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Forum: All Forums : Jedi Knight
Category: Jedi Knight - Jedi Academy
General, mapping, modeling, scripting, etc. game questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: MP SDK
spike232~rb
General Member
Since: Dec 23, 2006
Posts: 5892
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: Jedi Knight - Jedi Academy
Posted: Wednesday, Nov. 26, 2003 11:06 pm
thanks giving
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divoid~rb
General Member
Since: Dec 23, 2006
Posts: 43
Last: Dec 23, 2006
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Level 2
Category: Jedi Knight - Jedi Academy
Posted: Thursday, Nov. 27, 2003 11:57 am
Ive managed to get the source to compile on linux. I created a Makefile, and edited a few other files and managed to get it to compile a fresh jampgamei386.so, thats optimized for my system, and about 600k smaller than the standard one.

I created a single patch file that you can get it off my site at http://divoid.net/downloads.html. Its the only file there at the moment

It is still a little noisy while compiling, lots of warnings. but theyre mostly about newlines and stuff, nothing fatal. ive been runing my compiled version for several hours now and no problems yet.
Once i get more time, i'll go and fix the little things like the newlines at the end of the files and such. shouldnt take too long. but enjoy what i have so far
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Darth.Hunter~rb
General Member
Since: Dec 23, 2006
Posts: 1
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Friday, Nov. 28, 2003 09:56 pm
So does that mean that the former qvm scripting is now disabled in Jedi Academy and you can only use the .dll method?
So your own patch is currently the only one that enables us modders to create linux versions, right? Would be nice if Raven released something :)
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divoid~rb
General Member
Since: Dec 23, 2006
Posts: 43
Last: Dec 23, 2006
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Level 2
Category: Jedi Knight - Jedi Academy
Posted: Friday, Nov. 28, 2003 10:55 pm
thats about the sum of it, qvm is gone, and i dont know why the sdk wasnt made ready to compile in linux... but it appears that it is the only way. quake used to use the same method, qagamei386.so was what it was called, so i guess theyve gone back to it. :blues:
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divoid~rb
General Member
Since: Dec 23, 2006
Posts: 43
Last: Dec 23, 2006
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Level 2
Category: Jedi Knight - Jedi Academy
Posted: Saturday, Nov. 29, 2003 07:44 am
ok, ive patched all the warnings up in the source, its now nice and quiet when you compile. and the finished .so is even smaller than with the last patch.
its at the same place as last time http://divoid.net/downloads.html

there are two versions of the patch there, one for those of you who didnt apply the first patch, and one for those of you who did.
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BaD_HeX~rb
General Member
Since: Dec 23, 2006
Posts: 10
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Sunday, Nov. 30, 2003 01:09 am
I keep getting the following message with the update and the new file on a fresh SDK:
Code Sample

[badhex@localhost codemp]$ ls
botlib  ghoul2             jamp_game-2_upd.patch  qcommon  win32
cgame   icarus             namespace_begin.h      server
game    jamp_game-2.patch  namespace_end.h        ui
[badhex@localhost codemp]$ patch -i jamp_game-2_upd.patch
can't find file to patch at input line 4
Perhaps you should have used the -p or --strip option?
The text leading up to this was:
--------------------------
|diff -urN codemp/game/Makefile mycodemp/game/Makefile
|--- codemp/game/Makefile       2003-11-29 01:26:22.000000000 -0600
|+++ mycodemp/game/Makefile     2003-11-29 00:57:34.000000000 -0600
--------------------------
File to patch:


Any ideas what I am doing wrong?
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divoid~rb
General Member
Since: Dec 23, 2006
Posts: 43
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: Jedi Knight - Jedi Academy
Posted: Sunday, Nov. 30, 2003 05:29 am
yes, you downloaded the update patch, that patch is only for those who applied the version 1 patch. if your starting fresh with the source you need the full version patch (jamp_game-2.patch, not jamp_game-2_upd.patch)

[edit]
oh, also, use '-p1' when patching
[/edit]
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Jonathan_Eloff~rb
General Member
Since: Dec 23, 2006
Posts: 2
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Saturday, Jan. 10, 2004 12:36 am
Can you do the following to the Single player game with the sdk? If not, then why not?

Change projectile damage and or speed, change gun ammo

Give kick to people with single sabers

Change the max health/sheilds of npcs and yourself

Create new animations?

Give exsisting animations to different models, for example if I wanted a robot model to weild a saber and use it exactly like a reborn of said skill would?

Thanks, there's a lot else i'd like to change but these are the more important ones.
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cusTom3~rb
General Member
Since: Dec 23, 2006
Posts: 110
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Jedi Knight - Jedi Academy
Posted: Wednesday, Jun. 29, 2005 03:23 am
so better late than never  :p

i just downloaded the sdk, opened the source, and drooled when i saw a project named botlib.

thank you raven  ???

why didn't i find this sooner  :s9:
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[K]Flash[KC]~rb
General Member
Since: Dec 23, 2006
Posts: 1
Last: Dec 23, 2006
[view latest posts]
Level 0
Category: Jedi Knight - Jedi Academy
Posted: Saturday, Jul. 30, 2005 10:05 pm
I don't mean to interupt the topic, but this is urgent. Does Ravensoftware have Internet Police? Their is this dumb clan who keeps insulting us and says "jews suck, nazis rock", 9/11 RULED, americans stink, stuff like that. I have 2 questions:
1. Does Raven have internet police for jedi knight: jedi academy?
2. And is sayign stuff like that on games illegal?
If it is illegal, ARREST THEM!! They are spamming out hundreds of forums according to a clan member.
I'd appreciate some help on this, thank you.

Forgive my intrusion of getting off the topic.
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