Jump to content

Xycaleth

Members
  • Posts

    1,458
  • Joined

  • Last visited

Everything posted by Xycaleth

  1. Maybe you can provide the solution for others to benefit from?
  2. Floating balls map is mine You have my permission to use it however you want.
  3. This build should work: https://ci.appveyor.com/api/buildjobs/eft3r3llm1sv5ms7/artifacts/openjk-2017-06-25-a1290e03-windows.zip I'll delete the one on builds.openjk.org so other people don't try to use the broken build. A new build will be deployed there tomorrow evening.
  4. What errors do you get? Can you post a screenshot or a copy of the error? EDIT: Nevermind, I see the problem now. Trying to fix it now.
  5. Sorry for the inconvenience everyone, but I'm extremely happy to say that I finally got around to fixing the Windows builds after a few weeks of work. See for yourself! We're now using a hosted service (http://appveyor.com) so downtime should be very minimal. Integrating our solution for deploying builds to @@Didz's server turned out to be a lot of work, but now you can expect a new build every Monday at 20:00 UTC time. As with all our builds, we don't thoroughly test them so you might encounter some problems with this one.
  6. I think the easiest way would be to change your key bindings W = left A = backwards S = right D = forwards
  7. The OpenJK pk3 goes in the openjk/ folder, not the japlus one. You just need to run the OpenJK exe.
  8. You need to be careful with changing anything that's related to force powers or player state. The networking code is setup to send a specific amount of data and changing the number of force powers or changing the player state can cause wrong things to be networked. Take a look in msg.cpp. This is where the code decides how many bits to network for each of the player state fields (including force powers ones).
  9. The problem with recreating the same feel is we don't even know what specifically that gives it that feel. Players can't tell you either. You'll just get "oh it blocks too little or it blocks too much, hit boxes don't seem right". I also doubt that you'll reach and agreement between multiple and what is right. Add to that the fact that people claim the original code doesn't even "feel right". And add to that the collision detection for saber collisions is pretty bad. You'll be able to make something similar, but I think you'll have to adapt a few things since I imagine the collision will be done more correctly, precisely and consistently.
  10. I recall the default saber length is 36 in JKA unless you specify otherwise. All of the single bladed hilts specify a length of 40. You can see the default is shorter too if you try using a non existent saber hilt. I just wonder if the double blade hilts make use of the shorter default. I think that can be worked around though if it got fixed in OJK.
  11. I'm not really sure I understand the question. What happens when you enable dynamic glow? Can you take a screenshot with it disabled and another with it enabled?
  12. This should definitely be something that the exporter does. The game should have a single known orientation, and if the file being exported doesn't match that then the exporter needs to reorient everything. I say this because it makes more sense (and is more optimal) to offload an operation, which will do exactly the same thing every time the animation is loaded, to the exporter where it can be done once.
  13. I understand that but maybe there's other things that can be improved too.
  14. I would consider researching what other games are doing for storing animation data. MD5 animations do some kind of storing of deltas but perhaps things have improved even further since then. Rich might know more if he's happy to discuss.
  15. Maybe try turning off anisotropic filtering for textures? I doubt that would be it but it's somewhere to start at least. Failing that, try setting r_stencilbits 0?
  16. There isn't. It lets you draw lines or triangles.
  17. Can you post what all of your r_* cvars are set to? As well as a console dump after loading JKA when you're on the main menu.
  18. Can I suggest that anything not specific to your mod be submitted to the main GtkRadiant branch so everyone can benefit?
  19. That's basically what the super expensive reflection shader already does
  20. Pros: possibly a few more fps Cons: would need to rewrite large parts of the code and would take huge amounts of time
  21. Still half way through listening but you've done a great job of it so far I have some comments though: whether it's the recording or the playing is hard to tell, but I think you should bring out the melody more. A lot of times it's drowned out by the accompaniment and it's hard to follow exactly what's happening. I've found sometimes when doing my own recordings (I've made some piano recordings myself in the past) that the levels need to be adjusted to make it sound right. Which one of these is hard to tell but try experimenting. Second comment is you tend to rush parts of the music, or at least it sounds rushed. So... less rushing Other than that, like I've said, great job!
  22. We took the Xbox code out of the source in OpenJK because it violates the GPL2 license. The XDK is not compatible with this license so can't be a requirement of the code. I would say you have the same problem but if you're happy to overlook that then go ahead
  23. Xycaleth

    Quickturn

    One reason I don't think it's popular is because it takes control away from the player. I would imagine starting this quick turn would temporarily prevent the player from looking around. Also, most players in first or third person shooters can do a 180 turn on their own much faster than if it were to be done via animation.
  24. Please don't do that. I used to love going through long threads (when they were for one mod like a map, or a model for example) to see how it evolved and the direction it took over time. Not so much now since it takes so much time, but I'm sure there are other people who do the same. Letting authors delete posts would mean destroying that story of how they're mod was created. I think the reason people make these crazy WIP threads is because most people are just making ports or recolouring or reskinnig models. And this takes a handful of weeks to complete and then they go onto the next best thing. Creating a new thread for each would seem a bit spammy. Putting them all in one thread also doesn't seem great. When filefront was still around as frankensteining and porting were frowned upon, people mainly made mods from scratch which generally takes a lot longer and so you don't get so many threads spawning every day. That's my view anyway.
×
×
  • Create New...