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Asgarath83

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Everything posted by Asgarath83

  1. error 522... can't download. pity, the model is very nice!
  2. AHAHAHAHAHA please! do also the rest of the family and Mr Burns too as a Sith lord...
  3. 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.
  4. 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.
  5. Asgarath83

    Jedi Wookiee

    Ehi man, don't blame you. every mod is good. also the fun and nonsense mod. as luke told into the last jedi...is just arrogance to presume that only jedi can use the force! force is on every living thing! so also a wookie, can become a jedi! expecially THIS friendly and strong wookie! : 3
  6. 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.
  7. 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... @.@
  8. 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.
  9. 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!
  10. @@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 . 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!
  11. 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.
  12. 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 .
  13. 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
  14. 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. I ever be glad to see new or old mappers come here! i hope you the best job and results man! 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. *asgarath does a laungh animation" lol laughting job, noodle! we will talk privately of that! D:
  17. I Need to present this sexy and fairy girl to the rooster of my neighbor, Magsul!
  18. 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.
  19. 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? 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.
  20. 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; }
  21. Ahahaha Rocketfinger!! I know another stickman character of flash games: Henry Stickman . pretty funny man! Nice works!
  22. 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.
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