JaedenRuiner Posted September 18, 2006 Share Posted September 18, 2006 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. Link to comment Share on other sites More sharing options...
Tinny Posted September 18, 2006 Share Posted September 18, 2006 That's stored in the code Link to comment Share on other sites More sharing options...
JaedenRuiner Posted September 19, 2006 Author Share Posted September 19, 2006 Okay, Now i'm stumped. in bg_misc.c there is an array defined: 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 Link to comment Share on other sites More sharing options...
razorace Posted September 19, 2006 Share Posted September 19, 2006 Are you sure you're running your modified .dlls? It's pretty easy to get them confused. Link to comment Share on other sites More sharing options...
JaedenRuiner Posted September 23, 2006 Author Share Posted September 23, 2006 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* Link to comment Share on other sites More sharing options...
dumbledore Posted September 23, 2006 Share Posted September 23, 2006 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 Link to comment Share on other sites More sharing options...
razorace Posted September 23, 2006 Share Posted September 23, 2006 That or run the mod in debug mode from your compiler. Link to comment Share on other sites More sharing options...
ensiform Posted September 23, 2006 Share Posted September 23, 2006 That only works if you setup the debug info properly. Link to comment Share on other sites More sharing options...
razorace Posted September 24, 2006 Share Posted September 24, 2006 Amazingly enough, things don't work unless you set them up properly. Link to comment Share on other sites More sharing options...
stubert Posted September 26, 2006 Share Posted September 26, 2006 http://lucasforums.com/showthread.php?t=167163 Link to comment Share on other sites More sharing options...
JaedenRuiner Posted September 26, 2006 Author Share Posted September 26, 2006 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 Link to comment Share on other sites More sharing options...
razorace Posted September 26, 2006 Share Posted September 26, 2006 As long as the pk3 is lower in alphabetical order than the assets pk3s, they can be in any .pk3. Link to comment Share on other sites More sharing options...
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