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Everything posted by Xycaleth
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Going to hold off on this for now. I want to finish FBX support completely before considering support for other formats.
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It's not quite ready yet to put up in the files section. I'll look at making a mac version tonight when I get home from work I also need to get back to working on this :/
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....you probably want to change your passwords now, and remove them from your post.
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@@TheReferee can you describe what modding or game development experience you and each of your current team members has had in the past? And what mods you (and your team members) have worked on in the past which has been released? This isn't a stab at you, but all too often people have tried to make "the next biggest thing in JKA" (and I'm guilty of this as well) but end up abandoning it half way through due to the lack of experience both in developing and pushing the mod forward to completion. Ideas for something bold and new aren't the problem. The problem is the ability to execute the ideas.
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You're correct on the prefixes you've guessed. bg_ means both games (shared between server and client). Regarding client and server side in single player, the main distinction is in what each handles (and this applies to multiplayer as well). The server handles all of the game logic (e.g. should this player be able to walk forward, did their lightsaber hit something, what should the AI do next, and so on) and sends this information the connected players (or player in single player). The client side is responsible for handling the visual representation of the game.
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Fun note: there are no other sounds apart from vocals in this music video.
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Top Jedi Academy Authors of All Time!
Xycaleth replied to Merek's topic in Jedi Knight General Discussions
Pick me pick me! -
.menu file builder/visual aid program?
Xycaleth replied to Dusty's topic in Mod Requests & Suggestions
My bad. Didn't realise it's not in SP In this case, as long you're not replacing an existing menu (one which exists in a PK3), then you can put the menu files in the directory and the game should load them from there. -
.menu file builder/visual aid program?
Xycaleth replied to Dusty's topic in Mod Requests & Suggestions
Yes, unless you set the launch parameter fs_dirbeforepak to 1. -
Yeah, parallax maps should be supported. I don't know to what extent though. I'm still learning the ins and outs of rend2 as I go along fixing things.
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That thread is based on baking cloth physics into the animation. There's no cloth physics involved on the game engine side of things.
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Unless someone wants to contribute their time to add it, then it doesn't look likely at the moment.
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The renderer is now much improved.
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The auto-generated normal maps are also not that great - think of the normal map generator in Photoshop - it's something along those lines. Regarding normal maps from q3map2, rend2 does support something it calls 'deluxe maps'. These are used in Half Life 2, and essentially create normal maps for the lightmaps, but still need to be fixed. I want to look at eventually replacing this though with something a bit lighter weight though as deluxe maps take up a lot of memory.
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Keep in mind that the majority of our work here is just porting the rend2 renderer from ioq3 to JKA. There's just a lot of small differences between the regular Q3 engine and the JKA engine which means rend2 doesn't quite work properly! So we can't take all the credit for what you see Our work so far has been bridging these small differences so that it does work.
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Pretty much as soon as the full JKA source code was made available, a few of us started working on a more polished version of the jasp/jamp files. This also led to us starting a port of the rend2 renderer used in ioq3 - in short it's a drop-in replacement for the standard JKA renderer which provides a few techniques you'd expect of a modern graphics engine like normal maps, HDR lighting, depth of field etc. We have a WIP thread over in the OpenJK forum: http://jkhub.org/topic/2804-rd-rend2/?p=40366
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.menu file builder/visual aid program?
Xycaleth replied to Dusty's topic in Mod Requests & Suggestions
I started making one a few years ago but gave up on it after a while. It would be good if someone does make something like this though. -
If an assertion has triggered then it's a really bad idea to ignore it, especially if it's coming from the C runtime. You probably want to go up the call stack until you reach OpenJK and see what it's calling, and with what input.
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Reading through some of the jkhub posts, one post in particular got me thinking. The post was along the lines of "too bad all the people who can make decent mods are too busy to make anything". This is true in a way. A lot of the experienced modders are now midway through college or are now working professionals. Which brings up another point: all these modders were probably the same age as the majority of the now-non-modders when they first started to learn about modding. What's stopping the non-modders from learning to mod, especially when there's definitely more tutorials available now compared to a few years ago? Make of this what you will
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Maybe @@Szico VII can tell you
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I would go for an AMD card. Their OpenGL driver has gotten a lot better over the past few years, and the Radeon 280x seems pretty good. Add to the fact that AMD's Mantle graphics API is being introduced soon, which, if their numbers are marketing are anywhere near real numbers, will be an advantage over Nvidia (though only for games that support Mantle).
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Small update on this. I've been slaving away at this, to make it working better. Here's a few screenshots of what rend2 is capable of: Notice the variation in shadows across the face of the lit rock surface. Rend2 can naively auto-generate normal maps using the textures you give it. Dynamic shadows that affect all things in the map. It's a bit of an FPS as you can see, but this can eventually be optimised. (Ignore the Wampa with huge burn marks - GLM model rendering is still WIP )
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Couple of quick questions RE: Source Code
Xycaleth replied to Almightygir's topic in Coding and Scripts
I remember you @@Almightygir Like @@DT85 said, OpenJK has separated the renderer code from the main game program so you can swap out the renderer for your own renderer. I'm currently in the progress of porting rend2 to OpenJK. Rend2 (it's one of the renderers used by ioq3) uses GLSL shaders behind the scenes to allow for some more fancy graphics, but the 'materials' are still described using a Q3-shader based system to make it simpler for artists to create them. There is some scope to add new GLSL shaders but it would require some knowledge of the renderer code as well to add them in and get them to be used. -
You've run out of memory. You can try adding -lomem but this would drastically increase compilation time. Failing that I don't think there's a lot you can do. On a related note, Windows XP won't be able to use all 8GB of your memory. It will only use about 3GB because it's a 32 bit operating system.