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ForumsDiscussion Forum → Stalax - The Jedi Academy's Revolution
Stalax - The Jedi Academy's Revolution
2008-02-22, 3:23 AM #1
Hello,
I've been working hard on a project since August 2007, it's a mod for Jedi Academy, called Stalax.

Stalax is a mod which make you able to create your own mod very easily with the TCL programming language, you make some scripts and you run them directly on the server without having to restart it.

You can use Stalax in your maps, to create new entities, run a lot of commands when they are used.

Like this : www.stalax.net/doku.php/help:tutorials:maptcl:firstent

With TCL, you can do anything you want, go to a MySQL database, link your server to an IRC one...

Videos of a lot of things made with TCL :

Guided Missile (With camera in it!) :
Sourcecode : http://www.stalax.net/doku.php/downloads:serverscripts:guidedmissile
http://youtube.com/watch?v=H4JB5yCgGOs

Planting/Defusing a bomb :
http://youtube.com/watch?v=BwQ1Zq1D7WI
http://youtube.com/watch?v=Vh_QH5zXEXc

Fly without wings........ :
http://youtube.com/watch?v=yZE8EK8HGq0

Control a NPC, protect it, and make it come back to it's default position :
http://youtube.com/watch?v=FiM84fXYfeE

Making a client side plugin, with the LMenu feature, to limit the console usage [http://lugor.mine.nu/phpBB2/images/smiles/icon_smile.gif]
http://youtube.com/watch?v=ApbuKKe16jw

Extra features, coming soon :

func_vehicle and the movewith feature (the feature that makes door moving on the vehicle) :
http://youtube.com/watch?v=SN4WLMf6zIU

Physics engine coming soon...
> A little sphere : http://www.youtube.com/watch?v=TscOs75YdsQ
> A "stress test" with a lot of friends : http://youtube.com/watch?v=gA7M67q920Q

More Info :

There isn't any stable release yet, I'm coding alone and releasing DailyBuilds every day.
You can try it, report bugs on the forums if there are some and I'll fix them immediately.
That's the only thing you can if you want to help me.
http://www.stalax.net/doku.php/downloads

I recently integrated MySQLTCL inside it, that means you can use a mysql database from your scripts.
Fully integrated, you don't need a .dll or a .so file, I'll write a tutorial later on that.

TCL Basics, very easy : www.stalax.net/doku.php/help:tutorials:tclgen:tclbasics

Thanks,
Eltran.
2008-02-22, 4:00 AM #2
The physics engine is cool, I'll give you that. But some of the possibilities seem a little pointless
Sneaky sneaks. I'm actually a werewolf. Woof.
2008-02-22, 4:01 AM #3
From what you describe it sounds like it has a lot of potential. It's also over four years late. :(
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2008-02-22, 7:23 AM #4
set it up in #massassi so every time someone says mb is fat a ewok falls from the sky

that would make for a good game i thikn
gbk is 50 probably

MB IS FAT
2008-02-22, 8:36 AM #5
I'm not really convinced on the physics engine...?
SnailIracing:n(500tpostshpereline)pants
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2008-02-22, 9:03 AM #6
That seems really amazing, yet useless for a barely played game.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2008-02-22, 9:50 AM #7
Originally posted by NoESC:
set it up in #massassi so every time someone says mb is fat a ewok falls from the sky

that would make for a good game i thikn


cosigning this post
2008-02-22, 10:44 AM #8
DailyBuild Released !
You can now download it at http://files.filefront.com/Stalax+008+DailyBuild+220208/;9683052;/fileinfo.html

Included :
Bomb.bsp, .map, .tcl -> How to make a timed defusable bomb!
Teleporter.bsp, .map, .tcl -> A teleporting terminal.
Password.bsp, .map, .tcl -> Password terminal, opens the door if the password typed in the console is good.

More infos @ www.stalax.net/doku.php/downloads:dailybuilds:008-22-02-08

I recommend you to see password.tcl first, because bomb.tcl require some skills, but you could try it too ;)

Have fun!
2008-02-22, 12:47 PM #9
Have you done or planning on doing anything on MP NPC AI?

What I mean is, AI in MP only target one player and focus on him till he or the NPC dies. Are you going to do something with the AI so he can "decide" on what player to shoot at when presented with 2 or more players?
SnailIracing:n(500tpostshpereline)pants
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2008-02-22, 12:52 PM #10
Originally posted by Echoman:
Have you done or planning on doing anything on MP NPC AI?

What I mean is, AI in MP only target one player and focus on him till he or the NPC dies. Are you going to do something with the AI so he can "decide" on what player to shoot at when presented with 2 or more players?


Hmmm yeah I can plan that, like... The NPC will focus on another player if this one does greater damages than the other guy it was focusing... Or maybe I can do that the NPC attacks automatically the closest enemy in front of him. If there's a better "strategy", feel free to tell me that, I don't have a lot of ideas on making the NPC's AI Better.
2008-02-22, 1:02 PM #11
Could you implement the AI to respond like this?

[http://www.penny-arcade.com/images/2008/20080201.jpg]
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2008-02-22, 1:21 PM #12
Holy **** I hadn't seen that PA yet, that's hilarious :D :D
2008-02-22, 1:23 PM #13
Originally posted by Eltran:
Hmmm yeah I can plan that, like... The NPC will focus on another player if this one does greater damages than the other guy it was focusing... Or maybe I can do that the NPC attacks automatically the closest enemy in front of him. If there's a better "strategy", feel free to tell me that, I don't have a lot of ideas on making the NPC's AI Better.


Well, with the gun turret sentries (the machines that hang from walls and shoot), they shoot basically at the nearest player in a radius. It's basic but somewhat effective. Right now, NPCs "lock" on one guy and everyone else can just dance 2 feet in front of him and he won't mind. Atleast there is some sort of threat assessment here, the closest danger needs to be shot at.

It would be interesting, with the above hint, if you can even investigate something with the AI and teams (RED and BLUE). Some AI side with one team and other AI just shoot anything for no real reason. But it seems you are busy so I won't bombard you with "demands".
SnailIracing:n(500tpostshpereline)pants
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2008-02-22, 5:46 PM #14
Not an original concept (think Garry's Mod) which makes me surprised this sort of mod isn't made more often. Could be interesting. I suggest you go check out Garry's Mod... the $10 Steam version... if you haven't already, if only because it's been in development longer and there might be some ideas in there you could use to improve your JA mod.

I think I'd prefer LUA over whatever language you're using (I like C based languages, very flexible syntax), but if you're as far along in development as you seem to me to be, you should probably stick with what you have.

2008-02-22, 10:11 PM #15
Garrys Mod 10 is quite possibly the best ten dollars anyone can ever spend.
2008-02-23, 7:09 AM #16
Actually he doesn't call it 10 often. And I'm pretty sure with the 2007 engine update he bumped that internal version number to 11.

2008-04-08, 4:20 PM #17
Originally posted by The Mega-ZZTer:
I think I'd prefer LUA over whatever language you're using (I like C based languages, very flexible syntax), but if you're as far along in development as you seem to me to be, you should probably stick with what you have.


Yeah but I've chosen TCL because it's my favourite language and I think it's really easy... I never touched Lua so I don't have to compare TCL and Lua, but in TCL, there are integrated sockets, and a lot of tcl scripts like md5, ftp client and server, http requests, smtp protocol, IRC,... were written without the need of a DLL...

Quote:
(I like C based languages, very flexible syntax)
I just saw somewhere that you can write and inject some C code into a TCL script like this :

Code:
critcl::cproc compare {char *s1 char *s2} int {
          return strcmp(s1,s2);    /* this is C code */
}
puts "C compare result = [compare a b]"
I've been working hard on the physics engine, not really perfect, waiting for a quick answer from a friend :

http://stalax.net/StaPhysics_3.wmv

And I'm releasing some scripts if you'd like to see what does look like TCL : http://forums.stalax.net/viewforum.php?f=42

And I'm translating a TCL tutorial which gives you the ability to make your own item, yes, to make the item interacts on you when you touch it and when it respawns, here a sample, a megahealth which gives you 100 hp only if you have less than 100 hp :

Code:
proc hugepacTouch { ent user } {
    if {[clHealth $user] < 100 && [clHealth $user] > 0} {
        clPrint $user "Obtained : HugePac, restore 100 life points."
        clHealth $user 100
        itemPickup $ent $user
    }
}
 
proc hugepacRespawn { ent } {
    itemRespawn $ent
}


That's it!
2008-04-08, 5:33 PM #18
NECROMICE
WHERE THAT PICTURE!
2008-04-08, 5:46 PM #19
Would it be possible to use an existing, free physics engine like Newton Game Dynamics or Bullet? Assuming you could pass level geometry data to the physics engine I see no reason why you couldn't do it.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2008-04-08, 6:05 PM #20
Originally posted by Tiberium_Empire:
NECROMICE
WHERE THAT PICTURE!


Learn to stop trolling once in your life.

Quote:
Would it be possible to use an existing, free physics engine like Newton Game Dynamics or Bullet? Assuming you could pass level geometry data to the physics engine I see no reason why you couldn't do it.


I remember a mod trying to do that once. Maybe it was the Open Jedi Project. If I recall, there were big issues due to the fact Raven never completely released the necessary code for MP for it to work.

But I'll hand it to the guy if he manages to implement a physics engine for JA.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2008-04-08, 10:52 PM #21
Originally posted by Emon:
Would it be possible to use an existing, free physics engine like Newton Game Dynamics or Bullet? Assuming you could pass level geometry data to the physics engine I see no reason why you couldn't do it.


Yes, the physics engine I'm using is Bullet, I tried to use Newton but I got blocked because I didn't understand the "matrix" and stuff... Maybe I have to wait for Havok, I'll use it only if I can compile it statically, I hate DLLs...
2008-04-08, 10:57 PM #22
Oh yeah, isn't Havok releasing something for free (or atleast under some license agreement) for those who want to try to implement physics for software?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2008-04-08, 11:18 PM #23
Originally posted by Echoman:
Oh yeah, isn't Havok releasing something for free (or atleast under some license agreement) for those who want to try to implement physics for software?


Yes, the Havok Complete pack will be released for free, I hope there will be a BSP example in it... And I hope that I'll be able to do a static link, I really hate those DLL files =/
2008-04-08, 11:29 PM #24
Uh, why?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2008-04-08, 11:31 PM #25
Originally posted by Emon:
Uh, why?


It's like because if you run on a linux, you won't be able to run the mod because the lib.so file won't be installed inside the /usr/lib directory, you'll have to ask the host then to install it, but in most cases he will decline and I never know why... so that's why I prefer to integrate everything.
2008-04-09, 3:05 PM #26
Sorry for double posting but... get ready to open your window and shout WTF all round because...

err...

yeah...

ok then...

THE PHYSICS ENGINE IS FINALLY PERFECTLY WORKING, YAAARRRRRRR


http://www.youtube.com/watch?v=sc0Gnpipt4I

HAVE FUN PPL LOL !
2008-04-09, 3:14 PM #27
Dear god that is amazing.
2008-04-09, 3:19 PM #28
That doesnt look too perfect towards the end >_>
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2008-04-09, 3:20 PM #29
That looks pretty cool, but why is it all slow and flickery?
Warhead[97]
2008-04-09, 3:20 PM #30
awesome.. can you do it for DFII?
"Nulla tenaci invia est via"
2008-04-09, 3:26 PM #31
It's slow because that's me, I set the physics gravity to a very low value to test it correctly, don't worry ;)

The cube flashes... Hmm I don't know why they are but I'll check that bug later.
2008-04-09, 3:28 PM #32
Originally posted by Eltran:
It's like because if you run on a linux, you won't be able to run the mod because the lib.so file won't be installed inside the /usr/lib directory, you'll have to ask the host then to install it, but in most cases he will decline and I never know why... so that's why I prefer to integrate everything.


It's probably because linux isn't the operating system you should be using if you want to play games.
2008-04-09, 7:03 PM #33
Pretty cool progress.

It would be interesting to watch it full speed. Can the players physically interact with the objects yet?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2008-04-12, 9:49 AM #34
Hey guys,
I'm going to take a break about the physics because I think I have to release the mod without the physics just for you if you'd like to see what does look like the TCL programming language and what you can do with that, and if I continue to add some features, I will never release it, so I think it'd be better for me to release it with some examples...

I want to put a lot of examples inside it, so if you have some ideas of anything you have never seen and would like to see it (please think simple LOL, don't ask something like "eating a rancor" and stuff...), please post them and I'll see if I can include your ideas in the examples.

I'll include in the package :

- Easier way to make an elevator with 10 floors and a button that allows you to select the floor you want to go,
- A camera entity,
- A better bomb with an easier way to make a timer,...
- Grabbing entity,
- Custom items,
- Sample user accounts system with INI files storing,
- Sample mysql database management,
- Sending a mail,
- Repairing ships,
- InstaGib gameplay,
- Who Is Where Terminal, listing every connected players and telling where they are (playing with triggers).

Got some ideas like these ? Tell me more ! I'd really enjoy to make some more examples, TCL is a very easy language so I'd really like to make it easy to learn.

It could take less than 5 days for me to release it.

Thanks,
Eltran.
2008-04-12, 5:47 PM #35
Originally posted by Z@NARDI:
awesome.. can you do it for DFII?

. :awesomelon:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2008-04-14, 4:37 PM #36
Hey,

I opened a beta section in the forum, if you are interested to test out the mod and try to write a script before the official release then you can fill the form there : http://forums.stalax.net/viewtopic.php?f=50&t=71

I'm going to set up some cvars for the physics gravity and timesteps to help me finding the real and true values to get a smooth and realistic movement of the object, I need 30 members.

I'll begin to release betas once I finish to write the entire documentation about Main, Entity and Client categories here : www.stalax.net and once I'll be done writing a tutorial which tells you how to put a physics object inside a map (yeah because it's kinda hard this time, you must have 2 bsp, the original one with lights and stuff, and the other one compiled in the Quake3 format, because I don't know how to load Raven's BSP format properly...

Thanks,
Eltran.
2008-06-23, 2:28 AM #37
So, I'm back, nothing else to do in July, so I'm going to work harder on the physics engine, (maybe try to use Newton, I can't use Havok because it's only on windows, I can see :(, or... I'll maybe cook my own...), and I'm working on a npc conversation script... I'd need your advice...

What would be the best way to talk with NPCs for those who won't have the client plugin ?
Show the sentence they say in the center of screen and you can choose the word to say with the "lightsaber style cycling button" and validate your choice with the ENTER button ?

I'm going to remove the MySQL support, because I can't really integrate it statically under linux in order to get rid of the libmysqlclient.so.15 file. I'll do a sample script which do a HTTP request in a php web page, and the php script does the mysql job. It's safer.

And I'm gonna start a project called StAdmin, cool admin interface like JAPlus.

That's it for the moment :P
2008-06-23, 9:16 AM #38
Any luck with player interaction with physic objects?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2008-12-07, 8:36 AM #39
I'm back, many things have changed, Stalax is no longer on TCL but now it's Lua !

Sorry if the documentation is incomplete there [url]www.stalax.net[/url] because I don't have a lot of time to finish it. But I can answer your questions here and on the forum.

The package comes with an example map with a password terminal, you'll have to type the password into the console and directly into the chat.
There is an example of a conversation with a NPC Luke,
And something a little like Portal where you have to grab a crate and drop it on a button to open the door.

Source code of the map is included, you will find every example scripts into the lua/sta_tour folder.
If you have any trouble with the demo map, you can check out the readme.

Here's the 1.0 version !
http://www.stalax.net/Stalax_v1.0.zip

For Linux : http://www.stalax.net/Stalax_v1.0_Linux.zip

If you have any questions : [url]www.stalax.net/forums[/url]
Have fun guys !

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