Bulletspeed Editing: Please help me!! -1 reply

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Jedi_Mediator

The Force is my Guide

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4th August 2005

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#1 12 years ago

I need help editing the speed of flying bullets. Im pretty sure you can, and I tried stuff like editing the g_weapons.c file, but it just won't work. Does anyone know how??




Slusk

Scripter, Mapper

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6th July 2005

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#2 12 years ago

well first of all after you edit the code you have to build it into a .dll file second, if you are trting to edit single it will not work and there is no sorce code for SP.




Jedi_Mediator

The Force is my Guide

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4th August 2005

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#3 12 years ago

I thought you need to have a program to make it a .dll? Sorry, I'm totally new to coding (coding? scripting? whatever the difference is...). All I know is that .dll means 'Dynamic Link Library'. I just need to know how to make that .dll!!




Bluestormtrooper

>You

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14th March 2005

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#4 12 years ago

Youll need visual basic or visual c++, you cant just pop in the source file. I know there are a few programs out there that also do this, but none that i am aware of are free (if you find one that is, please give a link!)




Jedi_Mediator

The Force is my Guide

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#5 12 years ago

I'm pretty sure there is a free download of Visual C++ at the Windows Download Site, that's where I got mine. The only trouble is, I've absolutely no clue how to operate the * thing!!!!! I've tried all sorts of things, but I can't even get it to open any files, let alone save them as .dll files. If you-or anyone else-know(s) how to work visual c++, plz inform me!!




Slusk

Scripter, Mapper

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6th July 2005

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#6 12 years ago

Ok this came with the SDK have you tried doing what ir says: Jedi Academy MP Game Source 1.01 (you must install the 1.01 game patch Copyright (C) 2001-2003 Raven Softare, Activision, Lucas Arts The Game Source is broken out into 3 areas. game - governs the game, runs on the server side. cgame - governs the client side of the game, runs on the client side. ui - handles the ui on the client side. Making a quick mod is very straightforward. This document assumes Microsoft Visual C++ v7.00. It covers making a slight mod to the game source, recompiling for debugging and rebuilding the VMs for distribution. Slow Rockets - TestMod ---------------------- 1. Open up the jka_mp(SDK).sln in Microsoft Visual C++. 2. Set the "game" project as the active project. 3. Open the "g_local.h" file and change the GAMEVERSION define from "basejka_mod" to "TestMod" (or whatever you like) 4. Save "g_local.h" 5. Open the "g_weapon.c" file. 6. Go to line 90 and change the 900 to 300. The old line reads: #define ROCKET_VELOCITY 900 The new line should read #define ROCKET_VELOCITY 100 7. Save "g_weapon.c" 8. Set your configuration to Final and perform a "Build Solution" command to build a DLL for the game. At this point you have two options. You can run the debugger, choosing 'jaMP.exe' as the executable host which will load your DLL for debugging (you'll probably want to use Deubug or Release for debugging). When you release mods, you must build FINAL Dllss and put them in a pk3 file. (NOTE: the FINAL build configuration is like Release in that is is fully optimized, but it removes various developer prints and warnings.) To build the sample MOD for the slow rocket test, do the following: 1. compile the dll as noted above This produces a 'jampgamex86.dll' in the codemp\Final\ path. 2. Make a "TestMod" path under your JA directory. This will be a sibling to 'base' 3. Zip 'jampgamex86.dll' to TestMod.pk3 4. move this pk3 to "\YourJAPath\GameData\TestMod" 5. Run JAMP with the following command line "jamp +set fs_game TestMod" 6. "TestMod" should be the referenced game and you should be able to catch up with and outrun your rockets. (use devmap mp\ffa1 to start a map with cheats enabled, then type "give weapons" to give yourself the weapons.)

----------------------------------------------- Using Visual Studio to Build and Debug your Mod 1. In VC 7.0, Open JKA_mp(SDK).sln 2. In VC 7.0, Select the JK2Game item underJKA_mp(SDK) and click Project->Properties 3. Select Debugging under Configuration Properties: -set the "Command" to your jaMP.exe (e.g. C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe) -set the "Command arguments" to: +set fs_cdpath yourJAfolder +set fs_dirbeforepak 1 +set sv_pure 0 +set r_fullscreen 0 +set viewlog 1 -set the "Working Directory" to your code path. e.g. "C:\projects\JEDI_Academy_SDK\codemp\debug" 4. Right click on JK2Game and select 'Set as startup project' 5. hit f5 to launch the game. Do this for each of projects you are making modifications to (cgame, game, ui) NOTE: use quotes if you have spaces in your folder names. e.g. +set fs_cdpath "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData" ------------------------------------------------- Making my Mod show up on the Mod list in the game You need to have a TestMod.pk3 file in your mod directory before it will show up on the in-game menu. Create a "description.txt" file with some information about your game mod. Use WinZIP to create the TestMod.pk3 file. You can now put the .dll files in this directory.




Jedi_Mediator

The Force is my Guide

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4th August 2005

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#7 12 years ago

You've gotta remember that I am a complete n00b to programming, not to mention Visual C++. First of all. HOW DO U OPEN STUFF UP?!?!? When i try typing just 'open', it responds by saying: 'run' is not recognized as an internal or external command, operable program or batch file. So I have absolutely no idea how to do any of this.