razorace Posted April 24, 2003 Share Posted April 24, 2003 well, where in the code are you trying to do this? Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted April 24, 2003 Author Share Posted April 24, 2003 Go to the NRG forums -I've given a better explanation of what I'm doing there... ...and I've got it to kind of semi-work. I'm posting an update there now... Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted April 24, 2003 Author Share Posted April 24, 2003 Good news... ...due to Jman's outstanding detective work, I now know what the wierd invisible-rocket problem is about... It'll be sorted for the next build Link to comment Share on other sites More sharing options...
Shotokan Posted April 24, 2003 Share Posted April 24, 2003 effects - jetpack - idle.efx, onground.efx, sidejet.efx, thrust.efx, vssver.scc Models - players - boba fett, thrindel sev, and khyron jinn along with their model_packoff.skin and model_default.skin music - Heroes Victory, HeroesVictory.mp3.sfk, HeroesVictory.mp3.SFL, Silence, Silence.mp3.sfk, ThemeMusic, ThemeMusic.mp3.sfk, ThemeMusic.mp3.SFL, VillansVictory, VillansVictory.mp3.sfk, VillansVictory.mp3.SFL shaders - clonelight, ct_fisto, gl_dooku, hook, krishara, Mandalorian, shaderlist, vssver.scc sound - jetpack - idle, ignite, jetpackoff, onground, thrust, vssver.scc ui - assets - jkmp - and the .menu files, menudef.h, jk2hud, jk2mpingame, jk2mpmenus, menus, vssver.scc (a whole lotta stuff to type. sorry I'm short on time.) vm - cgame.map, cgame.qvm, jk2mpgame.map, jk2mpgame.qvm, ui.map, ui.qvm (In the Movie Battles folder itself) - games.log, jk2mpconfig.cfg, mc_blastech (.pk3 file) All right... I think that is it. Link to comment Share on other sites More sharing options...
Jman3ooo Posted April 24, 2003 Share Posted April 24, 2003 He means the files in you /base not the .pk3 files. Link to comment Share on other sites More sharing options...
Shotokan Posted April 24, 2003 Share Posted April 24, 2003 AWW MAN! It took me awhile to get through those... Well... here we go Base Files (I'm not gonna type it as a .pk3 file. I'll give you the map, mod, etc. name) Jedi Archives 2 Bushido Map Pack and Kengou skin Cheshire - Arco Vader Model City of Thaloska Beta Covenant Elite Kit Fisto L - Station (CTF MAP) Duel of the Fates Version 2 EP2 Sounds EP2 weapons EP2 Yoda (The photo realistic one) Kit Fisto Sounds Ganner Rhysode skin Dash Rendar model Episode 1 Obi Darth Maul Model IRG Coruscant Final (From IRG's Mappack) Irimi-Ai's animation mod 106 Jango Fett Jedi Academy Map Jedi Council v.3 Jedijan Final KC Old Ben Kenobi Ki Adi Mundi KOR Mines Mace Windu VM Mapextras Mapextras2 Major Clod's Han Solo Monketsu (Gallimar Skin Pack) Nightelf Omnimod 1_5 sound Omnimod 2_1 sound Yarael Poof Model Jedimod Compatible Hiltpack Replacement Skies (mapping purposes) ROTJ Bowcaster Royal Guard SP Maul Qui-gon-jinn Thinsaberz Universal Vampire Hunter D Wookiee zbotfiles Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted April 24, 2003 Author Share Posted April 24, 2003 Well, actually I meant your Movie Battles 'folder' rather than the .pk3 file (I know what's in that!) But what you've listed in your base folder is probably far more helpful actually.. Hmm, well, I'm unsure about some of the mods your listing. Maybe some others on the forum can spot something I'm missing... Omnimod 1_5 sound Omnimod 2_1 sound - these are just sounds? Irimi-Ai's animation mod 106 Jedi Archives 2 Jedi Council v.3 ...what are these? Also, I've heard of a SAGA-enabled map which has code alterations packed in with the map itself. Is this rumour true? Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted April 24, 2003 Author Share Posted April 24, 2003 Shotokan, Just realised something. Have you actually extracted the files from within the .pk3 file itself? i.e. do you literally have all those files sitting in your movie battles folder?! If so, you don't need to do that, and that COULD be the source of the problem. You just need to have the .pk3 file placed in the Movie Battles folder - that it. You don't need to 'extract' the files out of the .pk3... Just delete the whole Movie Battles directory and start again. And then please follow the installation instructions on the site (and on the first page of this thread - 7th post) to the letter... Link to comment Share on other sites More sharing options...
razorace Posted April 24, 2003 Share Posted April 24, 2003 Originally posted by RenegadeOfPhunk Also, I've heard of a SAGA-enabled map which has code alterations packed in with the map itself. Is this rumour true? Yep, it's true. I think you're thinking of the Anchorhead map. It includes ASk's bug fixes for the Saga code. Link to comment Share on other sites More sharing options...
Shotokan Posted April 25, 2003 Share Posted April 25, 2003 oOo.... hehe... ok I'll try that. And those other things you were questioning about... The Irimi-Ai thing is an animation mod. It changes the roll, blue uppercut, and force get up thing. And those last two things are maps. Jedi Council Griffinclaw 3 and Jedi Archives 2. Link to comment Share on other sites More sharing options...
Shotokan Posted April 25, 2003 Share Posted April 25, 2003 Woohoo!! It works! The problem was that I extracted everything FROM the .pk3 file into the "Movie Battles" folder. Woops.. Link to comment Share on other sites More sharing options...
Jman3ooo Posted April 25, 2003 Share Posted April 25, 2003 HeHe... I told you you should have made an install file . Link to comment Share on other sites More sharing options...
Shotokan Posted April 25, 2003 Share Posted April 25, 2003 LoL. Well that teaches me a lesson... o btw... the mod rocks! Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted April 25, 2003 Author Share Posted April 25, 2003 Thx Shotokan btw - good news. As well as fixing the rocket-sometimes-not-visible-on-certain-maps problem, I've also managed to get the rocket section of the new mandalorian models disappearing like a charm For the coders... the problem with the line I posted earlier what that I was adjusting the client model, when I should have been adjusting the centity model. DOH! so, the new revised, working line is: trap_G2API_SetSurfaceOnOff( cg_entities[es->eventParm].ghoul2, "jetpack_rocket", 0x00000002); Sorted mate Link to comment Share on other sites More sharing options...
BloodRiot Posted April 26, 2003 Share Posted April 26, 2003 Great News buddy... can't wait to see that in action. Link to comment Share on other sites More sharing options...
master_thomas Posted April 26, 2003 Share Posted April 26, 2003 Wow, it's been a long time since I have looked here. Can someone please give me a summary of what has happened since my last post. I'm too lazy to read all that. If noone wants to give me the summary, don't worry, I'll follow along from here. Link to comment Share on other sites More sharing options...
Jman3ooo Posted April 26, 2003 Share Posted April 26, 2003 Well the most pesky bug that were just fixed were an invisible rocket. Renegade just added a feature so when you fire the rocket (Calls the jump animation) the Mandalorian's rocket disappears. It calls the jump animation so that he is seeming to do a flip and fire the rocket. I beleive the biggest feature still to be added before release is replacing the CTF flags with seeker droids. Link to comment Share on other sites More sharing options...
BloodRiot Posted April 27, 2003 Share Posted April 27, 2003 Not seeker droids... it's a hover drone similar to the flags in JK1. I used a bit of criative liberty so they are not exactly the same... I worked with what i could remember... anyway.. they work and dont obscure the line of sight which was the main goal. Link to comment Share on other sites More sharing options...
UDM Posted May 1, 2003 Share Posted May 1, 2003 So when's the next build? Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted May 1, 2003 Author Share Posted May 1, 2003 ...soon I haven't been working much on the mod last week, but I'll get the last couple of things I've been working on finished off - probably either by the end of this week or beginning of next... Link to comment Share on other sites More sharing options...
UDM Posted May 2, 2003 Share Posted May 2, 2003 What modifications would there be? Will you focus more on jedis? How about the duel thing I suggested? Btw I just thought of something. In Duel, players like having the jedis to move quickly. How about you set the movement speed to default as in JK2's, while FFA and other game modes have your intended speed Just a thought Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted May 2, 2003 Author Share Posted May 2, 2003 Well, to just give a brief breakdown of the main new features (so far) which will be in for build 9: * Fix for the 'invisible' rocket in certain maps. * More realistic looking rocket-fire function - the rocket now get's removed from the Mandalorian model (you will need BloodRiot's new Mandalorian models for this to work...) * New CTF 'flags' (droid models) which don't obscure third-person view. (Thx - again - to BloodRiot ) * Moving slowly now produces no footsteps - allowing for stealth play. * Locational damage adjustment. At the moment it's: Head shot - x3 damage Chest - x2 damage Everywhere else - normal damage (This setup, however, may be subject to change after play-testing.) I'm working on a couple of other things too, but I don't want to say more until I've done more on them... I will try and get Duel back in (as I have already said I will), I'm just not sure when. My main focus at the moment (and the main focus overall of the mod) is teamplay between all the classes. I may well have special settings for duel (when I get it back in), but I have no solid plans for that as yet... Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted May 7, 2003 Author Share Posted May 7, 2003 Just to give you guys an update, Build 9 is done, but I want to playtest it properly before I give it out. Also, I have decided I want to try and get proper objective play in sooner rather than later. I should have more news on this soon... Link to comment Share on other sites More sharing options...
Shotokan Posted May 9, 2003 Share Posted May 9, 2003 Yay! Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted May 13, 2003 Author Share Posted May 13, 2003 OK guys, Build 9 is now ready for download from my site . As well as the new features listed a couple of posts up, there are also a few more things: * A quick-fire thermal button for both hero's and soldiers. This instantly fires a thermal a set range - detonation on impact. VERY handy to catch the Jedi off their guard! * A sprint button. This is a toggle action button which enables any class to increase their running speed for a certain amount of time. However, you must spend a relative amount of time 'recovering' after sprinting. (Full details on the site) * A couple of Jedi roll moves have been replaced with cartwheels and flips. (Again - more details on the site.) I know I've said this before, but I really do believe I am getting very close indeed to the first full release of Movie Battles. Any major issues I know of have (to my knowledge) been sorted, and I can say quite confidently that the class balance is pretty much spot on now. I plan to release Movie Battles v1.0 (hopefully) by the end of the week I can then start work on THE major feature planned for version 2.... ... objective-based play! Enjoy Link to comment Share on other sites More sharing options...
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