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Asgarath83

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  1. wait a minute! there is a little misunderstooding for my bad english. i am busy at moment with my Mod SP code (i am working at a conversion of JKA about Legacy of kain ) so i am too busy for build a Dagobah Map at moment. Also i can use the Yavin1 and yavin2 map of JKA and JO, because i have already in my gtk radiant 1.5.0 that's maps decompiled for study reasons. However, i need to merge more map, fix the brush, place the tree, and i need a set of trees of mangroovian forest. also... emmm, do you know the Termogent forest swamps about defiance \ blood omen game? i have builded years ago a working map of termogent for a quest about a search of a Raziel's Reaver son. i suppose i can take same place of my termogent swamp, merge with yavin4 and some other map and your download and try to make some species of Dagobah swamp map with no artificial building (i not have artificial buiilding in my termogent map: is a swamp full of trees without terrain, around a montain with waterfalls. on the top of montain i have putted rocky ruins of a vampire forge like soul reaver 2 Game with a portal for an Elemental Forge. O.o I suppose i can recycle my map and clean of all entities for make a Dagobah location, but i need some prefabs. - Yoda home - A nice cave labyrint of dark side, make i add one trigger for spawn an apparision of Darth Vader, cool not? - The lake of Xwing drowned. - 3D model MD3 of the threes like mangroovian jungle. O.o however, first i want to finish my code stuff. I am also busy for a my editorial project about a science fiction book. i am eding my revision at moment, so i can work later. PM me and we can talk of that on ours homelanguage Edit: my Comodo secure DNS locks your link. O.o you have some other link about the material yu want i see?
  2. However,need really a long work of mapping and build the MD3 models. O.o i see many plants models into the resident evil mansion map, but i doubt very much are useful. someone need to create a pack of "mangroovia" plants of Southern Asia indonesian swamp.
  3. Building a terrain map is not much easy, i am a nobbie as mapping ability. Also, is true there is not a dagobah map on filefront and gamefront host. that's is not good. i think is possibile to make a nice map with a same kind of collage of jedi outcast swamp map + the elder temple map + some map i see about vietnam and swamp in filefront, for rebuild the swamping location. However, need to recreate the training place, the cave of the dark side with the strange lizards (i suppose is possible use the Howlers for that) and the rocky ruins and the home of yoda inside the tree and the swamp lake where Xwing was splashed
  4. Got it! i change the sound for lightning of the reelo class. the unique problem is the lightninghit sound but i manage it later. with the system of if \ elf of force aura. the fix is in WP_saber.cpp start at line 10888 and: for today is all. @@Serenity937
  5. 1.) How to do Bonus Missions...? First way: You can edit the end_level script and end entity for loading different map at second of the choice of player. Yu can get an example of that in the map project of Escape from Yavin 4 the lost map mod in the map with the darth maul duel. . Second Way: you can edit ui code for add new extra mission in the Tier menu. 2.) SP campaign alterations: edits to Raven's levels - - Randomly add a few alt-fire NPCs to Tier 2 missions, and add even more to Tier 3 missions? Good idea, i agree Should be really fun. - maybe change some reborn NPCs to Reborn Masters in some spots? Maybe in the last map. use spawnscript for setting their power for customization or making more weaks of the default reborn master into the first maps of the game. a reborn master skin inside the t1_sour of tatooine instead of the cultist_saber shoul be great. put they as final boss in the first maps of game, specially on tier 1 and 2. - t2_dpred: put two stormtroopers outside your cell, one holding a key that unlocks the door to the gun room and to get outside; this would force the player to use melee to bust out It's okay. I ever hated how is easy to escape in T2_dpred. the unique hard part is the fight with rax and his concussion stouker. - korriban: improve the atmosphere slightly, make it a little darker and more tense (maybe storminess, thunder and lightning?), change the two reborn guarding Tavion, either one or both to Reborn Masters? Yes, off course for the dark side power of scepter of ragnos and the resurretion rite, should be great! yu can also make it with night version of the 2 maps. - should we add any missions to JA's SP campaign? (I'm moving towards no) mmm, some part of the JA Sp campaign are incomplete story. You should add some mission, yes. here some suggestion: t1_sour: a base of the smuggler that follow the cult of ragnos inside taooine desert. t1_fatal: a mission about the enclave of the terrorist cell of the bomb into the vulcano and into the train of t1_rail, maybe at the end of tier1 is unlockable. hoth: a map for connect hoth2 to hoth3 ambientation, maybe with a loong labyrint of ice caves full of Wamps. there are too low wampas into the game. i wanna more! LOL. T2_rancor: kill the Hutt in his lair, that capture the elders. T2_rogue: a mission about the factory of assassin droid, full of every kind of saber, assassin, sentry, probe and mark1 deadly droids. . Vjun2 is too short as level. is possible to make a lot more long? T3_hevil: discover where coming from the Noghris. t3_bounty: another madness duel against boba fett should be great LOL. t3_stamp: the mutant rancor is an interessing empty part of the history, yu can add a quest about an enclave with mutant and biological weapon and monsters created by ragnos cultists for theirs plans with an imperial mad scientist at command and MANY monster mutated.. Korriban: a part with the Luke team landed in the other part of the valley that rejoin to you. - Add luke that fight with you into the last level. - Use Jan and Lando as teammate in the bonus mission. - Suitable missions (that I know of and plan on having in the mod in some form): Tier 1/2/3: Operation Spaceport, Onderon Base, Double Cross on Nar Shaddaa Tier 3: ISD Extractor (the Academy wouldn't send a padawan to take out a star destroyer lol) i suppose is the same we see around korriban orbit, right? Tier Upgrades - get to choose special skills when you pass a tier of missions; my ideas so far: Tier 1 → 2 (pick 3) - Force Affinity (1): +20 FP Force Sensitivity (1): +1 Force Power point Saber Technique (1, 1): (you can pick either one, or both) - Attack: breakparrybonus +1 - Defense: parrybonus +1 Tier 2 → 3 (pick 4) - Force Affinity (2): +20 FP, +25 FP Force Sensitivity (1): +1 Force Power point Force Focus (1): Faster FP regeneration (100 ms → 80 ms) Saber Technique (1, 1, (1/1)): - Attack: BPB +1, Lock Bonus +1 - Defense: PB +1, Disarm Bonus +1 - Light style (single-only): Learn Tavion Style - Max Chain increase (staff & duals only): Unlimited chain Saber Finesse (1): 10% speed increase to saber moves You need also to balance the skills of enemy for compensate their saber combat abilities. -3.) Random Stuff: - In the Fluf mod by JaedenRuiner, he makes you pay force points for leveling core force powers, but he gives you Force points based on Mission performance, i.e. you get points for finding all the secret areas of a level, and if your "favorite weapon" is your lightsaber. it's a good idea secret area are good for something. Into the debriefing menu of hoth, vjun and taspir (missing a debriefing screen) yu need to specity the global secvret area of all hoth, vjun and taspir level, because i see at the end of hoth 3 you see the secret area only of hoth3 map, and not of the hoth2, too. - with the inventory menu, I was thinking the player could take a maximum of 4 items with them into a mission, they can pick up to 3 inventory items or weapons, i.e. 2 inventory item sets, and 1 weapon, and so on, for a maximum of 3 things. if yu put limitation about weapons porting, you need to set a method about discard an unuseful weapons for replace with another picked up by a dead enemy. O.o if not, it's impossible to change weapons. - I kind of wanted the game to point out being lightside/darkside more, I have defeated enemies grunt when you attack them, perhaps we could make a counter for attacking fallen enemies? Then I could put both that and the "head attacks" counter in red that you see after missions to kind of look more dark side-ish as opposed to arm and leg attacks which are more merciful It's a nice idea. - Melee; thought maybe this would progress with each tier? You start off with punches and kicks, then get katas, Yes. should be fun to punch and slam a stormtrooper XD You can make also as melee kata the saber_staff kick kata? in the tier3 the jedi can fight with ... chuck norris kick styles LOL. 4.) Force power alterations - might want to remove Force Sense making weapons fire always accurate... doesn't really make sense (very punny huh?)... auto aim of the weapons? Mmm... too easy. :\ Not i not agree. - Might want to alter Force Absorb and Protect's shaders to look less gooey and thick at higher levels, and allow them to let you regen force at half speed to where ever the 30 FP initial drain puts you at, plus maybe make them a hair weaker ( I never liked the green aura of protect. >.< :\ - Maybe make Force Heal 3 take a hair less FP than Heal 2 (because the healing rate is very low you know on Jedi Knight and up but it drains like 80 FP) Force Drain restore live more efficiently of force heal at level 3. the dark side is not more powerful of light sight, i think you need to fix the consume of FP of heal 3. burn too much. you can make a restrictuon like force rage about the healing. is possible to heal jedi only every ... seconds, so one cannot abuse about the heal and cannot use much in combat. same restriction for the drain. - Perhaps remove the random auto-sniper shot dodge? And instead let having Force Speed 2 and up or Force Sense 2 and up let you dodge shots? Yes, allow the shot dodge ONLY if someone using FP_SEE or FP_SPEED or both power. i thik is possible with 2 ways_ FP_SEE + sniper into the crosshair. the jedi NEED to face him and focus about his move for avoid his attack. FP_SPEED (only with level 3), active. - Force Speed 3 is very unwieldy IMO... Too fast... If you slow it, check player can however overpass the machines of taspir2 level inside the factory with the stamps and the forcefields. . - Have an effect for blocking Force Lightning with your Saber? mmm, yes, a some kind of glowing electring radial sparks by the impact point for half second. Yu beed to be careful about that for not overcharge effect or making a effect that burn player side. dynamic light glow are nasty for eye stress.
  6. It work! Checked now! but my creature shoot ... spiderweb, so i need also to know how to change the sound by class LOL. but i suppose the procedure is the same. and i need to check cg_media and cg_weapons
  7. If the autor of original Plo Koon Model agrees, i suppose is possible to find a way to import the model on 3d max or softimage XSI for plo and for his rifle, rig it, and build the glm for JKA with carcass.
  8. mmm edit protect with same class function of SEE crash the game, and i not see alteration of the shader color of absorb, pull and push blur. i think i start with lightning efx changed by classes and after i use the same tecnique with the shadered force power when i get a lot of confidence with the syntaxis.
  9. @@Serenity937 I follow your indication about the force aura topic for the force sight and i reproduce what yu have done in your mod with success! Thanks! For change shaders of protect \ absorb \ push - pull \ grip i suppose i need to use same tecnique in file cg_players.cpp, right? i am not much sure about how to put the syntaxis of if and else and where add it on the color code of that powers :unsure: however... thanks very much! I am at half of work. Also, i thinked a think. Because is very strong to make by code the freeze, blinding and burning effects... >_> i want to add 16 new force powers about that cloning the FP_MINDTRICK power. why? because ingame, in the map, is possibile to set with icarus the MINDTRICKSCRIPT. and so with icarus i can set new powers that shoot a magic. so can be a burning magic for who got the fire \ warm \ magma reaver and 1 for the poison reaver that make gradual dmg on the target affected by mindtricks. i can use the SET_FREEZE of icarus for that about the ice \ crystal \ stone magic. and affected the visrange, aim, etc about the blind of darkness and light, or the stunning of sound and spirit weapons. so my gameplay will be like that: - elemental shoot: can be used against monster of the opposition element.: example FLECHETTE -> earth projectile agaunst creatures of airs. - Swods: for norrmal attack. - The new mindtrick power: affected target with confusion and an particellar effect i can place upon their body, poison, combustion, sonic stunning etc etc. but the behavour alteration i can set with ICARUS, without become crazy into the code. i think that can work nice in my mod... i will follow indication of @@JediBantha about his forcedeadly sight power for how to make a new force power into SP i need simply to clone the Mindtrick for various variance of efx. about Lightnineg, instead, is sufficient to make the CLASS stuff work that yu learned to me. With the Force Sense is gone pretty well! Unique issue is my low ability with RGB parameters: demons have fucsia aura. ROTFL
  10. That's is very hard. mmm An example of gradual damage is about water and lava in the engine. immersion in that liquid cause istantly dmg by the lava and a less dmg by water over a lot of time for drowning the client. i think i need to check the Drowning code, or the noghri stick code, use it, and adapt to my need.
  11. Mmm, NPC cultist destroyer is strongly hardcoded in JKA. he dead and remove his body, killing every where in the proximity. i think is possibile use his code for the force destruction death effect on the victims. But at this point, because it's a weapon, i think is better to use the MOD_SNIPER setted on cg_weapons.cpp.
  12. mmm, i have an idea about the gradual dmg of poison \ combustion. for poison it's the MOD_GAS of noghri_stick. For combustion ... simply i need to add to WP_BLASTER functions, also the MOD_LAVA dmg, so the blaster shot can make dmg like the immersion in lava and burning for some second the NPC hitted. O.O
  13. @@DarthStiv Thanks so much mister Sion! @@Serenity937 Now yu got to me a GREATFUL Help! Thanks friend! I will ask for freeze code after i end with classes work stuff
  14. Class damage configurated with success! All fine! Except for CLASS_DESANN, that now is INVINCIBLE to ALL weapons but i wanna use class Desann for Hyldens Lord so it's fine. Now i will do that's stuff: 1 - CLASS efx changed for many force powers 2 - Immunity to some classes i use for golems, undead, demon and elemental at the GRIP and DRAIN. i do also that, but a momento not work. :\ (You cannot grab or suck blood at a stone or ice monster, not? ) 3 - Change efx effect of weapons by Spgskill. I think i need first to register the new effects and after set the "if" script. 4 - Bunirng \ poison damage 5 - Blinding \ stunning damage for some shoots. 6 - Freeze Damage for some shoots. 7 - remove knockback from concussion. Ok that's all. at the end, i not need to make new force power or weapons. I will follow @@Serenity937 istruction fot point 2. I have an idea about point 3. But at moment i not know how make point 4. When i end all that's staff, i wil post here the edited code for all Community.
  15. I have setted class damage about: WP_DEMP2 WP_BLASTER_PISTOL \ BRYAR \ JAWA WP_BLASTER WP_REPEATER WP_FLECHETTE WP_ROCKET WP_BOWCASTER. i am at half of the work. Tomorrow i will do for THERMAL, DETPACK, TRIPMINE, CONCUSSION, DISRUPTOR, EMPLACED, ASTS WEAPONS and NOGHRI STICK. If all works as i want, i will do the samething about force powers, so the force drain, lightning, grip, heal, protect, absorb efx etc can change efx by classes to classes.
  16. Ok i see where is: void G_damage on g_combat.cpp LINE 5547 - 6831
  17. I start this thread, for search some help for edit code of JKA for my SP mod. I ask to all, hoping someone give me a little help. my second coding day is good. i change damage for weapons in SP client editing weapons.h in SP code. Now i need to change effects of bryar, blaster and jawa weapons, because they are effects in common, but i seet that in the 2 weapons.cpp files. so i am okay on that. The third things i need is to alterate CLASS DAMAGE, like DEMP2 about droid... for ALL weapons. someone can tell me where i can find in SP code the DEMP2 class damage related code about the droids? (i not found searching the keyword g_damage) and how can i set the same thing for the other weapons? Thanks. @@Serenity937 @
  18. @@Raz0r i put inttypes in visul studio 2010 folders. it's works! Thanks!!! @@mrwonko : Exclamation marks are COOLS! YAY! 8D sorry for that. i really need a working code builder LOL.
  19. hello to all. i am starting today the coding way for my mod. I downloaded the last version of openjk code and follow all paths of @@eezstreet tutorial about coding, installing and setting cmake, building with visual studio 2010 etc. visual studio build only the debug files. and only the dll. so i have only the openjk MP, and the SP dll. not generate the JASP and openjk_86.exe for SP. and my mod is for SP so i need that's files. Here's the compilation building output. Someone can help me to get the .dll and the .exe working for SP? if i not have with defautl code, i cannot edit, too. it's unuseful edit an unworking code. :\ Here there is my Dropbox .TXT file of building. i cannot put in the post for the longness. I notice you that the first version of OPENJk 1 years ago, not got to me that's trouble. Maybe i neet to working with the oldest Open jk O.o https://www.dropbox.com/s/1ugc79g4tetn9nw/BUILD%20ERROR.txt
  20. Merge the Skeleton, dude. i simply have JKA skeleton in a max file a part, and i merge to model when i start to working... with a model NFor the mod. sorry but i cannot help. I working about a mod MOOOORE big of your: Legacy of Kain mod conversion by 5-6 years. Only in last 2 i see nice resultst and i end all modelling and combat voices. now i am ending the last efx before the code. i need just 1 reskin (and i wait the answer of person that request ti me), 1 model (it's building by a my friend i need just to rig) and some efx. well, i am making that's ALL alone, however eh? map, script, etc. Obvious it's impossible to make nosgoth world alone, so i have a large amount of material by other mod or by the games. However you can make alone a mod, if yu want. yu can see what map you like to use and contact autor for got permission, some with models and making the script part alone. that's is the fast way. the long way is to make all by yourself. However, yu need to considere i am working with gigabytes of material for my mod >_> uff for my lucky i am at the end of configuring the players characters.
  21. Why not Chuck Norris and Gandhi at this point? O.O. Their are not much jedi or sith or fighter character. I can understand Bruce Lee, but that's is hilarous O.o
  22. I tested hundred of NPC in years, i agree something, other not much. Aim working for shooter enemies, Not much for jedi \ sith enemies. i think aim with saber can affect a lot the thickness and precisions of the swings. Evasion: how many the NPC avoid attacks. In case of sith \ jedi, that's can affected the dodge rate of sniper or the acrobatic animation for shooting. For Shooter NPC not make much. maybe increase the escaping probability. sometime stormtrooper escapes by the jedi. i think a NPC with a low aggression and high evasion it's more on defensive. i tested that's with futurama NPC. i set leia as Jedi with a LOW aggression rate, a low move rate, a good evasion, a max intelligence and aim value. Leia NOT attack the enemis directlry, simplty stand in position and defend herself or his allies with saber. attack only enemy closest o threating fry or bender LOL. Aggression: yes, it's the force of the rage of a NPC, and the chasing. aggression 5: npc will every attack and chase you everywhere until take down. player \ other eniemies. Move: i supppose can affect: for a Jedi: the amount of walk \ running \ moving action in a combat. move 1 the jedi it' stastionary, move 5 the jedi is more running. on shooters: Move affected how many time NPC change waypoint or combat_point. combat_poin in map are strategic waypoint for shooter enemies. the Jedi enemies follow you Using waypoint grid connection. the Shooters use waypont for long moving and combat_point for standing and shoot. if there'arent combat point in a place, NPC shooting without stop himself. i think Move affected interaction between NPC and Waypoint and how many time they change position or combat point. Aim: it's like eezstreet told you Reactions: amount of parries, locking for Jedi \ Sith i think also affected acrobatic animation and dodge and evasion by shhoting attack. Intelligence: i think it calculate the other 4 parameters for make an AI behaviour of the NPC in his complex. a ltcomm with intelligence 5 it's better to fight like a commander intelligence 2-3. i see a think about the rank: the rank lower that ltcomm, NEVER use the kata atk with sabers! the Ltcomm, commander and captian chars are the more powerful in battles. captain with an intellingece setted to 5 it's the better AI for a NPC.
  23. Also, with a tartan decoration? O.O
  24. When yu make, export to XSI format and convert in GLM with carcass. Simply drag on carcass.exe the model file. simply pass root.XSI in c:/base/models/players/_humanoid/ (yu need to put here the carcass.exe the assimilate file and the model.car the _humanoid.gla, animation and animevent.cfg step 2: drag model.car into carcass.exe. that will start a batch process. carcass build the GLM by the XSI. after, yu can put the model on Modview and test a preview of the animation for see the rig issues
  25. Awww... Filefront and Gameflont policy denied the download from some country. italy is one of that. Can yu give me the big favour of download and send to me? maybe with private message? thanks very much @@Psyk0Sith if yu are the Psycosith that make the old Psykopat site with all modelling tutorial and the JKA skeleton for 3D max i am very nice to meet you! without your skeleton i never can work to my mod! >.< Ehm, basically i am not a modeller. I have 2 friend very nice modeller, but i am more good about reskin, rigging, mapping and scripting. O.o I learn Uvmap only in recent times working about a "shovel saber" of a deadwatcher. XD. @@Dumah 11523 Yes, i am working about a Lok mod, the saber is for a vampire like Kain, lol. I think your nick is about one of kain vampires sons. @@CaptainCrazy ahahahahaah! oh my lol! D:
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