Didz Posted April 20, 2013 Posted April 20, 2013 For large open maps, making use of LODs (Levels of detail) seems like it would be beneficial. In the open area of BlueIce Twilight for example, everything in the scene is shown at full detail no matter how far you are from them.
mrwonko Posted April 20, 2013 Posted April 20, 2013 You could get around this by using wonko's export to .map(patchmesh) option in Blender however. I tried it once with a massive terrain, but didn't compile it. (Well, I did compile bsp to catch any errors but found none.)I very much doubt that patches net a better performance than brushes or models... And if they do, that's crazy. A proper LOD system is in order. I'll note that on my big list of cool features JKA lacks but doesn't have to anymore since we have the source now. Didz likes this
Szico VII Posted April 21, 2013 Posted April 21, 2013 Aye. And antiportal sucks balls. It does not do what you want it to
charmz Posted April 21, 2013 Posted April 21, 2013 oh please.. dont make this an mapping topic <.< eezstreet, Garyn Dakari and Botdra like this
Szico VII Posted April 21, 2013 Posted April 21, 2013 You mean its hard to make it do what you want without the player noticing.It doesnt do what you want it to even if you pretend the player is blind
Dusty Posted April 21, 2013 Posted April 21, 2013 *slightly off current discussion* So is the first release of OpenJK going to be finished soon? Or is it already sort of released, or in a continuous WIP state?
eezstreet Posted April 21, 2013 Author Posted April 21, 2013 It's an open source project, which means that they're going to release the binaries for general people to use. Everything in general needs to be fixed. This means merging the SP and MP modular renderers, and fixing general issues in JK2 mode.
Raz0r Posted April 22, 2013 Posted April 22, 2013 It will be a continuous WIP state, but there are milestones set, and you can still use OpenJK when it's in development - it's not likely to randomly crash or eat your computer. At-least no more than jamp.exe
Circa Posted April 22, 2013 Posted April 22, 2013 How compatible will this be with the Mac App Store version and the Mac Steam version?
eezstreet Posted April 22, 2013 Author Posted April 22, 2013 Compatible, just move your assets over and you'll be fine. Circa likes this
Botdra Posted April 22, 2013 Posted April 22, 2013 Just so I'm clear, this basically seems like an advanced, remedied version of the source code. Correct? Rather than modders having to put up with the glitches in the open source code that was released, you take out the headaches and make it more usable, more straight-forward and add some nice features as well?
Botdra Posted April 22, 2013 Posted April 22, 2013 Yep. Sweet, so are you going to implement some of these into the base JA game like the console scrolling and bug fixes for us losers who don't/can't code? Tempust85 likes this
Raz0r Posted April 22, 2013 Posted April 22, 2013 That's the point of OpenJK. Engine modifications that don't affect base or mod gamecode.
Botdra Posted April 22, 2013 Posted April 22, 2013 That's the point of OpenJK. Engine modifications that don't affect base or mod gamecode. Sweet, just wanted to make sure this isn't just a polished code release, but something that's also going to be implemented by itself too. Looking forward to this. Sentra likes this
eezstreet Posted April 22, 2013 Author Posted April 22, 2013 btw, I updated the OP with a new list of features so it's more clean katanamaru likes this
therfiles Posted April 22, 2013 Posted April 22, 2013 Wow! This is some great progress you guys are making! I'd like to thank you all for your hard work and taking the time to do this. One question, real quick. What is this about? ICARUS can now set and read the values of cvars That's awesome! Can I just use the set command inside of behaved, or is there some other way I need to do it? afi likes this
CrimsonStrife Posted April 22, 2013 Posted April 22, 2013 Sweet, just wanted to make sure this isn't just a polished code release, but something that's also going to be implemented by itself too. Looking forward to this. Offtopic: Mother of god, the Canadian has returned <.< OT:I don't play anymore, so I can't say I'd use this, but best of luck to you.
eezstreet Posted April 22, 2013 Author Posted April 22, 2013 Wow! This is some great progress you guys are making! I'd like to thank you all for your hard work and taking the time to do this. One question, real quick. What is this about? That's awesome! Can I just use the set command inside of behaved, or is there some other way I need to do it?Yup. Just do a set command on cvar_YOURCVARHERE. Note that toggles using ! don't quite work yet. Also, I don't remember if get works properly, but I know for sure that "set" does. therfiles likes this
Botdra Posted April 22, 2013 Posted April 22, 2013 Offtopic: Mother of god, the Canadian has returned <.< OT:I don't play anymore, so I can't say I'd use this, but best of luck to you. Only took you a week to notice.
CrimsonStrife Posted April 22, 2013 Posted April 22, 2013 Only took you a week to notice.For the record, I am essentially retired <.< I hang around, but usually only poke into threads when I am summoned.
Botdra Posted April 22, 2013 Posted April 22, 2013 For the record, I am essentially retired <.< I hang around, but usually only poke into threads when I am summoned. And I'm not? Haha.
Teancum Posted April 23, 2013 Posted April 23, 2013 I'm sure this was fixed years ago, but I haven't been online with JA for 5-6 years. Was the dual-saber bug with JO models ever fixed? It's the one that would only let one saber leave the player's hand when they did that "saber circle" special move (not sure how to describe it).
Raz0r Posted April 23, 2013 Posted April 23, 2013 It's not something that can be fixed. It's a miracle they work in the first place There is no positional data for the left saber, so it stays bolted to the left hand.
minilogoguy18 Posted April 23, 2013 Posted April 23, 2013 @@Teancum, it's not a bug at all if you think about it, JK2 had a different skeleton than JA, it had more bones and the bolt for the left hand had a different name since JK2 didn't support 2 handed weapons.
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