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I just sent the JO sp level scripts with the JA fixes to them. I sent the scripts in SPmod format so the changes I made could be seen.

 

I would like to see the Outcast levels work in the OJP. I think that they were more of a challenge and would serve a better purpose for co-op than some of the JA levels.

 

I hope the scripts will be of some help.

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I've gone ahead and taken a look at 'em in the OJP basic BETA 7. Some things are working...most'r not. I'll go back and try to rescript some stuff and get back to 'ya.

 

When we were playing on network. The cutscenes didn't go into camera mode but the players were able to roam around freely in the cutscenes. I kinda' liked that....

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The first report.

 

I am currently working through the Artus, Bespin, and Cairn levels.

 

Bespin_streets- The door trigger script (that opens the doors the R5 unit unlocks) doesn't work in the OJP. I may be able to fix it.

The commands are:

use ( "activate_door1" );

use ( "activate_door2" );

use ( "activate_door3" );

 

 

I put a delay and loop on the big lift at the start so it can pick up stragglers and players who die before the checkpoint.

It will wait about 8 seconds between movements. You may get spawned under the lift so you may have to go into spectator mode until it returns.

Other than that looks OK for now.

 

Bespin_undercity-You have to be careful on the first lift/plunger. You sometimes fall through.

Other than that OK.

 

Bespin_platform-one thing I have noticed through out the levels is that all enemies show up from all levels of play(padawan-Jedimaster). Such as the reborn that drops from the ceiling, in OJP all 3 will be there ready to fight.

 

Cairn levels- Runs all the way up to cairn_dock1 where there is a freeze when you go into the shadowtrooper room.

This has happened on doom levels as well.

 

Artus still needs some work. I'll post more later.

 

Originally posted by razorace

The camera thingy has to do with you not running the client side of the game while running the server side.

 

That's odd, the other player saw it that way too. I don't know much about MP. I still liked it though. :)

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Bespin_streets- The door trigger script (that opens the doors the R5 unit unlocks) doesn't work in the OJP. I may be able to fix it.

The commands are:

use ( "activate_door1" );

use ( "activate_door2" );

use ( "activate_door3" );

"use" is working in OJP. The problem is probably that the particular door trigger entity doesn't exist in JKA.

 

I put a delay and loop on the big lift at the start so it can pick up stragglers and players who die before the checkpoint.

It will wait about 8 seconds between movements. You may get spawned under the lift so you may have to go into spectator mode until it returns.

Other than that looks OK for now.

I've already set up an autosave point editor can be used to get around a lot of the "one-way" scripting points by having all players get teleported to the autosave when the autosave points are touched.

 

Bespin_undercity-You have to be careful on the first lift/plunger. You sometimes fall through.

Other than that OK.

hmmm, weird.

 

Bespin_platform-one thing I have noticed through out the levels is that all enemies show up from all levels of play(padawan-Jedimaster). Such as the reborn that drops from the ceiling, in OJP all 3 will be there ready to fight.

I haven't figured that one out yet. I'm not sure how the game normally controls spawning based on difficulty level.

 

Cairn levels- Runs all the way up to cairn_dock1 where there is a freeze when you go into the shadowtrooper room.

This has happened on doom levels as well.

Don't know what's going down on this one.

 

That's odd, the other player saw it that way too. I don't know much about MP. I still liked it though. :)

The other player isn't going to see the cutscenes correctly unless he's running the client side as well.

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Originally posted by razorace

"use" is working in OJP. The problem is probably that the particular door trigger entity doesn't exist in JKA.

 

I think the use command would work if the R5 entity was there that initiates the command. It didn't spawn but did in SP and the commands worked.

 

I think the extra troopers and reborn would be good for co-op. You don't have to fix that, unless you want to.

 

The freezes are usually happening when the game reaches a line in the script it can't read or doesn't like. I've been editing the scripts to make it work.

 

Still workin' through the rest.

 

Things are going to get wierd and some things may not be able to be replicated as they were in Outcast. I can look past the minor things. I'm more concerned about getting from point A to point B and going on to the next level.

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Followed by getting from Point B to Point C :p. One thing that crashed for me Razor in OJP was when I was playing doom_detention or even ja levels like t3_hevil but it would crash giving me a g_spawn error. I looked at the nobodyque you wrote to see if I could do anything, and to free up entities you had a code that said if an npc's body has been lying there for 10 seconds you can remove it, I just got rid of that part so if an npc is dead it can be removed if the number of enemies reaches the entity limit. The reason I did this is i feel watching sometimes a dying npc dissapear is better than having the game crash, I'll get you the exact line of code I changed if you want.

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Originally posted by Tinny

Followed by getting from Point B to Point C :p.

 

Then C to D, D to E...gah! It never ends! lol

 

I get the G_spawn: no free entities error on kejim_post too. This happens in SP sometimes too when the gunplay gets a little heavy on the outside of the base.

 

And on kejim_base I get G_Alloc: failed on allocation of 106 bytes.

 

I was wrong about a few things in MP. The navgoals seem to work for the most part where they wouldn't work at all in SP.

 

And galak_mech SPAWNED! :eek:

Although I had to run doom_shields in normal MP because it crashed before it loaded in the OJP. Maybe because there were 2 Hoth turrets outside of the boss room where the two Mark 1 droids are supposed to be.

 

weird......:confused:

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Originally posted by Tinny

The reason I did this is i feel watching sometimes a dying npc dissapear is better than having the game crash, I'll get you the exact line of code I changed if you want.

 

The reason why there's a 10 second debounce on that is because the ICARUS death scripts normally need a couple of server frames to resolve themselves. If you remember that debounce, you're going to break some of the scripting.

 

Anyway, the solution to the problem is to add more map entities that can be removed from the game without causing problems. I'm sure there's more stuff we can remove in a pinch, just haven't looked for them yet.

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I can see there are more errors than expected. It may be better if I can get my hands dirty by getting familiar with the coding a bit. I will go through the process of accessing the OJP source to see if I can get a handle on it and help out if I can.

 

It may be better than just having to tell you about every little thing that goes wrong. I would like to learn more about it anyway.

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No prob. We all have have a main gig to tend to. This is mostly for entertainment anyway, doesn't take much to amuse me. :D

 

I am just interested in seeing the inerts. I've never seen what makes this game really tick. Y'know, scrub some of the newb off of me... :p

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Woah. I was just playing with this idea last night (just moved the files over to ojp). Playing the Cairn levels, the Bay map seems to be completable without noclip (I haven't really fiddled with any scripts) but I got a crash on the reactor level. It starts off fine (except that most of the beams that you need to avoid don't hurt you) but my game crashed when I killed a stormtrooper... I think I was nearing one of the checkpoints.

 

The yavin_temple/yavin_trial ones don't really work but they aren't really that important.

 

I can't really remember what other errors I encountered.. other than perhaps that kejim_base didn't even start.

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I have been getting those freezes too...

 

Seems like especially when there is a lot of troopers around. Maybe an entity overload issue? I dunno..:confused:

 

Razorace is probly crunched in the books right now. April always sucks... I opened up the OJP source but without MS visual C++ I don't think I'll be of much help there.:(

 

So far what works (all the way through...somewhat):

 

artus_mine

ns_streets

ns_hideout

bespin_undercity

bespin_platform

cairn_bay

cairn_reactor

cairn_assembly

doom_detention

yavin_canyon

yavin_courtyard

yavin_final

 

And what doesn't work:

 

kejim_post (in game shutdown, G_spawn error)

kejim_base (in game shutdown, G_alloc error)

artus_detention (freeze)

artus_topside (need ion cannons to complete mission)

ns_starpad (ambient sound set missing 'padinterior')

bespin_streets (unlock doors)

cairn_dock1 (freeze)

doom_comm (freeze)

doom_shields (map won't load, game shutdown)

yavin_swamp (water problems)

 

12 out of 22. 54% ain't too bad at this point.:D

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OK I went back and tried kejim_post and it worked a couple of times before getting the same error. You can destroy the big door with a saber if the emplaced gun won't work.

 

You can actually make a speed jump off the upper deck down to the enclosed walkways if you can navigate a landing. Fun stuff:D

 

And I'll have to take back what I said about yavin_final. Wheezle's right, It does crash when Desann ignites his saber. The same as cairn_dock1 when one of the shadowtroops ignites his.

 

Thanks mate! How's it down under?

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Originally posted by Tinny

Wait a sec, were you guys playing this in sp or mp? Because if its mp, i get a ton of crashes then :/

 

MP within the OJP basic 007 mod.

Yeah, quite few crashes. Almost like when my sound card was crashing JA every time I played. The looping sound crash.

 

Switching cards fixed that though...:/ This time, I don't know.

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Sometimes it crashes when the player dies... like I was wasting time on duel_jedi just spawning reborns etc, but every so often it would crash when I got killed. I'm not sure why. Something to do with the mission failed script?

 

(mind you I even crashed on normal JA When I was about to slice a guy in 2 on that first one with chewie)

 

heh, other than crashes, things are good down under :p:D

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