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Asgarath83

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Everything posted by Asgarath83

  1. Very fast. Nice job. :)
  2. Sorry, i am not interested to take part on any star wars project at all. i like original ideas and new stories, instead. you are very ambitious, but if you not know how to model, rig, mapping, script, and code, is hard to do anything. before start a big project, you should spent a lot of time for make little projects little things and learn step by step all the basic knowledge you require. you cannot pretend someone do for you your job without be a wise project leader. and i mean, an expert project leader. history, is not sufficient, if you have not the competence to come your dreams on true. also, each SW fan, Each SW modder have is own project, and, except for some great projects that are done with workteam of dozen of guys, many do they stuff from they own skills. I am not discouraging you, but i want to warning you that before to do any complex thing you need to learn how to do every things.
  3. Nice job! No problem! Good Work! Happy Modding! Shish! :D
  4. PS: if you add new custom menus remember ever to add the new menu to the ingame menu txt file list, if you want that is recognized and run properly. PS2: the engine NOT search the menus by the names of the menu files, but by the name of the menuname that you set when you make a new menu.
  5. you not need coding at all for that and basic learn for make menu UI are very easy. the MENU files can be edited with notepad and are basically did from itemdef each one is a thing: a text, a button, etc etc. the code is pretty similar to HTML, you can define if an item have a border or not,what size, and what border color is. you can define with the "rect" the position of the item into monitor. the first number is the X position, the second the Y poistion, third and fourth are the extensions on width and height of the area when mouse can interact with item starting by item origin coordinates (first 2 values ) the 3 brakes cases called onenter onesc and action means that: onenter: what happen when mouse enter into the area of the item onesc: what appen when mouse leave the area of item action: what happen when you click on the button. important: - you can load a specific, custom menu at any tame of game inside a level or a map, without menu transition between maps, from SET_MENU command of Icarus - you can run Icarus scripts with "action" option of the item. if you want to change the map, the menu have as function map namemap on the action field of the button that acrivate the level change, OR run a script that use a target_lever_change. not sure, but if want, maybe @Noodle can teach you the basic things better of me. about do the menu: no one can know better of you what do you want, make menus are not so hard, is more easy that make an HTML page and work into a pretty similar way. so if you are familiar with building 3d sites you should be okay. the most tricky things is the correct place of the items into the right coordinates of screens, and that require a lot of try and error before you have the desired results.
  6. I Forgot class_noghri: they can be acrobatic for dodge movements and roll on ground, also without force powers.
  7. NOTE: NPC files are a buffer size limitation so without code hacking you cannot have many new NPC on game. i am porting to icarus all the stuff of NPC data so NPC file on my code will define only the playermodel of the characters and are not more necessary cause all the things can be setted with icarus by mapper and scripter, simply with spawn scripts that configure an NPC with all the things that someone want. i plan also to make available the AI behavours for all NPCs, with that script system, instead of be hardcoded only for someone. so for example, is possible to make more npc with cultist_destroyer ability. but as i told, that require really a lot of time !
  8. unforturnately, there is NOT an armor value into NPC file and into the code of NPC libraries. the unique way for get ARMOR to NPC. without code modification is with icarus, when you make a NPC , using a spawnscript command on the entity with SET_ARMOR int value. so for example: SET_ARMOR 1000 and NPC will get 1000 armor points (it will take a while for destroy his shield :p ) cause i am very tired of all these limitations that are very frustrating and exasperating for modders, ando also cause they avoid me to do my game project, i am editing code for add new ICARUS commands for fix all the missing stuff, also for customzie weapons and force powers. BUT is a slow and long job that require a lot of time, coding is nasty job. >.<
  9. Hi man! you are into the good places. What are classes. well, JKA is coded on c++ plus language and its code is free open source availabe on GPL licence as openjk distro. classes are defined into teams.h file in an enumerator. basically they are strickly connected to the various AI of the games. change class on an NPC affect its AI. the file when the classes are aligned to the various AI is the NPC.c (codemp multiplayer code) and NPC.cpp file there are 64 classes and they have each one a specific behavour. CLASS_DESANN: strong saber resistance, high damage of force lightning. CLASS_TAVION: boss class, saber resistance, acrobacy. CLASS_ALORA. dualspin and special saber throw and jump acrobatic movement flips CLASS_REBORN: dodge and avoid blasters shot if have not a saber. CLASS_JEDI: use force protect if is shooted by is not acrobatic by reborn class. CLASS_JAN, CLASS_LANDO, CLASS_REELO: have altfire if you equip a blaster_weapon, CLASS_REBEL nothing of special, is just a soldier shooter CLASS_GRAN, is a grenadier. that class throw grendades if enemy is far, and use punch if is it close. CLASS_ROCKETTROPER: fly with jetpack CLASS_ASSASSIN_DROID: enemy is protected by an electric pulse shield and is weak to demp2 weapon CLASS_SABER_DROID: specific class for saber training droids of vjun3 and yavin4. CLASS_BOBA_FETT invincible, jetpkack, flamethorwer, smart AI that not need NPC to chase player, randomly alt fire and switch weapons. the best shooter class of all game. CLASS_HOWLER: deal sonic stun AOE attack if you are close and move jumping CLASS_WAMPA: class ideal for make beast and animals. have big melee damage. CLASS_RANCOR: high resistance to blasters and sabers , can devour player or kill with a charge. is for BIG beasts. CLASS_HAZARD_TROOPER: saber resistance damage is reduced to 10% also have the ability to slam you back with punches if you are too close. CLASS_MARK1: as mark1 droid on JO, but model is missing CLASS_MINEMONSTER: like the little creepy monsters of the mines of artus planet when jan is kidnapped into JO. model missing is good for little beast creatures. CLASS_FLYER2 and CLASS_GLIDER, never ended class, should be some kind of flying beast i guess, but they not fly. also CLASS_MURJJ, CLASS_FISH and CLASS_LIZARD are incomplete. they have a big aggression and fight as semiboss class however. for what i see, maybe is just my feeling, but FLYER is more acrobatic, LIZARD more aggressive, MURJJ more powerful with force attacks CLASS_STOMRTROOPER: mercenary and stormtrooper. enemy soldier class. CLASS_IMPWORKER : they have a better aim with blaster pistols. CLASS_IMPERIAL: imperial nazi officers. they carry hiddedn blasters pistols. CLASS_SABOTEUR: if you set an enemy with it he use cloack and decloack for fire you. NOTE: not give to that class a saber: with saber is even cloaked. also, never attack. really stupid that engine is coded for avoid to stealthed classes to attack player -.- CLASS_SHADOWTROOPER: cloacked working saberist. drop force crystal on death that restore a lot of FP... pity that not attack when is cloacked and cloack just for hide when spawning, is not like saboteur that cloak infight. that two AI are very messy fIMHO. droids: CLASS_R2D2 /CLASS_R5D2: they lost they head if you shot with a blaster on it. CLASSPROTOCOL: 3b0 droid. dumb class for movements. CLASS_SENTRY: that is not bad. floating, shooting and deflect blaster with an armor shield when is not shooting. also dodging attacks CLASS_INTERROGATOR: chase the player and deal poison damage if is touched. CLASS_SAND_CREATURES: the vicious sand worms of blenjeel planet. some NPC are hardcoded for Use special AI behavour when they spawn. cultist_destroyer: chase the player and blowup as a kamikaze! cultist commando_ two uzi blaster pistols with high fire rate shooting and dodge ability. Vkothos and dkothos: the twin sith brothers of vjun3 that heal rosh. they cannot heal if you spawn but they are nice to use acrobacy and also smart into force power use. there are also CLASS_BESPIN_COP and CLASS_BARTENDER, but they are none of special. CLASS_TRANDOSHAN is a more aggressive shooter, and CLASS_RODIAN have better aim. CLASS_WEEQUAY should be a little more phisycal strong. well, is all for what i know
  10. You will find me on discord, i guess. see ya! :) into the time, i am writing an code way for move all hardcoded stuff to icarus :D
  11. Nice project! i not play much multiplayer, but if you want to learn about it. well the starrt point is openjk, that is the source jka code MP\SP cleaned by bug and improved by jkhub stuff. MP code mods interessing are: gunslinger academy of eezstreet, warzone of stoiss and uniqueone and jedi knight galaxy of eezstreet, futuza, ensiform and jkhub stuff. yes, the continue rolling of Jedi are very frustrating and stupid on JKA, improving or removing it is better. on my SP i use ever norolls 1 into SAB file for deactivate this madness. i love the idea of a dinamic camera like soul reaver 1 and soul reaver 2 game! is much more immersive for world exploaration! mmm but you should also get the default camera and make some hotkey for switch between 2 camera mod, cause with that kind of camera take aim for shoot with ranged weapon can be really difficult. :) about me, i am a sci fi fantasy writer and i wanna to use JKA for make an indie game of my project. i guess i am starting to move many of hardcoded stuff to icarus for allow me to full customize weapons, force powers, add RPG levelling system, money, etc etc. i also coded an incomplete dogfight code with 2 new AI that allow to play space battles like rogue squadron 3d and x wing allinace, but cause my heal is very weak i forced to left high school so i have not any vector math knowledge. when you will be more expert, can you get me an hand for end the star fighter code? i need to add rolling \ evasion manouvre of NPC, HUD system and alternate shoot cannon stuff or other things like that. i need also to set damabge from collision between fighter and brushes or between fighters and fighters (crash air accident lol !) at moment i have only basic crappy momevent and shoot combat between fighters NPC and player. i am NOT using vehicles for that, i am using the code of Players and NPC itself so they can use muchmore weapon slots!
  12. Hi. What do you want to know exactly? the code is release as GPL V2 LICENCE , is coded into c++ (single player ) and c (multiplayer). on the source code of JKA, the code folder contain all stuff you need to work with SP, the codemp instead is the folder of multiplayer code. CG files: client game: basically all these stuff affect the clients, so players. this kind of stuff can be "seen" only by player into game, but not by other entities. G_ game files: global functions that code every aspect of JKA world BG: both game and cgame files. basically player \ entity stuff that affect and interact with world. so movement, animations etc. weapons files: contain all the stuff related to weapons. into MP, force powers are into w_force.c, inside SP, into WP_SABER, with saber combat code too. Header files host the definitions of functions and their global parameters, cpp / cfiles, the programming and networking of every single function. UI: user interface . you can find some basic tutorial into tutorial section coding, i wrote some stuff about adding new saber colors, weapons and force powers on Single Player. for other modding aspect, we are full of talented people, each one is specialized into various mod fields and have different skills! i am focused on single player and i see JK more as an engine that a simple game to mod. i not am excellent in any skill, but i know the basic of all things. good luck! :D PS: personally i prefear more cats respect of dogs, but nice dog ^_^
  13. Hi man! first off, we go into your problem. Well, my tutorial basically explain HOW to add new force powers slots on Single Player, properly, into a way they are inizialized and recognized from the game. if you want to create a system linked to force power levels for change, override and upgrade the weapon of player, first off you need to set these new force powers slots, then set they exactly how works passive force powers as force jump, saber offense and saber defense, they are not selectable or usable by player into hud scrollbar icon, but they levels affect seriously gameplay, jump height, deflections skill etc. i guess that should work into the same way, but instead of create these kind of affects, you need to code the stuff into a way that force power level 1 of "FP_GUNUPGRADE" (shitty name, just an example) inizialite the function that allow to overrride weapon to his upgrade 1, and same for force level 2,3, 4, and so away. JKA can store 32 weapons and 32 force powers, so, into MP you should have at least 12 ew "upgrade skill slots" My tutorial explain how to add and configure new force power slots and store into the array of the engine, BUT it not explain how to code a force power, cause the affect of the force powers can be really different and depend strickly but what a coder desire to do. well, i suggest you that before do that stuff, you try to explore how work the force power system. try to follow the tutorial for add a force power that clone some already existing force power. do some of easy like clone the FP_MINDTRICK, is one of the more easy power to clone and edit. when you manage how it work, you can see how to hook to your personal stuff... regard my project:i am not a star wars modder. i modded for my own fun and for make a gift to some my friends a conversion of JKA to legacy of kain series for many years, but know i wanna do a personal project. on the true life i am a writer, but i had not success with selling of my fantasy book after i publish it, so i have the idea to make some kind of rpg indie game with Openjk GPL V2 engine. also if there is not guy that not tell me to pass to unity or unreal engine, but i have my personal motivation cause i am not using these software, and i already explained yesterday to a man. what i need is basically that: - hacking weakness/resistence of enemies to MOD means of damage, into g_combat. so every creature is weak to some kind of spell, weapon and element and resitence to other. is the improving of deadly demp2 shot to droids. for example: if i shoot darkness bolt to a vampire it lead to nothing, but if i shoot sun bolt i can kill it. if i use fireball on a frost golem i can kill it, but now with water/ice element. that stuff is easy to do. but i am not using CLASS for do that, cause i use CLASS for AI. i am using 3 different stuff for my creatures. WORLD: it affect the way about creature is affected by gravity and so how it jump and move. on my opere there are 12 planets and each one have different gravity. RACE: work exactly like class and that can easily affect and configure a foe to be resistance and weakness to some kind of Means of Death. i created a "race" string for NPC files for do that and it works very fine! but these sets are hardcoded, exactly has assassin droid stuff. for be softcoded and be user friendly for modders or other guys, also if i already added the MeansoFDamage lib of Jedi Academy Galaxy. should be amazing do the same thing with paramters like firedamage 0.5 into an NPC file, and so the fire on that creature deal only half damage! not much different about how work the float of damagesaberscale on SAB files! CLASS: well, on old CLASS NPC system i assign AI to my creatures, basically. Weapons°: after years of madness, with some help of the project leader of knight of the force 2.0 team, i overcap the damned and infamus limit of 32 weapons of the JKA code (cause weapons and force powers are stored ninto a 32 bit buffer array restricted, is not possible to add more of 32 slots of that -.- ), so that raise the cap to 250 weapon slots! - i added 3 new weapons for the old lok project, and they works nice, but for my saga i am planning to make some kind of swapping weapon system like gta games: that thing are already present into gunslinger academy code of eezstreet. so every weapon slot is not more a weapon, but a weapon category, on my project, with an inside enumeration list of weapons, and so if you set as WP_BLASTER_PISTOL , example, "revolver" it override weapon model , visual effect, MODS and Balistic. that should really need to be improved however. shiuld be lovely if is possible to add reloading, for example. also, it for works properly should require NPC strings for customize NPC weapons slots in that way (i know how to do that and it works good) and icarus scripting also for make that throught icarus! something like SET_BLASTERPISTOLTYPE COLT on icarus for override the blaster pistol. i mean. on that way i am planning to use icarus system also for get rewards and new weapons, not much different about how work SET_WEAPON WP_SABER SET_SABER single_3. that, but fore weapons. - same stuff for force power, exactly as weapons. on every one of my worlds there are 3 different characters hero and they have different skills, force power can be used for skills or magic spells. - RPG dialogue system as Kotor: that work already fine with a system of scripting of icarus created by Noodle. no code hacking required. it use cvars, menu system and icarus and is very nice! - Stamina like jedi knight galaxy? - MISSING AGAIN, i never played with it again- - remove limitations of model complexity, SHADER_MAX_INDEXES, RUN OUT OF TRANSORH GHOUL 2 or at least cap these stuff for have more HD quality characters. - Saber holstering - Levelling system that affect amount of HP and FP . but i not know how the hell do that. - Dogfight combat modality as rogue squadron 3d or xwing allaince , so JKA can allow also space battles between fighters. i lost 2 years of my life for make fighters fly properly, and also player . but it again miss collision damage between fighters or brushes map geometry, it miss also HUD and a nice weapon combat system and rolling movement for player and evasioun manouvre for NPCs. well, that is what i wanna do. and also, i dream a way for do that easily moddable, killing all hardcoding stuff that frustrate modders. i am seeking again for some coder that help me to do that, but until now i not got success. my knowledge of c++ is limitated and i have bad heal troubles so i am not much fresh as mind , long history. so honestly, without coder i cannot do all alone. i hope i helped you into some way. good luck man >.<
  14. 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.
  15. 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.
  16. 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.
  17. 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. ?
  18. 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).
  19. 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.
  20. I Didnt knew about this limit and that workarounds! thanks for sharing the advide, bro! :D
  21. I guess the only that can really solve your problem is the developer of this mod . i am sorry i cannot help you much :/
  22. 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. ?
  23. 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. :)
  24. 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
  25. LOL ! i like this kinda of funny containts
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