lukeskywalker1 Posted July 29, 2004 Share Posted July 29, 2004 Copy and paste makes you go faster, rather than retypeing everything. But wow, your really getting into this roxstar Nice job... youve done... like... 6 levels yourself! At least we are over 50% complete. I would say 70% complete... around that anyways. Link to comment Share on other sites More sharing options...
RoxStar Posted July 29, 2004 Share Posted July 29, 2004 Huh? I just copy the file and then add the changes. I'm really bored today and Radiant is making me mad. I haven't really coded a lot even though I have the tools because it always frustrated me. But I guess thats changing. I'll have to install Microsoft Visual c++ later... Link to comment Share on other sites More sharing options...
RoxStar Posted July 29, 2004 Share Posted July 29, 2004 Just added kor2. Link to comment Share on other sites More sharing options...
razorace Posted July 29, 2004 Author Share Posted July 29, 2004 Well, yes, we're making great progress on the camera scripting changes. However, we might also be stuck with doing some changes to the cutscene animation calls as well. From the looks of it, the MP engine simply can't handle multiple glas per model like SP does to get the cutscene animations run. As such, we're probably going to have to merge all the cutscene animations into the main _humanoid.gla and then give each cutscene a new name. It's going to be a pain in the butt, but it will make the cutscenes look correct. Anyway, I'll let everyone know the procedure if/when it comes to that. Link to comment Share on other sites More sharing options...
RoxStar Posted July 29, 2004 Share Posted July 29, 2004 I'm doing t2_sour now. Link to comment Share on other sites More sharing options...
razorace Posted July 29, 2004 Author Share Posted July 29, 2004 I assume you mean t1_sour and I'm pretty sure I've already done that one. Link to comment Share on other sites More sharing options...
RoxStar Posted July 29, 2004 Share Posted July 29, 2004 Oh. Well good thing I didn't spend a lot of time on that. What should I do next then? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted July 30, 2004 Share Posted July 30, 2004 However, we might also be stuck with doing some changes to the cutscene animation calls as well. From the looks of it, the MP engine simply can't handle multiple glas per model like SP does to get the cutscene animations run. Thats right! I forgot, in the mapping forum Keshire (I think) figured out how to get GLAs to work in SP. But no one has figured out how to get a different GLA to work in MP. Take single player, for example: in order to access the animations in _humaniod_academy1/_humaniod_academy1.gla the maps name must be academy1, and the scripts must be in scripts/academy1/ So, if someone wants to make a new SP campaign using the academy1.GLA animations, they would have to rename the GLAs to _humaniod_new_map/_humaniod_new_map.GLA. Kinda sucks that you cant use 2 or 3 different GLAs per map, but I guess you can only take what you can get... Im pretty sure your idea will work Razorace, (combining the GLAs) but the file size will be huge! Link to comment Share on other sites More sharing options...
razorace Posted July 30, 2004 Author Share Posted July 30, 2004 I'd suggest that we get the t1_ maps done first. That way we'll be able to release a demo of the whole tier 1 for people to play. Link to comment Share on other sites More sharing options...
razorace Posted July 30, 2004 Author Share Posted July 30, 2004 Im pretty sure your idea will work Razorace, (combining the GLAs) but the file size will be huge! [/b] Well, unfortunately, that's really the only option we got. MP is missing the syscalls that SP used to do the multiple .glas argh! Link to comment Share on other sites More sharing options...
razorace Posted July 30, 2004 Author Share Posted July 30, 2004 Im pretty sure your idea will work Razorace, (combining the GLAs) but the file size will be huge! [/b] Well, unfortunately, that's really the only option we got. MP is missing the syscalls that SP used to do the multiple .glas argh! Anyway, my plan is to make the huge ass animation file a seperate download. Players will still be able to play CoOp, they just won't see all the animations in the cutscenes. Link to comment Share on other sites More sharing options...
razorace Posted July 30, 2004 Author Share Posted July 30, 2004 Ok, did a major update of the completed scripts listing. If your work isn't on the list, it means I didn't get those files. Let me know if that's the case. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted July 30, 2004 Share Posted July 30, 2004 Cool... I think all of the T1s are done, I think ill work on Vjun0 later on today. Thats only one script... I guess thats the cutscene where luke tells Jaden to go to Vjun, by the looks of it. Ill also see about doing Vjun1. EDIT: OK, vjun0, and 1 are done. I guess ill work on Vjun2 and 3 now... Link to comment Share on other sites More sharing options...
razorace Posted July 30, 2004 Author Share Posted July 30, 2004 Yep, Tier 1 is finished. The intro sequence is finished as well. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted July 30, 2004 Share Posted July 30, 2004 And so are ALL the Vjun levels, including the cutscene when luke tells them to go there. (I think) All of the main quests are done now: Yavin, Hoth, Vjun, and Korriban! Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted July 31, 2004 Share Posted July 31, 2004 Hey, it appears you left T3_bounty off the list. Jeedai Jacen said he had done it, and sent it in. If you do have it, and just forgot it, then that means we only have one level left (I think) t3_hevil. Also, about the vehicles, I was wrong, it wasnt the 'Use' command (in icarus) that made NPCs board ships/swoops, it was the //(BHVD) set ( /*@SET_TYPES*/ "SET_VEHICLE", "DEFAULT" ); command. Dude, imagine a swoop race with OJP code... you could have tons of NPCs riding swoops, and with the scripting fully, or even mostly supported, you could have cutscenes, and have a completly unique swoop racing experience. Ive never been a fan of JKR.. but this would actually be cool Ill try to get t3_hevil done tonight, and this thing.. over with I guess, unless something happend to the t3_bounty scripts... Link to comment Share on other sites More sharing options...
Jeedai Jacen Posted July 31, 2004 Share Posted July 31, 2004 I will resend t3_bounty. Link to comment Share on other sites More sharing options...
razorace Posted August 1, 2004 Author Share Posted August 1, 2004 Originally posted by lukeskywalker1 Also, about the vehicles, I was wrong, it wasnt the 'Use' command (in icarus) that made NPCs board ships/swoops, it was the //(BHVD) set ( /*@SET_TYPES*/ "SET_VEHICLE", "DEFAULT" ); command. Actually, it looks like t2_trip does use that function to get the riders on the vehicles. I'll have to check that out when I get to that point. Dude, imagine a swoop race with OJP code... you could have tons of NPCs riding swoops, and with the scripting fully, or even mostly supported, you could have cutscenes, and have a completly unique swoop racing experience. Ive never been a fan of JKR.. but this would actually be cool need mappers. Anyway, skywalker is correct. All the JKA scripting is done or at least appears to be. However, I think it might be worthwhile to go ahead and do the scripting for the JK2 maps as well. Since the JK2 maps use much less in terms of special characters and scripting, porting those maps should be almost as easy as grabbing the correct files from the jk2 cd. What do you guys think? Link to comment Share on other sites More sharing options...
keshire Posted August 1, 2004 Share Posted August 1, 2004 However, I think it might be worthwhile to go ahead and do the scripting for the JK2 maps as well. If your going to do it. Go all the way. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 1, 2004 Share Posted August 1, 2004 I can map... Ill even quickly throw something together to show you some of my capabilities. Ill have to get the old JK2 scripts off my sisters pc. Link to comment Share on other sites More sharing options...
razorace Posted August 1, 2004 Author Share Posted August 1, 2004 Well,just remember that all the JK2 scripts are in the second JK2 SDK release just like with JKA. Link to comment Share on other sites More sharing options...
RoxStar Posted August 2, 2004 Share Posted August 2, 2004 I guess it should be easy... How many Jedi Outcast Levels are there? Link to comment Share on other sites More sharing options...
razorace Posted August 2, 2004 Author Share Posted August 2, 2004 There appears to be 21 maps worth of scripting for the JK2 maps. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 2, 2004 Share Posted August 2, 2004 Aye, it should be a lot easier, JK2 had less cutscenes, less animations, less levels, and the scripting was a lot less advanced than JKA. There werent as many complex camera movements, and things like that. Just watch the cutscenes and youll see a difference than with JKA. Link to comment Share on other sites More sharing options...
RoxStar Posted August 3, 2004 Share Posted August 3, 2004 I just did the first level. Artus_detention I think. Link to comment Share on other sites More sharing options...
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