_________________________________________________________________________
Jedi Academy/Knight of the Force - "Battle Stars"
_________________________________________________________________________

A long time ago in a galaxy far, far away...

STAR
WARS

BATTLE STARS
The time is coming where both sides: Jedi and Sith will they have to fight for survival. They can only count on yourself although they do not like fight alongside each other. Time will tell who is worthy and who is not....

...The journey begins, only from you depends on her success...

**\ /**
**
I**
O**/*****I O*****\**O
/|\/******I/|\******\ /|\
/\*********/\*********/\

BATTLE STARS 2011 -

________________________________________________________________________
Release Date - "TBD"

________________________________________________________________________

_________________________________________________________________________
Jedi Academy/Knight of the Force - "Battle Stars TDW" - (Extended Edition)
_________________________________________________________________________

A long time ago in a galaxy far, far away...

STAR
WARS

BATTLE STARS: THE DARK WORLD
There comes a time when we don't know who is enemy and who is not. The old values ​​have expired. Who to trust even Jedi. Darkness hides the future. Approaching danger at every turn maybe it is last moment before the storm...

...The journey begins, only from you depends on her success...

**\/**
**/\/*
**/*/\**
**/*/**\**
*O*/*/*O*\**O
/|\/*//|\**\/|\
/\*****/\****/\


BATTLE STARS TCG 2011 -



_______________________________________________________________________
Release Date - "TBD"
_______________________________________________________________________


Jobs:
* inside and outside game > other cases
* 3d artists (modelers) > creator models
* texture artists > creator textures
* efx artists (effectors) > creator effects
* anim artists (animators) > creator anims - helpful program: Mt-wudan.com

* builders maps > creator maps
* source code writers (c++ writers) > creator JA (MP) codes


How compile partial C source code JKA SDK MP in Visual C++ 2008 Express Edition


Download ISO Visual Studio 2008 (C#, Basic, C++, Web Developer)
Click here
Download source code JKA SDK MP
Click here

Ok now you have everything to begin work. Are you ready? So we Start...

Step First: folder win32
Open files JK2cgame.rc, JK2game.rc, ui.rc in Notepad
Find all afxres.h and change to winresrc.h

Step Second: folder cgame, game
Open files cg_view.c, q_math.c, q_shared.h in VC++ or Notepad
Find all powf and change to Q_powf

Step Third: folder qcommon
Open file disablewarnings.h in VC++ or Notepad
After
#ifdef _WIN32
Add
//for VS2008
#pragma warning(disable : 4005) // macro redefinition
#pragma warning(disable : 4996) // This function or variable may be unsafe...
#pragma warning(disable : 4204) // nonstandard extension used : non-constant aggregate initializer
#pragma warning(disable : 4431) // missing type specifier - int assumed. Note: C no longer supports default-int

That's all, folder botlib isn't valid. Now you can compile your own mods. Good luck.


How compile overall C/C++ source code JKA SDK MP in Visual C++ 2008 Express Edition



Click here

1 File JKA_mp.sln, remove not necessary, unavailable folders in VC++: goblib, x_botlib, x_exe, x_jk2cgame, x_jk2game, x_ui and save project
//Partial source
2. Folder qcommon, open file disablewarnings.h in VC++ or Notepad, disable warnings 4005, 4996, 4204, 4431
3. Folder game, open files q_shared.h, q_math.c in VC++, find all powf and change to Q_powf
4. Folder win32, open files JK2cgame.rc, JK2game.rc, ui.rc in Notepad, find all afxres.h and change to winresrc.h
5. Folder botlib, open file l_precomp.cpp in VC++, find and block all curtime = ctime((const long *)&t); and change to/add curtime = ctime(&t); - find and block unsigned long t; and change to/add time_t t;
//Overall source (engine)
6. Folder rmg, open file rm_area.cpp in VC++, after #include "../qcommon/exe_headers.h" add #pragma warning(disable : 4918)
7. Folder ghoul2, open file G2_bones.cpp in VC++, after #include "../qcommon/exe_headers.h" add #pragma warning(disable : 4482) - open file G2_API.cpp in VC++, after #include "../qcommon/exe_headers.h" add #pragma warning(disable : 4189)
8. Folder win32, open file win_local.h in VC++, find and block #include , #include and change to/add #include "../win32/dinput.h", #include "../win32/dsound.h" - open folder win32 and add both files, here links where you can find these files - open file win_glimp.cpp and change char *temp; to const char *temp; - open file win_shared.cpp and change floor((coarse + 25) / 50) * 50; to floor((double)(coarse + 25) / 50) * 50; -
Github.com
Github.com
- change
((abs(3 * freq -total) > 3*TOLERANCE )||
(abs(3 * freq2-total) > 3*TOLERANCE )||
(abs(3 * freq3-total) > 3*TOLERANCE )));
to
((abs((double)(3 * freq -total) > 3*TOLERANCE ))||
(abs((double)(3 * freq2-total) > 3*TOLERANCE ))||
(abs((double)(3 * freq3-total) > 3*TOLERANCE ))));
9. Folder renderer, open file tr_image.cpp in VC++, find and change char * to const char * - open file tr_font.cpp, find and change int i=0; to i=0; above this add int i; - FontIndexMap_t::iterator it to it above this add FontIndexMap_t::iterator it; - int iF> to iF> above this add int iFontToFind;
10.
Folder client, open snd_dma.cpp in VC++, find and change int i = eBGRNDTRACK_DATABEGIN; to i = eBGRNDTRACK_DATABEGIN; above this add int i; - int iChannel=0; to iChannel=0; above this add int iChannel; - open file cl_keys.cpp and change char *str; to const char *str; - open file cl_cin.cpp and change (abs(thisTime - cinTable[currentHandle].lastTime))>100) to (abs(thisTime - (double)cinTable[currentHandle].lastTime))>100)
11. Folder qcommon, open file files_pc.cpp, find and change (abs(ftFinalFile.dwLowDateTime - ftDataFile.dwLowDateTime) to (abs((double)(ftFinalFile.dwLowDateTime - ftDataFile.dwLowDateTime)) - char *FS_ShiftedStrStr to const char *FS_ShiftedStrStr - open file cm_terrain.cpp, after #include "../qcommon/exe_headers.h" add #pragma warning(disable : 4918) - open file stringed_ingame.cpp and change while ((p=strchr(str.c_str(),cReplace[i]))!=NULL) to while ((p=(char*)strchr(str.c_str(),cReplace[i]))!=NULL)
12. Folder win32, open file winquake.rc in Notepad, find all winres.h and change to winresrc.h

//Winded (creating server)
13. Folder rmg, open file rm_terrain.cpp in VC++, find and change
int iWidth, iHeight, seed;
char *ptr;
to
#ifndef DEDICATED
int iWidth, iHeight, seed;
char *ptr;
#endif
14. Folder qcommon, open file cm_terrain.cpp in VC++, find and change
int iWidth, iHeight;
to
#ifndef DEDICATED
int iWidth, iHeight;
#endif
15. Folder win32, open file WinDed.rc in Notepad, find all afxres.h and change to winresrc.h

That's all, ssory, that i couldn't show orginal former Raven company source, because have else much errors and warnings than this. Now you can compile your own mods. Good luck.

Add mod Mods
Battle Stars

Battle Stars

Third Person Shooter

Extended version Jedi Academy my work compatible also with a mod Knight of the Force...

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