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// Bryar Pistol
//--------
#define BRYAR_PISTOL_VEL 1800
#define BRYAR_PISTOL_DAMAGE 14
#define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in bg_pmove
// E11 Blaster
//---------
#define BLASTER_MAIN_SPREAD 0.5f
#define BLASTER_ALT_SPREAD 1.5f
#define BLASTER_NPC_SPREAD 0.5f
#define BLASTER_VELOCITY 2300
#define BLASTER_NPC_VEL_CUT 0.5f
#define BLASTER_NPC_HARD_VEL_CUT 0.7f
#define BLASTER_DAMAGE 20
#define BLASTER_NPC_DAMAGE_EASY 6
#define BLASTER_NPC_DAMAGE_NORMAL 12 // 14
#define BLASTER_NPC_DAMAGE_HARD 16 // 18
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#define BRYAR_PISTOL_DAMAGE g_bryar_pistol_damage.integer //original value 14
Yep, in this tutorial/example they changed the rocket velocity.ouned wrote:If I remember correctly, there is a tutorial in the original jk2 source which explains exactly that.
No, but the concept is the sameBoothand wrote:Was that for singleplayer though? Can't seem to find this in my Tools folder, but I remember such a guide.
i recommend u to use OpenJK for jk2 SP, i will try, if works, i will make a tutorial for uimrightyourleft wrote:Okay so I've got the JK2 source code, and I've found the g_weapon.cpp file.
If I change the damage values of the weapons to my liking, my question is how do I then implement those changes in to the SP game? In which folder of the GameData itself do I save the source code alterations for my changes to take effect?
+ bugs which make the game crash in some places.openJK one's already have a lot of improvements specially in jk2 sp code.
there is no current builds executables for JK2 SP, if u got one from the openJK builds, these are for JKA only. for jk2 u need generate it manuallyimrightyourleft wrote:^^ This.
I've already tried, unsuccesfully, to run JK2 SP using OpenJK and it seemed buggy and unstable.
Until an official final version of OpenJK is released for SP JO, is there another way around this?
thats right, i compiled and tested, no JKA requiried,Daggolin wrote:No. The OpenJK single player binaries (compiled in jk2-mode) are simply put into your jk2 game data and you play with your normal jk2 assets (at least the last time I checked).
im making an small tutorial for JK2 SP (OpenJK Version), i will post here this night! dont worry :lol:imrightyourleft wrote:I desperately need to learn how to code just for JK2 lol but it seems impossibly daunting for a beginner.
Fabulous! That's very helpful of you, thanksTr!Force wrote:im making an small tutorial for JK2 SP (OpenJK Version), i will post here this night! dont worry :lol:
Ah I see, that makes sense now you put it that way... So basically it's going in to the jk2sp.exe, altering whatever you want to alter, applying it and then making a new jk2sp.exe with the new values applied... right, I get it now. Well, I get the basic concept, that is - but not how to actually do it, just yet :lol:Boothand wrote:It's all about opening a solution file in a program and hitting the 'Compile' button, then receiving builds in a folder that can replace your JK2sp.exe (and dll's and other files)