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Everything posted by Xycaleth
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You need to split your model into multiple meshes/objects. Each mesh can have up to 1000 vertices. Each model can have 32 meshes.
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Wouldn't that make all the players really short? Like, 5ft 4in short, i.e. 162cm short.
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Just because the general consensus thinks a game is bad, it doesn't mean someone can't still enjoy it. It just means that the majority thinks it's a bad game.
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Import GLM -> export XSI -> Carcass -> too much verts??
Xycaleth replied to a topic in Modding Assistance
Sounds like every triangle is being separated from each other (i.e. none of the adjacent triangles are sharing vertices) during export. Problem with the exporter? -
New versions are always being released: http://japp.jkhub.org/download.html The download link says last updated 2nd Nov 2015
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Regarding win10: if you upgrade from 8.1, then you do get a win10 license but it's specific to your PC. You can get a win10 iso from the Microsoft website. When you install a fresh version of win10, it won't ask for a license key because it recognises that your PC is registered with a win10 license. If you change the hardware in your PC too much then you may not be able to install win10 this way, or you might have to phone up explaining that you've made changes.
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JKHub doesn't load at all when using Opera Turbo
Xycaleth replied to Xycaleth's topic in JKHub Feedback & Help
My hero. -
Site works fine with Opera Turbo disabled. Enabling just cause a white page to be shown on any jkhub page. Any ideas?
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Two sided just means both sides of the triangle get rendered. This is effectively the same as doubling the number of triangles without the cost of the extra vertices. You only pay for the extra shading that needs to happen.
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Btw, if any changes do come about to spatial partitioning, I wouldn't use octrees. They aren't friendly for optimal memory accesses. Instead I would recommend a regular grid of cubes (e.g. 512x512x512 in size) which have stuff in them and then loop through each cube and see if it's visible. Any changes of these kinds (whether it's octrees or not) would also need changes to q3map2...
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On halt for a while (don't know how long). I'm in between jobs atm and working on rend2 was kinda stressing me out...
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Not something you'd expect of a 13 year old game..
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2. This might be due to texture compression? Q3 and ioq3 don't use it as far as I can remember. You can disable it in video settings I believe.
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Don't have much time, so I'll answer what I can. 2. I've never seen anything like this. Have a screenshot? 3. Yep, about 2 years ago now. See https://github.com/jedis/. The original repository for the source code release got taken down by Raven (for reasons unknown), but linked is the full unedited source code for JK2 and JKA. 7. Horizontal field of view. I'm going to guess it's the angle between the NPC's left-most and right-most vision, and in which they will notice something/somebody. 8. Animation code in JKA is pretty bad. It's probably a side effect of this. 9. If the server doesn't know about the hilt, then it won't know about the hilt's stats. The client doesn't send these numbers to the server (and probably shouldn't as people could say their hilt does OP damage ).
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JKA uses the Quake 3 engine. Does that make it a Q3 clone? The engine only provides the foundation on which a game is made. The game engine doesn't (for the most part) dictate the gameplay mechanics of the game.
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The map doesn't have waypoints for the AI to follow. Waypoints are essentially paths on the map that bots can walk along. Without them, bots will just jump around like you're seeing.
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Revival of JKA's modding community
Xycaleth replied to Xycaleth's topic in General Modding Discussions
Same applies to anything coming from id Tech 4. You would also need to add editor support as creating megatextures is not something that artists can do manually. -
Unfortunately you're not going to be able to get the same density of grass over such a large area and with good frame rate in JKA. It wasn't built to efficiently render that many things :/
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I gave this a try now for an hour and even on my PC, which doesn't meet the minimum requirements (!), it runs really smoothly, even on lowest settings (which, by the way, looks great still). I only had a chance to really play Drop Zone but I found this a lot of fun. My main issue with it so far is that you have to press 'Start' every time you want to respawn, but other than that it's great so far Looking forward to try out Walker Assult. EDIT: I did have problems with starting it up now I think about it, probably due to out of date graphics drivers, or because my GPU is too old (it only has 1GB mem, minimum requirement is 2GB). It would crash after the splash screen (e.g. click to start). I got around this by pressing Alt+Enter to go into windowed mode, and then it's fine after that. Putting it back into 'borderless window' makes it fullscreen again but without the crashy crashy.
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Revival of JKA's modding community
Xycaleth replied to Xycaleth's topic in General Modding Discussions
As long as the person implementing the D3 map loading hasn't read how the D3/Q4 code does it then there's no licensing issue. The problem comes when you're basing your code on the D3 code as you're creating a derivative work which must be licensed under the same license as the original (and this license is incompatible with OJK's). -
Ohai... https://code.google.com/p/japhys/source/browse/trunk/code/game/bg_physics.cpp
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You generally want to run the 32 bit version of the OpenJK server to be compatible with existing mods. 64-bit mods weren't possible before OpenJK was released, so no mods will have support for it.
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Moviebattles 2 site back online
Xycaleth replied to eezstreet's topic in Jedi Knight General Discussions
All the coders have a copy of the source code so I don't think that's an issue -
/me prepares for incoming MakerFrankenMods.