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[ONE]Mushroom

Latest Posts

Page: 2 of 2
Posted in: How to open efx files?
 [ONE]Mushroom
02-04-2004, 1:25 PM
#2
If you want to open them in EffectsEd, then AFAIK you'll have to extract them (and gfx, and shaders) into gamedata\base. However, they are text files, so you can always open and edit them in Notepad. [Edit: EffectsEd and some documentation comes wi...  [Read More]
Posted in: Linux patch???
 [ONE]Mushroom
02-02-2004, 1:35 PM
#3
There are Windows version of Unix/Linux commands, including patch, here: http://unxutils.sourceforge.net/ On either Windows or Linux the command you need to enter should be: patch -p1 -i jamp_game-2.patch (On Windows, either copy patch to your co...  [Read More]
Posted in: Battle Of Endor Siege WIP
 [ONE]Mushroom
02-02-2004, 7:46 PM
#48
Heh, well, that'll teach me not to pay attention :p Looks like I'll have a few to choose between then :)...  [Read More]
Posted in: Battle Of Endor Siege WIP
 [ONE]Mushroom
02-02-2004, 6:48 PM
#45
I was just thinking how nice a Battle of Endor Siege map could be, and lo and behold, someone is doing one :) I eagerly await its completion....  [Read More]
Posted in: Entities as NPCs
 [ONE]Mushroom
01-20-2004, 2:47 PM
#2
That works, so does... if ( ent->s.eType == ET_NPC ) I seem to have used both in JMMod without any trouble. To be honest, I don't know why you would choose one over the other. Both are used in the SDK, maybe each is used by different programmers....  [Read More]
I've got bored of waiting for Raven/Lucasarts/Activision, and released a bug fixed mini mod myself here (http://www.pcgamemods.com/4101/)...  [Read More]
Slightly more elegant: //JMMod #ifndef RAND_MAX #ifdef __linux__ #define RAND_MAX 2147483647 #else #define RAND_MAX 32767 #endif #endif I've no idea what RAND_MAX should be under MacOS, sorry....  [Read More]
Pushed missiles always go in (approx) the same direction on vanilla JA linux servers, which is what this bug causes. It's a particular problem in JMMod though, as the JM needs to be able to counter explosive projectiles. I didn't run Divoid's patch...  [Read More]
From w_saber.c The following function... float RandFloat(float min, float max) { return ((rand() * (max - min)) / 32768.0F + min; } int rand() returns an integer between 0 and RAND_MAX (32767 - not 32768 - on MS). On Linux, this value is very diff...  [Read More]
Posted in: Where is the code for guns?!?
 [ONE]Mushroom
01-25-2004, 5:21 AM
#10
You'll need a compiler (which I assume Textpad doesn't include), and preferably an Integrated Development Environment. You'll have to find (or create) project files / Make files yourself if you use anything other than MSVC6/7 though (although AFAIK y...  [Read More]
Posted in: Where is the code for guns?!?
 [ONE]Mushroom
01-21-2004, 8:13 PM
#7
OK, firstly realise that modding the .dlls is not necessarily trivial. They are stored in assets3.pk3 (if you have patched), but you will need to recompile (possibly just jampgamex86.dll), and put in your mod directory. It would be easier if you hav...  [Read More]
Posted in: Where is the code for guns?!?
 [ONE]Mushroom
01-20-2004, 3:58 PM
#2
AFAIK, you need to code C to get that effect. WP_DisruptorAltFire from g_weapon.c...  [Read More]
First, can I say that I found Divoid's patch (http://www.lucasfiles.com/?s=&action=file&id=367), used in Trimbo's universal SDK (http://www.lucasfiles.com/?s=&action=file&id=373), very helpful for getting JMMod (http://www.pikey.me.uk...  [Read More]
Originally posted by Wudan It actually doesn't matter what the mappers want in there - if necessary, you can code in support for entity placements independently of the BSP. Gee, you make it sound easy :) I've started looking for a way to load arb...  [Read More]
Posted in: Compile under Linux!?
 [ONE]Mushroom
01-30-2004, 7:11 PM
#15
Originally posted by MasterSidious I put the .patch file in my codemp directory then ran this line: "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\codemp\jamp_game-2.patch" -p1 -i patch and it can't run it cause i...  [Read More]
Posted in: Compile under Linux!?
 [ONE]Mushroom
01-29-2004, 10:14 AM
#11
The patch: http://www.lucasfiles.com/index.php?s=&action=file&id=367 You might like to check the two Linux threads I've posted here too....  [Read More]
Posted in: Making the code work (Q's & A's)
 [ONE]Mushroom
11-28-2003, 12:44 PM
#3
Look what I found: http://www.codeproject.com/tools/prjconverter.asp Seems to do exactly what you want....  [Read More]
Posted in: Basic Brainstorming: MP Bots
 [ONE]Mushroom
02-04-2004, 4:55 PM
#17
In JMMod, I've been adjusting the way bots use weapons. Getting them to use the concussion rifle and alt fire DEMP2 and flechette is fairly easy. I may get them to use the disruptor in sniper mode too, and I'd like to get them to lay mines on armour...  [Read More]
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