures and wireframe, reassembling it into new parts. legamnete this is a copyright infringement, a derviated work that violates the EULA and that is subject to the authors IP, it doesn't matter that you take the 3d model of a mutant carnivorous flower and use it instead to create a fantasicientific building with organic architecture where the petals become landing platforms for spaceships. for the EULA it CANNOT be done, or they say "do it but what you do belongs to us!" coime if someone who sells you the canvas and brushes to make a picture, then he said to you "what you paint belongs to me".
    Here, yes, I find this really unfair. nowadays there is a beautiful game with an ediotr called spores that allows you to make creatures, buildings, vehicles, ships etc ... and because of the EULA you cannot use spores as a program to make models for video games ... (leaving behind the fact that the the same company that sold spores together with the game also put a SEC-ROM that controlled the activities of the computers on which spores were installed and which also prevented from installing it on the same PC more than 5 times ...).

    Now let's get to my point of view.
    I am Italian, not Anglo-Saxon. In Italy there is NO copyright, there is author's rights laws, which dates back to 1970 although it was updated in 2010 as regards internet works. in Italy two things are fought:
    - piracy.
    - plagiarism.
    there is nothing to say about derivative works. instead in America and the UK also for derivative works, it seems that it is forbidden to do them without running the risk of ending up in court.
    Yet this is what I asked the lawyer: having to create 12 alien worlds and having no help in doing graphics and assets I should do everything myself. for one person, even doing it as a project on the JKA engine is a bit ... uphill. (and no, I tried unity and unreal and I don't use them anyway for my personal reasons even if there is no day someone doesn't propose to do it).
    in short, the bottom line is: is it possible to create characters, animals etc, using parts of other characters or animals?
    this cheisi to the lawyer. I mean to say. the Nazi hat of an imperial officer, put it to one of my characters, the samurai mask, to another character, who perhaps has the wings of a mynock, the scuba tank and the scuba fins, all taken and joined by different models, which can also be ripped from other games. (conceding that, if I really rip something, I do it with games that are at least 10 years of age and that are low poly and belong to another era, so I do not damage in any way the economic interests of modern software houses or use HD stuff... and I don't even like HD)
    I asked him if this is feasible or if there may be legal trouble.
    Well, the Italian legislation in this sense says nothing to the contrary, so technically it can be done. the important thing is that I do not take the character or the artistic creation of another person and sell it clain as my property for myself without putting the due credits. That's wrong, and I agree with that too. i am not a thieve.

     

    About the question of the thread:

    As far as the law is concerned ... well .. Europe is trying to impose the current copyright censorship system on all its countries.
    I think it's 2 / 3- wrong.
    first reason against: censorship of copyrighted content, vs freedom of expression.
    second reason: the idea of applying censorship filters on google, youtube etc to protect authors (read, the lobby) is at least incorrect both for point 1, and for the fact that the filters are extremely expensive and that they can only afford them the giants of the web. any small company, blogger or that is seriously damaged, substantially due to this law, ALL that is found in the inetrnet, images, photos, etc. cannot be used for their own project ... which destroys the very foundations of the internet of free trade and sharing of culture. In short, pure madness !!!
    Only point in favor of this postmodern 1984 by george orwell?
    The fact that the mayors will thus have greater control over the destruction of their works. but this law, in fact, has nothing to do with the rights of the artists, this law is a clash between the lobbies that exploit the copyrights of the artists and that make us billions over VS google, youtube etc.

    however, I also tell you one last thing: in Italy something that mji has deeply dejected has recently happened.

     

    TNT village was the main Italian site where it was possible to obtain old films, music and video games (published for more than 5 years, therefore from the economic point of view of the current laws of the hypercapital market, already obsolete because usually, one thing, if njon sells the first 6 months \ 1 year after it is published, it doesn't sell right).
    well, it was closed, because the Italian television stations and the lobbies eventually sued the site operators.
    This was a real earthquake for us Italians.
    I suffer from a rare genetic disease and I spend most of my time between home and hospital. and my mother is also very sick.
    we are not in such a healthy condition to go to the cinema or to leave the house unless non is strictly necessary. for me the computer is the only door to the external world that preserves my sanity and allows me to have a dignified life.
    Honestly, tntvillage was one of the few places where I could download movies that I can't go to having in the cinema and that, however, the Italian networks never give on TV. and especially if I want to see or listen to a movie, I don't have to wait for the comfort of a broadcaster who broadcasts it at the hour he wants, in short, I want to be free to watch it when I can and I like it more, what the heck.
    Here, since the closure of TNT Village, I no longer know how to get hold of entertainment. -.-
    I jumped back to watch Skywalker's Rise in Italian ... Chinese subtitled ... sigh.

    Well, this is exactly how I think about copyrights:
    it might have made sense in the beginning, when

    it might have made sense in the beginning, when the deadline was 7-15 years from the publication of a work, because copyright was created to protect artists and at the same time to promote the development of the arts and culture (American constitution). but now it's pure madness! in the internet age, where with a few clicks you copy a file and distribute it to the whole world in a few seconds, it makes no sense!
    in short, I think it is appropriate to create a new system of protection for artists and works and to completely reconsider the functioning of all this.
    There will also be a way to satisfy artists, lobbies, users and consumers
    and consumers / producers, who are artists in turn, aren't they?

    PS: i really hope that google translator worked fine. english is not my mother language and if i wrote without it, sure i did some bad grammar mistake. 

    if i am talking of delicate things i prefear to be sure to express me correctly.

    Ah, about article 13: well for what i know, Yes and Not. if things are inside MODDB or JKHUB i guess theare are not trobules

    if a mod contain ported stuff, on JKhub i guess it can be problematic, not on moddbw, when i see there is hosted the warcraft ported mod.

    for a law point of view... mmm, well, at moment they need some years before this tyrant law will be effective. on UK and Germany maybe thing are very much worse, but on latin countries as Italy and Spain or slavic country at moment there are not particular troubles. 

    but yes, for future, i am very concerned... and also tired of that crazyness. ?

     

     

     

     

    Odeyseis, RJA and NumberWan like this
  5. 36 minutes ago, Ivanael said:

    No I didn't. I've been looking to rename the weights following your instruction, but didn't find anything in the Weight Paint mode which would allow me to do that at first glance, and Google hasn't been very helpful in that regard. How can I rename them?

    Mirroriing a body party is not sufficient. you need to re-weight the mirrored parts with the bones of the specular side.

    also, check if the mirrored part have not mirrored/flipped faces.  that happen on 3d max when i use mirror. (maybe on blender not, but i not know blender for be sure).

     

    Ivanael likes this
  6. Update: open game art, 3darchive (for fornitures) and 3dwarehouse (for architectures) save my days, i can convert these stuff into quake 3 map arena files prefabs or MD3 models. 

    the unique troubles are clothes, make human is very limitated and many clothes  of hisn author are not optimized for games. another trouble is to make creatures, alien races and characters, but i guess that kitbashing can help me for solve that.

     

     

  7. On 11/23/2019 at 7:09 PM, elementhttp said:

    ------------------------------

    THEORY PART

    ------------------------------

    Every time you or NPC fire a weapon it creates new entity. Due to 32bit engine limitations there can be only X(idk exact number) amount of projectiles on the screen .

    If there is X+n entities on the screen game will crash !

    
    G_spawn no free entities

    How to fix this ?

    1. One way is to Increase the projectile speed (so entities can be destroyed faster) 
    2. Reduce the burst size or burst spacing ( keep it less then 9000 ? )
    3. Reduce weapon range ( if missiles are slow aka matrix mode , ignore this ? )
    4. Write 64bit engine port ?

    Where do i change projectile speed ?

    Look in file g_weapon.cpp for your weapon projectile velocity

    Example for BLASTER

    
    #define BLASTER_VELOCITY			7000

     

    ------------------------------

    PRACTICAL PART

    ------------------------------

    In file NPC_combat.cpp find and edit these lines

    Example 1.

    Increasing the number of bolts per burst from 3 to 5

    
    NPC->burstMin = bigger the value , longer the burst 
    
    case WP_BLASTER:
    		if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
    		{
    			ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
    			ent->NPC->burstMin = 5;
    			ent->NPC->burstMean = 5;
    			ent->NPC->burstMax = 5;
    			if ( g_spskill->integer == 0 )
    				ent->NPC->burstSpacing = 250;//attack debounce
    			else if ( g_spskill->integer == 1 )
    				ent->NPC->burstSpacing = 250;//attack debounce
    			else
    				ent->NPC->burstSpacing = 250;//attack debounce
    		}

    Example 2.

    And another example is pistol:

    
    NPC->burstSpacing = some low value 
    
    case WP_BLASTER_PISTOL:
    		ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
    
    
    	//	ent->NPC->burstSpacing = 1000;//attackdebounce
    		if ( g_spskill->integer == 0 )
    			ent->NPC->burstSpacing = 70;//attack debounce
    		else if ( g_spskill->integer == 1 )
    			ent->NPC->burstSpacing = 55;//attack debounce
    		else
    			ent->NPC->burstSpacing = 50;//attack debounce
    		break;

     

     

     

    On 11/23/2019 at 7:09 PM, elementhttp said:

     

    I Didnt knew about this limit and that workarounds! thanks for sharing the advide, bro! :D

     

  8. 15 hours ago, Tamlin said:

    Thx for answer. I'm sadly must say it wasn't very helpful because that command g2animent can spawn Luke or a Jedi or Desann and they cant use sabers as well. I need to w8 for some1 who know that mod/command I'm talking about. I'll try contact  some1 who was working on it if it possible ?  

    I guess the only that can really solve your problem is the developer of this mod . i am sorry i cannot help you much :/

    Tamlin likes this
  9. 9 hours ago, Tamlin said:


    Ok ?
    First thing first. It's "Jedi Knight: outcast 2" I'm talking about. 

    ad 1. In academy mod ( https://mrwonko.de/jk3files/Jedi Outcast/Mods/Multiplayer/26155/ ) there is command that allow you to spawn NPC on a server (you need devmapall) /g2animent to spawn a NPC (description in readme file in mode pack).

    ad 2. "npc that would be able to use lightsaber not only hold a hilt" by that I mean that you can spawn NPC with lightsaber but the NPC is just hold the hilt and do nothing (when you give him a weapon he can walk/run, shoot)

    ad 3. PhatMOD (1.0) ( https://mrwonko.de/jk3files/Jedi Outcast/Mods/Multiplayer/5220/ ) that mod allow you to scale models  (for example Yoda can be small ? and few others nice feature.

    And now ? I was wondering if it's possible to spawn an NPC (using g2animent command) that would be able to fight with lightsaber? On Academy and PhatMOD ? 

    okay, finally i have a lot of time for answer you. sorry man, morning very busy. 

    Point 1: i confess that my specialization is single player and not multiplayer, so i not know how many can help you mine informations. i not play multiplayer game for a while also cause my mod i am working have a lot taken down the MP, so i can play the MP only into my clean installation, the last time i did it, was for check the gunslinger mod of eezstreet :) 

    i never played phatmod and i never heard of this commant, but is nice that multiplayer clients have provide with a mod that allow to spawn NPC also on multiplayer too.

    i downloaded your link but it contain files that i not know how to use, honestly and a config file  with a lot of setting. i fear i cannot help you with that. ?

    point 2: here maybe i can do something:

    saber glitch: the NPCs files that are you trying to spawn are correctly configurated? if a npc have the comand "saber single_1" for example, but have not into his NPC file the weapon WP_SABER command, the npc will carry the saber but is not able to equip it! check all npc files of npc that you want to spawn for be sure that NPC have as setted weapon the WP_SABER + saber "sabername" for set the kind of saber you whant they use. if not, they have the weapon bolted to the hand, but they will not use it, this glitch happen also on single player and is caused by the game code.

    i not tknow exactlu how work this thing into MP but if is the same thing it could be the explanation of your issue.

    3: mod compatibility: if you are not using openjk can be a problem, with open jk is possible to create a mod and store the dll and executable inside the mod folder instead of gamedata, that allow you to use a mod code without problems or risk to override the default game code.

     

    if you slap two code mods on gamedata, or into the same mod folder, instead, you can have issues and any kind of crashes, cause the code will merge and override each other and the istructions coded inside that will mismatched.

    so, yes and no: you can use two code mod separately (with openjk), but you cannot run together two different coded mod into the same client cause their executable and dll are not compatible.

    i hope i helped you a lot.

    you should ask also to other guys, to someone that know exactly these mods and can get you more deeply answers. ?

     

     

     

  10. On 12/5/2019 at 4:35 AM, Tamlin said:

    Is it possible to g2animent npc that would be able to use lightsaber not only hold a hilt? And if so would it be hard to make it works on phatmod ??

    Ehm, i guess i have not understood the question O.O

    1 what you mean for g2animent

    2 a lightsaber that not only hold an hilt? what?

    3 what is phatmod?

    please explain better and provide all full details explanation of your trouble. :)

  11. 6 hours ago, syainkn said:

    I just wanted to know if it is possible..

    Now, I got a answer what I hope to know. Thanks!

    No problem. depend of what features of mount and blade you want to recreate on JKA, if you want th e sword animations, you can create custom GLA with custom animations for your fantasy \ medieval . characters. i am working too on JKA for make a not star wars related project on a my personal sci fi - fantasy saga, and i am focused on Single Player. that require a ton of skills, and also a lot of basic coding knowledge.

    but regard your question, well, for saber combat, you can check movie duels mod: there are many characters that have custom saber combat moves. for make a saber combat style as mount and blade the way is the same... but you need to make your custom animations (and make animations is a hard work, i never learned to do it, the best animators that i know are archangel and noodle)

    porting Mount and Blade Gameplay on JKA instead is more complex and require a rewrite of single player jka source code for recreate the features of that gameplay, so adding new items, and set it etc etc. i recently raise the limit of max weapons of jka from 32 weapons to 256 weapons, but before i ned to program my code i need again to write a basic lore for 3 of my alien worlds, cause i need to know exactly all kind of weapons, armors and consumable items i need to put in it.

    i like the sandbox games, however, i never played mount and blade, but i played saint row series (2-3-4) is very funny! : D

     

  12. On 11/24/2019 at 11:24 AM, syainkn said:

    M&B is 'Mount and Blade' which contains many mods such as pendor and pantasy 2018. It's sandbox game with unlimited freedom.

    Anyway, my question is this.

     

    Q. Is it possible to combine M&B and Jedi Academy lightsaber combat system?

     

    M&B has many weapons and items but combat system is not that great comparing with JA combat system.

    There are few star wars mods in M&B such as Star wars Conquest and Star wars bear force II. But they are no match for JO and JA.

    For port JKA combat on mount and blade, i dunno, sorry.

    For port MeB combat style into JKA: the fastest way should be to make custom GLA animations for your humanoid models that recreate these animations from scratch.

    recreate the combat system of mount of blade on JKA is more hard and require a total recoding of the original JKA code using openjk, so advanced c++ knowledge about how works the saber system of the game (so, you should be an experter programmer for do something as that)

    same answer for mount and blade, IF meb code is free and open source and anyone can edit for make mods. (i never play meb, so i not know nothing about it, i know the game just of name)

    also if you have the JKA source code and mount and blade source code, however, merge the 2 gameplays is not easy. if mount and blade is programmed into a different language of JKA (c++) that is almost impossible cause you need to rewrite all JKA functions into mount and blade code) also if their languages matches and they are both on c++., you cannot simply copy paste and slap a code of a game into another and expect it works, cause it need to hook to the hosting code and also need to recreate all the networked funcionts called into fighting.

    :\ so the answer is "75% nope for coding mod, if you are not an expert coder and their code matchs with same language"

    the easiest way is to recreate animations, but also that is a big work that require deep animation knowledge skills. i cannot help you on that, i never familiarize with Animations and i am totally denied on make animations for a game, sorry :(

     

     

     

     

    syainkn likes this
  13. The QALIGN there is to do with https://en.wikipedia.org/wiki/Data_structure_alignment so increasing that won't help. You need to increase the value of SHADER_MAX_INDEXESSHADER_MAX_VERTEXESNUM_TEX_COORDS

    uuuh, all limits of JKA code are related to bit maths... i fought for years with the bit maths of weapons and only recently i raise the limit to the max that can really support the engine (256 weapon slots.)

    mmm...,so is necessary to change to another value, like 32, the value of the max indexes of shader and vertexes, and also to fix the q_algin value for match with this edit? (for example, they shoould be both on 32, i guess)...

    sorry if i am shooting silly things, but i confess that i not understand much the bit math code related things.

    consider that i never finished high schools, so i lack of a lot of match knowledge. i have just the basic algebra knowledges of polinomes expressions.

  14. More likely you'll cause the game to crash or render weird things.

    That error is a precaution, because if you index an array out of bounds and write to it you may write to a protected memory page and cause an access violation/segfault, probably the most common type of crash.

     

    Let's look at how these indexes are stored:

    struct shaderCommands_s
    {
    glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
    vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
    vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(16);
    vec2_t texCoords[SHADER_MAX_VERTEXES][NUM_TEX_COORDS] QALIGN(16);
    // ...
    }

    You haven't actually raised the limit on how many indices, vertices, normals or UV coords a model can use, you've just stopped it alerting you when you load a model that's too big to fit in the pre-allocated memory.

    So if you do manage to load that model and it has too many indices for basejk, you'll start overwriting the positions of your vertices (because that's the next item in the struct). You probably won't get a crash in this case but your models will get royally fucked up.

     

    Note there is no "error" or bug or issue here, everything is working 100% as intended. There is only a certain amount of memory allocated for loading models. It errors out instead of loading/rendering corrupted data.

    A better solution would be to increase the amount of memory allocated (e.g. by increasing that define) or rewrite how models are loaded entirely (e.g. sparse/lazy allocation instead of pre-allocated chunks).

    Thanks for the better explanation. honestly i had not a minimal idea or how to solve this trouble so i warned artemis that i was not sure that is the correct solution. i am fighting from years with the memory buffer allocations trouble. cause it is a pain in the ass for me, expecially the weapons number and force power limit to 32 bit slots and the menu limitations. i raised up NPC, SAB,  visual FX and Menu buffer memory... but only 3 days ago i see how to replace the STAT_WEAPONS for raise the weapon limit and now i am testing how may weapons can effectly store the engine. i never gone deep on the issue of HD models, probabliy cause i'm loving vintage games so for me is not a big deal not have HD photorealistic modles into JKA. 

     

    mmm so

     

     

    struct shaderCommands_s
    {
    glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(32);
    vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(32);
    vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(32);
    vec2_t texCoords[SHADER_MAX_VERTEXES][NUM_TEX_COORDS] QALIGN(32);
    // ...
    }
     
    this edit can solve the problem of artemis? it should allow to models to double the numbers of vertex and shader indexes... not sure of that, honestly i not understand much of bit math. 
     
     
    
  15. Do not tell me, but how can I make 3 option. I will be very grateful.

     

    if openjk developer not changed it, you can find into tr_shade.cpp of the vanilla renderers code

     

    void RB_EndSurface( void ) {
        shaderCommands_t *input;
    
        input = &tess;
    
        if (input->numIndexes == 0) {
            return;
        }
    
        if (input->indexes[SHADER_MAX_INDEXES-1] != 0) {
            Com_Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit");
        }    
        if (input->xyz[SHADER_MAX_VERTEXES-1][0] != 0) {
            Com_Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit");
        }
    

    for deactivate set as commented out the strings of error, like in that way:

    /*

      if (input->indexes[sHADER_MAX_INDEXES-1] != 0) {

            Com_Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit");

        }  */

     

     here is the source of the trouble: q_files.h

    #define    SHADER_MAX_VERTEXES    1000

    #define    SHADER_MAX_INDEXES    (6*SHADER_MAX_VERTEXES)

    as you can see, here is set the infamous limit of mesh complexity. a mesh cannot have more of 1000 vertexes, and this is valid on default JKA, for MD3 models and for GLM too.

    the shader indexes on my code is about 6000 as max value, but for what i know into the new versions of openjk, the limit should be doubled, at least for Multiplayer, not sure about single player.

    CAREFUL: comment out only the comment that cause the crash Com_Error. this code affect the game rendering. Edit that without know exactly what are you doing can have unpredictable effects on the game!

    i reccomand you to make a back up of all game executables and dll before override with the edited code.

     

     

     

     

     

    this not solve the issue cause HD models can cause annoying lags, but at least you shut down this boring error message.

    Artemisuss likes this
  16. Is there any option to disable the Twirl and lightsaber barrier moves for the enemies ? 

     

    Or any way to reduce these moves damages ?

     

     

    for reduce damage and or disable moves, you can clone they sabers, and into the new sabers created, you can put damagescale 0.5

    (damage of saber is half of default) and change thre kata (combo attack) with katamove command. 

    you customize a ton of combat stuff of a NPC customizing the SAB files they are using.

    dg1995 likes this
  17. Remember the Kejim map of JKO. The generator that explodes leaves another model of the generator but destroyed. Does anyone know how to do that?

    Not for sure, but is basically a scripting of icarus.

    for what i understood, is not possible to script directly a misc_model or a misc_model static.

    BUT,if a model is linked to  abrushes with control + k, and the brush is set as func_usable, that can solve your problem.

    you need to make an invisible noclipbrush basically or something like that, into the same place of your model

    when you have the colliders, place the misc_models, one the generator okay, the other the broken generator.

    make two copies of the collider brushes,

    group the first copies asfunc_usable and put a targetname e and a script_targetname.

    same with the other brush group for broken model.

    now, link with control + k  the generator model to the usables func clips 1, and the broken to the usable funcclips 2 (that is set as start_off)

    now is all question of use a script that you need to run when you want to broke the model.

    mmm i am not sure about how to make that part... :\

     but however when you run the script, activate from the event that broke the generator 

    the script "use"the 2 clippers, switching off the intact model, and on the broken and at the same time play also a fx_runner

    with targetname.

    that is all i know... for have more answers the unique is decompile scripts of jedi outcast, and the map of the generator too.

    for have a pratical example about model replacing... i remember a level on JKA with the same situation: the t1_danger map. when you start the level, you see the place when

    put the pieces of ship for repair the transport with a red aura. these glows are MD3 models and are replaced by the misc_model of the model of the piece when you return after u get the piece avoid the sand worms.

    that is the kind of stuff you need . extract t1_danger, decompile the map and study his structure and their script.

    remember however that the misc_model_static and misc_model entities not survive to decompiling

  18. Hello There!

     

    I want to set for one weapon to use force power as ammo. I thought it will be easy - just to set it as ammotype 1 in weapons.dat. But it doesnt work like this. It shows 100  on the right but when i reach 0 - i cant get ammo back. even with cheat codes. This ammunition is like some forgotten part of the code.  

     

    From observation in code in general force powers points are some kind of ammuniation type but it counts as something separately. Does anyone know how to achieve this? 

    Because in one of my mods - i changed force power to just battery energy

    sorry but i was on hospital. where there are two way for doing that, one is coding, but is little tricky, the other... have you tryed with ammo force powers crystals dropped from CLASS_SHADOWTROOPER foes?maybe you can recharge with items and some kind of elemental magic cloacking creatures. you should archivie that for the most powerful weapon  maybe. :)

    we well talk on discord of that, if you want. bye.

  19. i know only 3 way for fix it.

    1 - remove the SHADER file of the mud trooper

    2 - use openjk , should have raise the limit of buffer of shader fuck crash

    3 - edit the source code of JKA for uncheck the line of command that cause the crash and fire the error. (i did that on my edited code)

  20. Title says it all :D

     

    Geralt of mutha f*in Rivia :) aka "The Witcher" aka "The White Wolf" 

     

    wallpaper_12_en.jpg

    Now, there's already a model ported into Skyrim that can be found on nexusmods.com and the beauty of it is that CD Projekt RED (the devs who created the game) confirmed that they're ok with models being ported to other games :D either that or doing a new Geralt from scratch?

     

    I think this would be a cool one to have in Jedi Academy seeing how he's a master swordsman and all. Picture Geralt dueling Darth Vader or Darth Maul :D that would be so epic.

     

    What do you think guys?

     

    Cheers!

    for what i know the witcher allow porting. you should get geralt directly from original game and rig for JKA. OR you should use the old model of legolas that i see on filefront years ago and reskin for make gerard.

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