Coding -1 reply

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Raz0r

Worse than most terrible

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27th September 2006

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#11 12 years ago

Let me clear things up. I am a *coder* I had no knowledge of C, or C++ when i started "coding" ...I still don't know any. If changing a couple numbers/letters in the SDK to tinker weapon damages in multiplayer, then yes, anyone can be a coder. If you want to become more advanced and produce real top quality mods, then you might want to buy a book or two on C++. But if you just make a backup file of the source code for MP, and fiddle around with it, you'll be a *coder* in no time. Good luck!




CheeseDestroyer

GF makes me horny

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10th December 2005

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#12 12 years ago

Hmm. Well then. Are there any specific coding tutorials for jedi academy? Now say a mod like moviebattles... Or Japlus... Or forcemod 3.... Are those mods that require say some C language knowledge...?




Mikouen VIP Member

What?

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4th September 2005

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#13 12 years ago
-=*Ráz0r*=-Let me clear things up. I am a *coder* I had no knowledge of C, or C++ when i started "coding" ...I still don't know any.[/quote]With all due respect, if you have no knowledge of a programming language, you're no programmer. That much is logical. Also, (with all due respect) if you have no programming knowledge, I'd hate to see the end results of your "coding".
-=*Ráz0r*=-If changing a couple numbers/letters in the SDK to tinker weapon damages in multiplayer, then yes, anyone can be a coder.[/quote]Firstly, why would anyone wanting to complete such a trivial task go to the lengths of looking in the SDK in the first place? Secondly, you can't directly edit the weapon's individual properties in the SDK. The source code tells the game to read them from the weapons.dat file, because - get this - that's where said info is stored! :eek: Besides, you'd need to be able to understand the code in the first place, otherwise you wouldn't know what to change.
-=*Ráz0r*=-But if you just make a backup file of the source code for MP, and fiddle around with it, you'll be a *coder* in no time.
:vikki: [quote=CheeseDestroyer]Are there any specific coding tutorials for jedi academy?
Aside from the minor documentation supplied with the SDK, no. As said previously, programming isn't a Jedi Academy-specific thing. It can be applied to JKA, but it doesn't actually count as JKA modding. [quote=CheeseDestroyer]Now say a mod like moviebattles... Or Japlus... Or forcemod 3.... Are those mods that require say some C language knowledge...?

Yes, server mods require coding knowledge, as do any other mods that make changes to the game engine or game mechanics.


I don't know how, and I don't know why, but this is totally Sheep's fault.



[LA]-Silver

I'm too cool to Post

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7th September 2003

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#14 12 years ago

Damn kouen.. i'll have to disagree with you again :/

Kouen;3387873It's professional-level stuff, and way above the scope of modding. So, you'll either have to go out and buy some books on it, or hold on and do a university degree in programming when/if the opportunity presents itself.[/QUOTE]

Depends on what you call professional... Coding is possible for everyone UNLIKE modeling/skinning/mapping which actually require (some time expensive) programs to do the job. Coding just needs your mind. Books are a good idea though

Kouen;3387888Programming isn't really something one can learn as a hobby, it's just far too high-level.

Yet I did... Coding might be hard to you but you dont nessecarily represent the majority do you? I agree coding has a long learning curve but in the end its worth it.. and believe it or not, proper texturing has an even longer learning curve, same goes for modeling. Simple because once you get the basics down with coding you can understand what it says in the sourcecode and change it to your likings. Whereas if you want to skin/model properly it takes years upon years of practice before you reach a professional quality.

[QUOTE=Kouen;3390706]Secondly, you can't directly edit the weapon's individual properties in the SDK. The source code tells the game to read them from the weapons.dat file, because - get this - that's where said info is stored! :eek:

. That or you just code it in directly in g_weapons.c if im not mistaken.. .dat files are for noobs :P




Amidala

Don't whine, respawn!

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26th September 2003

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#15 12 years ago

Kouen;3387873 It's professional-level stuff, and way above the scope of modding. So, you'll either have to go out and buy some books on it, or hold on and do a university degree in programming when/if the opportunity presents itself.

I suggest not messing with it unless you want to take a programming career. It's just too much effort to learn it just for a video game. I've been learning from books for three years and I've gotten almost nowhere.[/QUOTE]

[QUOTE=Kouen;3387888]Most of the people who do mods of that nature are programmers professionally, though. Programming isn't really something one can learn as a hobby, it's just far too high-level.

That's simply not true and unnecessarily discourages people from trying to learn new things. I know at least three self-taught non-professional modders who have made Jedi Academy mods (Old School Mod, DOA Mod, and Ensimod) and I would guess that most coders of Quake III engine mods are non-professionals. What evidence do you have to back up your sweeping and definitive statement that "Most of the people who do mods of that nature are programmers professionally"?

CheeseDestroyer, there is no reason why you can't learn to make a mod. Just because Kouen has been struggling unsuccessfully for three years doesn't mean you can't do better. Don't let him discourage you. The three things you need are

  • a working knowledge of the C programming language
  • a C language compiler. Some like gcc for Linux are free. Many use Microsoft Visual C++. I picked up a copy at a church garage sale.
  • the Jedi Academy Software Developers Kit (SDK)

You can learn the basics of C from books like the [COLOR="RED"]Absolute Beginner's Guide to C[/COLOR].

After you have a working knowledge of C you need to learn how to code a mod for the Quake III engine (Jedi Academy uses a modified Quake III engine). One site that has tutorials for Quake III mod coding is [COLOR="Red"]Code3Arena[/COLOR]. You can also get the book [COLOR="Red"]Focus On Mod Programming in Quake III Arena[/COLOR]. I picked up a copy on clearance at CompUSA.

After you understand the basics of coding a Quake III engine mod you can edit the Jedi Academy multiplayer source code in the SDK to make your own mod, then compile your edited code with your C compiler. If you have technical questions the best place to get help is http://www.lucasforums.com/forumdisplay.php?f=539

CheeseDestroyer, don't let Kouen discourage you from learning how to code a mod. If you are willing to put in the time and effort, you can do it. Many people have. You certainly don't have to be a professional computer programmer.




Raz0r

Worse than most terrible

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#16 12 years ago

What shady said is pretty much what i was going to say...but my power cut out :| and correct me if i'm mistaken....but isn't weapons.dat a file for single player? And for, coding just randomly became my hobby..i havnt even picked up a C++ book or anything. Anyway i don't feel like a debate that has little relevance to the actual topic. Thanks for replying Amidala.




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