mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-01 08:31:53 +00:00
Changes for Early Access Build
Mods credits Default config Remove JA Updated NPCs config Copy mods and no_copy check
This commit is contained in:
parent
d2b1beab32
commit
7da0784d4b
8 changed files with 167 additions and 444 deletions
5
.gitignore
vendored
5
.gitignore
vendored
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@ -43,3 +43,8 @@ assets/pak0.pk3
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assets/sp_pak_weapons.pk3
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assets/sp_pak_weapons.pk3
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assets/z_zvr_weapons.pk3
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assets/z_zvr_weapons.pk3
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assets/sp_vpak8.pk3
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assets/sp_vpak8.pk3
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assets/GGDynamicWeapons.pk3
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assets/Haps_Stormtrooper.pk3
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assets/Kyle's_lightsaber_hilt_hd.pk3
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assets/UltimateSounds_JK2.pk3
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assets/z_bryar_ashura.pk3
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@ -15,7 +15,7 @@ JK2_CODE_PATH := $(OPENJK_PATH)/codeJK2
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APP_ALLOW_MISSING_DEPS=true
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APP_ALLOW_MISSING_DEPS=true
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APP_MODULES := gl4es rd-gles-jo_arm jogamearm openjk_jo rd-gles-ja_arm jagamearm openjk_ja
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APP_MODULES := gl4es rd-gles-jo_arm jogamearm openjk_jo
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APP_STL := c++_shared
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APP_STL := c++_shared
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@ -26,10 +26,3 @@ include $(OPENJK_PATH)/Android_gles_jo.mk
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include $(OPENJK_PATH)/Android_client_jo.mk
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include $(OPENJK_PATH)/Android_client_jo.mk
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include $(OPENJK_PATH)/Android_game_jo.mk
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include $(OPENJK_PATH)/Android_game_jo.mk
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# Jedi Academy
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include $(OPENJK_PATH)/Android_gles_ja.mk
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include $(OPENJK_PATH)/Android_client_ja.mk
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include $(OPENJK_PATH)/Android_game_ja.mk
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@ -1,140 +0,0 @@
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LOCAL_PATH := $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE := openjk_ja
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LOCAL_CFLAGS := $(JK3_BASE_CFLAGS)
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LOCAL_CPPFLAGS := $(JK3_BASE_CPPFLAGS) -DBOTLIB -D_JK2EXE -DJKVR_CLIENT
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LOCAL_LDLIBS := $(JK3_BASE_LDLIBS)
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LOCAL_LDLIBS += -lGLESv3 -landroid -lEGL -llog -lz -lOpenSLES
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#Needed so lib can be loaded (_exit error)
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LOCAL_LDLIBS += -fuse-ld=bfd
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LOCAL_STATIC_LIBRARIES := sigc libzip libpng libminizip
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LOCAL_SHARED_LIBRARIES := openxr_loader gl4es
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LOCAL_C_INCLUDES := $(JK3_BASE_C_INCLUDES) $(TOP_DIR) $(TOP_DIR)/JKVR $(GL4ES_PATH) $(GL4ES_PATH)/include $(JK3_CODE_PATH)/game $(SUPPORT_LIBS)/minizip/include $(JK3_CODE_PATH)/rd-gles $(JK3_CODE_PATH)/rd-common
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#############################################################################
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# CLIENT/SERVER
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#############################################################################
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JK3_SRC = \
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${JK3_CODE_PATH}/android/in_android.cpp \
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${JK3_CODE_PATH}/android/android_main.cpp \
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${JK3_CODE_PATH}/android/android_snd.cpp \
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${JK3_CODE_PATH}/android/android_window.cpp \
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\
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${JK3_CODE_PATH}/client/cl_cgame.cpp \
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${JK3_CODE_PATH}/client/cl_cin.cpp \
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${JK3_CODE_PATH}/client/cl_console.cpp \
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${JK3_CODE_PATH}/client/cl_input.cpp \
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${JK3_CODE_PATH}/client/cl_keys.cpp \
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${JK3_CODE_PATH}/client/cl_main.cpp \
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${JK3_CODE_PATH}/client/cl_mp3.cpp \
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${JK3_CODE_PATH}/client/cl_parse.cpp \
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${JK3_CODE_PATH}/client/cl_scrn.cpp \
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${JK3_CODE_PATH}/client/cl_ui.cpp \
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${JK3_CODE_PATH}/client/snd_ambient.cpp \
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${JK3_CODE_PATH}/client/snd_dma.cpp \
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${JK3_CODE_PATH}/client/snd_mem.cpp \
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${JK3_CODE_PATH}/client/snd_mix.cpp \
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${JK3_CODE_PATH}/client/snd_music.cpp \
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${JK3_CODE_PATH}/client/vmachine.cpp \
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${JK3_CODE_PATH}/qcommon/cm_load.cpp \
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${JK3_CODE_PATH}/qcommon/cm_patch.cpp \
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${JK3_CODE_PATH}/qcommon/cm_polylib.cpp \
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${JK3_CODE_PATH}/qcommon/cm_test.cpp \
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${JK3_CODE_PATH}/qcommon/cm_trace.cpp \
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${JK3_CODE_PATH}/qcommon/cmd.cpp \
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${JK3_CODE_PATH}/qcommon/common.cpp \
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${JK3_CODE_PATH}/qcommon/cvar.cpp \
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${JK3_CODE_PATH}/qcommon/files.cpp \
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${JK3_CODE_PATH}/qcommon/md4.cpp \
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${JK3_CODE_PATH}/qcommon/msg.cpp \
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${JK3_CODE_PATH}/qcommon/net_chan.cpp \
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${JK3_CODE_PATH}/qcommon/q_shared.cpp \
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${JK3_CODE_PATH}/qcommon/stringed_ingame.cpp \
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${JK3_CODE_PATH}/qcommon/stringed_interface.cpp \
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${JK3_CODE_PATH}/qcommon/strip.cpp \
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${JK3_CODE_PATH}/qcommon/persistence.cpp \
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${JK3_CODE_PATH}/qcommon/z_memman_pc.cpp \
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${JK3_CODE_PATH}/qcommon/ojk_saved_game.cpp \
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${SHARED_PATH}/qcommon/safe/files.cpp \
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${JK3_CODE_PATH}/server/exe_headers.cpp \
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${JK3_CODE_PATH}/server/sv_ccmds.cpp \
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${JK3_CODE_PATH}/server/sv_client.cpp \
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${JK3_CODE_PATH}/server/sv_game.cpp \
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${JK3_CODE_PATH}/server/sv_init.cpp \
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${JK3_CODE_PATH}/server/sv_main.cpp \
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${JK3_CODE_PATH}/server/sv_savegame.cpp \
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${JK3_CODE_PATH}/server/sv_snapshot.cpp \
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${JK3_CODE_PATH}/server/sv_world.cpp \
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${JK3_CODE_PATH}/game/genericparser2.cpp \
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${JK3_CODE_PATH}/mp3code/cdct.c \
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${JK3_CODE_PATH}/mp3code/csbt.c \
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${JK3_CODE_PATH}/mp3code/csbtb.c \
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${JK3_CODE_PATH}/mp3code/csbtl3.c \
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${JK3_CODE_PATH}/mp3code/cup.c \
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${JK3_CODE_PATH}/mp3code/cupini.c \
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${JK3_CODE_PATH}/mp3code/cupl1.c \
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${JK3_CODE_PATH}/mp3code/cupl3.c \
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${JK3_CODE_PATH}/mp3code/cwin.c \
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${JK3_CODE_PATH}/mp3code/cwinb.c \
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${JK3_CODE_PATH}/mp3code/cwinm.c \
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${JK3_CODE_PATH}/mp3code/hwin.c \
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${JK3_CODE_PATH}/mp3code/l3dq.c \
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${JK3_CODE_PATH}/mp3code/l3init.c \
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${JK3_CODE_PATH}/mp3code/mdct.c \
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${JK3_CODE_PATH}/mp3code/mhead.c \
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${JK3_CODE_PATH}/mp3code/msis.c \
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${JK3_CODE_PATH}/mp3code/towave.c \
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${JK3_CODE_PATH}/mp3code/uph.c \
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${JK3_CODE_PATH}/mp3code/upsf.c \
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${JK3_CODE_PATH}/mp3code/wavep.c \
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${JK3_CODE_PATH}/ui/ui_atoms.cpp \
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${JK3_CODE_PATH}/ui/ui_connect.cpp \
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${JK3_CODE_PATH}/ui/ui_main.cpp \
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${JK3_CODE_PATH}/ui/ui_saber.cpp \
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${JK3_CODE_PATH}/ui/ui_shared.cpp \
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${JK3_CODE_PATH}/ui/ui_syscalls.cpp \
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${SHARED_PATH}/sys/sys_event.cpp \
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${SHARED_PATH}/sys/con_log.cpp \
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${SHARED_PATH}/sys/sys_unix.cpp \
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${SHARED_PATH}/sys/con_tty.cpp \
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\
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${SHARED_PATH}/qcommon/q_color.c \
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${SHARED_PATH}/qcommon/q_math.c \
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${SHARED_PATH}/qcommon/q_string.c \
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${SHARED_PATH}/qcommon/safe/string.cpp \
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JKVR_SRC_FILES := ${TOP_DIR}/JKVR/JKVR_SurfaceView.cpp \
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${TOP_DIR}/JKVR/TBXR_Common.cpp \
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${TOP_DIR}/JKVR/VrInputCommon.cpp \
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${TOP_DIR}/JKVR/VrInputDefault.cpp \
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${TOP_DIR}/JKVR/VrInputWeaponAlign.cpp \
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${TOP_DIR}/JKVR/argtable3.c \
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${TOP_DIR}/JKVR/OpenXrInput.cpp
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LOCAL_SRC_FILES += $(JK3_SRC) $(JKVR_SRC_FILES)
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include $(BUILD_SHARED_LIBRARY)
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$(call import-module,AndroidPrebuilt/jni)
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@ -1,211 +0,0 @@
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LOCAL_PATH := $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE := jagamearm
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LOCAL_CFLAGS := $(JK3_BASE_CFLAGS) -DSP_GAME
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LOCAL_CPPFLAGS := $(JK3_BASE_CPPFLAGS) -DSP_GAME
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LOCAL_LDLIBS := $(JK3_BASE_LDLIBS)
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LOCAL_LDLIBS += -llog -lz
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#LOCAL_STATIC_LIBRARIES := s-setup lz
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LOCAL_SHARED_LIBRARIES :=
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LOCAL_C_INCLUDES := $(JK3_BASE_C_INCLUDES) $(TOP_DIR) $(GL4ES_PATH) $(GL4ES_PATH)/include $(JK3_CODE_PATH)/game $(TOP_DIR)/SupportLibs/openal/include $(JK3_CODE_PATH)/rd-gles $(JK3_CODE_PATH)/rd-common
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JK3_SRC = \
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code/game/AI_Animal.cpp \
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code/game/AI_AssassinDroid.cpp \
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code/game/AI_Atst.cpp \
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code/game/AI_BobaFett.cpp \
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code/game/AI_Civilian.cpp \
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code/game/AI_Default.cpp \
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code/game/AI_Droid.cpp \
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code/game/AI_GalakMech.cpp \
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code/game/AI_Grenadier.cpp \
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code/game/AI_HazardTrooper.cpp \
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code/game/AI_Howler.cpp \
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code/game/AI_ImperialProbe.cpp \
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code/game/AI_Interrogator.cpp \
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code/game/AI_Jedi.cpp \
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code/game/AI_Mark1.cpp \
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code/game/AI_Mark2.cpp \
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code/game/AI_MineMonster.cpp \
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code/game/AI_Rancor.cpp \
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code/game/AI_Remote.cpp \
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code/game/AI_RocketTrooper.cpp \
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code/game/AI_SaberDroid.cpp \
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code/game/AI_SandCreature.cpp \
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code/game/AI_Seeker.cpp \
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code/game/AI_Sentry.cpp \
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code/game/AI_Sniper.cpp \
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code/game/AI_Stormtrooper.cpp \
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code/game/AI_Tusken.cpp \
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code/game/AI_Utils.cpp \
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code/game/AI_Wampa.cpp \
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code/game/g_active.cpp \
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code/game/g_breakable.cpp \
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code/game/g_camera.cpp \
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code/game/g_client.cpp \
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code/game/g_cmds.cpp \
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code/game/g_combat.cpp \
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code/game/g_emplaced.cpp \
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code/game/g_functions.cpp \
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code/game/g_fx.cpp \
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code/game/g_inventory.cpp \
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code/game/g_itemLoad.cpp \
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code/game/g_items.cpp \
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code/game/g_main.cpp \
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code/game/g_mem.cpp \
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code/game/g_misc.cpp \
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code/game/g_misc_model.cpp \
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code/game/g_missile.cpp \
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code/game/g_mover.cpp \
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code/game/g_nav.cpp \
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code/game/g_navigator.cpp \
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code/game/g_navnew.cpp \
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code/game/g_object.cpp \
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code/game/g_objectives.cpp \
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code/game/g_rail.cpp \
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code/game/g_ref.cpp \
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code/game/g_roff.cpp \
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code/game/g_savegame.cpp \
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code/game/g_session.cpp \
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code/game/g_spawn.cpp \
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code/game/g_svcmds.cpp \
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code/game/g_target.cpp \
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code/game/G_Timer.cpp \
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code/game/g_trigger.cpp \
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code/game/g_turret.cpp \
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code/game/g_usable.cpp \
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code/game/g_utils.cpp \
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code/game/g_weapon.cpp \
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code/game/g_weaponLoad.cpp \
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code/game/genericparser2.cpp \
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code/game/NPC.cpp \
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code/game/NPC_behavior.cpp \
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code/game/NPC_combat.cpp \
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code/game/NPC_goal.cpp \
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code/game/NPC_misc.cpp \
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code/game/NPC_move.cpp \
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code/game/NPC_reactions.cpp \
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code/game/NPC_senses.cpp \
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code/game/NPC_sounds.cpp \
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code/game/NPC_spawn.cpp \
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code/game/NPC_stats.cpp \
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code/game/NPC_utils.cpp \
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code/game/Q3_Interface.h \
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code/game/wp_atst.cpp \
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code/game/wp_blaster_pistol.cpp \
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code/game/wp_blaster_rifle.cpp \
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code/game/wp_bot_laser.cpp \
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code/game/wp_bowcaster.cpp \
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code/game/wp_concussion.cpp \
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code/game/wp_demp2.cpp \
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code/game/wp_det_pack.cpp \
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code/game/wp_disruptor.cpp \
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code/game/wp_emplaced_gun.cpp \
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code/game/wp_flechette.cpp \
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code/game/wp_melee.cpp \
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code/game/wp_noghri_stick.cpp \
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code/game/wp_repeater.cpp \
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code/game/wp_rocket_launcher.cpp \
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code/game/wp_saber.cpp \
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code/game/wp_saberLoad.cpp \
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code/game/wp_stun_baton.cpp \
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code/game/wp_thermal.cpp \
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code/game/wp_trip_mine.cpp \
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code/game/wp_tusken.cpp \
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code/game/Q3_Interface.cpp \
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code/game/bg_misc.cpp \
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code/game/bg_pangles.cpp \
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code/game/bg_panimate.cpp \
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code/game/bg_pmove.cpp \
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code/game/bg_slidemove.cpp \
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code/game/AnimalNPC.cpp \
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code/game/bg_vehicleLoad.cpp \
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code/game/FighterNPC.cpp \
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code/game/g_vehicles.cpp \
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code/game/SpeederNPC.cpp \
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code/game/WalkerNPC.cpp \
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code/cgame/cg_camera.cpp \
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code/cgame/cg_consolecmds.cpp \
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code/cgame/cg_credits.cpp \
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code/cgame/cg_draw.cpp \
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code/cgame/cg_drawtools.cpp \
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code/cgame/cg_effects.cpp \
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code/cgame/cg_ents.cpp \
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code/cgame/cg_event.cpp \
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code/cgame/cg_headers.cpp \
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code/cgame/cg_info.cpp \
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code/cgame/cg_lights.cpp \
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code/cgame/cg_localents.cpp \
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code/cgame/cg_main.cpp \
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code/cgame/cg_marks.cpp \
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|
||||||
code/cgame/cg_players.cpp \
|
|
||||||
code/cgame/cg_playerstate.cpp \
|
|
||||||
code/cgame/cg_predict.cpp \
|
|
||||||
code/cgame/cg_scoreboard.cpp \
|
|
||||||
code/cgame/cg_servercmds.cpp \
|
|
||||||
code/cgame/cg_snapshot.cpp \
|
|
||||||
code/cgame/cg_syscalls.cpp \
|
|
||||||
code/cgame/cg_text.cpp \
|
|
||||||
code/cgame/cg_view.cpp \
|
|
||||||
code/cgame/cg_weapons.cpp \
|
|
||||||
code/cgame/FX_ATSTMain.cpp \
|
|
||||||
code/cgame/FX_Blaster.cpp \
|
|
||||||
code/cgame/FX_Bowcaster.cpp \
|
|
||||||
code/cgame/FX_BryarPistol.cpp \
|
|
||||||
code/cgame/FX_Concussion.cpp \
|
|
||||||
code/cgame/FX_DEMP2.cpp \
|
|
||||||
code/cgame/FX_Disruptor.cpp \
|
|
||||||
code/cgame/FX_Emplaced.cpp \
|
|
||||||
code/cgame/FX_Flechette.cpp \
|
|
||||||
code/cgame/FX_HeavyRepeater.cpp \
|
|
||||||
code/cgame/FX_NoghriShot.cpp \
|
|
||||||
code/cgame/FX_RocketLauncher.cpp \
|
|
||||||
code/cgame/FX_TuskenShot.cpp \
|
|
||||||
code/cgame/FxPrimitives.cpp \
|
|
||||||
code/cgame/FxScheduler.cpp \
|
|
||||||
code/cgame/FxSystem.cpp \
|
|
||||||
code/cgame/FxTemplate.cpp \
|
|
||||||
code/cgame/FxUtil.cpp \
|
|
||||||
code/ui/gameinfo.cpp \
|
|
||||||
code/qcommon/tri_coll_test.cpp \
|
|
||||||
code/qcommon/q_shared.cpp \
|
|
||||||
code/icarus/BlockStream.cpp \
|
|
||||||
code/icarus/IcarusImplementation.cpp \
|
|
||||||
code/icarus/Sequence.cpp \
|
|
||||||
code/icarus/Sequencer.cpp \
|
|
||||||
code/icarus/TaskManager.cpp \
|
|
||||||
code/Ratl/ratl.cpp \
|
|
||||||
code/Ravl/CBounds.cpp \
|
|
||||||
code/Ravl/CVec.cpp \
|
|
||||||
code/Rufl/hfile.cpp \
|
|
||||||
code/Rufl/hstring.cpp \
|
|
||||||
\
|
|
||||||
${SHARED_PATH}/qcommon/q_color.c \
|
|
||||||
${SHARED_PATH}/qcommon/q_math.c \
|
|
||||||
${SHARED_PATH}/qcommon/q_string.c \
|
|
||||||
${SHARED_PATH}/qcommon/safe/string.cpp \
|
|
||||||
${SHARED_PATH}/qcommon/safe/files.cpp \
|
|
||||||
|
|
||||||
LOCAL_SRC_FILES += $(JK3_SRC)
|
|
||||||
|
|
||||||
|
|
||||||
include $(BUILD_SHARED_LIBRARY)
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,81 +0,0 @@
|
||||||
|
|
||||||
LOCAL_PATH := $(call my-dir)
|
|
||||||
|
|
||||||
|
|
||||||
include $(CLEAR_VARS)
|
|
||||||
|
|
||||||
|
|
||||||
LOCAL_MODULE := rd-gles-ja_arm
|
|
||||||
|
|
||||||
|
|
||||||
LOCAL_CFLAGS := $(JK3_BASE_CFLAGS) -DHAVE_GLES -DRENDERER -D_JK2EXE -DSP_GAME -Wno-narrowing
|
|
||||||
LOCAL_CPPFLAGS := $(JK3_BASE_CPPFLAGS)
|
|
||||||
|
|
||||||
LOCAL_LDLIBS := $(JK3_BASE_LDLIBS)
|
|
||||||
|
|
||||||
|
|
||||||
LOCAL_LDLIBS += -lGLESv3 -landroid -lEGL -ldl -llog
|
|
||||||
LOCAL_STATIC_LIBRARIES := libpng libjpeg
|
|
||||||
LOCAL_SHARED_LIBRARIES := gl4es
|
|
||||||
|
|
||||||
LOCAL_C_INCLUDES := $(JK3_BASE_C_INCLUDES) $(SUPPORT_LIBS)/libpng $(TOP_DIR) $(JK3_CODE_PATH)/rd-gles $(JK3_CODE_PATH)/rd-common
|
|
||||||
|
|
||||||
|
|
||||||
JK3_SRC = \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/G2_API.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/G2_bolts.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/G2_bones.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/G2_misc.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/G2_surfaces.cpp \
|
|
||||||
${JK3_CODE_PATH}/qcommon/matcomp.cpp \
|
|
||||||
${JK3_CODE_PATH}/qcommon/q_shared.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_arb.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_backend.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_bsp.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_cmds.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_curve.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_draw.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_ghoul2.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_image.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_init.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_light.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_main.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_marks.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_mesh.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_model.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_quicksprite.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_scene.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_shade.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_shade_calc.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_shader.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_shadows.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_skin.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_sky.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_stl.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_subs.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_surface.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_surfacesprites.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_world.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-gles/tr_WorldEffects.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-common/tr_font.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-common/tr_image_load.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-common/tr_image_jpg.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-common/tr_image_tga.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-common/tr_image_png.cpp \
|
|
||||||
${JK3_CODE_PATH}/rd-common/tr_noise.cpp \
|
|
||||||
${OPENJK_PATH}/shared/qcommon/q_math.c \
|
|
||||||
${OPENJK_PATH}/shared/qcommon/q_color.c \
|
|
||||||
${OPENJK_PATH}/shared/qcommon/q_string.c \
|
|
||||||
|
|
||||||
LOCAL_SRC_FILES += $(JK3_SRC)
|
|
||||||
|
|
||||||
|
|
||||||
include $(BUILD_SHARED_LIBRARY)
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
149
assets/packaged_mods_credits.txt
Normal file
149
assets/packaged_mods_credits.txt
Normal file
|
@ -0,0 +1,149 @@
|
||||||
|
The following excellent mods were included in the apk:
|
||||||
|
|
||||||
|
=============================================================================================================================
|
||||||
|
|
||||||
|
BRYAR BLASTER PISTOL
|
||||||
|
|
||||||
|
MODELS : AshuraDX
|
||||||
|
TEXTURES : AshuraDX
|
||||||
|
E-MAIL : ashuradx@yahoo.de
|
||||||
|
VERSION: 1.0
|
||||||
|
|
||||||
|
Description :
|
||||||
|
Well, I made a thing. A pretty Thing.
|
||||||
|
This my rendition of Kyle Katarns Signature blaster, based at it's appeareance in the live action-cutscenes from Dark Forces 2.
|
||||||
|
I originally made this for the DF2 mod which will feature a PBR version of this model but decided to release a version for the base game
|
||||||
|
aswell.
|
||||||
|
|
||||||
|
This weapon works in both games JKA and JK2 and comes with an optional .pk3 to swap the blaster pistol model in JKA for the bryar model.
|
||||||
|
|
||||||
|
BUGS : none
|
||||||
|
|
||||||
|
INSTALL : put the Pk3(s) in your base folder
|
||||||
|
UNINSTAL : remove the Pk3(s) from your base folder
|
||||||
|
|
||||||
|
=============================================================================================================================
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Author:
|
||||||
|
Grab
|
||||||
|
|
||||||
|
File name:
|
||||||
|
GGDynamicWeapons v1.0
|
||||||
|
|
||||||
|
Description:
|
||||||
|
Dynamic light for weapons effects
|
||||||
|
|
||||||
|
Instalation:
|
||||||
|
Take one of these .pk3's and put it into your base folder.
|
||||||
|
|
||||||
|
Known issues:
|
||||||
|
Probably only Seeker's shots are missing dynamic lightning. Might be fixed in future.
|
||||||
|
|
||||||
|
Copyright:
|
||||||
|
Grab
|
||||||
|
|
||||||
|
|
||||||
|
=============================================================================================================================
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Title : HapSlash's Improved Stormtrooper - JO
|
||||||
|
Author : HapSlash
|
||||||
|
E-Mail : slash_happy@yahoo.com
|
||||||
|
Website : www.hapslash.com
|
||||||
|
|
||||||
|
File Name : Haps-Stormtrooper.pk3
|
||||||
|
File Size : 1.23MB
|
||||||
|
Date Released : 02-27-04
|
||||||
|
|
||||||
|
Description
|
||||||
|
The first pk3 includes the Improved Stormtrooper model, which features accurate movie stylings, team skins, complete caps, and full LOD support . This file is set up to replace the default Stormtrooper.
|
||||||
|
|
||||||
|
Also included is a second pk3 which will replace the 3rd person
|
||||||
|
Stormtrooper blaster with my own version of the E-11.
|
||||||
|
|
||||||
|
Installation
|
||||||
|
Simply extract both pk3's to the gamedata/base folder of your Jedi Outcast
|
||||||
|
directory.
|
||||||
|
|
||||||
|
Comments
|
||||||
|
First of all I think that thank's are in order to INFINITY BLADE, who
|
||||||
|
took the time to weight the model & convert it almost 5 times before the
|
||||||
|
finished product was released. Without him this project never would have
|
||||||
|
gotten very far.
|
||||||
|
|
||||||
|
I originally started this upgrade due to the number of problems I had
|
||||||
|
with the original. The main changes are primarily in the head, torso,
|
||||||
|
and knees, with texture changes throughout. Other than the cosmetic
|
||||||
|
changes I also noticed that not all of the body sections had caps on
|
||||||
|
them, with this model I've added them all in.
|
||||||
|
|
||||||
|
Well here it is, my first released model. A lot of hard work, blood,
|
||||||
|
sweat, tears, and almost a years worth of procrastination went into this,...
|
||||||
|
|
||||||
|
Enjoy.
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------------------------------
|
||||||
|
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
=============================================================================================================================
|
||||||
|
|
||||||
|
|
||||||
|
TITLE: REAL sounds
|
||||||
|
AUTHOR: neo
|
||||||
|
E-MAIL: neo_mp5@hotmail.com
|
||||||
|
WEBSITE: none
|
||||||
|
|
||||||
|
FILENAME: myskin.zip
|
||||||
|
FILESIZE: 768 KB
|
||||||
|
DATE RELEASED: 28 september 2005
|
||||||
|
|
||||||
|
CREDITS: ben burtt, for his original sounds, and dveditor, for getting ahold of several of the sounds
|
||||||
|
themselves (http://boards.theforce.net/Fan_Films/b10015/20495395/?278).
|
||||||
|
|
||||||
|
INSTALLATION INSTRUCTIONS: just drop each wav over the wav of the same name in the folder of the
|
||||||
|
same name. If there's an easier way to do this, please let me know.
|
||||||
|
|
||||||
|
If you don't want a specific sound, you can just leave it out. If you want to change it back, I suggest you back
|
||||||
|
up the original sounds somewhere.
|
||||||
|
|
||||||
|
DESCRIPTION: I HATE the sound work in this game, so I figured I'd replace as many as possible with the
|
||||||
|
REAL sounds. these sounds are top possible quality, not just movie rips.
|
||||||
|
|
||||||
|
BUGS: it's too simple to have bugs
|
||||||
|
|
||||||
|
COMMENTS: this is my first mod, and I intend to make more sound mods, and update this one, if possible. I would
|
||||||
|
replace the sounds to the repeater and the force lightning loop, but I can't figure out how to make a wav with
|
||||||
|
a bitrate of 352 kbps. my audio programs only go to 320. help would be appreciated
|
||||||
|
|
||||||
|
If volumes are off, please inform me. If yyou want a specific sound from the movies made into another mod,
|
||||||
|
I likely have the sound, and can probably do that, so e-mail me.
|
||||||
|
|
||||||
|
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
|
||||||
|
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
|
||||||
|
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
=============================================================================================================================
|
||||||
|
|
||||||
|
|
||||||
|
TITLE: KYLE'S LIGHTSABER HILT HD
|
||||||
|
AUTHORS: CPT. BROSKI / PUNISHER
|
||||||
|
FILE NAME: kyle's_lightsaber_hilt_hd.pk3
|
||||||
|
FILE SIZE: 1.6 MB
|
||||||
|
DATE RELEASED: 21 JULY 2021
|
||||||
|
|
||||||
|
DESCRIPTION: This mod replaces Kyle's original lightsaber with a new model.
|
||||||
|
The model is based entirely on the in-game model, but it uses better shaders to shine.
|
||||||
|
INSTALL: Put the hilt_lightsaber_kyle's_hd.pk3 to your Jedi Outcast\GameData\base folder.
|
||||||
|
UNINSTALL: Remove the hilt_lightsaber_kyle's_hd.pk3 from your Jedi Outcast\GameData\base folder.
|
||||||
|
BUGS: none
|
||||||
|
|
||||||
|
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
|
||||||
|
|
|
@ -198,14 +198,12 @@ import java.util.Vector;
|
||||||
public void create() {
|
public void create() {
|
||||||
//Make the directories
|
//Make the directories
|
||||||
new File("/sdcard/JKQuest/JK2/base").mkdirs();
|
new File("/sdcard/JKQuest/JK2/base").mkdirs();
|
||||||
new File("/sdcard/JKQuest/JK3/base").mkdirs();
|
|
||||||
|
|
||||||
//Copy the command line params file
|
//Copy the command line params file
|
||||||
copy_asset("/sdcard/JKQuest", "commandline.txt", false);
|
copy_asset("/sdcard/JKQuest", "commandline.txt", false);
|
||||||
|
|
||||||
//Copy the weapon adjustment config - should we force overwrite?
|
//Copy the weapon adjustment config
|
||||||
copy_asset("/sdcard/JKQuest/JK2/base", "weapons_vr_jo.cfg", true);
|
copy_asset("/sdcard/JKQuest/JK2/base", "weapons_vr_jo.cfg", false);
|
||||||
copy_asset("/sdcard/JKQuest/JK3/base", "weapons_vr_ja.cfg", true);
|
|
||||||
|
|
||||||
//Our assets
|
//Our assets
|
||||||
copy_asset("/sdcard/JKQuest/JK2/base", "z_vr_assets.pk3", true);
|
copy_asset("/sdcard/JKQuest/JK2/base", "z_vr_assets.pk3", true);
|
||||||
|
@ -220,6 +218,16 @@ import java.util.Vector;
|
||||||
copy_asset_with_rename("/sdcard/JKQuest/JK2/base", "openjo_sp_pico.cfg", "openjo_sp.cfg", false);
|
copy_asset_with_rename("/sdcard/JKQuest/JK2/base", "openjo_sp_pico.cfg", "openjo_sp.cfg", false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//Bunch of cool mods and their credits - only copy if user wants them
|
||||||
|
if (!new File("/sdcard/JKQuest/JK2/base/no_copy").exists()) {
|
||||||
|
copy_asset("/sdcard/JKQuest/JK2/base", "packaged_mods_credits.txt", false);
|
||||||
|
copy_asset("/sdcard/JKQuest/JK2/base", "GGDynamicWeapons.pk3", false);
|
||||||
|
copy_asset("/sdcard/JKQuest/JK2/base", "Haps_Stormtrooper.pk3", false);
|
||||||
|
copy_asset("/sdcard/JKQuest/JK2/base", "Kyle's_lightsaber_hilt_hd.pk3", false);
|
||||||
|
copy_asset("/sdcard/JKQuest/JK2/base", "UltimateSounds_JK2.pk3", false);
|
||||||
|
copy_asset("/sdcard/JKQuest/JK2/base", "z_bryar_ashura.pk3", false);
|
||||||
|
}
|
||||||
|
|
||||||
//Read these from a file and pass through
|
//Read these from a file and pass through
|
||||||
commandLineParams = new String("jo");
|
commandLineParams = new String("jo");
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue