|
|
 |
09-18-2006, 06:02 AM
|
#1
|
|
Rookie
Join Date: Apr 2004
Posts: 19
|
Modifying MP...
Okay,
I've done a lot of scripting and stuff for JKA SP, and I managed to do some really cool stuff. But when I tried some of my modifications with the mp game they didn't work. So I need to look into where to change things. I can do the menus and other minor scripting tasks. But I'm looking to find where certain things are.
In MP to configure your player you have so many force points to spend, (based upon Jedi Knight/Jedi Master level etc). Where is that number stored? Is that part of the actual code, or is somewhere in the scripting, (ie menu, or Cvar).
Thanks
Jaeden "Sifo Dyas" al'Raec Ruiner
ps - this is the actual number of points to spend, not the 'Jedi *' skill level.
|
|
you may:
quote & reply,
|
09-18-2006, 08:02 PM
|
#3
|
|
Rookie
Join Date: Apr 2004
Posts: 19
|
Okay,
Now i'm stumped. in bg_misc.c there is an array defined:
Code:
int forceMasteryPoints[NUM_FORCE_MASTERY_LEVELS] =
{
0, // FORCE_MASTERY_UNINITIATED,
10, // FORCE_MASTERY_INITIATE,
30, // FORCE_MASTERY_PADAWAN,
40, // FORCE_MASTERY_JEDI,
56, // FORCE_MASTERY_JEDI_ADEPT,
70, // FORCE_MASTERY_JEDI_GUARDIAN,
96, // FORCE_MASTERY_JEDI_KNIGHT,
156 // FORCE_MASTERY_JEDI_MASTER,
};
as you may see i've changed the values of the different levels. All three dlls, ui, cgame, and game all access this array to determine forcepoints. Well, I saved the file, and compiled game, cgame, and ui. Hopefully to see that my work actually works. It doesn't. When i load my mod in mp, the Jedi Master force points are still 100. why is this?
Thanks
Jaeden "Sifo Dyas" al'Raec Ruiner
|
|
you may:
quote & reply,
|
09-19-2006, 02:42 AM
|
#4
|
|
Impressive, Terran!
Join Date: May 2002
Posts: 9,153
|
Are you sure you're running your modified .dlls? It's pretty easy to get them confused. 
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

|
|
you may:
quote & reply,
|
09-23-2006, 05:33 AM
|
#5
|
|
Rookie
Join Date: Apr 2004
Posts: 19
|
Quote:
|
Originally Posted by razorace
Are you sure you're running your modified .dlls? It's pretty easy to get them confused. 
|
I'm pretty sure I am. I mean, My directory structure is like this:
JkA\GameData\Base
JKA\GameData\MyMod
JKA\GameData\MyMod\src
JKA\GameData\MyMod\src\Release
The dll.s are compiled into the release directory and then I copy them out to the MyMod directory, then i do a simple
jkmp.exe +set fs_game Mymod
*shrug*
|
|
you may:
quote & reply,
|
09-23-2006, 11:34 AM
|
#6
|
|
Rookie
Join Date: Nov 2005
Posts: 85
|
you need to put them into a pk3 file first, recopy the dlls then compress them to a zip archive, then replace the .zip extension with .pk3
|
|
you may:
quote & reply,
|
09-23-2006, 03:37 PM
|
#7
|
|
Impressive, Terran!
Join Date: May 2002
Posts: 9,153
|
That or run the mod in debug mode from your compiler.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

|
|
you may:
quote & reply,
|
09-23-2006, 04:03 PM
|
#8
|
|
The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
|
That only works if you setup the debug info properly.
|
|
you may:
quote & reply,
|
09-24-2006, 12:11 PM
|
#9
|
|
Impressive, Terran!
Join Date: May 2002
Posts: 9,153
|
Amazingly enough, things don't work unless you set them up properly. 
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

|
|
you may:
quote & reply,
|
09-25-2006, 08:18 PM
|
#10
|
Join Date: Aug 2002
Location: Philadelphia
Posts: 227
|
|
|
you may:
quote & reply,
|
09-26-2006, 06:10 AM
|
#11
|
|
Rookie
Join Date: Apr 2004
Posts: 19
|
So the DLLs have to be compiled into a pk3 as well as being in the mod directory.
Because I have a pk3 in the directory with other info pertaining to the mod, you know, menus, and scripts, etc. I should just add the dlls into the pk3 that's aready there, or does it need to be specific like Doom3 engine with the game00.pk4 files?
Thanks
Jaeden "Sifo Dyas" al'Raec Ruiner
|
|
you may:
quote & reply,
|
09-26-2006, 07:21 AM
|
#12
|
|
Impressive, Terran!
Join Date: May 2002
Posts: 9,153
|
As long as the pk3 is lower in alphabetical order than the assets pk3s, they can be in any .pk3.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

|
|
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
|
|
|
|
|
|