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InsideQC Forums • View topic - Jedi Outcast/Academy source code releases

Jedi Outcast/Academy source code releases

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Re: Jedi Outcast/Academy source code releases

Postby leileilol » Thu Apr 04, 2013 6:37 pm

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Re: Jedi Outcast/Academy source code releases

Postby Knightmare » Fri Apr 05, 2013 4:42 am

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Re: Jedi Outcast/Academy source code releases

Postby leileilol » Fri Apr 05, 2013 8:47 pm

Turns out there was a mistake in the source upload. There were no project files, and the JediOutcast code seemed to be JediAcademy code. I was puzzled on why there's HDR bloom in the Jedi Outcast tree


I'm compiling Jedi Outcast now, unfortunately there's an error with the shadercommands typedef in tr_local.h


EDIT: Apparently compiles with Visual C++ 6 SP5 without problems
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Re: Jedi Outcast/Academy source code releases

Postby scar3crow » Sat Apr 06, 2013 7:44 pm

Rich, who worked on these projects, is up to lots of good with it.

http://sourceforge.net/u/richwhitehouse ... ba44/tree/
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Re: Jedi Outcast/Academy source code releases

Postby Rich » Sat Apr 06, 2013 7:57 pm

Here's a tag for Visual Studio 2010 solution+projects with all of the errors/warnings fixed for JAMP:
https://sourceforge.net/u/richwhitehous ... d1e1/tree/

I'd recommend starting from that instead of going back to old versions of MSVC. It also makes more sense for longterm projects to go with JAMP and not JK2 or JASP, JA can be adapted to run JK2 mods and load any content that JK2 can, but backporting JA changes to the JK2 codebase would be a lot more work. JAMP also partially runs JK2 as a coop game already, but people tell me that was broken a bit before it went to retail. Now's a good time to fix that!

I'm going to start working on some crazy threading stuff in my fork and making it run superfast on modern machines, since I feel the highest priority thing here is to have 500 Reborn onscreen at once. Then I'm going to make saber collisions nicer and smoother even at low server framerates (because I was retarded when I was working on that initially), then I'll probably start cleaning stuff up and restructuring the rendering backend to not be horrible. Feel free to let me know if you'd like to work on the fork with me and I'll give you write access.

Edit: Oh, and if you copied the code straight out before last night (as I see in the OpenJK repository) instead of forking, you'll need to remove the bink stuff and feelit libs to avoid legal issues. We had to struggle with Git last night to remove evidence of their existence.
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Re: Jedi Outcast/Academy source code releases

Postby leileilol » Sat Apr 06, 2013 10:28 pm

One thing i've noticed missing is 'fontgen'. I can't find a way to generate new font textures with corresponding fontdat files.

I actually have a in progress, which will have its fate decided whether I can make a working player skeleton and basic animation set with it from scratch (which probably can't guarantee compatibilty with existing _humanoid meshes). To get the engine not to crash i've had to make a few blank strings files and a blank gfx2.shader.

Making efx files is sort of fun. I'm going to make everything bleed, attempt atlasing (putting 4 particle textures on one texture sheet and tcMod scale in their stages to select which), and blending cap fallbacks for ragepro (prefer additive/alphatest) and pcx2/mystique (prefer alpha).
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Re: Jedi Outcast/Academy source code releases

Postby Rich » Sun Apr 07, 2013 2:34 pm

I'll see if James still has fontgen code/binary anywhere. I'd be surprised if a binary wasn't included in the JK2 and/or JA SDK though.
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Re: Jedi Outcast/Academy source code releases

Postby thelolotov » Thu Apr 11, 2013 4:00 pm

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Re: Jedi Outcast/Academy source code releases

Postby Knightmare » Fri Apr 12, 2013 1:20 am

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Re: Jedi Outcast/Academy source code releases

Postby leileilol » Fri Apr 12, 2013 2:29 am

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Re: Jedi Outcast/Academy source code releases

Postby Knightmare » Fri Apr 12, 2013 2:58 am

The zip I downloaded has them under base/ui.
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