|
|
 |
08-16-2006, 12:43 AM
|
#1
|
Join Date: Aug 2002
Location: Philadelphia
Posts: 227
|
godly suggestion
take the ioq3 sources and get it to work with the jka sdk
then you'd have a complete source for the game 
|
|
you may:
quote & reply,
|
08-16-2006, 12:08 PM
|
#2
|
|
Rookie
Join Date: Jan 2006
Location: England
Posts: 150
|
Good luck doing that 
-----------------------------------------------------
MultiPlayer Xtra
Jedi Academy MP Mod
(Released! Source Code and all!)
Jedi Academy - Xtra
Coming Soon...
-----------------------------------------------------
|
|
you may:
quote & reply,
|
08-16-2006, 11:42 PM
|
#3
|
Join Date: Apr 2002
Posts: 1,187
|
Whoa, you mean the quake 3 engine source code? I tried integrating the two in the past and failed miserably  . Hopefully you'll have better luck with it!
|
|
you may:
quote & reply,
|
08-16-2006, 11:56 PM
|
#4
|
|
The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
|
Well your gonna need ghoul2 for one, figure out how to make dynamic memory to work, sharedBuffer, icarus script stuff, make sure you have the playerState and entityState stuff sent exactly the same as JKA, and make support for editing them via the txt files. SiegePers maybe (or just remove it and make a better persistant thing for it).
If you can do all that (not likely), I would recommend starting over with siege because its just poorly written.
Also note, some of the code in the jamp engine is C++ according to some of raven's comments in the mod sdk.
|
|
you may:
quote & reply,
|
08-17-2006, 03:41 AM
|
#5
|
Join Date: Aug 2002
Location: Philadelphia
Posts: 227
|
well there is wudan's myghoul which might be a decent replacement and dynamic memory isn't a big deal... other than that i think it'd be alot of tedious changes in ioquake3
|
|
you may:
quote & reply,
|
08-17-2006, 04:09 AM
|
#6
|
|
Rookie
Join Date: Jan 2006
Location: England
Posts: 150
|
Why not just ask Raven for the source? It may be quicker :P
-----------------------------------------------------
MultiPlayer Xtra
Jedi Academy MP Mod
(Released! Source Code and all!)
Jedi Academy - Xtra
Coming Soon...
-----------------------------------------------------
|
|
you may:
quote & reply,
|
08-17-2006, 01:07 PM
|
#7
|
|
The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
|
Because we all know Raven won't give it out 
|
|
you may:
quote & reply,
|
08-18-2006, 05:12 AM
|
#8
|
|
Rookie
Join Date: Jan 2006
Location: England
Posts: 150
|
Exactly 
You would think they would though seeing as the whole engine is Open Source now 
-----------------------------------------------------
MultiPlayer Xtra
Jedi Academy MP Mod
(Released! Source Code and all!)
Jedi Academy - Xtra
Coming Soon...
-----------------------------------------------------
|
|
you may:
quote & reply,
|
08-18-2006, 01:39 PM
|
#9
|
|
The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
|
As i've said before its more a matter of Ghoul2 and ICARUS that stops them, hell I would even wonder if they kept the code as they don't care about the game anymore 
|
|
you may:
quote & reply,
|
08-19-2006, 12:10 AM
|
#10
|
Join Date: Aug 2002
Location: ent->ps.get_loc();
Posts: 25
|
Forget about it.... I've been talking with people involved with jka's development for a long while... mainly Aurelio though. :X
He talked to the former project lead to try and get the SP source released, or atleast somethin more then the mp sdk stuff, but alas, activision said no 
-- Griswald, RKR Project Co-Leader
|
|
you may:
quote & reply,
|
08-19-2006, 12:54 AM
|
#11
|
|
The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
|
Yes but I'm assuming that was prior to quake 3 engine going GPL 
|
|
you may:
quote & reply,
|
08-19-2006, 01:22 PM
|
#12
|
Join Date: Aug 2002
Location: ent->ps.get_loc();
Posts: 25
|
Actually, it was two months after :X
-- Griswald, RKR Project Co-Leader
|
|
you may:
quote & reply,
|
08-19-2006, 09:19 PM
|
#13
|
|
The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
|
Highly doubt it would be activision saying no, more like lucasarts :X
|
|
you may:
quote & reply,
|
08-19-2006, 10:20 PM
|
#14
|
Join Date: Aug 2002
Location: ent->ps.get_loc();
Posts: 25
|
either way, it was shot down when suggested, and that makes me sad. :E
-- Griswald, RKR Project Co-Leader
|
|
you may:
quote & reply,
|
08-20-2006, 08:25 PM
|
#15
|
|
The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
|
I think I've figured out how JKA does memory managment via trap calls or at least here is a possible way to do it even if we don't use the non-hunk method:
http://www.quakesrc.org/forums/viewt...?p=63663#63663
|
|
you may:
quote & reply,
|
08-21-2006, 10:13 AM
|
#16
|
|
Rookie
Join Date: Jan 2006
Location: England
Posts: 150
|
The makings of the Unofficial JKA SDK.
-----------------------------------------------------
MultiPlayer Xtra
Jedi Academy MP Mod
(Released! Source Code and all!)
Jedi Academy - Xtra
Coming Soon...
-----------------------------------------------------
|
|
you may:
quote & reply,
|
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Forum Jump
|
|
|
|
|
|