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Xycaleth

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Everything posted by Xycaleth

  1. Unless you modify the engine as well, you can't add or remove fields from the playerstate_s struct. The engine needs to know exactly what fields are going to be networked and how many bits of each field will be networked. BUT! If you notice at the bottom of the struct: //rww - spare values specifically for use by mod authors. //See psf_overrides.txt if you want to increase the send //amount of any of these above 1 bit. int userInt1; int userInt2; int userInt3; float userFloat1; float userFloat2; float userFloat3; vec3_t userVec1; vec3_t userVec2;Raven were kind enough to add extra fields at the end of the struct so that modders could send new information without having to modify the engine. Note however, that the order of the fields must stay the same, you can only rename them. To tell the engine how many bits you want each field to use when being networked, you modify the ext_data/MP/psf_overrides.txt file - an example of this file is in one of the assets PK3 files (I can't remember which).
  2. I've not implemented stencil shadows before so I can't make a guess as to why the shadowing looks like that. It should certainly be possible to fix it though. I've got a lot of unfinished things I need to do though (some kind of release for ModView being priority atm) so I don't have the time to look at it.
  3. It's possible using light styles I think. I don't know how to do it off the top of my head, but searching for "q3map2 light styles" should give you something to start with.
  4. You can't mix 32-bit mods with 64-bit servers. You need to run the 32-bit server if you want to run OJP.
  5. Sorry, didn't see your post. Latest build can be found here: https://dl.dropboxusercontent.com/u/874909/rd-rend2_x86.zip Make sure you have the Visual Studio 2013 x86 Redistributable installed.
  6. Haha, if you have a time machine handy then that would help
  7. It's not haven't touched it since whenever my last update was. I always update this thread if I'm working on it in some worthwhile way, so that's one way of knowing if progress is happening or not.
  8. Xycaleth

    Maybe you wanna...

    It hasn't. And I'm not sure what can be said or done to change their minds. And it's not clear from the thread whether they are using the OpenJK dedicated server, or the OpenJK mod (or both). Either way, I've always found it hard to talk to a lot of base players as they aren't very cooperative in helping with finding fixes.
  9. I posted this on the github issue, but I'll post it here too. The problem doesn't happen if OJK is compiled with VS2010 which makes things a bit more fun when debugging...
  10. Potentially, TGA loads faster: PNG is a compressed image format, so when it gets extracted from the PK3, a second decompression has to take place to get at the image data. TGA contains the raw image data so it just has to be extracted from the PK3 and it's useable. Whether this is true in practice, I don't know.
  11. What's the difference between checker size and grid overlay size? Do you mean for the checkered pattern and the wireframe grid?
  12. How many verts are there in the converted model?
  13. Yup
  14. Quick mockup of the dialog box to edit floor options. Still need to add text box for grid size, but that's what I imagine it will look like roughly.
  15. The problem with correct "game-world" floor is it depends on the game code, and won't always be the same for different models. The best I can do is lowest point on model (the floor position won't update with the animation so it'll be a fixed position).
  16. OS X version looks a bit odd with the toolbar there...
  17. Interesting, it looks like the ModView code we have is slightly out of date compared to the ModView that was released in the SDK. It's missing the code for the "best-fit model to screen" button as well as the icon.
  18. Ah I see. When you say player, you mean sound player lol How about just a wireframe grid for the floor? Like in most 3d modeling programs?
  19. How would the animevents sounds get played then? They play in the event an animation has reached frame X, but without a model you don't have an animation What would a "decent" floor texture look like? Using (0, 0, 0) for the floor position isn't the best idea - for player models this would mean the floor goes through the waist. Perhaps set the floor position to the lowest model point when it gets loaded?
  20. Not yet, but I've had a look around to see what would potentially need to be done.
  21. Not possible without rewriting the ModView renderer, but it's mostly lots of copy and paste from the JKA renderer. The ModView renderer is literally a stripped down version of the original anyway so it'll just be like stuffing a turkey But instead of stuffing or whatever else you put in a turkey, you put back the original bits that got taken out
  22. What do you think of the new toolbar? Oh and I fixed the broken rendering with transparent textures. (Also I realise I'm missing some icons)
  23. Does anybody use the toolbar buttons in ModView?
  24. I wouldn't go that far You still need the BSP hull (made from brushes) for proper vis.
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