recombinant Posted February 6, 2003 Share Posted February 6, 2003 I'm trying to get the SP cheat-enabled fists working in MP, and it's not working as well as I had hoped. I've got the sounds and effects registered and they seem to work fine, however after changing the stun baton's model to point to the "noweap.glm" & "noweap..md3" files in bg_misc.c, it's not behaving the way I expected. What other modifications should I perform? Is exchanging the stun baton and noweap models the incorrect way to go about doing this? Any suggestions/help will be greatly appreciated. Thanks in Advance! Link to comment Share on other sites More sharing options...
razorace Posted February 6, 2003 Share Posted February 6, 2003 How is it behaving now? Link to comment Share on other sites More sharing options...
MASTER Siggeman Posted February 6, 2003 Share Posted February 6, 2003 whoa! i know it's off topic but are you saying you can use your fists in SP????? sorry but i have to know one thing: HOW!? Link to comment Share on other sites More sharing options...
Orbitäl Posted February 7, 2003 Share Posted February 7, 2003 Originally posted by MASTER Siggeman whoa! i know it's off topic but are you saying you can use your fists in SP????? sorry but i have to know one thing: HOW!? As far as I know, you can holster your weapon (minus key by default), but not actually punch anything Link to comment Share on other sites More sharing options...
MASTER Siggeman Posted February 7, 2003 Share Posted February 7, 2003 yeah that's what i though but JediStone was making it seem like you could punch.... what do u mean JediStone?? Link to comment Share on other sites More sharing options...
MilesTeg Posted February 7, 2003 Share Posted February 7, 2003 Hello Anyone played the DarkForces Mod SP Demo? It´s a two months old level and if you push "1" you can use the fists.... And they make damage (well, not much, but it works) Link to comment Share on other sites More sharing options...
MASTER Siggeman Posted February 7, 2003 Share Posted February 7, 2003 oh well i had problems with that mod and it didn't work so i just deleted it Link to comment Share on other sites More sharing options...
recombinant Posted February 7, 2003 Author Share Posted February 7, 2003 Originally posted by MilesTeg Hello Anyone played the DarkForces Mod SP Demo? It´s a two months old level and if you push "1" you can use the fists.... And they make damage (well, not much, but it works) We have complete control over the damage value (and the range), so we can adjust it to be more like the original DF.... ...or even increase it for that matter. hehe. Link to comment Share on other sites More sharing options...
recombinant Posted February 7, 2003 Author Share Posted February 7, 2003 Originally posted by MASTER Siggeman yeah that's what i though but JediStone was making it seem like you could punch.... what do u mean JediStone?? Yep! Punching with damage... Link to comment Share on other sites More sharing options...
recombinant Posted February 7, 2003 Author Share Posted February 7, 2003 The way I've got it set up now is that anytime you select the fists, it switches to third-person (camera) view. I got the third person animation working this morning, and Wudan's helping to do some research to see if it's possible to do "the ol' one-two" - alternating between right and left punches. Here are some screenies: The next step is to get the first person animation working... Link to comment Share on other sites More sharing options...
razorace Posted February 8, 2003 Share Posted February 8, 2003 You could just have it randomly pick the left or right punch animation. Also, why if your Kyle in a low LOD? Link to comment Share on other sites More sharing options...
recombinant Posted February 8, 2003 Author Share Posted February 8, 2003 Originally posted by razorace You could just have it randomly pick the left or right punch animation. Sounds like an interesting idea to me, but (pardon my ignorance) where might I put that? I just changed the WeaponAttackAnim value in bg_misc.c from WP_STUN_BATON to WP_MELEE2. Where would be the appropriate spot to control which animation gets used if I wanted to switch it back and forth, or, as you suggested, use a random animation? Link to comment Share on other sites More sharing options...
razorace Posted February 8, 2003 Share Posted February 8, 2003 *insert long talk on IRC* Link to comment Share on other sites More sharing options...
recombinant Posted February 8, 2003 Author Share Posted February 8, 2003 ...indeed. Link to comment Share on other sites More sharing options...
Darth]-[azard Posted February 8, 2003 Share Posted February 8, 2003 If memory serves me right, the Hydroball mod team has already gotten fists to work in MP. And they do do damage if you wanna know. Link to comment Share on other sites More sharing options...
Wudan Posted February 8, 2003 Share Posted February 8, 2003 We've already gotten fists to that state. I'm quite happy with them. I even modified the obituary message so it says "LukeSkywalker learned the truth: MaceWindu is his daddy" when a player punches another player. I don't have the swinging sound, though - do you have one, JediStone? Link to comment Share on other sites More sharing options...
Darth]-[azard Posted February 8, 2003 Share Posted February 8, 2003 It'd be nice if it worked in both MP and SP in the same mod. Link to comment Share on other sites More sharing options...
recombinant Posted February 8, 2003 Author Share Posted February 8, 2003 I got the random fist swinging working last night (thanks for the assistance, razorace!). There's a little problem with the animation on the left swing, however - it stops when he gets deepest into the swing - and I have to devise a way to get him to return to his original stance after swinging the left arm (this quirk can be viewed in ModView by playing the BOTH_MELEE1 animation). Wudan, I believe you said that you had a solution to the left swing problem - would you mind sharing that fix with me? Now my turn to share: I don't have the swinging sound, though - do you have one, JediStone? Yes - I've got a swinging sound working. I believe I'm currently using "sounds/melee/swing1.mp3" (though it might be fun to set up a random swing selector too, since there are four to choose from). Here's my code from CG_RegisterWeapon() in cg_weaponinit.c, inside the "case WP_STUN_BATON:" section: weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/swing1.mp3" ); weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/swing1.mp3" ); Link to comment Share on other sites More sharing options...
recombinant Posted February 8, 2003 Author Share Posted February 8, 2003 Originally posted by razorace Also, why is your Kyle in a low LOD? Yeah, someone else brought that to my attention too. I bumped it up to High and it looks much better... I honestly was just so busy with working with the functionality, that I wasn't paying attention! Additionally, my test directory with the latest media files from our FTP gets rebuilt weekly, so I'm constantly starting over with new settings all the time - it's possible that the .cfg i'm pulling down has low LOD set, or it's just coming up Low by default... Link to comment Share on other sites More sharing options...
Wudan Posted February 8, 2003 Share Posted February 8, 2003 Certainly, it was in bg_pmove.c, after the if(ATST) crap ends witn a } (ok, I looked it up, about line 3211 in stock JK2mp code), I added : if(pm->ps->weapon != WP_SABER) { PM_SetAnim(SETANIM_TORSO, ( WeaponReadyAnim[pm->ps->weapon] ), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 50); } That appears to be how the SP code works as well. If I am correct, the animation data for a player gets sent every frame anyway, so I'm not lagging anything with this code. Why != WP_SABER? Because saber Weapon Anims are handled separately from the rest of the weapons. Re: Fists - can we make it so that the player has to click to attack with fists? Then we could set timers to see how long between clicks, right? That could be used to set animations for attacking. Link to comment Share on other sites More sharing options...
recombinant Posted February 11, 2003 Author Share Posted February 11, 2003 Thanks for pointing me in the right direction... My fix is similar, but not identical: if ( ( pm->ps->weapon == WP_STUN_BATON ) && ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING )) { PM_SetAnim(SETANIM_TORSO, BOTH_STAND6, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 50); } ...everything else I tried didn't work the way I wanted it to, but this works fine. whew! Link to comment Share on other sites More sharing options...
Wudan Posted February 11, 2003 Share Posted February 11, 2003 yeah, pretty much the same thing, but a little different - also in PM_Weapon ? I think I might have thought of how to do a right left right punch ... but i dunno yet. Link to comment Share on other sites More sharing options...
recombinant Posted February 11, 2003 Author Share Posted February 11, 2003 Originally posted by wudan yeah, pretty much the same thing, but a little different - also in PM_Weapon ? I think I might have thought of how to do a right left right punch ... but i dunno yet. yes.. it's in PM_Weapon(), and later on in the code I perform the following to do the random fist action (with the original code surrounding it for context ): if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1) { PM_StartTorsoAnim( BOTH_ATTACK4 ); } // jodfmod - fists: random animation BEGIN else if (pm->ps->weapon == WP_STUN_BATON) { iRandom = Q_irand(1,2); if ( iRandom == 1 ) { PM_StartTorsoAnim( BOTH_MELEE1 ); } else { PM_StartTorsoAnim( BOTH_MELEE2 ); } } // jodfmod - fists: random animation END else { PM_StartTorsoAnim( WeaponAttackAnim[pm->ps->weapon] ); } It's not perfect, but it's working pretty well now. Someone else had an interesting suggestion, which was to have one hand be standard fire, and the alt-fire be the other hand. I thought that was a cool idea and may try to implement it. That way I could assign different damage values for each as well, or perhaps have random swings for primary fire, then do a right hook with more damage for alt-fire. I want to work on something else for a while, I think so I'll back burner those ideas for a while, but it's an interesting suggestion. Link to comment Share on other sites More sharing options...
Wudan Posted February 11, 2003 Share Posted February 11, 2003 Damn - that's similar to what I was going to do, only mine wasn't random Link to comment Share on other sites More sharing options...
recombinant Posted February 11, 2003 Author Share Posted February 11, 2003 Originally posted by wudan Damn - that's similar to what I was going to do, only mine wasn't random ...the randomization was razorace's idea. I thought it was pretty cool! Link to comment Share on other sites More sharing options...
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