Modding in q3 based games

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TaReum
Posts: 6
Joined: Thu Jun 14, 2007 10:19 pm

Modding in q3 based games

Post by TaReum »

Hi all,

I have a question that must be easy for you, but it is hard for me lol.

I play ctf in Jedi Outcast 1.02 (jkII), a q3 based game ,which represents a small community (few hundreds players around the world maximum),and we are used to play it without force, without weapons, with saber only.

So, I'm wondering how it would be possible to create a mod in which there could be the saber and the rocket launcher, with self damage lowered or disabled for the Rocket Launcher so it could be used for jumps and boosts.

As q3a community is far bigger than jk2, I guess there must be some really good modders who could give me some advice on how to proceed, since I have not found the game sources and I don't know anything in modding :/

In case, I have few knowledge about C programming, and I think it must be coded in C as q3 sources.

Is it something linked to C code, or could that be done easily in an other way ?

Thank you for the ones who could gimme some help.

Hf ++


EDIT : I posted this on "level editing " forums aswell

Ill try to be more accurate on my question :

I'd like to know what are the main steps for :

-Adding one weapon and not all of them.
-Modifying the Self damage ( called Swash damage ??)

And then how to implement it : Compiling issue, or a simple .pk3 to add in base directory, for clients or server also ?


Ty for any help, im lost :/

hf ++
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Modding in q3 based games

Post by ^misantropia^ »

TaReum wrote:Is it something linked to C code, or could that be done easily in an other way ?
The former. Elite coding skillz aren't required (it's an easy modification, relatively speaking) but it might be a bit too much for a novice. You might want to brush up a little on your C skills first.
TaReum
Posts: 6
Joined: Thu Jun 14, 2007 10:19 pm

Post by TaReum »

Well, if the goal is to simply modify values in several functions, that should not be too much for me, i've been learning C for two years now ; actually i don't really know the steps to follow, and how to make it works once its done for all the players.

But i've seen in q3 modding tutorials that the speed of a rocket is described by a certain value (900 i think), i guess that must be the same for for the damage and also for the knockback, .. ? am i wrong ?

I mean that would help me a lot if some1 could simply describe me the order of things to do (just as if you wanted to do it for q3!), sources to open, what soft needed, how to make it work on server and so on .

Thx v much
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

In that case, look at G_Damage() in game/g_combat.c - inflictor == attacker means self damage - and knockback (?) is controlled by the g_knockback cvar. ClientSpawn() in game/g_client.c is the place to give spawning players the weaponry of your choice. G_SpawnItem() in game/g_items.c allows you to intercept weapons spawning, if you so desire.
TaReum
Posts: 6
Joined: Thu Jun 14, 2007 10:19 pm

Post by TaReum »

ok thx man

When i'll have modified the functions, what is/are the next step(s) plz ??

(every1 started once ^^)
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

I'm not here to hold your hand, my friend. But if you run into trouble, don't hesitate to post.
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