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Xycaleth

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Everything posted by Xycaleth

  1. The SoF2 SDK was released, not the engine though
  2. Few suggestions and questions, now I can type on a keyboard: Have Creative Commons (CC) License as an option - this is much more suitable for artwork. There's an number of variations, each which says what the restrictions are.Provide some information on which licenses is suitable in what case - GPL is really only suitable for source code and programs, something which JKHub doesn't even get much of. The majority of content is maps/skins/models is better suited under the CC license for example.What license does work come under if the author doesn't provide a license? And would code mods and artwork come under the same "default" license?
  3. Which version of the GPL?
  4. There's a fairly well known bug in jk2 and JKA where if you hold use and attack then you can make the torso anim loop Most mods fix it by removing the "attack key is pressed" flag on the server side but there should be a better fix for it I think.
  5. I would expect longer bone chains to increase jitter, but longer animations? That just sounds like really poor code
  6. You can still reduce the jitter though even if you're losing precision. And yeah, there's not really muh need for the carcass source code if you plan on converting from a different/new format...
  7. I'm with Rich on this one. I don't think the source code release was authorised by any of the higher ups and I imagine someone got in a lot of trouble afterwards which is why the original source code dump got taken down so quickly. I doubt you're going to get any responses if you keep pestering Raven about getting more source code.
  8. Sorry, I should have clarified - it's per-vertex in the vanilla renderer. Rend2 uses per-pixel lighting for models.
  9. The seams are visible with dynamic lighting because lighting is performed per-vertex instead of per-pixel. You would need to up the requirements a bit to get per pixel lighting working and also a lot of rewriting.
  10. The reading of the file isn't the problem - that's handled by the dotXSI SDK. But we don't have the source code for carcass which is the compiler, and converts from XSI format to GLM so it would have to be rewritten from scratch.
  11. Hey I never said anything about FBX being a pain I would much rather keep FBX over dotXSI because it lets a wider range of people use the converter (on Linux and OS X as well).
  12. I'm surprised you haven't heard of the headset before. It's the Oculus Rift, which has been in development for 2 or 3 years now. According to Wikipedia, it weighs 379g or 13.4oz - if you exclude the lenses (which are 90g on their own), that's as much as a bicycle helmet weighs. To me, that sounds like a very comfortable weight for fairly long stretches of time According to the Oculus Rift website, the headset weighs 0.97lbs or 439g, so even then it's not that heavy Also I'm not sure how you can make the headset look any different. You need the lenses, and an enclosed box which is essentially what the Rift is...
  13. What difference would that make? o_O Surely it would be exactly the same from your point of view.
  14. Yeah, just stencil shadows.
  15. In the past I've experienced problems where my ISP's DNS servers would go down for periods of time. You can either fix it by switching DNS servers (Google, OpenDNS), or calling up her ISP and seeing if they can see any problems on their end. If it's not a DNS issue, her ISP should be able to help anyway as they might be able to see why her connection keeps dropping. And now I think about it, it could be something else! If she's on ADSL, another problem I've come across is where the connection's downstream SNR (Signal to Noise Ratio) was too low - I think the ideal is around 6dBA, anything lower and the connection is likely to cut off. The symptom you'll see with this is a gradual drop of connection speed until it just stops working. This is something the ISP would need to fix as they would have to boost the signal. You should be able to find what the SNR is in the router 'control panel' like page thing. EDIT: Re-reading your first post, it's probably not the SNR thing Only way to get it working again if it disconnects due to that problem is by reconnecting the Internet connection itself, but you seem to be fixing it by flushing the DNS...
  16. It could be a problem with the DNS perhaps? When she's able to access the Internet, ping a website (e.g. jkhub.org, facebook.com, doesn't matter which) and make a note of the IP address that the domain name resolves to. Wait a while until the Internet connection stops working and try pinging the IP address. If it works, then it's a DNS issue. If not then...not sure
  17. Already done
  18. Should be easy enough MD3 support should be easy enough - I'll see what I can do with it. Also quick question, does anyone use the animevent stuff in ModView? It seems a bit..lacking.
  19. Progress
  20. They're pretty CPU intensive and look pretty bad in most cases though (it's easy to get shadows floating in midair, etc).
  21. We could but then it wouldn't match up with JKA. I want to keep ModView working with vanilla JAMP as well. EDIT: Just had a quick look in the source code - the limit is for stencil shadows (cg_shadow 2) which I don't think many people use anyway...
  22. I'll add the show origin axes back in The main reason I'm removing stuff is to try and streamline ModView. I planned to redo the GUI a bit to be more intuitive. And yeah, you're right. The unshadowable surfaces thing is supposed to show objects that have more than 500 verts. I never even knew that limitation existed.
  23. Viewing SoF2/JKA bot filesAlways on top optionCopy/Find options under Edit menuChanging Global XYZ scalesViewing alpha blend (this is always enabled now)Viewing texture filtering (always enabled)Show origin linesShow tri/vertex indexes (might consider adding this back in. I used this not too long ago)Show all polys double-sided (always disabled now - only makes debugging harder)Show unshadowable surfaces (not sure what this even did)"Stu's test function"View OpenGL driver info
  24. Seems like I was a lot closer to finishing my port of ModView that I thought I was I'm almost done making all the functionality available again, and taken out some stuff which I thought was useless. I can always add stuff back in if people did use it.
  25. VMs work fine. I get 125FPS in a VM with OpenJK. This isn't 2000 anymore, where graphics wasn't hardware accelerated
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