Down the rabbit hole!

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Re: Down the rabbit hole!

Post by Wonko the Sane on Thu Sep 13, 2012 9:40 pm

They totally broke the walker in mp. The code even has a comment from one of the original devs saying how he broke it and was all "oops, maybe someone else can fix it"

I know it's possible to hack vehicles so it appears like you're driving them, but it's a total hack that's really just an "optical illusion" of sorts and it's not very fluid at all so I haven't ever bothered to do it. Shrug

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Re: Down the rabbit hole!

Post by masterchief on Fri Sep 14, 2012 5:06 pm

Wonko the Sane wrote:They totally broke the walker in mp. The code even has a comment from one of the original devs saying how he broke it and was all "oops, maybe someone else can fix it"

I know it's possible to hack vehicles so it appears like you're driving them, but it's a total hack that's really just an "optical illusion" of sorts and it's not very fluid at all so I haven't ever bothered to do it.

How would you do that? Got any links?

Also tried to make a sniper mod but kinda failed. My game keeps crashing. The disruptor seems to be diffrent from all the other guns.

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Re: Down the rabbit hole!

Post by Wonko the Sane on Fri Sep 14, 2012 5:44 pm

It's something that you'd have to do in a full server mod, also possibly a client side mod that ties into a server side mod if you want the client prediction to work properly. It's not something I can easily describe or can provide links of any sort. It's all hacker territory, in the original sense of the word hacker where coders were exploring undocumented territory in the code. Like I said, I haven't personally done it but I can see in the code how it might be done, not without a fair amount of effort to make it work well.

I've considered doing it a few times but it's just not worth the effort. So few people play jk2 anymore. As far as I know, at least one other person has hacked vehicles together in the history of jk2, but it really was a quick hack and doesn't work or look well at all. If I were to do it I'd have to spend a lot of time to make something that is polished and as optimized as I could make it to be fluid and not laggy. I probably won't ever bother though, to be honest.


And yes, if you're talking a server side mod, then the disruptor has many lines of its own code in many different files. Any changes you want to make to it are slightly more complicated than all the other weapons.

Unless you're talking about a regular client mod to replace the model with something else, then that's different. That should be just as simple as any other weapon.

I didn't know you had any experience coding though. When you said you were doing a mod, I thought you meant a visual conversion mod with new models, graphics, maps, etc. Are you trying to do a full serverside recoding as well?

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Re: Down the rabbit hole!

Post by masterchief on Fri Sep 14, 2012 6:53 pm

Wonko the Sane wrote:It's something that you'd have to do in a full server mod, also possibly a client side mod that ties into a server side mod if you want the client prediction to work properly. It's not something I can easily describe or can provide links of any sort. It's all hacker territory, in the original sense of the word hacker where coders were exploring undocumented territory in the code. Like I said, I haven't personally done it but I can see in the code how it might be done, not without a fair amount of effort to make it work well.

I've considered doing it a few times but it's just not worth the effort. So few people play jk2 anymore. As far as I know, at least one other person has hacked vehicles together in the history of jk2, but it really was a quick hack and doesn't work or look well at all. If I were to do it I'd have to spend a lot of time to make something that is polished and as optimized as I could make it to be fluid and not laggy. I probably won't ever bother though, to be honest.


And yes, if you're talking a server side mod, then the disruptor has many lines of its own code in many different files. Any changes you want to make to it are slightly more complicated than all the other weapons.

Unless you're talking about a regular client mod to replace the model with something else, then that's different. That should be just as simple as any other weapon.

I didn't know you had any experience coding though. When you said you were doing a mod, I thought you meant a visual conversion mod with new models, graphics, maps, etc. Are you trying to do a full serverside recoding as well?

Yep, i know some c++ and stuff. My goal is to make some sort of gun only game. Still havn't figured out how to get rid of the lightsaber really. Although there are mods that are able to.

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Re: Down the rabbit hole!

Post by Wonko the Sane on Fri Sep 14, 2012 7:40 pm

g_weaponsdisable. It's already built into basejk.

And bullet style guns are already built into the mod we use. One of the arenas is the Military Arena, where you only get a repeater and it's adjusted to act more like a projectile weapon instead of an energy weapon. There's different levels of damage depending on where you hit a person (leg hurts less than torso, etc).

Is this all for jk2 or for jk3? If it's for jk2, I'd suggest trying to make it work with any of the current mods out there, because there's so few people playing jk2 these days that nobody's going to set up a whole new server just for a total conversion mod. By making it compatible with any server, admins can just disable the lightsaber with the g_weaponsdisable cvar or add a new config that takes care of all that and then lesser admins can simply execute the config to set the server up for your maps and gun mods.

You should be able to replace all the energy blasts with bullets in a client-side patch, the same way you replace the guns with new models. There's really nothing you need to mod in terms of server-side behavior.

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Re: Down the rabbit hole!

Post by masterchief on Sat Sep 15, 2012 10:31 am

Wonko the Sane wrote:g_weaponsdisable. It's already built into basejk.

And bullet style guns are already built into the mod we use. One of the arenas is the Military Arena, where you only get a repeater and it's adjusted to act more like a projectile weapon instead of an energy weapon. There's different levels of damage depending on where you hit a person (leg hurts less than torso, etc).

Is this all for jk2 or for jk3? If it's for jk2, I'd suggest trying to make it work with any of the current mods out there, because there's so few people playing jk2 these days that nobody's going to set up a whole new server just for a total conversion mod. By making it compatible with any server, admins can just disable the lightsaber with the g_weaponsdisable cvar or add a new config that takes care of all that and then lesser admins can simply execute the config to set the server up for your maps and gun mods.

You should be able to replace all the energy blasts with bullets in a client-side patch, the same way you replace the guns with new models. There's really nothing you need to mod in terms of server-side behavior.

but if i try g_weaponsdisable 4 (for the lightsaber) it doesn't seem to get rid of the lightsaber and still is in the game even after a match restart.

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Re: Down the rabbit hole!

Post by Wonko the Sane on Sat Sep 15, 2012 11:54 am

I don't know what to tell you, other than it works just fine Razz

Make sure you're trying it on a basejk server. If you've tried to remove the saber from the code itself you probably broke something that's causing it to not obey the cvar value. If it's not working when you set it in the console and restart the map (not the match, the whole map needs a restart), then set it in your config instead so it loads that way when the server starts up.

Also, if you're trying to set it on a remote dedicated server, you need to use /rcon before setting any commands. Without /rcon, it simply changes the value on your local machine, not the remote server. Conversely if you're playing on a local server I don't believe you use /rcon.

It should work.

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Re: Down the rabbit hole!

Post by Theicecreaman on Sat Sep 15, 2012 1:00 pm


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Re: Down the rabbit hole!

Post by Wonko the Sane on Sat Sep 15, 2012 1:02 pm

rofl exactly.

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Re: Down the rabbit hole!

Post by masterchief on Sat Sep 15, 2012 1:51 pm


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Re: Down the rabbit hole!

Post by masterchief on Mon Jul 22, 2013 8:28 pm

Oh wow I should get on this site more often nowadays!
I recieved a mail today that my filefront files were finally processed derpz.
That took a long wile.

Sadly for some reason down the rabbit hole was denied.

Still got the worldwaroverhaul mod on it though!
http://jediknight3.filefront.com/file/;121836

here is the link incase you want to test it. Sometimes the link doesn't work, just keep selecting it and hit enter.
Filefront is doing wierd things nowadays!

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Re: Down the rabbit hole!

Post by masterchief on Wed Jul 24, 2013 3:20 pm

Never mind! they added downtherabbithole finally! whooop whoop!

http://jediknight3.filefront.com/file/down_the_rabbit_hole;121879

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Re: Down the rabbit hole!

Post by Wonko the Sane on Wed Jul 24, 2013 9:05 pm

Oh nice! Getting this one on the server asap!

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Re: Down the rabbit hole!

Post by Theicecreaman on Wed Jul 24, 2013 9:51 pm

Nice man, but it's giving me an error Sad

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Re: Down the rabbit hole!

Post by Wonko the Sane on Wed Jul 24, 2013 10:23 pm

Yeah filefront sucks and you have to refresh seventy thousand times before you finally get through. Thumbs Down

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Re: Down the rabbit hole!

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