Vruki Salet Posted June 26, 2006 Share Posted June 26, 2006 Not right now I don't, except for apparently these ones sort of work judging from what UDM said. They just break the ledge stuff, as well as RGB sabers still and probably other client-side Enhanced stuff. I've been having trouble updating my Enhanced source code lately. Link to comment Share on other sites More sharing options...
crail227 Posted July 16, 2006 Share Posted July 16, 2006 i tried the sabers with enhanced i messes up some of the animations, specifically the attack fakes and some others it also makes the dp bar disappear Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 16, 2006 Share Posted July 16, 2006 Did you actually edit them into the enhanced code and recompile the source? Or just stick the pk3 into your folder? Link to comment Share on other sites More sharing options...
crail227 Posted July 16, 2006 Share Posted July 16, 2006 i just stuck it into the folder Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 16, 2006 Share Posted July 16, 2006 That won't work. That zip file includes code that needs to be put into the game code and the thing recompiled. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 16, 2006 Share Posted July 16, 2006 ...Ewww. I just tried these, and I have to say the advocates have very poor taste. The glow is thick as all hell. Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 16, 2006 Share Posted July 16, 2006 That's easily fixable. It looks nice thinner. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 16, 2006 Share Posted July 16, 2006 Anyhow, I have located the issue pertaining to the black, white, and RGB Sabers. In cgame/cgplayers.c, CG_DoSaber: switch( color ) { case SABER_RED: glow = cgs.media.redSaberGlowShader; break; case SABER_ORANGE: glow = cgs.media.orangeSaberGlowShader; break; case SABER_YELLOW: glow = cgs.media.yellowSaberGlowShader; break; case SABER_GREEN: glow = cgs.media.greenSaberGlowShader; break; case SABER_PURPLE: glow = cgs.media.purpleSaberGlowShader; break; default: glow = cgs.media.blueSaberGlowShader; break; } and in CG_AddSaberBlade: switch( scolor ) { case SABER_RED: VectorSet( rgb1, 255.0f, 0.0f, 0.0f ); break; case SABER_ORANGE: VectorSet( rgb1, 253.0f, 125.0f, 80.0f ); break; case SABER_YELLOW: VectorSet( rgb1, 250.0f, 250.0f, 160.0f ); break; case SABER_GREEN: VectorSet( rgb1, 100.0f, 240.0f, 100.0f ); break; case SABER_PURPLE: VectorSet( rgb1, 196.0f, 0.0f, 196.0f ); break; default: VectorSet( rgb1, 0.0f, 0.0f, 255.0f ); break; } The issue is that there is no case providing for the extra sabers. Add these and you're one step closer to making it work... except for readding all the other RGBSabers code you axed. Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 17, 2006 Share Posted July 17, 2006 So what do you think of this? http://www.taddia.com/vruki/saberbladepics/glowshow.jpg I know the tint of blue is off from the movies. I like it a little darker and less green than it "really" is supposed to be. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 17, 2006 Share Posted July 17, 2006 I edited the SFX code changes in such a way that I believe that RGB Sabers will function properly with them... I'll post the txt file in a minute or so, though I likely made an amateur mistake somewhere. I'd compile it myself and check, but Im not sure how to compile into an appropriate DLL. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 17, 2006 Share Posted July 17, 2006 Here you go. See if it works. http://www.seraphicradiance.net/BB/avaimages/SaberCode.txt EDIT: Replaced the file with one that has actual text formatting (damn you Notepad), and have corrected a typo on an if. Link to comment Share on other sites More sharing options...
razorace Posted July 17, 2006 Share Posted July 17, 2006 So, you edited the OJP files to make them work with the SFX sabers? I didn't know you could code. Also, if everyone would like this in OJP, I'm going to need a better description of the changes so I can add them in. the easiest way would be to just send me the files with the changes applied to the OJP code. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 17, 2006 Share Posted July 17, 2006 To be more accurate, I compared the latest cgame/cg_players.c file in Basic against the changes the SFX Sabers need you to make. I do technically know some C, but to claim I can code would be something of a lie. It's a very good thing we replaced the black blade of the black saber, or this code would NEVER work on black sabers as far as I can tell. On that note, I replaced the text file above with a better one with a single critical error fixed. Link to comment Share on other sites More sharing options...
razorace Posted July 17, 2006 Share Posted July 17, 2006 So, if I understand this correctly, this is a complete port of the SFX saber blade code into OJP in a way that would make it compatible with the current rgb saber system? Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 17, 2006 Share Posted July 17, 2006 I'm HOPING that's what it is, yes. I don't have the capacity to test it myself, which is why I'm asking somebody to compile it for me and see. I wouldn't be stunned if I made an error somewhere. Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 17, 2006 Share Posted July 17, 2006 I had to declare "int cnum = cg.clientNum" and replaced "bnum" with just 0 (zero). Varaible "i" from "for (i=0;i<3;i++)" needed declaration as an int and sbak needed declaration as a refEntity_t. Then it compiled. Screenshots coming momentarily. OK here: http://www.taddia.com/vruki/saberbladepics/rgb_test_1.jpg http://www.taddia.com/vruki/saberbladepics/rgb_test_2.jpg http://www.taddia.com/vruki/saberbladepics/rgb_test_3.jpg http://www.taddia.com/vruki/saberbladepics/rgb_test_4.jpg http://www.taddia.com/vruki/saberbladepics/rgb_test_5.jpg http://www.taddia.com/vruki/saberbladepics/rgb_test_6.jpg http://www.taddia.com/vruki/saberbladepics/rgb_test_compare1.jpg http://www.taddia.com/vruki/saberbladepics/rgb_test_compare2.jpg The RGB look different from the last two pics, which are non-RGB for reference, because I have custom cores for regular sabers but didn't put those in for RGB cause I haven't usually used them. Thanks for making this work Lath. Here's the dll I got: http://www.taddia.com/vruki/cgamex86.dll But I have to warn you it might have other changes since it's part of a work in progress and I can't remember atm what I've done to it in the past and kept. I think spawn shells and shields don't show up but I don't remember what else. If it matters to you let me know and I'll see what I can do to get it into an otherwise OJP basic cgamex86.dll. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 17, 2006 Share Posted July 17, 2006 ...That's odd, I declared sbak and variable i: int i; qhandle_t glow = 0; refEntity_t saber, sbak; EDIT: Oh lord I'm a dope. I forgot to edit the function call. Bah. I'll be shocked if it still works, but... Bnum is the blade the game is supposed to draw. Since you're setting it to 0 I doubt you get a blade now. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 17, 2006 Share Posted July 17, 2006 Hey Vruki, can you paste your int i declaration and sbak declaration? I want to see where I messed up. I also have to fix cnum and bnum... Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 17, 2006 Share Posted July 17, 2006 Bnum is the blade the game is supposed to draw. Since you're setting it to 0 I doubt you get a blade now. Of course I've got a blade! See for yourself. Bnum wasn't referred to in that function anymore, just "0", and that's worked fine before. Now though you're right there is a problem and it's that when using RGB with duals the second saber takes the color of the first instead of it's own. Black, white and pimp work OK just pure RGB doesn't. I'll go fix it. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 17, 2006 Share Posted July 17, 2006 No no no, I'll do it. Just show me what you did to fix int i and sbak please. Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 17, 2006 Share Posted July 17, 2006 Under where you put: vec3_t rgb={1,1,1}; I just added: int cnum = cg.clientNum; int i; refEntity_t sbak; That's all. OK I won't give you a bnum fix if you don't want it. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 17, 2006 Share Posted July 17, 2006 Ahhh, you must've used my old file that was missing this stuff... Anyhow, what animations are you using? Your cgame makes my animations bug out. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 17, 2006 Share Posted July 17, 2006 I've uploaded a new text file at the same address as before. Reload the text to see the new one and prevent cache issues. All that's changed are the calls to CG_DoSaber and the declarations. If I understand what's going on this should make duals work. Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 17, 2006 Share Posted July 17, 2006 Oops! I forgot animtable.h was in cgame. Yeah it's all wacky. I've been working on putting a new style in today (BOTH_A8_ etc). That must look funny. WAIT A MINUTE!! I think you just led me to the bug that was making my thing not work! I just saw where I didn't properly finish editing animtable.h. I'm going to go test that. Thanks! Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 17, 2006 Share Posted July 17, 2006 Well, tell me when you make a new cgame with my fixes. I want to see if duals work successfully now. Link to comment Share on other sites More sharing options...
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