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-   -   [Alpha Mod] Gunslinger's Academy (http://forums.filefront.com/sw-jk3-modding-mapping-editing/413004-gunslingers-academy.html)

eezstreet December 2nd, 2009 03:54 PM

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.

  • For one thing, there are now 10 available death sounds, expanded from the original 3. There are also 3 landing sounds and 3 jump sounds, expanded from the original 1.I used existing death code and changed it to use Q_irand instead of EV_DEATH comparisons, so it might be a little bit more stable as well. The limits can be expanded very easily as well, for coders
  • Trace IP addresses instead of a login file (like Lugor). Saves files with information about each IP address found in memory, so you can store stuff like levels without using a /register command like Lugormod. There are two key drawbacks to this, however. The first is that if your IP changes, you lost all information (I will be installing a safety for this however, like a /recovery cmd and a /recoverypwd cmd. /recovery xxx.xxx.xx.xx <password>, while /recoverypwd <password> sets a password). The other drawback is that multiple users on the same computer can't have different info (Again, a profile system could be installed where you type /profile x and it will switch to a made profile. UI could do this as well). This is much more user-friendly than Lugormod.
  • Clientside needed.
  • Probably going to expand MAX_WEAPONS to 32 at some point or another.
  • MAYBE expand the max players to 64. ASM might be needed for this.
  • Most of the HUD is removed, but if you wish to code it back in, go ahead.
Cosmetic Information
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:
  • HUD has been stripped down and only displays ammo
  • No shields on start
  • Most pickups have been removed, including weapon pickups
  • Bloody (very bloody) gfx
  • Only 1 weapon (at this point): The MP5A3
  • Call of Duty style life. Your life will recover, and red will be displayed around your screen when health is low.
  • Kill streaks!
Screenshots



Opinion?

Raz0r December 2nd, 2009 04:00 PM

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!

eezstreet December 2nd, 2009 04:21 PM

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

Authuran December 2nd, 2009 04:49 PM

Re: Gunslinger's Academy
 
Nice idea, to add onto it I think improving animations (walking, shooting, jumping etc.) would be grand.

eezstreet December 2nd, 2009 05:06 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by Authuran (Post 5156925)
Nice idea, to add onto it I think improving animations (walking, shooting, jumping etc.) would be grand.

I could do this as well, I have some experience with Dragon (I did a pistol animation at one point, dunno where that went)

Botdra Lar'les December 2nd, 2009 05:09 PM

Re: Gunslinger's Academy
 
Actually, more like the new CoD style. The vintage CoD games had a health system like JA. :P

katanamaru December 2nd, 2009 07:35 PM

Re: Gunslinger's Academy
 
So you're going to remove most of the Star Wars content, minus the character models? Including the lightsaber?

Averus_Retruthan December 3rd, 2009 07:33 AM

Re: Gunslinger's Academy
 
Just one question:

Quote:

For example, our MP5 (replacement for bowcaster) fires at about 12 rounds/second and does around 10 damage per round.
Will these rounds be faster both in delivery and in travel? The only weapon that's really fast enough to even remotely match an MP5's firing speed is the repeater, and it's probably better that the bullets go MUCH faster to their target so that you can't really see them coming.

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.

Distortedcoder December 3rd, 2009 07:55 AM

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 :)

Raz0r December 3rd, 2009 08:13 AM

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.

Distortedcoder December 3rd, 2009 08:21 AM

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.

Raz0r December 3rd, 2009 09:00 AM

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.

Distortedcoder December 3rd, 2009 12:03 PM

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.

katanamaru December 3rd, 2009 12:07 PM

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.

Averus_Retruthan December 3rd, 2009 12:09 PM

Re: Gunslinger's Academy
 
Lot of this sounds like a contemporary era MB2...

Raz0r December 3rd, 2009 01:28 PM

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.

eezstreet December 3rd, 2009 02:07 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by Averus_Retruthan (Post 5157305)
Just one question:



Will these rounds be faster both in delivery and in travel? The only weapon that's really fast enough to even remotely match an MP5's firing speed is the repeater, and it's probably better that the bullets go MUCH faster to their target so that you can't really see them coming.

It's coded so that the bowcaster fires faster in travel (projectile speed) and in delivery (rate of fire).
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:

Originally Posted by -Raz0r- (Post 5157334)
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.

I might implement a "looking down the sights" option, using a shader. I did this for a new weapon back when this was in JK2, just snatched Jackal's Desert Eagle model and made a new weapon altogether. Then I made it zoom like the disruptor and have it's own unique scope that looked like you were aiming down the sights. It was a poor shader; you could see through the gun and it wasn't perfectly aligned. If I have the mod still installed for JK2 I will post a pic.

Quote:

Originally Posted by -Raz0r- (Post 5157374)
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.

It's all open-source, so do what you want with it. I will be releasing the source soon, as soon as I finish up the MP5 model and grenade indicator code.

Quote:

Originally Posted by -Raz0r- (Post 5157374)
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.

I'm using OJP as a base. All force powers have been disabled; you can't level them up no matter how hard you try. Again, it's open source so you can port features from Enhanced if you would like. There's still some nasty LMS garbage laying around, leading to weird bugs ("@STOPHERE is the last man standing!" when me and @STOPHERE aren't even on LMS)

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]
    /*if(attacker->client->killStreak == 2){
        trap_SendServerCommand(-1, va("cp \"\n\n3 kill streak!\n\""));
    }

    else if(attacker->client->killStreak == 4){
        trap_SendServerCommand(-1, va("print \"%s has a 5 kill streak!\n\"", attacker->client->pers.netname));
        trap_SendServerCommand(-1, va("cp \"\n\n5 kill streak!\n\""));
    }

    else if(attacker->client->killStreak == 9){
        trap_SendServerCommand(-1, va("print \"%s has a 10 kill streak!\n\"", attacker->client->pers.netname));
        trap_SendServerCommand(-1, va("cp \"\n\n10 kill streak!\n\""));
    }

    else if(attacker->client->killStreak == 19){
        trap_SendServerCommand(-1, va("print \"%s has a 20 kill streak!\n\"", attacker->client->pers.netname));
        trap_SendServerCommand(-1, va("cp \"\n\n20 kill streak!\n\""));
    }

    else if(attacker->client->killStreak == 24){
        trap_SendServerCommand(-1, va("print \"%s has a 25 kill streak!\n\"", attacker->client->pers.netname));
        trap_SendServerCommand(self->s.number, va("cp \"\n\n25 kill streak!\n\""));
    }
    //[/Killstreaks]
    //[Killstreak Notify]
    if(self->client->killStreak == 2){
        trap_SendServerCommand(attacker->s.number, va("cp \"\n\nNice shot!\nHe had a 3 killstreak!\n\""));
    }
    else if(self->client->killStreak == 4){
        trap_SendServerCommand(attacker->s.number, va("cp \"\n\nNice shot!\nHe had a 5 killstreak!\n\""));
    }
    else if(self->client->killStreak == 9){
        trap_SendServerCommand(attacker->s.number, va("cp \"\n\nExcellent!\nHe had a 10 killstreak!\n\""));
    }
    else if(self->client->killStreak == 19){
        trap_SendServerCommand(attacker->s.number, va("cp \"\n\nImpressive!\nHe had a 20 killstreak!\n\""));
    }
    else if(self->client->killStreak == 24){
        trap_SendServerCommand(attacker->s.number, va("cp \"\n\nVengeance!\nHe had a 25 killstreak!\n\""));
    }
    //[/Killstreak Notify]

    //[Killstreak Clear]
    self->client->killStreak = 0;
    //[/Killstreak Clear]

    //[Killstreak Add]
    attacker->client->killStreak++;
    //[/Killstreak Add]*/


Raz0r December 3rd, 2009 09:55 PM

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..

PANIC98 December 4th, 2009 05:02 AM

Re: Gunslinger's Academy
 
I have always wanted a gun mod for jka that was realistic.

Distortedcoder December 4th, 2009 06:56 AM

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

eezstreet December 4th, 2009 02:15 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by -Raz0r- (Post 5158027)
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..

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 :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:









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.

Distortedcoder December 4th, 2009 02:18 PM

Re: Gunslinger's Academy
 
Looking nice, Hope that sorts out the killstreak issue.

Authuran December 4th, 2009 02:26 PM

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?

Raz0r December 4th, 2009 02:27 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by eezstreet (Post 5158526)
Wait, I had to compile it in Debug(Final)? Crap, that fixes everything now, doesn't it =p

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 =p

eezstreet December 4th, 2009 05:08 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by -Raz0r- (Post 5158548)
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 =p

Will this fix the issue of the killstreaks and cp messages not showing?

eezstreet December 4th, 2009 07:50 PM

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?

Raz0r December 4th, 2009 11:08 PM

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.

Pwned! December 5th, 2009 06:14 AM

Re: Gunslinger's Academy
 
wow if this is accomplished I might start doing multiplayer more.

Distortedcoder December 5th, 2009 06:18 AM

Re: Gunslinger's Academy
 
I agree with pwned! this will be badass when you get all the issues fixed.

eezstreet December 5th, 2009 07:17 AM

Re: Gunslinger's Academy
 




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:


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:


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?

Raz0r December 5th, 2009 07:30 AM

Re: Gunslinger's Academy
 
This is funny..

Code:

//Some helpful macros for doing funky HUD stuff.
#define        MAKERGB( v, r, g, b ) v[0]=r;v[1]=g;v[2]=b
#define        MAKERGBA( v, r, g, b, a ) v[0]=r;v[1]=g;v[2]=b;v[3]=a
#define _RGB( v, r, g, b ) { v[0]=r;v[1]=g;v[2]=b; }
#define _RGBA( v, r, g, b, a ) { v[0]=r; v[1]=g; v[2]=b; v[3]=a; }
#define RED                0
#define GREEN        1
#define BLUE        2
#define ALPHA        3
#define CLAMP_CHAN( vec, chan, min, max )        if ( vec[chan] < min )        vec[chan] = min;\
                                                                                        if ( vec[chan] > max )        vec[chan] = max;
#define DRAW_MASK(x) {CG_DrawPic( 0.0f, 0.0f, 640.0f, 480.0f, x );}

        if ( cg.snap->ps.stats[STAT_HEALTH] < (cg.snap->ps.stats[STAT_CLASS_MAXHEALTH] * 0.75f) && !cg.intermissionStarted )
        {//We have < 75% health
static        vec4_t        color                =        { 1.0, 0.0f, 0.0f, 1.0f };

                //Now, some funky math to pulse it
                color[3]        =        ( (cg.snap->ps.stats[STAT_CLASS_MAXHEALTH]*0.75f) - (cg.snap->ps.stats[STAT_HEALTH]-(cg.snap->ps.stats[STAT_HEALTH]*.75f)) ) * 0.015f;
                color[3]        *=        Q_fabs( sinf(cg.time/350.0f) * .75f );
        //        color[3]        *=        cg.am_HUDOpacity * .75;

                if (color[ALPHA] >= 0.5f)        color[ALPHA] = 0.5f;

                trap_R_SetColor( color );
                        DRAW_MASK( cgs.media.am_lowHealth );
                trap_R_SetColor( NULL );
        }

I've got a few fancy macros and variables etc, but that should help you a bit.

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. =]

eezstreet December 5th, 2009 08:22 AM

Re: Gunslinger's Academy
 
Now if only my shaders weren't screwed up...
Here's a little something-something for Authuran...


This is what is bothering me:
Spoiler:

Code:

DRAW_MASK( cgs.media.am_lowHealth );


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.

Raz0r December 5th, 2009 08:49 AM

Re: Gunslinger's Academy
 
cgs.media.am_lowHealth..
In cgame -> cg_local.h -> cgMedia_t..
Code:

        qhandle_t        am_lowHealth;
In cgame -> cg_main.c -> CG_Init()..
Code:

        cgs.media.am_lowHealth = trap_R_RegisterShaderNoMip("gfx/am/lowhealth");
gfx/am/lowhealth is a regular transparent .PNG, with no shader applied to it.

Never mind the incomplete HUD..

eezstreet December 5th, 2009 08:52 AM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by -Raz0r- (Post 5159021)
cgs.media.am_lowHealth..
In cgame -> cg_local.h -> cgMedia_t..
Code:

    qhandle_t    am_lowHealth;
In cgame -> cg_main.c -> CG_Init()..
Code:

    cgs.media.am_lowHealth = trap_R_RegisterShaderNoMip("gfx/am/lowhealth");
gfx/am/lowhealth is a regular transparent .PNG, with no shader applied to it.

Ar, I did both of those.
What about the bespin_platform bug?

eezstreet December 5th, 2009 01:05 PM

Re: Gunslinger's Academy
 
Knock yourselves out. This includes the source for it as well.

http://www.filefront.com/15066339/baseGA.zip

Distortedcoder December 5th, 2009 01:09 PM

Re: Gunslinger's Academy
 
Taking a look now :)

Distortedcoder December 5th, 2009 01:14 PM

Re: Gunslinger's Academy
 
Um... How is this installed? no readme yet...

eezstreet December 5th, 2009 01:19 PM

Re: Gunslinger's Academy
 
You put baseGA in your Gamedata and then run the .bat

Pwned! December 5th, 2009 01:28 PM

Re: Gunslinger's Academy
 
Wut duz it do right now?

Raz0r December 5th, 2009 01:36 PM

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.

eezstreet December 5th, 2009 01:45 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by Pwned! (Post 5159359)
Wut duz it do right now?

Rebalanced guns,
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:

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.
I have no idea as to how to set up an SVN repository.
What have you got in mind, as far as code improvements?

Distortedcoder December 5th, 2009 02:15 PM

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....

eezstreet December 5th, 2009 02:20 PM

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

Distortedcoder December 5th, 2009 02:22 PM

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

eezstreet December 5th, 2009 02:38 PM

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?

Pwned! December 5th, 2009 02:40 PM

Re: Gunslinger's Academy
 
Quote:

Rebalanced guns,
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.
oh thats all is it

Distortedcoder December 5th, 2009 02:44 PM

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... :(

eezstreet December 5th, 2009 02:44 PM

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?

Distortedcoder December 5th, 2009 02:47 PM

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

eezstreet December 5th, 2009 02:50 PM

Re: Gunslinger's Academy
 
Is your game patched to 1.01?


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