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Asgarath83

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Posts posted by Asgarath83

  1. Hi all,

     

    I'm new to the forum but not new to modding. I downloaded your SDK from the hub website and everything SEEMED to compile perfectly fine, but now I'm getting this compile error with something in the q_shared.h header file. I've worked hours trying to figure this out. I'm not too familiar with C++, but I think I can work my way around this if there is a solution. Has anyone experienced this error before?

     

    PuFLGx6.png

     

    and here's q_shared.c

     

    PuFLGx6.png

     

    I really want to make a cool mod for this game. Something the lines of a zombie wave simulation where you go to a shop to purchase weapons and upgrades and fend of waves of enemies.

     

    Thanks.

     

    thanks for summon me, @@Lancelot.

    Mmm, i am not a c++ expert, and i am using VS2010 so i am a lot up-to-dated with coding.

    But for what i know, that mean that this function is already coded in some other part of the code, so when try to build make an override or an overload. that on VS is allowed only if 2 functions are same names, but different structure.

    for example

    Void WP_Shootmonster (gentity_t *ent, number 1, number 2, int altfire)

    Qboolean WP_Shootmonster ( int altfire, bool chargeshoot)

    that is okay, despite of name, are 2 different functions.

    instead, if 2 functions are 100% matching, as naming and as contain, have the same body, so basically you are recoding the same thing 2 times, that create troubles.

    You need to find the duplicate function that use the same stuff and edit, or uncheck it so is not readed. uncheaking including the function between /*    */ stack unactivate command lines. 

    However, i'm not an expert. maybe @@eezstreet or @@ensiform can help you better.

    good lock for your project, but is realy ambitious to make a shop with zombie waves... many things can be done just with menu system, i am working with noodle on some kind of rpg menu system like kotor. for moment i have multiple choice dialogues working.

    i need again to add bounty system, music, shop etc...

    that require not much code hack effectliley.

    if you wanna a nice code system for RPG with Menu properly coded you canj check JKG source code.

    but i warn you: i tryed to reply on May on this years his functionality for SP but it was too big and complex and i failed to recrate his weapon system library... but JKG have also a trading a loot system and shop vendors for weapons and other stuff.

     

    you however, are a c++ beginner, so i doubt yo0u can do something so big. maybe you should just make something more easy, like cloning the T2_RANCOR objective of game ghat count number of prisoner saved and converting for count credits or ammo or any other kind of variable that you want to add into the gameplay for unlock something. 

    but that is mostlyarchivable with icarus scripting, simply vendor need a icarus cvar that reach a certain value, before give you the desired weapon

     

    something like on icarus:

    declair float value credits

    set credits 0

    use new game objective for track credit number on datapad)

    when credit are on same value and reach something

    like

     

    if (credit = 100 )

      affect player

          SET_WEAPON WP_CONCUSSION

     

    and you "purchase" a concussion.

    t1_danger and t1_rancor levels of default game offer you the scripting you need.

  2. I would like to edit the source code to add more weapons. However, I've heard that only three new weapons can be added without the game crashing because of some kind of memory limit. The Knights of the Force mod added more than three new weapons though. So, it must be possible to increase this limit? I was wondering if anyone could explain how. Thanks.

    I'm pretty sorry and very apologies for the late of the answer. i passed the last weeks on hospital  for cure a bad infection.

    i turn home only now.

    On my SP weapon tutorial and eez MP weap tutorial there are info about adding new weapons but you right. there is a restriction

    caused by the fact that JKA is a game designed with a 32 architecture and use a BIT FIELD for store information of weapons selectable and switchabel from player \ npc. the 33 weapon simply is not readed and fire "could'nt load item for weapon " ERROR crash.

    on MB the weapons are customized by characters and NPC.

    on Movie Duels SP the limit is raise up to 64 weapons, also if i had not again success to reply i was studying the problem but i never solved. 

    maybe you can use the source code of this mod as base for your own project

    you have 3 possiblity for go up the trouble

    - rise the limit allocating weapon loading in something of different of STATS_WEAPONS.(that is the fucked incriminated function!) 

    maybe using std::vector s. you need advanced C++ skill for do that.

    - create like a SAB file, an external weapon library for allocate that. as work the code of JEDI KNIGHT GALAXIES.

    i tryed with 1 month of code job but i failed is really too complex to reply on SP for a lonely person @-@

    - on my code at moment i used a different strategy:

    i assume that weapon and force powers are not more WEAP or FP, but Categories.

    A weapon become a slot of weapon like GTA so one for gun one for rifle one for saber, one for grenade .

    i added new strings to NPC data files that allow to to customize a weapon

    for example

     

    playermodel gran

    weapon WP_BLASTER_PISTOL

    guntype revolver

     

     

    well, the model of WP_BLASTER_PISTOL of this npc, the visual effects, the weapon icon and descript9ion and the balistic are r4eplace with a revolver into the code.

    in that way there is not any limit to weapon or force power addable. a NPC can have 32 different weapons and playertoo if use NPC with playermodel commnand.

    that allow infinirte combintations.

    rememeber to increased also the effect buffers on FXSCHEDULER.cpp

    and the MAX_NPC Data size and max saber data size on your code.

    Remember also to deactivate the weapons dropping of other NPCs and replacing with ammo generical dropping (like mark droids and shadowtroopers that drops metallic bolts and force crystals) or you will have trouble with weapons world models.

    also, that affect the gameplay. weapons on that way should be gained as reward of quests etc, not simply take weapons dropped by foes.

    (more strategical  i guess and more nice)

    DLT-19 likes this
  3. If I want a black core lightsaber, like dark saber in clone wars? What I have to do?

    Download openjk and visual studio, create a solution, open the solution, edit the code exactly as i told on the post of this tutorial, but for a Black saber instead of white and add into gfx/effects/sabers a black line shader and a black glow shader.

  4. I saw that tutorial but doesnt give me a plugin of .map or doesnt explain that does it work with only one object or so many multiple objects

    Tutorial is inperfect unfortunately :(

    this require Quake 3 MAP exporter for blender 2.64 (i guess is on mr wonko suite here on jkhub) but honestly for me worked only the oldest blender 2.48 with his specific Quake3 map exporter. is not a good way however, if you notice, tons of brushes are stretched out into the conversion on map format.

    i know a way to port on 3d studio max 2010-2013 every kind of 3d stuff and convert into a map file, but is not again official released.

    DarthValeria likes this
  5. I checked this again but the count in the items.dat does not seem to control how much ammo a weapon dropped from an NPC provides, just the amount it provides if you pick up one that is spawned directly. For example, if you use the console to spawn a WP_BOWCASTER and pick it up, it gives you 50 ammo, which is indeed the count value. However, if you spawn a Weequay NPC, kill him and pick up the bowcaster he drops, it gives only 5 ammo. It does not matter how many shots he fires before he's killed either, the amount is always 5. Again, I'm trying to figure out how to change the amount of ammo given by a dropped weapon, not one already in a map or spawned via the console. Apparently, there is a difference.

    I found what you're looking for.

    search on openjk code.

    /*

    =================

    TossClientItems

     

    Toss the weapon and powerups for the killed player

    =================

    */ on code/g_combat.cpp

    THEN...Go down until you find that:

     
    else
                {//FIXME: base this on the NPC's actual amount of ammo he's used up...
                    switch ( weapon )
                    {
                    case WP_BRYAR_PISTOL:
                    case WP_BLASTER_PISTOL:
                        dropped->count = 20;
                        break;
                    case WP_BLASTER:
                        dropped->count = 20;
                        break;
                    case WP_DISRUPTOR:
                        dropped->count = 20;
                        break;
                    case WP_BOWCASTER:
                        dropped->count = 20;
                        break;
                    case WP_REPEATER:
                        dropped->count = 20;
                        break;
                    case WP_DEMP2:
                        dropped->count = 20;
                        break;
                    case WP_FLECHETTE:
                        dropped->count = 20;
                        break;
                    case WP_ROCKET_LAUNCHER:
                        dropped->count = 3;
                        break;
                    case WP_CONCUSSION:
                        dropped->count = 100;//12;
                        break;
                    case WP_THERMAL:
                        dropped->count = 5;
                        break;
                    case WP_TRIP_MINE:
                        dropped->count = 3;
                        break;
                    case WP_DET_PACK:
                        dropped->count = 1;
                        break;
                    case WP_STUN_BATON:
                        dropped->count = 20;
                        break;
                    case WP_ATST_MAIN:
                        dropped->count = 10;
                        break;
                    case WP_ATST_SIDE:
                        dropped->count = 15;
                        break;
                    case WP_EMPLACED_GUN:
                        dropped->count = 20;
                        break;
                    case WP_TUSKEN_RIFLE:
                        dropped->count = 10;
                        break;
     
    

    now change the count value as your will.

    You need however:

    -Openjk

    -Visualstudio

    -Basic C++ knowledge

    -Basic Knowledge for build a edited dll and exe files for override the game executable with the change

    NOTE: IMPORTANT: back up your default dll and exe of JKA before do that.

    Special thanks to @@eezstreet for pointed me into the right way.

  6. I checked this again but the count in the items.dat does not seem to control how much ammo a weapon dropped from an NPC provides, just the amount it provides if you pick up one that is spawned directly. For example, if you use the console to spawn a WP_BOWCASTER and pick it up, it gives you 50 ammo, which is indeed the count value. However, if you spawn a Weequay NPC, kill him and pick up the bowcaster he drops, it gives only 5 ammo. It does not matter how many shots he fires before he's killed either, the amount is always 5. Again, I'm trying to figure out how to change the amount of ammo given by a dropped weapon, not one already in a map or spawned via the console. Apparently, there is a difference.

    mmm the dropped... understood. oh no no, that is hardcoded sorry. if you wanna make a game when every weapon can store as max value only how many ammo how are the total ammo that can carry on the full weapon, and that npc have not infinite ammo shoots, and that npc dropped weapons give you an ammo recharge amount that is like the amout of residuaol ammo not again shooted by a killing npc... nope. you can do that realistic combat only with a deep code hacking. and is a lot complicated as stuff to code.

    : \

    i fear i cannont help you for that.

  7. @@Asgarath83 - Thanks for the response! I checked the count variable in the items.dat file again, but it does not change the amount of ammo the weapon has when dropped by an NPC, only the amount it has when it is spawned directly. The weapons.dat file doesn't seem to have any variables relating to the amount of ammo each weapon gives you when you pick it up. So, yes. I do believe this setting is in the source code. I was endeavoring to discover where this is happening.

     

    Found it. is in items.dat

    when an NPC is killed he drops the weapon he own as an ITEM. if you get the weapon, you get also a lot of ammo.

     

     

    CHECK THIS PARTE OF THE FILE:

    {

    itemname    ITM_BLASTER_PISTOL_PICKUP

     

    classname    weapon_blaster_pistol

    worldmodel    models/weapons2/blaster_pistol/blaster_pistol_w.glm

    icon        gfx/hud/w_icon_blaster_pistol

    // Amount of ammo given with weapon

    count        50

    type        IT_WEAPON

    tag        WP_BLASTER_PISTOL

    min        -10 -10 -2

    max         10  10 12

    }

    [/code ]

    Edit the COUNT field changing the number on the value you want.

    in that way, you should change the dropped ammo amounts.

  8. I was wondering how to change the amount of ammo a weapon dropped from a defeated NPC (in single player) has when you pick it up? I've been looking through the source code but haven't found anything relating to that. I've also looked at the items.dat file but the count variable there does not seem to apply to weapons dropped from NPC's. Does anyone have any idea about where this is specified in the source code or how it works? Many thanks for your help.

    mmm or is into weapons.dat or items.dat (now i not remember but i guess is there) or is inside the code. i hope for you is not into the code itself... @.@

  9. I like that plot Asgarath, let's use it. Too bad we couldn't make some of the other levels more expansive like this. I have a draft to expand several levels of the original campaign but again this would require a mapper.

     

    There are seven SP levels where this would be possible and a much better alternative just by combining existing maps:

     

    Yavin_1b + Yavin 4 Riverside https://jkhub.org/files/file/3012-yavin-4-riverside/ (would make a good bit of exploration through the jungle before finding the temple) - note I actually think that the whole Yavin sequence needs to be re-done from scratch, I have many reasons for this...

     

    1 you can't see the skybox in any Yavin map because there is a 3D mesh of mountains permeating the background, I tried switching my sexy skybox from EY4 with the base JA one and could barely see a difference because of this :(

    2 the Yavin levels are too short, and there should be more exploration like in JO.

    3. It would be cool if instead of just cutscenes after every set of missions you can return to Yavin after any mission as a central hub to practice your skills with remotes, saber droids, and force power obstacle courses. The only map that is like this is Massassi Temple 

     

    Yavin 2 + Y4_temple1 1.0: https://jkhub.org/files/file/2072-y4-temple1/

     

    New Yavin Hub level to return to after every mission (optional): https://jkhub.org/files/file/2107-massassi-temple/

     

    t1_sour + Tatooine Spaceport FFA: https://jkhub.org/files/file/1723-tatooine-spaceport-ffa-remake/ (the SP level always felt too small, and this would expand it to the city a little bit)

     

    t1_surprise + crash_on_tatooine: https://jkhub.org/files/file/471-crash-on-tatooine/ (the swoop aspect of the vanilla JA game was sooo underused, they should have introduced it in an earlier level, before giving a full on swoop level, this map ties in to the sandcrawler mission well)

     

    t2_trip + ffa_bonus2 (from the JA bonus maps, this is the city where Jaden explores before embarking on a swoop through the canyons.)

     

    t3_bounty + ffa_bonus4 (also from the JA bonus maps, this is an expanded Ord Mantell canyon that is very aesthetic and open, would make for a very good boss fight arena with Slave 1, like SOTE but more intense)

     

    t3_byss + siege_destroyer (add a part of the level where you fly out of the dreadnought in the raven's claw or tie-fighter/interceptor and disable a star destroyer sent to respond to the dreadnought's distress call).

    O.o Ehi ehi ehi the project is amazing but... keep calm! is also coming the summer and for me is very hard to work with hot weather cause of my illness.

    but i like yours idea. and i also love temples and ancients map and dungeons.

    i have a lot of questions to ask to you, so i hope i can find you on discord ASAP.

  10. Hey Asgarath, I will upload a list of all the changes here, and PM you an extensive list later. Everything I've done is without coding, minus the NPC files, that code is easy enough to manipulate, even without NPCtool. 

     

    If the JCulley3D Coruscant level is the one we're all thinking about, then it's this one correct? It has a day and a night version:

     

    https://www.moddb.com/members/sith-j-cull/addons/sith-j-cull

     

    655618a2d2c90537de1365c8d7a7052655967f80

     

    214581588a801e16dd168703fa73b58e521e2c5c

     

    292f66c464bf1d80af62feae2a80f9c59243ef44

     

    bcb21517840aa112cfe1343e8b1f6d277eeb640c

     

    81c41310b4c9c0173d8db2dd9682eb9ac848a9d3

     

    the only problem is that it doesn't have an existing single linear path like most SP levels do, it has many. Some pathways are going to have to be re-routed to serve a more linear type level.

     

    Or, an idea I had was that you once you got to Lannik Racto, you have to escort him back to the landing pad for pickup by Coruscant authorities. Kind of like how Kyle escorts the imperial commander at gunpoint in the Artus Detention in JO.

     

    I had made a Coruscant police cruiser skin from the anakin's speeder back in 2008 lol, Inspired by a cross between Blade Runner and The Fifth Element, here's a screenie:

     

    yJJotzD.jpg

     

    Uelco0t.jpg

     

    bt8lrXQ.jpg

     

    it flies around and was fully functional, just looked odd up close with no driver in it. Here was some RPG fanfic I made where Boba is fighting a Helicopter and the Capital Police were backing him up. I may make a thread of all the extraneous things I've made over the years, there's so many!

    The map is this and me and howard have the source map also with SJC permission to use for remastering . i also planned with howard months ago a gameplay and a story plot about how to use the coruscant map for SP, also if it has all that pathway.

    basically:

    - padme ship is replaced with jaden xwing. (i already do into my SJC map source.

    - level is waypoint networked by me, 2or 3 years ago.

    - rancor arena door is sealed

    - you meet rakto on landing pad, he scape, fightwith some smuggler

    - after that door is unlocked, you go throught the door on the swoop race line. stole a swoop and have  aswop chase like t2_trip.

    - reach the lower city place. more dirtty and with aton of garbage and container, the hallway of these area can be sealed by force fields and big amount of trash scattered around. a lot of alien folks here and smugglers.

    - you enter into the lower cantina, the bartender tell that you can found rakto in roof and upper city.

    - you reach the roofs, but is a dead point! smugglers snipers, mercenaries with medium weapon and disruptor, like JO nar shaddaa level ... very nasty... is a trap!!

    - after you overcome mercenaries and assassin droid, you enter into the taverna of upper cantina. the bartender is a good guy and tell you that rakto have an hideout on the back door of the lower city cantina. the bartender of that cantina was one of his guy XD.

    - exploring the map i see that is a roof that ius connect directy by a tunnel wtih lower cantina, youb can use for fastly return back.

    (i guess we can get your point, if jaden tell to bartendert to alert coruscant security. )

    - go on the back of lower cantina this time and enter inside the aparrment, there will be a lot of assasin droid and also saber droid.

    - you reach the camera with rakto sealed inside, but he use a gas smoke trap or some electric trap and jaden is captured.

    - jaden awaken into the rancor arena. there is not a rancor here. instead,  the final fight with rakto is here.

    he not fight much, at least, he wathing you. wanna see jaden die killed by his droid and smugglers. is a good promotion for his droids on black markets. "chees jaden! cameras are doing a promotional movie for my assassin droid! so alls my clients can see how are efficiently my droids!" XDD or sentence like that by rakto lol

    and with turrets on ceiling and 3 waves of enemies:  smugglers assassin droid, saber droid jedi killers.

    - rakto is captured. security police of coruscant at this point open the door and you can excort to landing pad the gangster.

    end of quest.

    - there is also tavion total drunk on cantina that dance with some twi'leks .. no no no i am jokings. more details you can find on discord however. see later on chat server! bye!

  11. @@MusicForThePiano

    Hello man! i have some questions.

    seems that you and Howard workins on a similar project: he wants a remasting of JKA, you are doing a totally revamp conversion that improve a lot the game for what i see.

    mmmm seems that you are good talenced.

    i have the map of SJC of coruscant and i should end and script it BUT... i am totally focus now on a personal project that require a lot of recoding job for be doable.

    is a my personal science fiction fantasy saga and i am using the engine of JKA for make a game on that.

    at moment i am refactoring weapon code for allocate ... 1024 weapons and 64 force powers :P.

    next , ill add some less improvement. but that will take a while.

    but i see that your project is far enough and i have 3 questions:

    1can you explain me in what consist your projects? seems a total conversion, right?

    2: are you on discord? i not know if is possible or if howard is interessed, but , watching the same finality of the 2 project... maybe they can be joined ? not sure of that, however. 

     

    however, i know how to script a map, but i have not the time for that, if yu want to replace the t2_rogue map with SJC map i have a lot of stuff about that...

    i wanna now too also the opinion of @@General Howard however. now i need to go to lunch. see ya this evening. Italian Time.

    bye!

    TheWhitePhoenix likes this
  12. Icarus scripting that use camera commands for enable, disable,zoom, rotate e pan, ref tags used for set the variious camera origins inside the level (you can set a camera origin using areftag entity origin into thje map, more easy that use the map coordinates).
    for aciiont of actors. well.remembne that player is invisible into cinematic and you need to add a player NPC as actor for it, that call the player NPC . and also that you need to use a "ping-pong"code that use basically something like that:

    camera enable.
    affect character A:
    Set animation.
    set sound.
    set watching, facial espression, moving on waypoint, etc etc.
    wait (the milisecond value should match with lenght of animations and of audio file played)
    Signal "A"
    waitisignal "B"
    B BLOCK CODE

    signal C

    waitisignal C

     

    Affect character B:

    animatios did when listen A.

    waitsignal A

    sounds of talking

    animation,
    moving etc etc.
    signal" B" 
    waitsignal "C"
    C block code of sound, animation , wait...

    etc etc, you can use also the "dowait" function into some case, but for dialogues is better signal \ waitisignal.
    at the end of the dialogue make a fading and disable the camera and you got a basic animation.
    remember that NPC move the lips only if the lips and jaws of model are rigged, and if there is some audio inside the played track.

     

  13. NEVER MIND GUYS!

     

    Apparantly the keys: Crouch, crouchheight and width actually DO impact the hitbox too!

    Hi, sorry man, if you not notify is hard to see a message. not ever we look into forum, and we can also be very busy however for answer immediatly.

    into my case, i seen your PM.

    i confess that i never wathed out the code of Hitboxes also if i have see the code of damage hitlocs that multiply the damage inflicted into the various body parts of a character. now i not remember is it into G_combat. however, search into Openjk solution the "hitloc"word and you should find somethjign about damage related to the various body parts... that code explain why headshoots are mostly deadly.

    increasing the hitbox?... not sure what you mean and what you want to do with that. the damage is setted into various body parts cause recognize the body meshes or the body tags of a model... or such like that. .

    sorry i cannot give you a good answer, cause i never touched deeply this code part.

    also if i am trying to recreate JKG into single player , also if weapons again not working. §

    but soon i should add the armor library and here should be a lot of things about damages delaed into a body parts .

     

    Aldro Koon and ooeJack like this
  14. Forget it

    if you mean the adding of White and Black Colors on Sabers... i think i had already did years ago into the ECM IV single player code of RJA :) also with other colors like different red and cyan color and a brown color if i remember good 

  15. To be honest, I would not say no to some input ideas... All i know needs changing is the lava =)

    I ever be glad to see new or old mappers come here! i hope you the best job and results man! :D

    mmmm ideas? hordes of mustafarian aliens that jump and shoot from the lava or attack with ranged weapons by the floating mech platform on the lava itself??? D: but i not know if is MP or SP level.

  16. Sounds cool! But a bit over the top, no? Mercs with lighstabers? Stormtroopers with the sniper desintegrator?

    Also, why didn't you fix said issue?

    heal problems, no time for do that again.

    howeer, no, i not think is bit over, cause you can choose if apply or not to an NPC this AI, and decide every weapon sorted and every kind of saber used, also force power used and force level.

    if you not wan that, just make a normal NPC with STORMTROPER AI.

    if you use on a merc, simply not put any force power, and get a saber a vibroblade with low damagescale + a shoot weapon and a grenade. the result should be awesome i guess. :)

    the_raven likes this
  17. Did anyone ever try to improve the npcs' AI in JA to be at least more like that of JO, if not better?

    I remember playing JO, the npcs, especially with ranged weapons would run around, attempt to dodge the player's attacks, and even use alt fire. In JKA, they just stand there, shooting at you, only sometimes trying to flank you (at least, if they're not using a saber or other melee weapon). It's embarrassing.

    I think there was a mod that tried to improve the AI, but I don't remember what it was.

     

    and @@Tompa9

    a lot of years ago i wrote a little AI that merge Boba fett AI with Reborn AI. the foes are also more smart thatinto JO. they switch weapons randomly, all weapons sorted into they NPC file scripts.

    they run continus and iperflank the player. if they lost the player, they tele port to closest combat points for try to make an ambush.

    they use also alt fire.

    if they are a saber in they NPC slot and player is near, they switch from ranged weaponm to saber and engage combat as cultist. if player go away and is far, they chase player and use shooting weapons.

    can you imagine what does that foes with all weapons stored into inventory? :D

    They use also force power aggression when they shoot. i mean that they can grip, lightning and drain player when they

    the class for use this AI are CLASS_SITH and CLASS_SITHTROOPER, is sufficient to make a NPC file when NPC use that class.

    The mod that should be use this AI coded for single player use openjk and add also 3 new weapons (clone rifle and 2 blasters )

    to the weapons used by player and NPC and new saber colors.

    is Epic Challenge Mod IV .

    i really hope that author has already posted with updates executable of single player.

    so, if you find this mod and ask to his author @@RJA you can get what you want. ù

    if he has not more the exe and dll i can host here  with sendspace.

    Just one issue with this AI that i never fixed up: enemy shoot also they teammates and have a low range sight (you need to be really close to they for be detected or be aggressive shooting you)

    but for the rest they are perfect and there are not crash or problem with this little coding mod.

    i really think that a day i'll need to replace the AI files of Jedi Academy shooterrs Foes with JK2 AI files

    that's should be boost the AI to JO level. 

    Smoo, Tompa9 and the_raven like this
  18. This smoke:

     

    CDlfqD9.jpg

     

    It appears only after the alt fire has been made. I was wondering about this, as there are two guns that use this effect after their alt fires, the concussion rifle and the disruptor.

     

    Now there is a shader for it in gfx2.shader, seen as so:

    gfx/effects/smokeTrail
    {
    cull twosided
        {
            map gfx/effects/smoketrail
            blendFunc GL_ONE GL_ONE
            rgbGen vertex
            tcMod scale 1 0.7
            tcMod scroll 0 -0.2
        }
        {
            map gfx/effects/smoketrail
            blendFunc GL_ONE GL_ONE
            rgbGen vertex
            tcMod scale 1 0.3
            tcMod scroll 0 -0.3
        }
    }

    However, I cannot find the .efx file that calls for this (if there is even a .efx file that calls this).

     

    So is it hardcoded in JKA? Or did I just miss the file that calls for this effect?

    is hardcoded.

    basically for the effect opf weapons into JKA code, they are scattered into differente functions.

    hitwall,bouncewalleffect and hitperson effect are into cg_missilehitwall cg_missilebounce(or sometjhing like that) and cg_missilehitplayer . bounce is for EFX of flechette and bowcasters bouncing shoots.

    For the FX of shoots of the weapons: check the FX files of weapons.

    For the muzzle \ altmuzzle efx of the weapons: check the wp_ file of the weapons.

    but they are damned hardcoded for be called to the silly weapons.dat. i am working to a RPG code rewrite that add a ton of easy modding feature on JKA, and also a space fighter cobmat as rogue squadron 3d \ x wing alliance on Single Player. 

    i hope when i end to share this code with all. 

    tmy project also related to allow a full customization of weapons models and effects .  and a beter customization of force power effects too with WPN files as JKG mod or the NPC files itself.

     is silly that this stuff is hardcoded. not leady any way for the imagination of modders.

     

     

    however the smoke trail i think is called into wp_disruptor.cpp and wp_concussion.cpp that deal the function sof the weapons logic. check the alt fire shoot functions. there is something about Q3_INFINITE this is the functions called for a shoot of infinite velocity and istalty damage like the beams ray of these weapons.

    the smoke trail is rendered when you shoot with the altfire beams of these weapons.

     

     

     
     
    void FX_ConcAltMiss( vec3_t origin, vec3_t normal )
    {
        //gentity_t self;
        
        vec3_t pos, c1, c2;
    
        VectorMA( origin, 4.0f, normal, c1 );
        VectorCopy( c1, c2 );
        c1[2] += 4;
        c2[2] += 12;
        
        VectorAdd( origin, normal, pos );
        pos[2] += 28;
    
        FX_AddBezier( origin, pos, c1, vec3_origin, c2, vec3_origin, 6.0f, 6.0f, 0.0f, 0.0f, 0.2f, 0.5f, WHITE, WHITE, 0.0f, 4000, cgi_R_RegisterShader( "gfx/effects/smokeTrail" ), FX_ALPHA_WAVE );
    
        theFxScheduler.PlayEffect( "concussion/alt_miss", origin, normal );
    }
     
    

    is FX_AddBezier ;)

     

    i never edited it. is on FXutil.cpp

     

     
    //-------------------------
    //  FX_AddBezier
    //-------------------------
    CBezier *FX_AddBezier( const vec3_t start, const vec3_t end,
                            const vec3_t control1, const vec3_t control1Vel,
                            const vec3_t control2, const vec3_t control2Vel,
                            float size1, float size2, float sizeParm,
                            float alpha1, float alpha2, float alphaParm,
                            const vec3_t sRGB, const vec3_t eRGB, const float rgbParm,
                            int killTime, qhandle_t shader, int flags )
    {
        if ( theFxHelper.mFrameTime < 1 )
        { // disallow adding new effects when the system is paused
            return 0;
        }
    
        CBezier *fx = new CBezier;
    
        if ( fx )
        {
            fx->SetOrigin1( start );
            fx->SetOrigin2( end );
    
            fx->SetControlPoints( control1, control2 );
            fx->SetControlVel( control1Vel, control2Vel );
    
            // RGB----------------
            fx->SetRGBStart( sRGB );
            fx->SetRGBEnd( eRGB );
    
            if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE )
            {
                fx->SetRGBParm( rgbParm * PI * 0.001f );
            }
            else if ( flags & FX_RGB_PARM_MASK )
            {
                // rgbParm should be a value from 0-100..
                fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime );
            }
    
            // Alpha----------------
            fx->SetAlphaStart( alpha1 );
            fx->SetAlphaEnd( alpha2 );
    
            if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE )
            {
                fx->SetAlphaParm( alphaParm * PI * 0.001f );
            }
            else if ( flags & FX_ALPHA_PARM_MASK )
            {
                fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime );
            }
    
            // Size----------------
            fx->SetSizeStart( size1 );
            fx->SetSizeEnd( size2 );
    
            if (( flags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE )
            {
                fx->SetSizeParm( sizeParm * PI * 0.001f );
            }
            else if ( flags & FX_SIZE_PARM_MASK )
            {
                fx->SetSizeParm( sizeParm * 0.01f * killTime + theFxHelper.mTime );
            }
    
            fx->SetShader( shader );
            fx->SetFlags( flags );
    
            fx->SetSTScale( 1.0f, 1.0f );
    
            FX_AddPrimitive( (CEffect**)&fx, killTime );
        }
    
        return fx;
    }
     
    
              
    Daedra likes this
  19. Well just to be clear.. porting is a grey area. about stuff of other modders, is even better to ask permission to the original author that did a model with painful and long works of 3d modelling into 3d max and blender. about the stuff of other games or company.. well developers can be reasonable and try a deal... or go in anger ifdiscover that someone stole the models of his commercial game.

    in that case , who ported the model can get any kind of legal issue. also, hosting ported stuff on a site, is dangerous for the site itself, cause, well, basically is considered a kind of piracy. and the sites that host movies, musics, books or intelletual property of other owner without permission can get really get tons of troubles. in the worse case, they can be forced also to closed up. there are a tons of alternative to portings, So be careful when you do some porting stuff. specially into sharing that, guys.

    and this can explain also why on jkhub, (as in any serious modding site) is not allowed to host explicit ported material on a mod. 

    so, if you port somethjing, first off read the kind of licence and copyright that have the developer on their opera and the rights on that.

    if is a stuff from another modder, try ever to contact him and to ask his permission, because is however a question of intellectual properties. porting is the fast and easy way for modding, i know, but is also the more dark and dangerous... build a model or a map with your own abilities is more painful, but sure is a source of honor and prestigie, for you and your skills and also for who share andplay to your creations. 

    so mine is not a condamn... but is not also an encouragement.

    Be careful guys, i tell only that. ^_^

  20. mmm i'm missing something??? O.o someone call me...

    well i'm pretty busy today for answer decently but i see a little and strong change of view regard remaking or rebooting reedint and re ditribuction of porting stuff...

    oh well man... is a complicated stuff...

    recently i was talking with a friend about the copyrights.

    now i wanna make a game with my modding skills but i have considered also all copyright issues.. and intellectual properties, and porting etc etc etc problems.

    starting for point:

    1 the source code...

    for what i now JKA source code and Openjk now are under GNU licences so techically ... with a big amount of works and code editing should be possible also to use JKA code as base for build a code for a commercial new game.

    BUT... on the code is a disclaimer about that pretty clear. is possible to edit, distribuite etc the source code. just... credits that original code is from raven and you works build stuff on raven and lucas arts stuff. So not tell "oh i write all this code. is mine and i have intellettual propertries on that and right. cause is not true. THIS is the true stolen, i guess."

    Internet is based on free share of contains. if someone is hosted on web technically become world common patrimonium.

    But...obvious... there are laws and rights, as all humans stuff.

    if you are making something of privates for your own use, or for distribuite with few loyalty friend, no one curse or blame or persecute youb for using porting stuff or kitbashing or frankensteining of other artist, i guess. 

    the trouble is when some one make a distribution of ported stuff, from a company or a modder or another artist, claim as his own creation... i thinks that is correct and fine ever make credits and permissions to the ported stuff for credits the original job of other artistis. also if author tell "not edit thios model map \ until my permission" is a nice and smart thing ask ever to the author if you want freely publish and update on jkhub moddb or whatever site his work. 

    the things change if you want to make something of commercial. in that case, u need at least to tribute with credits all people from you get models, sounds, code, etc... and also give a royal % or eventual sells money cash.

    mmm i'm italian my english is far from perfection. be patiente.

    for what i see recently about copyrights well...https://www.wikihow.it/Comprare-i-Diritti-Cinematografici-di-un%27Opera i really hope there is  apage on english aboiut that. exist something called "contract of options" or something like that. basically the owner of an oppera give the permission to another to use their opera and give a licence of use temporany the right on that in exchange of an amount of money and a % of royality about selling and distributiuon of stuff. yes there laws and copyright, and also, stolen a stuff can give a lot of trouble if the author discover that. also legal troubles.

    but is also possible to find ever a solution or make a deal or a compromise that solve all. it's ever what does mature and reasonable peoples.

    i'm an author of a science fiction solarpunk science fantasy saga into real life. i not sold out much book so i want to try to make a game on that using JKA as base for thart. but clearly i'll never did "i am the owner of JKA sourcer code, openjk etc." this make me sure a thief lol. obvious i ever credits the openjk source, all coder that create and allow the existance of open jk, lucas arts itself for created jka game etc etc.

    if i use a map, i sure credit author, but i want to make my map itself instead of use map of others. there is a way to make map more fastly on traditional radiant brushes working. well a map is not a rigid model. is a bunch of brushes and patches.

    Can be splitted into his prefab partts. architectonic elements, grouhnds, doors, patches, simple forms... saved into other projects as func_groups and retextured and changed geometries. the entire map is a production of a modder.

    if you use an entire map and share that hosting into a site you need at least to tell "ehy i not did this make, is a works of "moddername" and i edit that and that and this.

    well however, what i means is that for my own... i plans to use prefabs parts brushes for builds my enviroments, and make terrains by myself. also, is again experimental but thewre is a way to convert models from 3d studio max into brushes and patchs map prefabs, that can be used as func_group and architectural elements. if this is used into the correct way can help to build maps , exactly in a way like works the "foundtry system" level build of mmorpg like neverwinrer online.

    about copyright... i checked a lot of stuff cause obvious... i'm not a modeler and i need to creating my models by myself .. or however, if a portt something, i need ever to take on mind the permissions about that.

    cause i now also how to ports on 3d max animations and rigged model of not humanoi sdtuff of a mmmorg.that tecnically can easy be ported into JKA... well i checked the rights and copyright term of this free mmorpg.

    and they told "is possible to use, edit, share the parts of this software but all the rights on ported material are ours."

    about spore instead.-.. spore should be an amazing game for sculpt creatures, monsters, building, vehicles and starship but is restricted on a EULA that forced to use spore creation only inside spore itself... So this is the more problematic stuff. also retexturing building etc... once time you export as collada or 3dr with 3d ripper and get into blender on max and you can rig etc with jka skeleton or whatevcer.., here can give you troubles... and also, spore is HD high polyshed stuff that blow up the restriction of old JKA engine. LOL... so is not exactly the best way.

    The more smart thing, at this point, is to use the spore primitive as stamp and build a new geometry around that with the tools of 3d max 2010. and totally remake uvmapping and textures... so basically you make your own primitive arm tail, leg, claw etc from a 3d scrath of a previous model. 

    there is also another way however...

    there are many site on web, as opengameart, free3d, or turbosquid or blendswap. they sells models, but they share also many free stuff. architecture, creatures, models. there is a Ton of free stuff on these site. Also the CC models and stuff scattered on web. creative commmon licenced stuff can be used free and need just to credits the authors. i am using at moment an asset of body parts of a site ful a CC stuff. i'm making unwrapping of all stuff, cause is without uvmapping and with not texutre. 

    this is useful for kitbashing and building the characters of my opera and help me to give a 3d appereance of my races.

     

    oh well... i really go over and turn around the central point.

    for be short...

    porting? well is the essence itself of web at the end... but you need ever to be respectul from the provenience of ported material. on the original author, modder, developers, modder or software house.

    if you take for your personal use, you can do whaterver you think. if you share into web. well... credits ever the author of pieces that you use for kitbashings, or told that original models are from "..." this is what i think is the better way. if you want to host here on JKHUB be sure to have permission of original modders. is a clear  sentence that you need to subscrive when hosting stuff here.

    only, never claim as yourself the works of others.

    in case of my saga i can tell that is MINE the history, the lore, the races, the worlds.

    but is i use a ported models for make one of my creatures... for example an Hypopode of a vulcanic world,.. i cannot tell "i did this my hand!" i'll tell "this is a 3d rapresentation of an hypopode of my opera using 3d model. origjnal models is of Bblabla... piece is of blablablabla... texturing for kindness and concession of blablablabla." etc etc etc.

    i think this should be the more nice and smart and correct way to use porting stuff. ^_^

    well now i need to go. have a nice day men! :D

  21.  

    Hi. I recently decided to start playing JK:JO again because I've been going through the whole Dark Forces/Jedi Knight series. One thing that was made clear to me that I had forgot about is how the UI doesn't scale up when you change your resolution. This is really annoying and makes you feel like you're not even running the game at 1080p because of the stretching. I want to be able to have the UI smaller so it looks more clear and polished.

     

    I've been editing the hud.menu file all day and the only thing I can get to happen is where the hud is on the screen. Changing the size of both the huds do absolutely nothing to change the size, it always stays the same. I tried opening the .tga files in the gfx/hud folder and changing the size of the image that way, but you can only use multiples of 2, so at best, all you get is half the size of the image, which is still squished but vertical.

     

    Where do I go from this point? I don't really know how to resolve this issue. Is there a way to change the code so that it will output all the ui at 1920x1080 instead of the very small 640x480? 

     

    all is possible... if you know how do that, man. :\

    some features of Hud should be into cg_main.cpp of the code. related to weapons and force power scrolls icons matrix.

    but i am sorry but i not know much of HUD and UI code at moment. sure can ask you some more experienced than me.

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