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Everything posted by ent
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Just a quick answer which I think you already know, It's not possible to record a demo in SP then play it back in jaMME. ent
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Your all time favourite MP map(s)?
ent replied to Angel Soul's topic in Jedi Knight General Discussions
Expedition by Acrobat. https://jkhub.org/files/file/1422-expedition/ It has several "mountains" that you should concuer. Although my fav is v1.03 but this one is cool too. -
Now put the red grid on player, lock and recapture.
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And set the needed Focus and Radius values with SPACE and W and mouse moving (or just modified the demo HUD) which showed some ceratin values in the demo HUD? Also try to set mme_depthFocus to 1 then.
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@Boothand, DOF is ok, just set the most minimal (0) for mme_depthFocus. Or if it doesn't help, then try to lock scriptable DOF because iirc when chase mode is set then it does autofocus on current player, but it's not when the POV is on. Sounds weird I guess x]. But give it a try. Do not forget to set custom Radius and Focus values, just do not create the keypoints.
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Show the result? As I got you use "realistic" new DOF then there are only two cvars you need: mme_depthFocus and mme_dofFrames. Try to follow step-by-step the second way for capturing DOF in my tut. Ontop: told ya ppl to use speed over timescale so many times.
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Send me your demo, please. What about other demos?
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If you want to change point of view to another clients then switch view mode to Chase and with holding SPACE click Q or E. But you cannot see other players' HP unless they are your teammates, and you can see their HP from team overlay. If I understood you wrong then tell what you meant exactly because your question(?) looks weird.
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Add weekly tournaments, please, at least for the small CTF community it'd be nice (too small to take a part in the legue). Once on week, I'd say on weekends, people could gather and play double elimintion tournaments. At least it could be a part of this competative project.
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You have to put sounds in the same directories as files placed in assets0.pk3 which is in base folder. And there is no songs directory. So if you tried to replace default ones then it has to go to some of existing ones, for example: /music/mp/duel.mp3 in MP3 format with the settings from the link above which I posted. Do not forget that names have to be same as the existing files have. If you tried music or play console commands then you have to write the full path to files, for example: /music music/songs/name.mp3 or /play music/songs/name.wav (WAV only, I think) (also try without music folder). WAV format will probably work too, I don't remember the default sound code well.
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http://jkhub.org/topic/3170-custom-sounds-in-jo/
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Hi. Did you try this: http://jkhub.org/topic/4276-important-solution-to-fix-msvcp120dll-is-missing-when-starting-jamme-poll/ ?
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Failure to understand setup.
ent replied to Bacon's topic in jaMME [Jedi Academy Movie Maker's Edition]
They are not odd to ask. I wanted to be sure that you actually loaded the mod, and you have rights to write files. According to your answers, everything should work. Do you have mmedemos.cfg in your mme folder? There are all the binds. If, as you say, they are not working, try to load the config directly with /exec mmedemos.cfg. Also be sure you followed the tutorials correctly. Maybe you were trying to control camera when actually did not switch to camera at all? There has to be shown View: Camera nd Edit: Camera in the demo HUD which is put on the left side. -
http://jkhub.org/tutorials/article/166-character-modeling-for-jk-in-3ds-max-walkthrough/ http://jkhub.org/files/file/1877-horseton-legged/
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Failure to understand setup.
ent replied to Bacon's topic in jaMME [Jedi Academy Movie Maker's Edition]
this And if it's still hard to answer to the 2nd question: Do you have anything in mme/mmedemos folder? (after playing any demo) -
Failure to understand setup.
ent replied to Bacon's topic in jaMME [Jedi Academy Movie Maker's Edition]
Visual guide... wth... Before saying you what to do, I need to be sure that everything works as it suppoeses to work. @Bacon, answer my questions, please. -
Does this work with MBII?
ent replied to Onysfx's topic in jaMME [Jedi Academy Movie Maker's Edition]
Then maybe some private IRC? Forum does not sound productive for me. -
lol Oak shapeshifting
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Does this work with MBII?
ent replied to Onysfx's topic in jaMME [Jedi Academy Movie Maker's Edition]
Pugmod works differently. I wanted to base q3mme port on pugmod at first but ended that everything has to be done from scratch. @MaceMadunusus, so how to contact or what? -
Does this work with MBII?
ent replied to Onysfx's topic in jaMME [Jedi Academy Movie Maker's Edition]
@MaceMadunusus, I thought a bit more and ended up with that the best thing I could do is to make some additions in CGAME part of MB2. So I will add mme mod compatibility there, and then leave it as is for main developers, all they'd need to do is only to check my repository from time to time with new changes in jaMME CGAME part and update their MB2 CGAME. So all users will use original CGAME of mme, but MB2 users will have to replace it with their specific one. Rest elements (engine+renderer and ui) should work fine indepedently. -
Does this work with MBII?
ent replied to Onysfx's topic in jaMME [Jedi Academy Movie Maker's Edition]
gj at calling me a shit programmer. -
Does this work with MBII?
ent replied to Onysfx's topic in jaMME [Jedi Academy Movie Maker's Edition]
I am not complaining or blaming anyone for keeping the source closed. My idea always was to make shaders that make all walls semi-transparent. Is me 13373|2? -
Does this work with MBII?
ent replied to Onysfx's topic in jaMME [Jedi Academy Movie Maker's Edition]
@MaceMadunusus, the main parts of the mod are cgame and the engine (split to renderer DLL and rest in EXE). The engine provides new demo player and some new trap calls aka new API. Cgame gives some demo control feature and features for moviemaking. All new trap calls are added to the end of list so the engine should be backward compatible (just as a replacement for jamp). I tried to use it as just playable engine with JA+ mod but there was some errors on ghoul2 part when I was connecting to a server. I did not debug it enough because it wasn't my goal to make it fully backward compatible but I can dig into it deeper if necessary. The engine and cgame are mostly base-like. I did not add something incompatible. But cgame has a lot of additions and important bug fixes. There are some mod detectors for japlus, base_enhanced(in new incoming version), NT(in joMME) etc. So I thought I could get only cgame part from MB2 to look what I can use to make it compatible. The releases I make usually include some changes in both cgame and the engine. The source is opened, so if I add compatibility for MB2 demos in the mod then I think it should go public partially. But if you want to keep top secret then I could probably only temporary "join" MB2 devs team and add some changes to cgame part of code. It will be also playable and support new demo player because there are mostly additions. You can of course make it by your own, but I probably need to explain many details. -
If you are working with the source... then just debug it?