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Old 09-28-2005, 02:13 AM   #81
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I normally do post a link for the files, I just don't distro it to the normal file servers.


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Old 09-28-2005, 03:57 PM   #82
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The website is acting a bit wonky so I'll post my news here.

The lastest news is that I've successfully intergrated the desire to pick up weapons and ammo into the TABBots. This does seem to make a forseeable difference in their abilities in FFA games.

The question is what I should do next. I'm thinking that I should give the SP navigation code another shot. I've come up with an idea that will make it much easier to intergrate into the MP. If you have some feedback about what you want me to work on next, please start a new thread on the subject.


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Old 09-28-2005, 04:39 PM   #83
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Wonky? How so?


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Old 09-28-2005, 06:33 PM   #84
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I emailed you the details. You got mail!


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Old 09-28-2005, 08:59 PM   #85
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Thumbs up so one day Bot use any vehicles in MP too ?

I really wishing to Bot flying in MP map too like UT2004 do ..
thank you !



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Old 09-28-2005, 09:04 PM   #86
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That would be a pretty tricky request, I'm not sure how I'd do that.


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Old 09-28-2005, 10:14 PM   #87
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Bot flying?
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Old 09-28-2005, 10:56 PM   #88
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Razor..site's updated with the latest beta on the distro page, the issues you were having with FN hopefully resolved, the two dead site buttons removed, the D/L links fixed, my e-mail visible, and everyone is pleased.

Flying bots would be sweet.



Edit:

You know what is irritating? Forgetting my password for FusionNews. I was trying to test whether it works or not, but I'm at a loss to remember what my password was... You should be able to reset it for me though, being an all-powerful admin admin and all.


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Old 09-29-2005, 12:11 AM   #89
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It states that I need your old password to be able to make a new one! Well, I deleted your account. I just need your username, email, icon URL, and password to get you set up again.


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Old 09-29-2005, 02:07 PM   #90
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Great to see you're still working on things, Razor. I may yet submit some skins someday. Ultimately, I'd like to create a JO addon. At one time I had everything working except the AI paths and a few script errors. I had a multiskin Kyle to select and the original UI in. If you're ever interested, let me know and we might find someone to re-path the levels.
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Old 09-29-2005, 03:56 PM   #91
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That would rock. I'm currently trying a different approach to the SP AI navigation system but it's taking a while to get the code into a state where I can run both c and C++ code in the .dlls.


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Old 09-30-2005, 08:10 AM   #92
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Wink I mean Bot use all vehicles in MP

Quote:
Originally Posted by lukeskywalker1
Bot flying?
like some SP's NPC ride swoop bike and chase player ..
I hope MP's Bot use all vehicles too (Tauntaun, ATST, X-wing, ete ...)
that will be really fun and cool
if you guys make it ?
LucasArts must pay big money for ojp mod teams ..
Totaly upgrade game so ...



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Old 09-30-2005, 04:23 PM   #93
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Ok, the beta server is back up. Sorry about the downtime. My experiment didn't go so well.


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Old 10-01-2005, 11:50 PM   #94
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There's a new OJP Basic beta on the website.


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Old 10-02-2005, 01:09 AM   #95
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yay I got now thank you !



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Old 10-02-2005, 03:36 AM   #96
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You're welcome. (And I was even able to post one to pcgamemods.com!)


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Old 10-03-2005, 04:06 PM   #97
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Right now I'm performing an experiment on the OJP Beta server. I'm basically attempting to convert the traditionally C based .dll code to be C++ based. The primarily reason for this is so that I can port the SP navigation code, which is in C++ into MP.

So far, I've been able to compile the C++ version of the code using g++ and have it successfully run on linux. g++ throws a lot more warnings than gcc or VS.net but I'll resolve all of them eventually.

That's all for now,
Razor Ace


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Old 10-04-2005, 01:34 AM   #98
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w00t new beta


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Old 10-04-2005, 01:56 AM   #99
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Today I rewrote a bit of the teambalancing code to, hopefully, fix some issues we've been having with the team balancer freaking out a bit at times. The new system should be more intelligent in terms of choosing a player to switch teams when balancing.


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Old 10-10-2005, 05:53 AM   #100
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I've reached a milestone in the porting of the SP Nav code, basically all the code definitions are now correct. In layman terms, I've properly defined the code that I need to use, now I just need to fill out the code.


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Old 10-11-2005, 12:52 PM   #101
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Great job,

I'm very interested on how you are getting the code to communicate with the engine if its in c++.

-c1


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Old 10-11-2005, 03:50 PM   #102
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you pretty much have to...

extern "C"
{
}

everything that has to be called between the C++/C barrer, but it only applies to the C++ side of things. A great tutorial on the subject can be found here.


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Old 10-13-2005, 03:42 PM   #103
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Don't worry, the beta server hasn't gone away. Our server host is currently moving our server over to a faster/better AMD host machine. The server will be back up as soon as the conversion is finished.


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Old 10-14-2005, 09:51 PM   #104
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The beta server is back and is supposed to be faster than ever. The new IP is 207.210.215.233. Enjoy!


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Old 10-17-2005, 12:06 AM   #105
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Basic beta DL updated.


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Old 10-25-2005, 07:01 PM   #106
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Quote:
Originally Posted by Samuel Dravis
Basic beta DL updated.
PCGameMods is down (at least at the time of this post), right on the day when I got my server converted to AMD... and planned to download Basic to upload it to the server... could you perhaps provide another download source for OJP Basic, or do these PCGameMods downtimes only last a short while?

Thanks.
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Old 10-25-2005, 09:19 PM   #107
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Kurgan has been kind enough to mirror the lastest Basic beta @
http://strategy.jediknight.net/jka/downloads.shtml


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Old 11-10-2005, 04:04 AM   #108
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Well, I reached a nice milestone today. I was successfully able to make a weapon appear to be visually holstered without requiring the special models that were nessicary in previous versions of OJP.

I hope to have this feature fully operational in a week or so (I'm very busy with school work).

Also, in the works is the long awaited port of the SP NPC navigation code. This has proven to be pretty tricky but I'm making progress.


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Old 12-03-2005, 04:42 AM   #109
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Hi everyone. I'd just like to announce that I've uploaded OJP Basic v0.0.9 to pcgamemods.com. This is a direct link to it.

Yes, I'm aware that we "skipped" 0.0.8 but that was due to it being an internal team beta. Please bare in mind that all the 0.0.8 and 0.0.9 features/improvements are new from the last public release. Enjoy!


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Old 12-03-2005, 08:18 PM   #110
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yay !!
thank you for new version
I got now



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Old 12-13-2005, 06:02 AM   #111
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And now there's a nice snapshot release of Basic v0.1.0. There's a lot of new stuff in here so be sure to check out the changelog. The file can be found on...pcgamemods

Version 0.1.0

New Features:

BugFix16 - Fixed a problem with turrets' splash damage missing a "method of death". This was screwing up the death messages for people that died from getting hit by turret splash damage.

BugFix17 - Fixed a problem where bots were getting bumped from the game incorrectly whenever a human player tried to spectate a bot.

Improvements/Fixes:

AdminSys - Altered team balancing behavior so that the bot/human balance is only checked when the teams are completely balanced. This was done to fix a problem with the bot/human balancer doing conflicting switches when the team balancer was attempting to even the teams.

Asteroids - Fixed bug where the enhanced kill messages for players getting killed by vehicles weren't displaying properly.

CoOp - Fixed backwards compatibility issue with the way JKO sets the enemy to "the player" by using the keyword "kyle" instead of "player".

Chat Spam Protection - Fixed problem with chat spam protection blocking all messagemode3 and messagemode4 messages.

Holstered Weapons - The position of the holstered weapons can now be configured on a per-skin basis using holster.cfgs. This operates very similar to the sounds.cfg files. IE, the holster.cfg for a red team skin would be holster_red.cfg and the default holster.cfg for a model is simply holster.cfg. See the premade holster.cfgs for the file format information.
- Added holstered weapon debugging cvars so that players can tweak their holstered weapons in real-time during the game. (ojp_holsteredweapons, ojp_holsterdebug, ojp_holsterdebug_boneindex, ojp_holsterdebug_posoffset, ojp_holsterdebug_angoffset)

RGB Sabers: Added cvar (ojp_teamrgbsabers) to allow players to see RGB sabers instead of team-based colors during team games.

True View - Fixed possible memory leak involving True View's config file parser not closing the file after reading it.

New Cvars:

Holstered Weapons:
ojp_holsteredweapons 2 - controls how holstered weapons are rendered.
ojp_holsterdebug 0 - Controls the debugging of the holster system. Value sets which type of holstered weapon is being debugged.
ojp_holsterdebug_boneindex 0 - Controls which bone that the current debug holsterType is based off of.
ojp_holsterdebug_posoffset "0.0 0.0 0.0" - Controls the positional offset for the current debug holsterType.
ojp_holsterdebug_angoffset "0.0 0.0 0.0" - Controls the angular offset for the current debug holsterType.

RGB Sabers:
ojp_teamrgbsabers 0 - Controls the saber blade colors during team games.


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Old 12-15-2005, 08:18 PM   #112
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Hmmm...JKO support eh? Last time I tried to use JKO in JA, I had all sorts of AI path issues on the first level. I had a JKO conversion mod going for awhile -- had new UI, you could change Kyle's clothes, saber color, length, hilt -- all on one menu. I might pick it up again if pathing works right.

Which reminds me. If I do reinstall the game, I'll have to create a SP 'post level' variation menu that allows you to change appearance (but not species) after each level. (Ever think it was funny that you always had the same clothes on?... I mean, for days on end?)
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Old 12-15-2005, 09:08 PM   #113
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I'm still working on the SP navigation code. I'm not sure when I'll have it finished.


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Old 12-16-2005, 06:20 AM   #114
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New Basic v0.1.1 (http://www.pcgamemods.com/mod/17712.html)

This is another quick update to get the latest features out into the open for use on the OJP beta server. The major changes from last release are /centersay, Map URLs, and the improvements to the auto team balancing system.

================================================== ===========================

Version 0.1.1:

New Features:

AdminSys:
- Added /centersay command to enable admins to print messages in the center of player's screens in nice big text. Just treat this command like /say.

BugFix18 - Fixed a problem with certain bolted items (holstered weapons, flags, and siege items) not updating properly while the player is riding a vehicle.

BugFix19 - Fixed problem with game not properly displaying any message over 50 characters long with center print.

Map URLs (MapURLs):
This feature allows server admins to display an URL to download a map if a client doesn't have the map. Simply add the map's download URL to "mapURL" (a cvar). This feature requires that OJP to be running on their machine.

Improvements/Fixes:

AdminSys:
- Auto team balancing restrictions now apply to players joining teams. If you wish to switch teams when the balancer is in full effect, you're going to have to talk someone into spectating before moving to the other team.

CoOp - Objective related messages are no longer cut off after 50 characters. See BugFix19.

Holstered Weapons:
- Fixed problem with the "disabled" holster option throwing a bunch of error messages ingame. Also tweaked the holster.cfg documentation a bit on that subject.
- Fixed problem with holstered weapons not sticking to player properly while riding vehicles. See BugFix18.

RGB Sabers - Black saber now has white core in saber blur trail.

True View:
- Fixed problem with True View screwing up the sniper view if cg_trueguns is active.
- Changed default cg_truefov to 80 to make the visuals look more like the normal view.

New Cvars:

mapURL - Setting this cvar to a map's download URL will display this URL to players that don't have the map.


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Old 12-16-2005, 06:37 AM   #115
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Heh, ever gonna use that saberthrow I sent you?

Because I'm going to be doing a better looking one later.
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Old 12-16-2005, 07:49 AM   #116
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You mean the saber throw animation? I don't think you ever actually sent it to me. Please note that the current throw setup uses a horizontal spinning throw (like basejka) rather than Keshires vertical spin. The vertical spin just didn't look right so I switched it back.

FYI, the throw system is finished and working. I've noticed some visual errors involving the dual sabers but the basic system works fine.


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Old 12-16-2005, 06:32 PM   #117
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I've discovered a problem with the AI bots that I accidently introduced into the code when I tried to get the TABBots to work on siege_endor. Sorry about that.

I've created a special mini-patch for the beta server and the fix will be in the next OJP release. If you need/want it any earlier, just contact us.


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Old 12-19-2005, 09:28 PM   #118
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Hi
I was just wondering, for the next release if it would be possible to add a Last man standing Team FFA mode? You know, kind of similar to MBII gameplay, but without all the obj's and stuff. Or, if you know of a mod which enables this already, could somone point me in the right direction?
Thanks,
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Old 12-20-2005, 01:42 AM   #119
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mmm, well, I'm not sure people are really interested in that or not. I believe that JA+ already has a "highlander" mode but I don't know how popular it is.


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Old 12-20-2005, 04:33 AM   #120
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Yes I have heard of that, but JA+ doesnt have the things like Holstered weapons and such, but since OJP and MBII borrow elements from eachother, wouldnt it be possible to take it from them?
Oh and one question: In the current version of Enhanced, what is the button for blocking? And when is the next enhanced version expected for release?
Thanks for your time,
Daniel
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