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Jedi Academy Of Weird New Things


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Posted

Cagelight and I talked some more, and he liked the idea of incorporating an element from Morrowind. So disregard my post above; this is far more interesting.

 

We still need something to replace Drain. if anyone has any ideas I'm all ears.

 

Also, any user can choose any force power they want. There is no limit on light side or dark side abilities. There is also no force point system.

 

Force powers will now have several casting types.

I know this is complicated, but we would like to simplify this with a special menu and several default binds, to make it far less intimidating.

 

Self will apply to the user only, and uses the least energy. (Yes, you will be able to lightning yourself.)

 

Touch will affect anything the player touches. It will use the energy equivalent of self.

 

Cone will affect a small area in front of the player, facing forward. It will use a moderate amount of energy.

 

Area will force the user to put away their lightsaber or gun, and both hands will be used to cast the power. It will use a large amount of energy.

 

Projectile will use a huge amount of energy and will be fired toward the player's crosshairs. The effect will diminish greatly over range. The distance will likely be a server side Cvar, so it can be changed on a per-server basis.

 

Toggle powers can be used indefinitely, as long as the user has force energy left to cast with. Multiple toggle powers can be used simultaneously. Also, force energy will continue to recharge while a toggle power is being used, but it will be diminished.

 

 

Neutral powers

 

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Light Side Powers

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Dark Side Powers

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Smoo likes this
Posted
  On 8/21/2017 at 1:34 PM, DT85 said:

So will you be using a different format instead of ghoul2?

No idea. All I can tell you for certain is that I have no intention of generating any ghoul2 assets.

  • 3 weeks later...
Posted

After intense discussion, many other things we would like to implement have been hashed out. We are (Well, I am) not certain about the workload yet, other than the fact that it is huge and will likely take more than a year.

 

The sad fact is that this community has very very outdated, and in some cases, non-functional tools (Radiant, ShaderED, BehavED, Milkshape). If we are going to continue with our project, we will need good tools. I personally want to create many more maps to include with this project, but working in Radiant has become extremely tedious for me, especially when I think about how much easier it could be with just a few basic/easy features and bug fixes. So basically....we may be quiet for a while, depending on how long this takes to hash out. But we are far from giving up.

 

 

Side note: Does anyone know if darth_G can still be contacted? We would like to update his entities.def file for our own uses.

 

Circa likes this
  • 4 weeks later...
Posted

Are you planning to fork & modify GtkRadiant then? I have asked Raven if they'd release the tools' source code (ShaderED, EffectsED, etc.) ...but I never got a reply. (sigh)

 

Milkshape?! Who the hell is using that? XSI ModTool 7.5 is FREE and supports MD3 (with my new exporter) and exports dotXSI that is converted to Ghoul2 using Carcass.

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Posted

If we do it, we will not be forking Radiant. It's an unsalvageable codebase with little room for improvement (without more effort than its worth).

Posted
  On 10/4/2017 at 4:46 AM, Archangel35757 said:

Are you planning to fork & modify GtkRadiant then? I have asked Raven if they'd release the tools' source code (ShaderED, EffectsED, etc.) ...but I never got a reply. (sigh)

 

Milkshape?! Who the hell is using that?

I sure hope nobody is using milkshape. I haven't forgotten the nickname it was given. But I have been absent from this community for some time so my info will be spotty and dated.

 

Re-using shaderED and EffectsED is a bad idea too. They are both a buggy mess. Granted, EffectsED isn't half bad, but still relatively useless.

 

  On 10/4/2017 at 11:12 PM, DT85 said:

Perhaps look into making the editors in-game, like Id Tech 4.

What all can be edited in-game? If it's just shaders, I'm sure that's an easy one. If you're referring to maps.....I'm not sure that's even possible with how Q3 is set up. A total rewrite of the map code does not sound appealing.

Posted
  On 10/5/2017 at 3:38 PM, NAB622 said:

I sure hope nobody is using milkshape. I haven't forgotten the nickname it was given. But I have been absent from this community for some time so my info will be spotty and dated.

 

What nickname? I started with Milkshape, it was the only thing back then which had limited .glm support and didn't require a PhD to download and install. Admittedly it also had a couple of decent heightmap generators.

Posted
  On 10/5/2017 at 3:38 PM, NAB622 said:

Re-using shaderED and EffectsED is a bad idea too. They are both a buggy mess. Granted, EffectsED isn't half bad, but still relatively useless.

 

I never got shaderED to work right, and now I find it pretty easy to write shaders manually. But I have always used EffectsEd to make new effects, and I've always found it very useful. Have you had issues with it?

Posted
  On 10/5/2017 at 4:34 PM, Ramikad said:

What nickname? I started with Milkshape, it was the only thing back then which had limited .glm support and didn't require a PhD to download and install. Admittedly it also had a couple of decent heightmap generators.

"Milkshit 3D." Seen that nickname all over the Filefront forums. XD

 

  On 10/5/2017 at 10:08 PM, Jedi_Mediator said:

I never got shaderED to work right, and now I find it pretty easy to write shaders manually. But I have always used EffectsEd to make new effects, and I've always found it very useful. Have you had issues with it?

As far as I know, ShaderED doesn't work correctly beyond Windows XP. Could be wrong on that, it's just my personal experience. Also, writing shaders by hand is perfectly fine, but a live visual editor is invaluable. Otherwise you have to fire up the game and reload the level until your shader looks right.

 

Unless I was doing something wrong, EffectsED orients the effects in the wrong direction, in addition to a few other small bugs. Overall it isn't bad and I've used it many times. ShaderED is the bad one.

Posted

I use ShaderED on windows 10 to quickly test and preview my shaderexperiments. It helped me create the Rorschach Mask Shader. It works just fine

Posted
  On 10/6/2017 at 11:37 PM, DT85 said:

ShaderED also becomes obsolete with a modern renderer.

Not that we are replacing the renderer at this very moment, but that is something else we've discussed.

 

  On 10/7/2017 at 7:06 AM, AshuraDX said:

I use ShaderED on windows 10 to quickly test and preview my shaderexperiments. It helped me create the Rorschach Mask Shader. It works just fine

On windows 7, ShaderED will not render anything for me. Instead I get errors galore. When I was able to use it on windows XP, it would not add or edit more than 6 stages per shader, even though the game supported 8. Editing was clunky and the frame rate was always low (HOW!?!?). The colored background feature was nearly useless for checking alpha blending because it was always wrong. Tcmod rotate and tcmod scroll did not play nice with each other, even though the game handled them just fine. The debugging tool was inaccurate and complained about nonsense that didn't matter. I could go on but you get the idea.

 

And yeah, that's why most people in the know type them by hand - but that's the point. ShaderED is supposed to handle that, and it doesn't. When everything is added together.....it's just time for a replacement. Even if nothing else is accomplished here, I personally would like a new one.

 

  On 10/7/2017 at 1:22 PM, DT85 said:

Came across this shader generator https://github.com/Unvanquished/Sloth

Will have to check this out.

Edit: It's a python console application so it doesn't look particularly useful, but at least it's something to know about.

Posted
  On 10/7/2017 at 4:58 PM, NAB622 said:

On windows 7, ShaderED will not render anything for me. Instead I get errors galore. When I was able to use it on windows XP, it would not add or edit more than 6 stages per shader, even though the game supported 8. Editing was clunky and the frame rate was always low (HOW!?!?). The colored background feature was nearly useless for checking alpha blending because it was always wrong. Tcmod rotate and tcmod scroll did not play nice with each other, even though the game handled them just fine. The debugging tool was inaccurate and complained about nonsense that didn't matter. I could go on but you get the idea.

 

And yeah, that's why most people in the know type them by hand - but that's the point. ShaderED is supposed to handle that, and it doesn't. When everything is added together.....it's just time for a replacement. Even if nothing else is accomplished here, I personally would like a new one.

I never had any of these problems you described. And I've been using it for a long time, mostly as a cheat sheet, setting up animMaps or to test blending modes

Posted
  On 10/8/2017 at 10:37 AM, AshuraDX said:

I never had any of these problems you described. And I've been using it for a long time, mostly as a cheat sheet, setting up animMaps or to test blending modes

Me as well. I always used ShaderED to preview and never had any issues no matter what the OS. You can instantly preview and make adjustments.

AshuraDX likes this
Posted
  On 10/8/2017 at 10:37 AM, AshuraDX said:

I never had any of these problems you described. And I've been using it for a long time, mostly as a cheat sheet, setting up animMaps or to test blending modes

Testing blending modes was always the strong point of ShaderED, and highly useful. Viewing animMaps is useful as well. My main point is that if you're doing the shaders by hand and then viewing them in ShaderED, then obviously something is wrong with the editor, whether it is bugs, missing functionality, or a clunky interface. At this point in time, over 15 years after the release of Q3, shader editing should easily be reducible to point and click. Yet it is not.

 

I'm not opposed to typing them manually; I'm just saying that the tools have not stood the test of time and are sorely outdated. A fully visual editor would save a *lot* of time.

 

  On 10/11/2017 at 5:55 AM, RAILBACK said:

Me as well. I always used ShaderED to preview and never had any issues no matter what the OS. You can instantly preview and make adjustments.

Neither of you have had any frame rate issues? I've never seen ShaderED render higher than about 15 FPS on any computer.

RAILBACK likes this
  • 2 months later...
Posted

When I saw this topic I become so excited. :) I hope it will implemented ( with some OpenGL 4 or Vulkan features as well). I have some coding experience, so I can help you.

I suggest continue planning on a dedicated site & Slack/Gitter channel.

 

Is the source code published already somewhere?

 

Let's continue this brilliant community initiative. :winkthumb:

Posted
  On 10/11/2017 at 11:12 PM, Archangel35757 said:

Aren't there some other Shader Editors out there? What about J.A.C.K?

I looked at it briefly on Steam. It's okay......but I have some issues with it as well. They're more personal nitpicks than anything. At least it's more effective than ShaderEd.

 

 

  On 12/18/2017 at 12:05 AM, cr0ssmind said:

When I saw this topic I become so excited. :) I hope it will implemented ( with some OpenGL 4 or Vulkan features as well). I have some coding experience, so I can help you.

I suggest continue planning on a dedicated site & Slack/Gitter channel.

 

Is the source code published already somewhere?

 

Let's continue this brilliant community initiative. :winkthumb:

The source code is on GitHub, yes. https://github.com/cagelight/jaownt

 

I'm just coming off of Christmas overtime (I work in parcel shipping), so I need a few days/weeks to recover, but I have no intention of giving up on this project. It will just be veeerrrryyy sloooowwww going.

Archangel35757 and Smoo like this
  • 8 months later...
  • 3 weeks later...
Posted

I can't give any info at this time, I'm really not the one holding that stuff. Cagelight is the boss here. I can say that great efforts are being made, but I don't want to say anything specific. Definitely want to see what pans out first.

Lockgo likes this

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