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ent

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Everything posted by ent

  1. If you are trying a patched DLL with not patched engine (EXE) then it is the problem. Either build and put patched EXE next to your DLL and don't forget to get official assets that come with the official game patch 1.01. Or build not patched DLL and not patched EXE. Here is source for 1.00 (not patched): https://github.com/jedis/jediacademy/tree/e0610d49dd24880794b25c3c644df58a73e4a6e5 Your error comes from the engine, by the way: https://github.com/jedis/jediacademy/blob/e0610d49dd24880794b25c3c644df58a73e4a6e5/code/server/sv_savegame.cpp#L1875
  2. If it's same as here https://www.dropbox.com/s/2lrmrwvyvjh22wq/lukesmooth.mp4 then try this: http://www.speedyshare.com/Quqgp/download/japlus-animations-jk2idle.pk3 I don't remember what I modified there, just compare with original.
  3. Too many useless words, enisform. Direct link: http://www.arloria.net/tiramisu/tiramisu.swf?channels=#jacoders If it shows some error just type "/join #jacoders".
  4. @Hugo, @CaptainCrazy was thinking to make them. I even delayed the release because I wanted to wait if he makes anything. But seems he won't make them. Maybe somewhen someone will make it.
  5. Okay, so... Finished the mod and released: http://jkhub.org/files/file/1942-jedi-knight-rewards/ Thanks to everyone who discussed in this topic. You helped much.
  6. Version 3

    460 downloads

    Jedi Knight Rewards is a visual modification for 2 games (+2): Star Wars Jedi Knight II: Jedi Outcast and Star Wars Jedi Knight: Jedi Academy (should also work in Quake III Arena and Quake 4). The modification displays different reward icons on the center of screen if the player performs certain actions. Author: ent Release date: 12.03.2017 Size: 269 KB Installation: put zent_jk_rewards_icons.pk3 and zent_jk_rewards_sounds.pk3 to GameData/base/ Requirement: rewards are blocked in default client side, therefore the modification can only work with client side modifications that unlock rewards. Known (by author) client side modifications that support rewards: - SMod (JA) - JA++ (JA) - jaMME (JA) - joMME (JO)
  7. Hello everyone. New jaMME 1.5.3 is ready with a biiiig bunch of cool stuff: http://jkhub.org/files/file/1712-jamme/ Chagelog: New cvars: - cg_trueSaber - cg_trueMelee - cg_drawMovementKeys - cg_drawMovementKeysPos - cg_drawMovementKeysScale - mme_demoRemove - mme_demoPrecache - s_mixSameTime - mme_pbo New commands: - dof - trueview - clientOverride <> hide <> Information about all commands and cvars is written in cmds.txt and cvars.txt that placed in mme folder. Probably the most interesting feature in this release is DOF animating system. Thit feature lets you make beautiful DOF effect in game. Look at some examples: https://www.dropbox.com/s/cgth8t4ack6vjwf/heh.mp4 [VIDEO] https://www.dropbox.com/s/9e8sgya109qnpd0/ohdof.000.mp4 [VIDEO] There is a new tutorial about this new DOF feature: http://jkhub.org/topic/4176-7-depth-of-field-tutorial/ Another cool feature is PBO - pixel bufer object by @{JAWA}teh_1337. This instruction makes capturing much more faster. Try it out with "mme_pbo 1". Now you can also precache some media before loading demo. It's needed to avoid little lags during demo playback when someone connects and loads new information. But those lags do no affect capturing so they are more for personal user's preference. Be carefurel, if you don't have enough RAM or you precached too much then it can cause either crash or drop to main menu. Use "mme_demoPrecache 1" to activate it. For those who care about disk space or those who made a thing similar to the Maverick's demo renderer there is a new feature - removing .mme demo after finishing demo playback. Use "mme_demoRemove 1" to enable the feature. I am sorry for not completing custom animation feature, lost interest for now. But I hope it will come back and I finish it finally. Btw the feature is in this release, just hidden. So you can even try it out, if you find. I saw some people already made cool videos with the mod. I am so glad, guys, thank you. Keep making good stuff! Some extra, made with joMME: I will release new joMME soon too.
  8. This tutorial will be about two different ways to make the depth of field (DOF) effect in videos captured with jaMME. They are constant and variable (scriptable) DOF. ----------------------------------------------------------------------------------------- Constant DOF ----------------------------------------------------------------------------------------- Constant DOF is also divided in two different ways. The first is capturing a DOF mask. To activate this way of DOF you have to set the cvar "/mme_saveDepth 1". The DOF mask output will be in grayscale with dark colours for the nearest objects and light colours for the farthest ones: This output will be captured as a parallel one to your regular one with an additional ".depth" string in its name. So you will have 2 more screenshots/videos. And the regular screenshot: Then you'd need to use additional software to apply a blur effect to your regular image by using the DOF mask. Example for Adobe After Effects: http://q3mme.proboards.com/thread/21/after-effects-tutorial-depth-field To adjust the focus point - the position between the darkest and the lightest parts (aka gray centre), you need to use the cvar "mme_depthFocus". Try values between 0 and 2048. I suggest using 1024. To adjust the length of "flow" between black and white - the range from focus to far and near objects, you need to use the cvar "mme_depthRange". It just adds and subtracts its value to "mme_depthFocus" to count the farthest place (white) and the nearest (black). Try 512 or a higher value. If it's over the value of "mme_depthFocus" then the black part will start behind the camera. Quick setup: 1. Start demo and pause at needed moment 2. Type in the console "/mme_saveDepth 1" 3. Type in the console "/mme_depthFocus 1024" and "/mme_depthRange 512" 4. Type in the console "/capture avi 30 doftest1" 5. Unpause demo 6. Wait until it captures what you wanted and pause again 7. Quit game and find "doftest1.000.avi" and "doftest1.depth.000.avi" 8. Follow those instructions: http://q3mme.proboards.com/thread/21/after-effects-tutorial-depth-field The second way to capture DOF makes a more realistic DOF. Instead of capturing a mask which would require being post-edited, it can create a single output with an already captured DOF. How does it work? The solution is simple: it just captures a bunch of frames with a little camera offset around one focus point each. Then it merges them together similarly to how motion blur merges frames, then saves them in one. The more frames it captures - the more realistic it looks. To set the amount of frames that will be captured for final output, you need to use cvar "mme_dofFrames". WARNING: if it's 0 then it won't work. It looks rather cool with a value of 40 or higher. Max is 256. IMPORTANT: the more value is set - the longer capturing will be. Think like this: if "mme_dofFrames" is 40 then the output will be capturing 40x longer (maybe a bit faster though). To adjust the focus point, use cvar "mme_depthFocus" like in the previous way. Also if you are chasing any object, then DOF focus will be on that object with this way of DOF. To adjust the power of blur - how much camera is focused, use the cvar "mme_dofRadius". The value over 10 is something crazy. Quick setup: 1. Start demo and pause on needed moment 2. Type in the console "/mme_dofFrames 40" and "/mme_dofRadius 5" 3. Type in the console "/capture avi 30 doftest2" 4. Unpause demo 5. Wait until it captures what you wanted and pause again 6. Quit game ----------------------------------------------------------------------------------------- Variable (scriptable) DOF ----------------------------------------------------------------------------------------- Variable DOF is the one which can change its focus point and focused power (radius) by following a scripted instruction. Those instructions are just control points like in the camera or timeline modes. Each keypoint contains information about the focus point and the radius. It works with the same technique as the second way of Constant DOF. Therefore to activate it you need to set the value of the cvar "mme_dofFrames" to more than 0. TIP: DOF does not depend on your current view. Thus for the best result you should probably set the camera keypoints and lock the camera, so you will be editing DOF with an already prepared view. Start your demo, fast-forward to the needed moment and pause. To start working with variable DOF you need to switch editing mode to "Dof". You can be in any Chase or Camera view modes to edit DOF. Now press 4 and it will show "Edit:Dof" in the demo HUD and draw a red grid in the game world. The place where the grid crosses the world is the focus point and the thickness of the lines represents the focused power aka radius. Now you need to adjust DOF settings for the first keypoint. To adjust the focus point hold W and move your mouse. It will move the red grid in the world closer or more far from the previous position. After that hold SPACE and move your mouse again. It will change the grid lines' thickness with the radius value together (before, after). You can see the focus point position and the radius values in the demo HUD. Now press V to add a keypoint with the current values. Hold SHIFT and move your mouse to move in time. Then hold W, move your mouse, hold SPACE, move your mouse to get new values for the current view and add a keypoint by pressing V again. Repeat until you're finished with your cool moment and lock DOF by pressing R. WARNING: if you don't lock, your scripted DOF won't work, and the 2nd constant DOF will work instead. To delete a keypoint sync with it by pressing Q or E and then press B. You can also lock your focus point on any entity. Therefore you will always be focused on that entity, and keypoints will only be able to change the radius. To lock the focus point on an entity you should be in Camera view ("View:Camera" in the demo HUD). Just fly with the camera by holding MOUSE1 and using movement keys like in the regular Camera view. Hold MOUSE1 and MOUSE2 together to highlight lockable entities. Position your view so that entity will be in the center of the screen (highlighting box will be red) and click F. IMPORTANT: Remember to be in DOF editing mode. Now go through keypoints by pressing Q or E to switch to previous or next ones, and adjust them again if needed. So you are done now and it's time to capture. Type in the console "/capture avi 30 doftest3", rewind to the beginning of your editing (you can just hold Q to get to the first keypoint) and unpause to start capturing. You know how it works already. So there will be an output with captured scripted DOF in your "capture" folder. That's all. Quick setup: 1. Start demo and pause at needed moment 2. Type in the console "/mme_dofFrames 40" to activate 3. Press Z or X to switch to Camera view 4. Press 4 to switch to DOF editing mode 5. Hold W, move your mouse 6. Hold SPACE, move your mouse 7. Press V to add a keypoint 8. Move in time and repeat 5, 6 and 7 steps 9. Press R to lock DOF 10. Type in the console "/capture avi 30 doftest3" 11. Unpause demo 12. Wait until it captures what you wanted and pause again 13. Quit game Have fun. ---- ent
  9. Also if you deselect all circles of Force Saber Attack, then you will spawn with melee instead.
  10. Nice! Little feedback: you should add direct link to the lastest volume on the main page where it shows the announcement of that latest volume, so it will be a bit easiry to navigate.
  11. ent

    wut?

    There is another solution: use the extension in dev mode.
  12. I was talking about MP, sorry. I am not aware of SP at all.
  13. I mean if the mod folder (the one that is in GameData, for example "japlus") does not contain DLLs (could be in pk3) then it's not recognized as a mod folder, and if you do fs_game "modFolder" and that one does not exist or doesn't contain DLLs then it will create one with base DLLs. By mod I mean code modification, not media.
  14. Hello. I ran on your map some time... It is a masterpiece! Made with soul! (see? Szico VII is already crying) I am really amazed how everything is done. So polished and detailed map. It brings so pleasant atmosphere. I like how you textured everything. There are really no textures that catched my criticizing (in bad case) eyes. Especially I liked those iced glasses in the head cabin and semi-transparent japanese doors in the rest room. I also liked how you made the ship look outside. It really looks amazing with the glow effect. And now here is feedback. Bugs: - doors close and hurt when player is in their passageway; fix: you could keep doors open when players are nearby, I saw that feature on some maps- disappearing door texture (shows hyperspace)- invisible block that does not let go in the rest room- two big triggers that open two doors instead of one- going through hammock in the engine room: fix: it should be a solid object- hole in the engine room (shows hyperspace)- weird textures on some of the ventilating grillesSuggestions:- stairs should be one single slanted plane for smooth moving- should put snow(stars) weather more far from the ship, to make the ship have more realistic flying in space effect After finishing browsing the map, I decided to fly around with noclip to find some missed places. And, as I expected, there were rooms with useful items behind some locked doors. I bet there are secrets in the map which I could get to those places with, aren't there?Also is it possible to get outside? If no then is it planned? I hope my feedback was useful in some degree. Keep making maps, you have golden hands.
  15. https://db.tt/OauSvsf8
  16. All new rewards demonstration (with Q3A sounds though): https://www.dropbox.com/s/2ppog7shkuwq3t7/jkRewards.mp4 For those who have problems with embedded videos: https://db.tt/i1Jpy4Am Download to see in HQ.
  17. I will make the silhouette of Disruptor in Impressive reward turned to 45 degrees like the rail turned in the original reward:
  18. If you need those rewards, then need to hardcode both server and client mods. The only one who can do that now is probably @Raz0r with his ja++. Ask him if you want them much.
  19. Good point. I will make them 256x256 pixels then. If none has suggestions then I will release it in some time. Also will be waiting for voiced part for the next version.
  20. If everyone is okay with current version then I will release it. If no, then reply, please. What do you think about reward icons' sizes? If resolution height has 1080 pixels then icon size is 89x89 pixels. Or if resolution height is 1536 pixels then icon size is 127x127 pixels. So I suppose 128x128 (it has to be power of 2) pixels icon size would be enough. Or not? Should we care about next generation with UHD monitors and make icons with sizes 256x256 pixels?
  21. Okay, then... Capture reward has some effect sound without voice. Defence reward has one sound: "Defence" Assist reward has sound: "Assist" Impressive reward has two sounds: "Two hits, impressive" and "Impressive" Humiliation reward has two sounds: "Gauntlet, humiliation" and "Humiliation" Excellent reward has two sounds: "Two frags in two seconds, excellent" and "Excellent" Extra ones: When you and your enemy are close to Boon and your enemy picks it first: "Denied" When you kill an enemy flag carrier close to enemy flag stand just before capture: "Holy shit" (code exists but disabled, could be unlocked in ja++, yes, @Raz0r?) There are also three rewards but they are not used in JK at all, and was only used in Q3A single player. They are Perfect, Frags and Accuracy rewards with corresponding sounds: http://planetquake.gamespy.com/View.php?view=Guides.Detail&id=48&game=4 They are only shown in intermission, not during gameplay. Comments: "Gauntlet" from Humiliation should be replaced with "Stun" or "Stun Baton" since JK does not have Gauntlet weapon, and has Stun Baton instead. "frags" from Excellent should be replaced with "kills" maybe, but it does not matter much, imo."Holy shit" should be replaced with something less brutal, I think. Additonal info: Jedi Outcast uses Mon Monthma's voice for announcing and Jedi Academy uses C-3PO's voice for announcing. I think that's all...
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