Futuza Posted January 21, 2016 Posted January 21, 2016 We're you able to find the Tatooine arena? That map is perfect for Versus.Stoiss didn't send it to me, but I'll check my backups because I'm pretty sure I have it somewhere. Stoiss and Smoo like this
Futuza Posted January 21, 2016 Posted January 21, 2016 @@eezstreet Found it. Needs some fixes though: Onysfx and Smoo like this
Xycaleth Posted January 21, 2016 Posted January 21, 2016 Had a few hours spare: (I've fixed the top menu title since taking the screenshot) Circa, Smoo, Silverfang and 1 other like this
Futuza Posted February 2, 2016 Posted February 2, 2016 (edited) So I know I said the RGB stuff was done. Well I lied. I refactored some code and built in RGB stuff to the tr_fonts.cpp functions - now it works everywhere, instead of using approximate colors. (Notice how we get the non-console colors in the image below). Still need to add RGB color support to console text though. (Such as the player shot player2 text above). EDIT: Noticed some bugs and fixed them, here's the result: Still need to add console text support though. Edited February 3, 2016 by Darth Futuza
eezstreet Posted February 3, 2016 Author Posted February 3, 2016 An explanation for those who don't understand: In JKG, you have a wider variety of color codes available at your disposal. By using this format:^xRGB, and replacing RGB with a hexadecimal digit for Red Green and Blue values, you have approximately 16*16*16 different color options in addition to the original 10. Onysfx, Futuza and Smoo like this
ensiform Posted February 3, 2016 Posted February 3, 2016 Yes but it should be implemented like color codes are in the engine. Not some gimmicky function that has to butcher the string every rendering and then add colors. Do you really need 163 colors? Why not just do ^ ASCII ?
Futuza Posted February 3, 2016 Posted February 3, 2016 Yes but it should be implemented like color codes are in the engine. Not some gimmicky function that has to butcher the string every rendering and then add colors. Do you really need 163 colors? Why not just do ^ ASCII ?It's pretty much the same as how color codes are in the engine now, I've refactored it since then. It's not done, still needs some fixes for things like the console. Because ^ASCII creates problems with very long strings and takes up more space than necessary in player names? Is it needed? No, but it was an already implemented feature that was partially broken and never completed so I'm fixing it.
eezstreet Posted February 3, 2016 Author Posted February 3, 2016 Yes but it should be implemented like color codes are in the engine. Not some gimmicky function that has to butcher the string every rendering and then add colors. Do you really need 163 colors? Why not just do ^ ASCII ?^ ASCII is not easily understood at all. What is ^a supposed to mean, and how is it different than ^'? With the xRGB identification, you have ease of use, and also predictable results. With ^ASCII, what are you supposed to do with unprintable characters, whitespace or null terminators? Smoo likes this
Silverfang Posted February 4, 2016 Posted February 4, 2016 Very dark and eerie in its current form, this is a new prototype map I'm working on that will eventually be used to test a planned feature. Futuza, Smoo, Onysfx and 1 other like this
ensiform Posted February 4, 2016 Posted February 4, 2016 I simplified by saying ASCII but I meant printable character ASCII. You would obviously only support the graphical characters which gives you ~88 color codes because excluding ^^ ^" ^` ^~ ^; ^% The xRGB system only limits the amount of colors and text you can use tbh since it requires more characters to make a color.
Jolly Posted February 8, 2016 Posted February 8, 2016 This is all very promising. Keep up the good work guys. eezstreet and Smoo like this
eezstreet Posted April 5, 2016 Author Posted April 5, 2016 new item drop system at work. This is a prototype command for testing the item drop rates Smoo, therfiles and Futuza like this
Futuza Posted April 6, 2016 Posted April 6, 2016 Will you be merging this into the master branch, along with your other previous changes on github soon? Smoo likes this
eezstreet Posted April 6, 2016 Author Posted April 6, 2016 It's on a `develop` branch. All of the item code is getting rewritten from (basically) scratch. Smoo likes this
Silverfang Posted April 10, 2016 Posted April 10, 2016 (Old model on the left, new model on the right) The first of a visual update pass over some of the older, lower resolution weapons. The DL-18 is the starter pistol in JKG and having cylinders that don't have many sides really hurts its overall visual appeal. Futuza, Onysfx and eezstreet like this
eezstreet Posted April 11, 2016 Author Posted April 11, 2016 git branch and long hash are now part of the console (shown in the lower right corner) so I'll know exactly what version people are running Smoo, Futuza and Onysfx like this
Silverfang Posted April 16, 2016 Posted April 16, 2016 Visual update of the L8 Striker pistol, I really liked the overall design of the weapon compared to the original SWG L7 Liquidsilver, I decided to take a blend between the L7 and L8 for the visual update and keep the L8 Striker as opposed to recreating the original SWG weapon. Also, the new visually updated model actually uses less triangles than the old model. Futuza and Smoo like this
Silverfang Posted April 24, 2016 Posted April 24, 2016 Click each thumbnail for a larger image These are the results of last night's stream, they are fully UV Mapped, have Level of Detail models and are fully functioning weapons. They still require textures and are not using any new animation system, that's next on the to-do list. Noodle, Omicron, Archangel35757 and 5 others like this
Onysfx Posted April 25, 2016 Posted April 25, 2016 @@Silverfang That first weapon instantly reminds me of the black mesa magnum . Smoo and Bek like this
Bek Posted April 26, 2016 Posted April 26, 2016 @@Silverfang That first weapon instantly reminds me of the black mesa magnum .And these animations reminds me of those from cs:go.I love it! Smoo likes this
eezstreet Posted May 4, 2016 Author Posted May 4, 2016 The shop menu is in need of a facelift. Here's the current concept for the new shop, which has some new features. First, you will be able to see both your inventory and the shopkeeper's inventory at the same time, without switching to another menu.Second, you can repurchase items that you or other players have sold to vendors. It might be wise to search the buyback before purchasing an item at the shop, because it might be cheaper. By clicking the Buyback button, you can switch between Buyback and regular shop.Third, you can sort prices by both the name of the item and the cost of the item.Lastly, you can examine both items in your inventory and in the shop, which will bring up a nice little menu with more information about the item. GPChannel, Stoiss and Smoo like this
ensiform Posted May 4, 2016 Posted May 4, 2016 As long as someone can't steal someone's buyback until they've really decided they don't want it then I don't see any issue with buyback being available to everyone's sold items. Smoo likes this
Noodle Posted May 5, 2016 Posted May 5, 2016 Might be a silly question, but english is not my native language so I'll still ask. What's the difference between value and price?
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