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Everything posted by Xycaleth
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Nothing's worked so far because there's little to no team organization and coordination. Collaboration is good but the reason why so many projects fail to finish is because there is nobody to guide the project to completion. Without it you're essentially wandering aimlessly towards a completely undefined goal. Unless you or someone can provide that direction and leadership then you will just be another forgotten effort.
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I've been looking into getting Windows builds back. Hopefully can get something working by the end of the week.
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Not at the moment. Moved into a new apartment with some friends recently so my schedule's completely changed. I'll let you all know when I have something new to show
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Mrwonko is right. Mipmaps are what you're describing except it's a bit more advanced than that. (And yes they are used). Lower resolution versions of the textures are chosen based on how many texels are being mapped to some area of the screen.
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I've added a pull request to make OpenJK compile under Visual Studio 2013 again: https://github.com/JACoders/OpenJK/pull/879 Just need to wait a day or two while my changes get reviewed before they're merged into the code.
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Notarget not working correctly on Steam version
Xycaleth replied to DarthStevenus's topic in Jedi Knight Tech Support
What are you expecting it to do? You won't see any visual difference - it just means NPCs won't target you anymore. -
I thought constexpr was supported in 2013 so I approved the change. It's not that we didn't know what was in the change I'll see if we can get constexpr removed.
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I see. Looking around, vs2013 with the latest updates should have partial support for constexpr. I'll check tonight when I'm back from work. If you're not using the community edition (not the express edition), then I highly recommend you use that since it has a few extra updates which I don't think the express edition gets.
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OpenJK should be compilable with VS2013 onwards. If it's not working, can you post the errors you're getting?
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I had a few nostalgic moments as I browsed through the old (2011) JKG dev files I still have on my PC. I thought this was a fun one - I'm sure nobody will mind me sharing it since the original story line is no longer being used.
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Can someone fix kashyyyk sky in single player?
Xycaleth replied to JV Order's topic in Modding Assistance
We can't see those screenshots. You need to link to the public URLs. -
Slow progress atm. I started looking again at adding weather a few weeks ago but between work and other things I haven't had time or haven't felt like working on it.
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I don't have a clue I need the broken .glm file that @ had but it looks like he ignored my post I don't know in what way it's broken, that's why I asked for it.
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New Jedi Knight Jedi Academy
Xycaleth replied to Darth Ronin's topic in Jedi Knight General Discussions
For the most part, the engine doesn't have any impact on the gameplay. The fact that the sabering is overly simplified in Battefront, compared to JKA, is a gameplay design choice made explicitly by DICE. -
Can you send me the broken .glm file? I'm working on an updated version of ModView - I'll change it to give an error message instead of crashing when loading a bad model file
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Unusual OpenGL error after OS reinstall?
Xycaleth replied to dark_apprentice's topic in Jedi Knight Tech Support
Can you post a screenshot of dxdiag on the Display tab? -
I don't understand what you expect to see out the window. You have buildings outside the window so you're going to see them when you look through it..
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Even if you don't have an official fork you can use git locally on your own computer without uploading it anywhere. It'll let you keep track of every change you make It's an invaluable tool when editing code.
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It sounds like you aren't using a version control system for your code
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Hey this looks pretty neat! Have you heard of JA Enhanced? They're looking to improve the SP experience as well so maybe you could team up with them?
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I guess I should have been more specific in the README about where it is. The repository is where the README points you to, and then go to modview-qt branch, then go to tools/ModView. No, I won't be providing Windows XP support for now. The Qt libraries I use don't work under Windows XP and it's a pita to rebuild myself (the repository itself is 400MB, and takes a few hours to build). I want to move to a more lightweight GUI library at some point so I may consider XP support then. In any case, nobody should be using XP now.
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https://jkhub.org/files/file/3051-modview-for-windows-and-mac/
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Oh yay https://jkhub.org/files/file/3051-modview-for-windows-and-mac/