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Gunslinger's Academy Gunslinger's Academy [working title] is a realistic take on the good old Jedi Academy. Technical Information: This mod expands upon the base game, offering modders expanded game limits. It uses the OJP Basic as a base.
The mod will focus on highly-realistic, minimal Star Wars content. Imagine a Rodian wielding an MP5. The weapons have been adjusted for this. For example, our MP5 (replacement for bowcaster) fires at about 12 rounds/second and does around 10 damage per round. In addition, there are these features:
Spoiler: Spoiler: Spoiler: Opinion? |
Re: Gunslinger's Academy I can help with raising MAX_WEAPONS to 32, 64 player support, and HUD improvements. Give me a shout later if you like. It requires hooking into the engine (So yeah, fair bit of ASM) Very proud to see someone doing something like this! |
Re: Gunslinger's Academy HUD improvements are easy, so is the Call of Duty health style system. I managed to implement the CoD style health system back in JK2: ZJK2 - Xfire Video |
Re: Gunslinger's Academy Nice idea, to add onto it I think improving animations (walking, shooting, jumping etc.) would be grand. |
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Re: Gunslinger's Academy Actually, more like the new CoD style. The vintage CoD games had a health system like JA. :P |
Re: Gunslinger's Academy So you're going to remove most of the Star Wars content, minus the character models? Including the lightsaber? |
Re: Gunslinger's Academy Just one question: Quote:
Anywho, hope this goes well. I'd kill for a pistol that could kill, and SMGs and AMGs would be most welcome. Neat idea just popped into my head: Y'ever think of trying to make a flamethrower a standard weapon? Might be a neat hook. |
Re: Gunslinger's Academy I like the idea and what ive seen so far, the only thing i would have to say is weapons, weapons, weapons weapons and weapons.... I think a large diversity in guns wouls make things much more.... interesting. and also i would refrain from making one gun more powerful over others so its not a noob spamming spree like the "Noob tube" in CoD. some dismemberment when you kill someone with high powered weapons or reprated shots to a specific area would be interesting but thats for you to think over. One thing i liked about forcemod 3 return of the sith was the addition of a class system that allowed different perks, like stealth and ammo regeneration. adding stuff in likr that would make it a bit more CoD like, Night vision, optic radar, Thermal immaging, ect... as for maps i dont know if your map making savvy but having maps that alter between night and day would add for a bit more interesting gameplay. scopes on other guns becides the sniper would be nice, like half the scoping ability of the sniper on some carbines or something like that. Finally the ability to swap between a "Nightvision" scope and a regular scope for darker maps. some food for thought. if you alerady have something like this content wise included sorry.... just ignore my banter :P :) |
Re: Gunslinger's Academy Doing nightvision and thermalvision are rather tricky. Post-processing could do the job fine, but..that's hard work, and I only know of one person to get it working :p Scoping on other weapons is a must - I recommend setting up a weapons table in code, and just checking whether the weapon has a scoping ability. It's a much more organised way of handling things weapon-wise. The radar is fairly easy (Steal from siege) but it won't be like Halo's where it blurs.. I'm not sure about a class system, really..it works for some mods, but not all. |
Re: Gunslinger's Academy well, it dosent have to be a total class system but like, choosing what perks you want... Like the forcepowers... only problem with that is that someone is gonna find a combination that is way to OP that everyone uses... Just an idea to break away from the "Run and gun" kinda thing we see alot of the time... Personally i think alot of aspects of forcemod 3 could be integraded, like the camo and optic radar that allows you to see target through walls if there a certin distance. its your mod though so you do what you think is good. |
Re: Gunslinger's Academy I think a skill points system like that seen in OJP/JKE would be nice in this. It's a great compromise for not implementing a class system. |
Re: Gunslinger's Academy Or you could have a mix of both, you choose a class, and then you have to choose what skills you think are the most valuable, example, Class: Scout, "Perks" ( I like the sound of that, perks.) Increaced speed, Cloaking, Sniper damage increace, Light weapons (pistol, light SMG's) damage increace, Imporved jump, Increaced speed, health regeneration, improved radar, (Opticic/thermal/night)camras, The person is free to choose what they want their scout to be, Like i would have a fast moving sniper that can go invis... :) and each person picks what they think is best. Oh and limiting persk, we cant have gods. have like a 3 perk limit or something to that effect. |
Re: Gunslinger's Academy If you used a skill point/perk system only you could get similar results. That would also be easier to code. |
Re: Gunslinger's Academy Lot of this sounds like a contemporary era MB2... |
Re: Gunslinger's Academy That's because a mod can only be so non-generic. It's not like MB2 have the rights to an idea or concept. Everything is a copy of a copy. And frankly, it annoys me when people complain about similarities. At-least he's doing something. |
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Also one small quirk has been addressed for the bowcaster: it has no flesh impact effect, only an explosion effect that goes both for walls and flesh. So bowcaster now discriminates flesh/wall impacts (explosion.efx / the new flesh_impact.efx) Quote:
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Also, I have the killstreaks done, but they are buggy (whenever you get a 5 killstreak, the game crashes with no error =X). In the first release they are commented out in code (in g_combat.c) but you can enable them for testing. Here's the whole code: Code: //[Killstreaks] |
Re: Gunslinger's Academy Well hooray for opensource. :) Have you set your linker and debugger options to automatically attach? It's the cure for all crashes.. =p 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.. |
Re: Gunslinger's Academy I have always wanted a gun mod for jka that was realistic. |
Re: Gunslinger's Academy One thing i think would be fun is replacing the lightsaber with a customizable knife for close quarter/ asassination attacks. Have stuff like a regular Combat knife, or have some other ones, variance in size and design. Colors would be nice as well. carrying around a black combat knife backstabbing unknowing targets always makes me smile as they scream in bloody pain. :) Otherwise everything looks very cool so far, i cant wait until you come out with a test demo. I havent played OJP, but i assume its good. Really great idea. Ive played through all SP only using guns because sometimes you get bored with your lightsaber. its fun. but this for multiplayer looks more than fun, if you can get everything going good here you might come up uith a form of Jedi Academy crack. :D :D |
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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 :Puzzled: Wait, I had to compile it in Debug(Final)? Crap, that fixes everything now, doesn't it =p 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: 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: 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. |
Re: Gunslinger's Academy Looking nice, Hope that sorts out the killstreak issue. |
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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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 =p |
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Re: Gunslinger's Academy Thanks Raz0r, I have an error message now: Quote:
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Re: Gunslinger's Academy Yup, a crash is also knows as an 'Unhandled Exception' =p 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. =p And it appears that crash there is caused by something in jampgamex86.dll doing something bad. |
Re: Gunslinger's Academy wow if this is accomplished I might start doing multiplayer more. |
Re: Gunslinger's Academy I agree with pwned! this will be badass when you get all the issues fixed. |
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? |
Re: Gunslinger's Academy This is funny.. Code: //Some helpful macros for doing funky HUD stuff.self->client->ps.clientNum should suffice for their client num..and ent-g_entities Like so: trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "NOCHEATS"))); Now, using 'cp' aka centerprint, you can only show one at a time..so you might want to rig up a custom system to display text in a notification (The latest source of OJP/JKE has a thing called AddText which is a fine example of it) I also planned on implementing different crosshairs for different weapons :p...It seems we're doing much of the same stuff. =] |
Re: Gunslinger's Academy Now if only my shaders weren't screwed up... Here's a little something-something for Authuran... Spoiler: This is what is bothering me: Spoiler: Any new shader I make, or even if I use a new shader, will be messed up (either it won't show or it won't allow for transparency, even if I DIRECTLY COPY an old shader and give it a new name) Also, could it be possible to maybe rig up a graphic that shows up instead of the CP text? It's worth a shot. |
Re: Gunslinger's Academy cgs.media.am_lowHealth.. In cgame -> cg_local.h -> cgMedia_t.. Code: qhandle_t am_lowHealth;Code: cgs.media.am_lowHealth = trap_R_RegisterShaderNoMip("gfx/am/lowhealth");Never mind the incomplete HUD.. Spoiler: |
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What about the bespin_platform bug? |
Re: Gunslinger's Academy Knock yourselves out. This includes the source for it as well. http://www.filefront.com/15066339/baseGA.zip |
Re: Gunslinger's Academy Taking a look now :) |
Re: Gunslinger's Academy Um... How is this installed? no readme yet... |
Re: Gunslinger's Academy You put baseGA in your Gamedata and then run the .bat |
Re: Gunslinger's Academy Wut duz it do right now? |
Re: Gunslinger's Academy I'll get around to this next week (Going on holiday in a few hours) Maybe I could set up an SVN repository and continue development? I'd like to restructure some of the code to make it easier to use. |
Re: Gunslinger's Academy Quote:
Made Flechette use rocket ammo, Wookiee Bowcaster primary = main fire, secondary = semi auto, Blood efx and sounds, Wookiee Bowcaster sounds, Killstreaks (I think, they are console only atm), 10 death sounds, 3 jump sounds, 3 land sounds, Expanded sounds for: reborn1, rodian1, gran1, st1, reborn2, kothos, sab1, kyle, mp_generic_male, human_merc1 and worker1 soundsets, Source included, Blood on face when HP < 50, All the bugfixes of OJP Basic, Regenerate health a 2/sec, Spawn with melee/bowcaster, New HUD, DEMP 2 fires grenades that stun when they hit an enemy, but they don't explode (in the future this will be a 40MM grenade launcher but it is bugged as-is), Repeater alt uses 100 ammo, New pistol animations, NO force at all, you can't even invest points in them if you had points, I think this is all. Quote:
What have you got in mind, as far as code improvements? |
Re: Gunslinger's Academy Still cant get this to work... Do i need to DL something first and this adds to it or? because so far ive had to reinstall my game twice within the past 10 minutes because its missing the SP and MP CFG files.... |
Re: Gunslinger's Academy define "not working" Download instructions: Step 1: Place baseGA in Gamedata Step 2: Place GA.bat in Gamedata Step 3: Run GA.bat |
Re: Gunslinger's Academy OOOOHHHH Crap..... I had it mesed up, my bad. I looked at the directory path wrong... Feel free to smack me around for being a n00b Where do i put the src file? Okay new problem, when i launch the MP i get to the OKP loading screen and them BLAMMO! "Jedi academy has encountered an error and needs to close...." I swear, this time its totally not my fault |
Re: Gunslinger's Academy src is source for the game, you don't need it if you're not coding the game. What have you done between downloading the file and running MP? |
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Re: Gunslinger's Academy i Have done nothing.... i swear it.... Do i need to have OKP to use thid mod effectivly? if i do thats my problem if i dont im just going to give up pn life.... everything is failing so horribly right now... :( |
Re: Gunslinger's Academy Not much, but I've only worked on it for like two days :S But it's damn fun when you have a 32 player botmatch on Vjun Sentinel I redid all the steps and nothing happened. I have a clean base, I dled it, then extracted baseGA and GA.bat and ran it and it works fine. What do you have in your base? |
Re: Gunslinger's Academy Nothing, as i said in my previous posts, ive reinstalled my game 2 times, (actually got done doing my third reinstall... im not gonna f**k with it any more for the time being...) /emo Everything hates me! XP |
Re: Gunslinger's Academy Is your game patched to 1.01? |
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