JaceSolarisVIII
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JaceSolarisVIII started following Tompa9
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PreFXDesigns liked a post in a topic: STAR WARS: Movie Duels (Remaster of Movie Duels II)
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JaceSolarisVIII liked a post in a topic: Jedi: Fallen Order
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Droidy365 liked a post in a topic: MP Items in SP (Cloaks, Big Bacta, etc.)
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MP Items in SP (Cloaks, Big Bacta, etc.)
JaceSolarisVIII replied to Droidy365's topic in Mod Requests & Suggestions
Everything you mentioned, cloak, etc from multiplayer has been added in this mod here. https://jkhub.org/files/file/3525-serenityjediengine2019/ the most up to date and stable version can be found here. https://www.moddb.com/mods/serenityjediengine-20/downloads/serenityjediengine2019 The mod also contains the source code so if you want to have a go at coding it in to a build of your own, you can find everything you want in the files. -
Cmake Visualstudio 2017/2019 preview and openjk
JaceSolarisVIII replied to JaceSolarisVIII's topic in OpenJK
Ahh ok thx. I tried adding a new "CreateVisualStudio2015Projects.windows batch file" and edited it to be called "CreateVisualStudio2017Projects. windows batch file" then edited it to read. @REM Create OpenJK projects for Visual Studio 2017 using CMake @[member='Echo'] off for %%X in (cmake.exe) do (set FOUND=%%~$PATH:X) if not defined FOUND ( echo CMake was not found on your system. Please make sure you have installed CMake echo from http://www.cmake.org/ and cmake.exe is installed to your system's PATH echo environment variable. echo. pause exit /b 1 ) else ( echo Found CMake! ) if not exist build\nul (mkdir build) pushd build cmake -G "Visual Studio 15" -D CMAKE_INSTALL_PREFIX=../install .. popd pause This seems to have worked also and builds a solution that opens in Visual studio 2017 and compiles correctly. Thankyou anyway ;-) -
Please help. I just received an update to Visual studio 2019 preview, I also have Visual studio 2015 and Visual studio 2017 installed and fully updated. I have cmake-3.13.4-win64-x64 installed. I am no longer able to Configure or Generate a solution with Cmake. https://www.moddb.com/mods/serenityjediengine-20/images/cmake#imagebox Would it be possible for the OpenJK team to update there build to enable solution generation with Visual studio 2017 and Visual studio 2019.
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Version Full Version
1,319 downloads
A rebuild of the released 2015 SerenityJediEngine. Many code fixes and additional features. Supports single and multiplayer. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material. More details to follow as progress develops. 2019 Jedi Master Edition. HARDER-----FASTER----MORE EXTREME. Not for the faint hearted or weak. Not for beginners.---JUST INSANE---. Do you think your good enough? See yourself as a Jedi master? I don't think so! A rebuild of the released 2015 SerenityJediEngine. Many code fixes and additional features. Supports single and multiplayer. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material. Welcome to SerenityJediEngine 2.0. The mod will primarily be built with Saber and Gun combat in mind. The code will be built using aspects from the Open Jedi Project and Open Jedi Knight code base. I intend to keep the mod very small and will not be adding any extra models or maps. It will however contain full support for Jedi Outcast and Academy.A rebuild of the released 2015 Serenity Jedi Engine. Many code fixes and additional features. Supports single and multiplayer. I have given myself a whole year to finish the project, to avoid a rushed release. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material. More details to follow as progress develops. Correct some small pain animation bugs Correct Lightning Damage animations not being the same in SP as in MP Correct Battlefront II View not showing correctly in MP+SP Added Force Repulse. Jump with melee selected, press force push.MP+SP Added Force Stasis.(Light side Force power) Freeze enemy's SP only Added Force Destruction (Dark side Force power) Blast Enemy's with a bolt of Dark force power SP only Corrected a bug where playing Jedi Outcast mode started the first level with Force stasis and Force destruction as a gunner. Implemented an explosion effect for Cultist destroyer when he detonates next to player Corrected a bug where Cultist destroyer was unable to use FP_RAGE Fixed an error in rebel sound file. Rebalanced in game "Giveforceall" command to add force stasis Added Cloak function to SP Debugged and built code using Visual studio 2017 instead of VS 2015. SDK added for developers.A special thanks from JaceSolaris to Darth Martyr for giving me permission to include his Kylo Ren's Lightsaber in this build. The beginnings of a single player class system has also been added. Fixed small bug where enemy's were not attacking when using weapon melee. Improved NPC Counter Attack and Counter block abilities. Block point system added for Saber blocking bolts and Sabers. -
Smoo liked a post in a topic: Serenity Jedi Engine revived?
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Serenity Jedi Engine revived?
JaceSolarisVIII replied to the_raven's topic in General Modding Discussions
I'm not sure what you mean mate. If its the source code your after, It comes with the release build as standard. Just download the latest build (Extreme edition) from moddb. It gets updated weekly, so its got everything in it and fully up to date. You can also get it through the discord. https://discord.gg/mDABRf -
Serenity Jedi Engine revived?
JaceSolarisVIII replied to the_raven's topic in General Modding Discussions
Does anyone have this mod installed on steam? I dont have steam, only CD version, and many people have been asking me how to install on steam. Can anybody help? How to install on steam. -
TheWhitePhoenix liked a post in a topic: Revenge of the Jedi: A New Total Conversion Mod
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LukeJM28 liked a post in a topic: Revenge of the Jedi: A New Total Conversion Mod
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Revenge of the Jedi: A New Total Conversion Mod
JaceSolarisVIII replied to the_last_Jedi's topic in WIPs, Teasers & Releases
Just so you know. This mod also works well with the SerenityJediEngine with some small file tinkering. PM me if you want to know how to set it up. -
Instantly Disappearing Corpses and Effects
JaceSolarisVIII replied to Droidy365's topic in Modding Assistance
Well as long as you know how to "Open" and "Compile" the code then your half way there.https://github.com/JACoders/OpenJK/wiki/Compilation-guide Once you have figured this bit out just "search" for "void DeathFX( gentity_t *ent )". It is a very,very simple bit of code. switch(ent->client->NPC_class) { case CLASS_MOUSE: VectorCopy( ent->currentOrigin, effectPos ); effectPos[2] -= 20; G_PlayEffect( "env/small_explode", effectPos ); G_SoundOnEnt( ent, CHAN_AUTO, "sound/chars/mouse/misc/death1" ); break; case CLASS_PROBE: VectorCopy( ent->currentOrigin, effectPos ); effectPos[2] += 50; G_PlayEffect( "explosions/probeexplosion1", effectPos ); break; case CLASS_ATST: AngleVectors( ent->currentAngles, NULL, right, NULL ); VectorMA( ent->currentOrigin, 20, right, effectPos ); effectPos[2] += 180; G_PlayEffect( "explosions/droidexplosion1", effectPos ); VectorMA( effectPos, -40, right, effectPos ); G_PlayEffect( "explosions/droidexplosion1", effectPos ); break; All you need to do is add the classes to the different type of explosion effects you want. EXAMPLE: switch(ent->client->NPC_class) { case CLASS_ADDED CLASS NAME HERE: case CLASS_MOUSE: VectorCopy( ent->currentOrigin, effectPos ); effectPos[2] -= 20; G_PlayEffect( "env/small_explode", effectPos ); G_SoundOnEnt( ent, CHAN_AUTO, "sound/chars/mouse/misc/death1" ); break; case CLASS_PROBE: case CLASS_ADDED CLASS NAME HERE: VectorCopy( ent->currentOrigin, effectPos ); effectPos[2] += 50; G_PlayEffect( "explosions/probeexplosion1", effectPos ); break; case CLASS_ATST: case CLASS_ADDED CLASS NAME HERE: AngleVectors( ent->currentAngles, NULL, right, NULL ); VectorMA( ent->currentOrigin, 20, right, effectPos ); effectPos[2] += 180; G_PlayEffect( "explosions/droidexplosion1", effectPos ); VectorMA( effectPos, -40, right, effectPos ); G_PlayEffect( "explosions/droidexplosion1", effectPos ); break; Then just compile the code and use the newly created dlls and exe,s in your mod. -
Instantly Disappearing Corpses and Effects
JaceSolarisVIII replied to Droidy365's topic in Modding Assistance
You can do the explosion effect using code edits. Search for "DeathFX" in the code and edit it to include all classes of model or the ones you want the effect to happen on. And set the corpse removal time to 2 seconds (this will give time for the deathfx to happen). Hope this helps.