FileFront Forums

FileFront Forums (http://forums.filefront.com/)
-   SW:JK3 Modding, Mapping and Editing (http://forums.filefront.com/sw-jk3-modding-mapping-editing-528/)
-   -   [Alpha Mod] Gunslinger's Academy (http://forums.filefront.com/sw-jk3-modding-mapping-editing/413004-gunslingers-academy.html)

Raz0r December 14th, 2009 10:22 PM

Re: Gunslinger's Academy
 
eezstreet: May need to look into using 32 WP_ slots if we're going to be doing all this customisation. Having extra room to push boundaries is helpful.

EDIT: Okay, I just wrote an epic function to draw the weapons we have o.o
You can polish it off however you want - maybe draw the ammo for each weapon and implement reloading/clips too o.o

Code:

#define DRAW_PIC( x, y, w, h, shader, colour )        \
{                                                                                                \
        trap_R_SetColor( colour );                                        \
                CG_DrawPic( x, y, w, h, shader );                \
        trap_R_SetColor( NULL );                                        \
}

static void DrawWeapons( void )
{
        int                weaponsAllowed                = cg.predictedPlayerState.stats[STAT_WEAPONS];        //        Which weapons are we given?
        int                weaponsAvailable        = 0;                                                                                        //        Which of these do we have ammo for?
        int                currentWeapon                = cg.weaponSelect;                                                                //        Which weapon do we have currently selected
        int                i                                        = 0;                                                                                        //        iterate
        float        y                                        = 96.0f;                                                                                //        y co-ordinate of current weapon icon
        float        wpX[WP_NUM_WEAPONS];
        float        wpY[WP_NUM_WEAPONS];
        vec4_t        colour                                = { 1.0f, 1.0f, 1.0f, 1.0f };                                        //        Colour of the icons (Greyscaling and whatnot)

        //Set the coordinates
        for ( i=1; i<WP_NUM_WEAPONS; i++ )
        {
                if ( weaponsAllowed & ( 1 << i ) )
                {
                        wpY[i]        = y;
                        y                += ICON_SIZE-12.0f;
                        wpX[i]        = (i==currentWeapon) ? 32.0f : 24.0f ;
                }
        }

#if 0
        //TODO: Find out which weapons we have ammo for (So we can highlight them)
        for ( i=1; i<WP_NUM_WEAPONS; i++ )
        {
                if ( ( weaponsAllowed & ( 1 << i ) ) && cg.predictedPlayerState.ammo[i] )
                        weaponsAvailable |= ( 1 << i );
        }
#else
        //Every weapon we own
        for ( i=1; i<WP_NUM_WEAPONS; i++ )
        {
                if ( weaponsAllowed & ( 1 << i ) )
                        weaponsAvailable |= ( 1 << i );
        }
#endif
        //Every weapon we have ammo for (highlight them)
        for ( i=1; i<WP_NUM_WEAPONS; i++ )
        {
                if ( weaponsAvailable & ( 1 << i ) )
                {
                        if ( i == currentWeapon )
                                CG_DrawPic( wpX[i], wpY[i], ICON_SIZE, ICON_SIZE, cgs.media.weaponIcons[i] );
                        else
                        {
                                MAKERGB( colour, 0.75f, 0.75f, 0.75f );
                                DRAW_PIC( wpX[i], wpY[i], ICON_SIZE, ICON_SIZE, cgs.media.weaponIcons_NA[i], colour );
                        }
                }
        }
}


eezstreet December 15th, 2009 01:56 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by katanamaru (Post 5168754)
If you would like some help with stance animations I'll help out.

One piece of advice; If you change the legs position that will give you a glitch when standing on slopes or on ledges. This is because the game will switch between the cutom stances leg position with the Leg_up positions. So you can do one of three things:
1. Remove the need for Leg_up animations.
2. Make all the stances use the same leg position as their default stance.
3. Make new leg up positions.

I can just open the animation in Dragon and reset all the leg positions, then redo the glamerge, I keep all my files from previous work for this reason

Quote:

Originally Posted by Pande (Post 5169193)
You have a broadsword, a longsword, and a shortsword. When you change your style, you also switch weapons. So when you change to fast, you get shortsword, when you switch to red, you get broadsword, and yellow is longsword. It would be so much more interesting!

So let's weigh everything out, if our player is a stormtrooper:
Short Sword - 2 pounds
Bastard Sword - 5.5 pounds
Long Sword - 3 pounds
Armor: About 4 pounds (roughly)
MP5: ~1 pound
Total Weight: 15 pounds.
So you're running around with fifteen pounds of gear. Seems to me like carrying all these swords would be a heavy burden. Not to mention that you need to copy all lightsaber code twice (Which isn't that bad I suppose)

Quote:

Originally Posted by -Raz0r- (Post 5169351)
eezstreet: May need to look into using 32 WP_ slots if we're going to be doing all this customisation. Having extra room to push boundaries is helpful.

Edit:
Okay, I just wrote an epic function to draw the weapons we have o.o
You can polish it off however you want - maybe draw the ammo for each weapon and implement reloading/clips too o.o

Spoiler:
Code:

#define DRAW_PIC( x, y, w, h, shader, colour )    \
{                                                \
    trap_R_SetColor( colour );                    \
        CG_DrawPic( x, y, w, h, shader );        \
    trap_R_SetColor( NULL );                    \
}

static void DrawWeapons( void )
{
    int        weaponsAllowed        = cg.predictedPlayerState.stats[STAT_WEAPONS];    //    Which weapons are we given?
    int        weaponsAvailable    = 0;                                            //    Which of these do we have ammo for?
    int        currentWeapon        = cg.weaponSelect;                                //    Which weapon do we have currently selected
    int        i                    = 0;                                            //    iterate
    float    y                    = 96.0f;                                        //    y co-ordinate of current weapon icon
    float    wpX[WP_NUM_WEAPONS];
    float    wpY[WP_NUM_WEAPONS];
    vec4_t    colour                = { 1.0f, 1.0f, 1.0f, 1.0f };                    //    Colour of the icons (Greyscaling and whatnot)

    //Set the coordinates
    for ( i=1; i<WP_NUM_WEAPONS; i++ )
    {
        if ( weaponsAllowed & ( 1 << i ) )
        {
            wpY[i]    = y;
            y        += ICON_SIZE-12.0f;
            wpX[i]    = (i==currentWeapon) ? 32.0f : 24.0f ;
        }
    }

#if 0
    //TODO: Find out which weapons we have ammo for (So we can highlight them)
    for ( i=1; i<WP_NUM_WEAPONS; i++ )
    {
        if ( ( weaponsAllowed & ( 1 << i ) ) && cg.predictedPlayerState.ammo[i] )
            weaponsAvailable |= ( 1 << i );
    }
#else
    //Every weapon we own
    for ( i=1; i<WP_NUM_WEAPONS; i++ )
    {
        if ( weaponsAllowed & ( 1 << i ) )
            weaponsAvailable |= ( 1 << i );
    }
#endif
    //Every weapon we have ammo for (highlight them)
    for ( i=1; i<WP_NUM_WEAPONS; i++ )
    {
        if ( weaponsAvailable & ( 1 << i ) )
        {
            if ( i == currentWeapon )
                CG_DrawPic( wpX[i], wpY[i], ICON_SIZE, ICON_SIZE, cgs.media.weaponIcons[i] );
            else
            {
                MAKERGB( colour, 0.75f, 0.75f, 0.75f );
                DRAW_PIC( wpX[i], wpY[i], ICON_SIZE, ICON_SIZE, cgs.media.weaponIcons_NA[i], colour );
            }
        }
    }
}




Your spoiler tags are a little funky there (they won't go ... =_=)
From what I can tell, basically what you're doing is placing all the weapons on the screen (which is Q3-like). I assume this is a pic from ArbModding?

Raz0r December 15th, 2009 02:53 PM

Re: Gunslinger's Academy
 
Yeah, loop through the weapons, if we have it, add it to a list and prepare the x and y coordinates.
TODO: Semi-highlight the ones we have ammo for (Or dim the ones we don't have ammo for)
Nudge our selected weapon to the right and make it fully highlighted.
This would look great with ammo indication, also a reloading/clip system.

And yeah, that pic is from ArbModding as it stands.

eezstreet December 15th, 2009 03:22 PM

Re: Gunslinger's Academy
 
Hm.
I was just thinking of leaving the weapon system as it is.

Distortedcoder December 16th, 2009 06:54 AM

Re: Gunslinger's Academy
 
well to be honest i like the idea of reloading. While ppl see it as a burden it actually is very very very stratigic, you need to manage ammo and everything. Not to mention having a clip of 300 rounds to spray randomly allows you to have horrid aim, but as long as keep the bullet hail near your target, its gaurenteed kill... take the bots for example. with perfect aim on jedi master they are quite hard to kill. you will find yourself Spraying an uncontrolled, and almost uninterrupted spray of 30-50 (even more rounds depending on range) bullets non-stop to try and kill your target. Having a few seconds in between a specified ammount of bullets allows for the target to eather get away with their life (barely) or for you to get the kill insted due to better ammo management. And not to mention, some guns are really OP currently. Take the E-11 for example, with 300 rounds and an absoulutely CRAZY rate of fire i can run through a map and not stop shooting, my target has no chance. the reloading gives them not only a chance but makes the player pay attention and do this amazing thing called aim insted of relying on an unrealisticly large magizine and RoF to kill a target.


Not to mention it brings a totally new playstyle that suits the gameplay and style that Gunslingers is supposed to bring. :) I totally think reloading would be cool. It brings controll and strategy to the gun system. :)

Pande December 16th, 2009 07:19 AM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by eezstreet (Post 5170065)
I can just open the animation in Dragon and reset all the leg positions, then redo the glamerge, I keep all my files from previous work for this reason


So let's weigh everything out, if our player is a stormtrooper:
Short Sword - 2 pounds
Bastard Sword - 5.5 pounds
Long Sword - 3 pounds
Armor: About 4 pounds (roughly)
MP5: ~1 pound
Total Weight: 15 pounds.
So you're running around with fifteen pounds of gear. Seems to me like carrying all these swords would be a heavy burden. Not to mention that you need to copy all lightsaber code twice (Which isn't that bad I suppose)


Your spoiler tags are a little funky there (they won't go ... =_=)
From what I can tell, basically what you're doing is placing all the weapons on the screen (which is Q3-like). I assume this is a pic from ArbModding?

15 pounds is a heavy burden? xD I think your averaging is flawed.. a broad sword would be like 13 pounds, mp5 like 3, armor it depends on how much. Already your at 16. xD

Distortedcoder December 16th, 2009 07:50 AM

Re: Gunslinger's Academy
 
About the weight... we dont know what kind of swords, specific length (Just because its called a short sword dont mean its short. its just not a dagger and not a longsword...) along with what material they are made of. If we are talking about futureistic swords, we might be getting into materials like titanium,and Aluminum alloys... stuff thats light, and very strong. but if we are going into dark ages swords with heavyer metals, like bronze and iron. hell we could be talking about mithril swords. so i dont think the weight estimation is too outrageous. i do think weapon management and hotkeying will be a pain if we have 3 meele weapons and 32 other guns, not to mention explosives. Gun weight, i do agree, a regular 9mm pistol weighs on average 2 pounds. so heavyer weapons will need to be heavyer. Armor is another sunbject to material and time peroid discussion...


when it comes time to make the swords and weapons i can help you with model ideas and everything seeing as ive played alot of the balders gate games, Both nwn, and Nwn2, i used to play Wow (4 and a half years, then i got bored...) Elder scrolls: Oblivion i currently have dragon age: origins, alng with Many many other games that have alot of unique and interesting swords. let me know and ill make a pic library for a reference. reason i offer is i kinda want variation so its still a sunject to personal taste in blades, as well as having the same simple, generic blade models is well... Boring IMHO.

katanamaru December 16th, 2009 06:10 PM

Re: Gunslinger's Academy
 
I don't think the real issue for weapons is the weight, but the mass they cover on the body. Sure all three of those swords are not so heavy they can't be carried, but think of all the movement they incumber. A sword and sub machine gun on the back, a long sword on one hip and a pistol on the other, a short sword across the lower back, and ammo clips on the chest would greatly impede movement.

If you are worried about realistic(ish) movement, I'd say one melee weapon, one large gun, one small gun, and grenades.

Distortedcoder December 17th, 2009 06:36 AM

Re: Gunslinger's Academy
 
Very good point, i agree, movement would be akward with all that equipment on you... also i dont want it to look like its Slo-mo...

RevanShytu April 26th, 2010 05:39 AM

Re: Gunslinger's Academy
 
Is this project still being worked on? I'd like to see it eventually get finished and be released ^^


All times are GMT -7.

Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
SEO by vBSEO 3.6.0 ©2011, Crawlability, Inc.