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Everything posted by Xycaleth
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@@DT85 It looks like a problem with your model. Potentially because it's not been weighted properly? Here's the Kyle model - his normals look correct:
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I accidentally the weapons:
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Revival of JKA's modding community
Xycaleth replied to Xycaleth's topic in General Modding Discussions
Go go gadget team work! -
Revival of JKA's modding community
Xycaleth replied to Xycaleth's topic in General Modding Discussions
Well this escalated quickly. I'll make it clear guys that I asked this as a hypothetical situation rather than a call to arms. I don't intend to do anything with what's here, I'm just interested in hearing people's views on the matter. Anyway, this will be a short post. I'm just about to head to work. It's obvious I've missed some parts of the modding group. I've never really played much of the JA single player so perhaps that's why I hadn't considered it. For SP (and to an extent, MP) it's all about the tools. Lowering the barrier to entry is always crucial for any kind of software, but another thing that all the current modding tools misses is being able to make fast iterations. I don't know how you guys put up with having to: make a change compile something? open up JKA wait a minute or two for it to load up look at your changes and then see that it doesn't look right and repeat the processOver the course of a project, that adds up to several hours of wasted time! Now, I don't think you guys understand the importance of new players. Tools could be improved or whatever, but that doesn't bring back new players. It may bring back old players, but that's unlikely. People move on, they start families, what have you, and I find that when people have properly left a game, they don't generally come back. If they're still modding, they're probably modding a newer game like UE4. I've seen one or two modders come back for a few months only to see them disappear again. What reason does average Joe have of modding JKA, whether it's SP or MP? If they have no interest in the game (it's 12 years old, why would they consider picking it up?), then why would they decide that good modding tools is reason enough to mod it? -
Revival of JKA's modding community
Xycaleth replied to Xycaleth's topic in General Modding Discussions
There's some interesting points here I'll throw out a few more questions. Why would finishing OpenJK mean there are more modders? It doesn't really benefit the modders in any way as far as I can see. Rend2, I can see could potentially bring some more modders but at the heart of all of this is the lack of players. A lot of us here will make things for the sake of making things, but I do think the majority of modders out there would want to at least see that players are getting some fun out of their mod. And for that the community needs more players. I feel like it would take more than just a new renderer to do this. It would need new gameplay, new art. Essentially a new game. Correct me if I'm wrong, but I've not seen any mod come to light and stay active in the past few years outside of a niche corner of the community, so it doesn't seem like we would be capable of pulling off a full revamp of the game. -
It looks like the 3210M only supports OpenGL 3.1, but rend2 needs 3.2! Sorry to say, but your CPU/GPU doesn't quite have the requirements needed to run rend2..
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I noticed that JKHub has (either knowingly or not) a Steam Group at http://steamcommunity.com/groups/jkhub, but the only administrator is @@eezstreet and it looks like the group has been abandoned. Any chance of getting it up and running again? /me pokes @@eezstreet
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jedi knight filefront modding site help ?
Xycaleth replied to RASAS's topic in General Modding Discussions
Am I the only one concerned that OP is asking where to download mods, on the site that was meant to be an alternative to JK3Files? -
That's not very helpful unfortunately Can you find the CPU you're using? Something like Intel Core i5 3750. That's enough to determine the graphics chip. Although thinking about it now, all Intel GPUs should be able to run this. I'll try when I get home with my Intel chip...
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Can you be any more specific with the chip? e.g. Intel HD 4000 or Intel HD 5500 etc
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Ok, the topic is perhaps a bit pretentious but it got your attention I know the game is 13 years old now, and the size of all the communities have been reducing for a number of years now. I remember a few years back when I could jump on a server at any time and there was guaranteed to be 10 or more players. Those were the days! Thinking hypothetically (just imagining what could happen), what do you guys think would be needed for a revival of the modding community? I think you would first need to establish a player base. Players are the beating heart of a community and without them nobody would be there to make any mods. So I'll throw another question out here: what would it take to revive the game itself and bring players back?
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Can you post a screenshot, @@DT85?
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I've toned it down now There was some textures where the details were completely covered up by the glow.
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No, the only reason you get that weird white/black checkered image is because the shader text failed to parse or the textures used by the shader don't exist. @ what do you have in your GameData/japlus folder?
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I don't think it used to happen for me until recently
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Broken graphics drivers wouldn't cause this issue by the way. Just saying @ Can you post screenshots of your japlus folder? The one in GameData, and the one in My Games/OpenJK/
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I've been having some issues where trying to edit quoted text in the quick reply box will delete the quote box around it. It started happening a few weeks ago I think. Tested in Opera 30 and Firefox 38 on Windows 8.1.
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That's the usability issue that we're fixing
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Did an extra bit of work on dynamic glow last night. I wasn't very happy with how it turned out the first time, so here's a better version: And some old images for reference: No dynamic glow: Old rend2 technique:
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Make sure you get the build at the top of the page. If you look at your log, you're using a version from 31 August 2014. Does OpenJK load without opengl32.dll? If there's any incompatibility then it's a problem with OpenJK and should be fixed in OpenJK! We don't want people to have to install other things just to get it working.
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@ So, a few things that looks wrong: Where did you get OpenJK from? That version is from almost a year ago! You should download a newer version from http://builds.openjk.org Why are you using GLDirect? Are you having problems with the graphics in OpenJK? You shouldn't need to use GLDirect with OpenJK.
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@@Cerez We've had some reports of usability issues recently where DLLs are saved in My Games/OpenJK/<mod folder>, and then these are loaded on subsequent runs instead of those found in the JKA GameData folder. So to answer your question: you might have old DLLs lying around in My Games/OpenJK/<mod folder> - make sure you delete them We've come up with a fix for this problem and just need to code it up.
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So I can only guess that the shader for the saber efx is broken. Can you try going on an empty server (so that nobody is using a saber) and then checking the console after you've connected for any shader errors or warnings?
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Oh, I didn't notice the badly drawn saber Is the saber some kind of mod? Does it work with jamp.exe?
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I'll try to have a look in the next week or so. SP hasn't been a priority for us recently.