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SW:JK3 Modding, Mapping and Editing
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Old December 4th, 2009   #21
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Default Re: Gunslinger's Academy

Quote:
Originally Posted by -Raz0r- View Post
Well hooray for opensource.
Have you set your linker and debugger options to automatically attach? It's the cure for all crashes..

The code there looks fine..can't imagine why it crashes - unless the pointer to gclient_t was NULL'ed and you tried to access a member after that..
The CP messages also don't work
I did a debug G_Print and it adds/subtracts killstreaks correctly, but whenever I get to a five killstreak, it crashes with no error whatsoever. Also, the ifs are off by 1 it seems, I need to put 1 less than the amount needed (so 4 for 5, 2 for 3, etc). I've always needed to do this, even in JK2

Wait, I had to compile it in Debug(Final)? Crap, that fixes everything now, doesn't it




NOW, for those of you not interested in code, here are some screenies:

Spoiler:




Spoiler:




Spoiler:




Spoiler:




Plus, I have included extended sound for:
Spoiler:

Generic Multiplayer (Uses Kyle soundset instead of Jaden)
Stormtrooper
Imperial Worker


Here is a list of all the new sound files. If you want to make a favorite model of yours that uses new sounds have their new sounds, you need to include these files in sound/chars/<your character>/misc:
Spoiler:

death6.wav
death7.wav
death8.wav
death9.wav
death10.wav
jump2.wav
jump3.wav
land2.wav
land3.wav


Once I fix the low health overlay, I'll post that.
I'm no good with models, and maybe some of you are. But if you are, I'm including a .max of an MP5 that needs finishing (I'm using Max 2010, if that helps). I do have sounds and efx of the weapon however.


Gunslinger's Academy: "basicly like killin jedis n stuff with big guns"
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Last edited by eezstreet; December 5th, 2009 at 08:28 AM.
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Old December 4th, 2009   #22
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Default Re: Gunslinger's Academy

Looking nice, Hope that sorts out the killstreak issue.
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Old December 4th, 2009   #23
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Default Re: Gunslinger's Academy

It really just looks like you took off the health and shield part of the HUD. Is that what we're supposed to be looking at? Or the bloody face thing system?

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Old December 4th, 2009   #24
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Default Re: Gunslinger's Academy

Quote:
Originally Posted by eezstreet View Post
Wait, I had to compile it in Debug(Final)? Crap, that fixes everything now, doesn't it
Here's the project settings I use..

Client Game
Configuration: Debug
Linker -> General -> Output File: ..\..\ArbModding\cgamex86.dll

Game
Configuration: Debug
Linker -> General -> Output File: ..\..\ArbModding\jampgamex86.dll
Debugging -> Command: D:\Games\Star Wars Jedi Knight Jedi Academy\GameData\jampded.exe
Debugging -> Command Arguments: +set fs_cdpath "D:\Games\Star Wars Jedi Knight Jedi Academy\GameData" +set fs_game "ArbModding" +set fs_dirbeforepak 1 +set sv_pure 0 +set viewlog 1
Debugging -> Working Directory: ../..

User Interface
Configuration: Debug
Linker -> General -> Output File: ..\..\ArbModding\uix86.dll
Debugging -> Command: D:\Games\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe
Debugging -> Command Arguments: +set fs_cdpath "D:\Games\Star Wars Jedi Knight Jedi Academy\GameData" +set fs_game "ArbModding" +set fs_dirbeforepak 1 +set sv_pure 0 +set viewlog 1 +exec raz0r.cfg
Debugging -> Working Directory: ../..

Then set 'User Interface' as your start-up project, and use F5 to run JA.
This will effectively engage the debugger, which will solve all your problems

Last edited by Raz0r; December 4th, 2009 at 02:30 PM.
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Old December 4th, 2009   #25
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Default Re: Gunslinger's Academy

Quote:
Originally Posted by -Raz0r- View Post
Here's the project settings I use..

Client Game
Configuration: Debug
Linker -> General -> Output File: ..\..\ArbModding\cgamex86.dll

Game
Configuration: Debug
Linker -> General -> Output File: ..\..\ArbModding\jampgamex86.dll
Debugging -> Command: D:\Games\Star Wars Jedi Knight Jedi Academy\GameData\jampded.exe
Debugging -> Command Arguments: +set fs_cdpath "D:\Games\Star Wars Jedi Knight Jedi Academy\GameData" +set fs_game "ArbModding" +set fs_dirbeforepak 1 +set sv_pure 0 +set viewlog 1
Debugging -> Working Directory: ../..

User Interface
Configuration: Debug
Linker -> General -> Output File: ..\..\ArbModding\uix86.dll
Debugging -> Command: D:\Games\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe
Debugging -> Command Arguments: +set fs_cdpath "D:\Games\Star Wars Jedi Knight Jedi Academy\GameData" +set fs_game "ArbModding" +set fs_dirbeforepak 1 +set sv_pure 0 +set viewlog 1 +exec raz0r.cfg
Debugging -> Working Directory: ../..

Then set 'User Interface' as your start-up project, and use F5 to run JA.
This will effectively engage the debugger, which will solve all your problems
Will this fix the issue of the killstreaks and cp messages not showing?


Gunslinger's Academy: "basicly like killin jedis n stuff with big guns"
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Old December 4th, 2009   #26
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Default Re: Gunslinger's Academy

Thanks Raz0r, I have an error message now:
Quote:
Unhandled exception at 0x20211cea (jampgamex86.dll) in jamp.exe: 0xC0000005: Access violation reading location 0x00001c90.
Decipher this?


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Old December 4th, 2009   #27
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Default Re: Gunslinger's Academy

Yup, a crash is also knows as an 'Unhandled Exception'
Click 'Break' and it should take you to the line of code that's crashing you. Hover your mouse over variables to see their value and work out what happened.
There's also a nifty thing called the 'Call Stack'. So it could look something like (Example): G_InitGame -> WP_SaberLoadParms -> COM_Compress and something in COM_Compress could be causing the issue.
Keep an eye out for NULL pointers. They cause 80% of crashes.
And it appears that crash there is caused by something in jampgamex86.dll doing something bad.

Last edited by Raz0r; December 4th, 2009 at 11:09 PM.
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Old December 5th, 2009   #28
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Default Re: Gunslinger's Academy

wow if this is accomplished I might start doing multiplayer more.


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Old December 5th, 2009   #29
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Default Re: Gunslinger's Academy

I agree with pwned! this will be badass when you get all the issues fixed.
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Old December 5th, 2009   #30
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Default Re: Gunslinger's Academy

Spoiler:




Spoiler:




This is what the killstreaks should be doing, however if I reference self->s.number for a clientnum, it doesn't work =X -1 will work but only if another bot has a killstreak (because I'm attempting to show 2 messages at once, "You killed %s" and "3 kill streak!" so they disappear at the same time)
Is there any way around that?

Also, my shaders don't like to work, so I had to hack the droid view shader for the blood view to work:
Spoiler:




It works, and you do restore HP (about 2/sec) and it disperses as intended.

I might just keep the weapon pickups as they are, as I keep going into bot matches and just the sound of all the mischief is hilarious :lol: Not to mention the stormtrooper and rodian and all the other sounds I fixed, so now they have full soundsets.

The system doesn't like me. I mentioned that shaders don't work whenever I touch them, well, I converted bespin_platform (from JK2) so it will work in CTF and this is what I get:
Spoiler:




Another possibility to explore is crosshairs that change with each weapon. IE the flechette has a circle with a crosshair, melee is a circle, sniper rifle is more precise, etc.

Opinion?


Gunslinger's Academy: "basicly like killin jedis n stuff with big guns"
Add me to PSN: j3LL1b33n

Last edited by eezstreet; December 5th, 2009 at 07:19 AM.
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