therfiles Posted April 14, 2013 Posted April 14, 2013 Just to clarify with the whole animations thing. Can we make animations using tools like the JASkeleton (included in past SDK?) and any other compilers and such?
Tempust85 Posted April 14, 2013 Posted April 14, 2013 Animations can still be made as they always have been (dragon, XSI Mod Tool, 3ds Max), only now you can change/add animations into SP. therfiles and katanamaru like this
Dusty Posted April 14, 2013 Posted April 14, 2013 Animations can still be made as they always have been (dragon, XSI Mod Tool, 3ds Max), only now you can change/add animations into SP. Without coding ! EDIT: Also, thank you Eez, for possibly taking my request, and thank you to you and all the other generous coders working on this project!
Szico VII Posted April 15, 2013 Posted April 15, 2013 Will this add the ability to use proper HD widescen resolutions?
mrwonko Posted April 15, 2013 Posted April 15, 2013 Although technically it was already possible via r_customheight/r_customwidth, you'd just need a widescreen hud mod...
Jango40 Posted April 15, 2013 Posted April 15, 2013 Thank you, thank you,thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you.what does that do?
Szico VII Posted April 15, 2013 Posted April 15, 2013 Although technically it was already possible via r_customheight/r_customwidth, you'd just need a widescreen hud mod... I know this, but it just crashes in MP when Ive done it before!
Mog Posted April 15, 2013 Posted April 15, 2013 Demos no longer require g_synchronousClients and can play back in AVI format (ensiform) That will be quite useful for future projects.
mrwonko Posted April 15, 2013 Posted April 15, 2013 Play back in avi? How does this work?I take it that's a strange way of saying "added support for rendering demos to AVI as they're played"
katanamaru Posted April 15, 2013 Posted April 15, 2013 Could someone direct me to the place where the way saber transitions are connected to animations please? I want to see about changing saber spin transitions into saber arc transitions. Not for OJK, but for future mods I'll be working on. Also, what would it take to seperate animations like runs, walks, and stances from existing animations?EX:sabes all use BOTH_run2 and BOTH_runbackintoBOTH_run_mediumBOTH_runback_medium
eezstreet Posted April 15, 2013 Author Posted April 15, 2013 Please stay on-topic @@katanamaru. And about demos-> It allows you to save your demos to .avi format in uncompressed form, similar to FRAPS.
Setlec Posted April 15, 2013 Posted April 15, 2013 that will makes big files, but could be done. Xvid for codec should be good, then it will need an audio codec too.
eezstreet Posted April 15, 2013 Author Posted April 15, 2013 Uncompressed is the way to go for video editing. Xvid isn't GPL compatible either.
afi Posted April 15, 2013 Posted April 15, 2013 I take it that's a strange way of saying "added support for rendering demos to AVI as they're played" So i's basically cl_avidemo that renders an actual video instead of images.Would it be possible to make it render frame-by-frame (or does it already?) coz that would be awesome-sauce and make programs like fraps completely useless.
mrwonko Posted April 15, 2013 Posted April 15, 2013 Uncompressed is the way to go for video editing. Xvid isn't GPL compatible either.What is this about stuff not being GPL compatible? We're not using JKA in Xvid, we're using Xvid in JKA. (Well, we're not, but we're talking about it.) There's nothing wrong with using a closed source library in a GPL project.
eezstreet Posted April 15, 2013 Author Posted April 15, 2013 What is this about stuff not being GPL compatible? We're not using JKA in Xvid, we're using Xvid in JKA. (Well, we're not, but we're talking about it.) There's nothing wrong with using a closed source library in a GPL project.Oh hey, xvid was released under GPL. Well, whaddaya know. Thought for sure it was released under zlib or something:http://www.xvid.org/FAQ.42.0.html If that's the case, I'm all for it. OpenJK should still include an option for uncompressed though in order to preserve quality.
mrwonko Posted April 16, 2013 Posted April 16, 2013 If that's the case, I'm all for it.I was under the impression that using GPL-incompatible libraries in GPL code was fine... Until I read about it some more. Found some interesting things: "Can I write free software that uses non-free libraries?" and "What legal issues come up if I use GPL-incompatible libraries with GPL software?" from the GNU GPL FAQ talk about this. Looks like it's actually only possible if you add an exception to the license. Well, not you, only the copyright holder can do it, i.e. Raven. So have fun trying to add Oculus Rift support. Looks like the GPL sucks more than I thought. Also of note: "Can I apply the GPL when writing a plug-in for a non-free program?" when dynamically linking a plug-in that shares data structures with the program then the result is a single program with the GPL applying to all of it. So we can't stay backwards compatible because we may only support mods released under a GPL-compatible license? Great. Despite all this, according to "Who has the power to enforce the GPL?" only Raven has the power to enforce the GPL. I don't think they care too much. So you'll likely be able to get away with violations. As will every modder basing closed-source modifications on the GPL modbase.
Tempust85 Posted April 16, 2013 Posted April 16, 2013 Modular renderer pretty much done =] Sweet! So how hard is it for someone to take ioquake3's rend2 and stuff it in OpenJK?
Raz0r Posted April 16, 2013 Posted April 16, 2013 It will be a pain. The renderer API is fairly different due to JA's additions - RMG/terrain, automap, G2API + callbacks, G2, distortion, dynamic glow, weather effects. I'm more excited for what Xycaleth and Rich can offer =o
Tempust85 Posted April 16, 2013 Posted April 16, 2013 Aww nuts, I was going to try it even though i'd fail outright lol.
eezstreet Posted April 16, 2013 Author Posted April 16, 2013 @@mrwonko: What about the Free Software Foundation? Can't they step in where Raven can't?GPL is considered a very invasive license. In my opinion, if you decide to modify the engine for your personal mod, and then claim "I used the SDK! I don't have to share source!" -> No, because at that point, you're using the SDK code as a library for your engine. And that should be enforced /regardless/ of whether or not you break base compatibility. Engine hacks based on what's in OpenJK aren't legal either, but there's like no chance at all of being able to prove it. However what /should/ be legal is making your engine hacks OpenJK compatible, but frankly why would you ever do that.
katanamaru Posted April 16, 2013 Posted April 16, 2013 Sorry Eezstreet. I worded my post wrong. I was wondering if someone could show me in OJK where saber transitions were, because I plan to use OJK as it becomes available, but don't intend for my request to be implemented into OJK. For the seperating of the movement and stances I was wondering if that would be possible to do in OJK after it was finished, but not as a direct feature necessarily. If I'm still off topic I'm sorry.
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