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ent

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Posts posted by ent

  1. The animation feature sounds really cool! That would probably be invaluable to the movie makers.

    Could it eventually be used to for example write custom saber animations and saving them?

     

    You can create ANY animation. But the feature isn't working properly yet as I wrote. I would suggest to just wait until good times.

  2. basketball.png

     

    Sup. It's been a long time... oh yeah, download link: http://jkhub.org/files/file/1712-jamme/

    w00t, jaMME 1.4 is here with a big bunch of changes, fixes and additions.

     

     

    Changelog:

    - fixed linear-clamp and similar shader animations in fx system
    - fixed 2 assertion errors in ui due to implementing smooth ghoul2 animation
    - fixed ghoul2 animation
    - added new feature: creating custom animations (doesn't work properly yet)
    - fixed clearing decals when game speed is over 2
    - added "mov_smoothQuat" to have smoother angles interpolation in camera action, requires high computer performance (see cvars.txt)
    - projects now save demo speed
    - fixed rocket locking sounds
    - fixed rocket locking image ratio
    - non-predicted clients can now see "stars" around tricked client's head or don't see the tricker
    - fixed endless drawing effects: atst's rocket, jetpack, force push blur, froce grip, electrocution, weapon shots, pickable item cone, glowing hand that's thrown saber
    - fixed capture flag timer
    - fixed not interrupting voice after spawn after falling to death
    - added effect override feature (see cmds.txt)
    - fixed game crash due to invalid active local entities and mark polys
    - fixed saber trail being clipped on low frame update
    - added "mov_absorbVisibility" to switch absorb visibility depending on pov (see cvars.txt)
    - different minor fixes for non-predicted clients support
    - fixed time and frag limit warning announcer sounds after demo rewind
    - fixed announcer sounds to be always local
    - fixed skybox portal when clients are in zoom mode
    - increased limit of fx system elements from 8192 to 32768
    - fixed hacky way to draw colours of version in the console
    - fixed leaking memory in audio which could stop playing new sounds at all
    - fixed lips animation which worked wrong with loud sounds
    - fixed dof mask capture
    - added "fx_forcePhysics" to force fx system use enhanced physics for particles (see cvars.txt)
    - added underwater sound effect that's controlled by "s_effects" (see cvars.txt) (thanks to Pande for underwater loop sound)
    - fixed underwater visual effect for camera mode
    - added "mov_rageColour", "mov_absorbColour" and "mov_protectColour" to replace colour of rage, absorb and protect force powers (see cvars.txt)
    - avi can now save audio (mme_saveWav 2)
    - added "mov_spLightning" to use force lightning looping sound from SP (see cvars.txt)
    - replaced "cl_numcores" with "com_affinity" which lets to set certain cpu cores (see cvars.txt)
    - added q3-style thirdperson view adoptation for ja (cg_thirdPerson 2)
    - made seeker drone, flying around body holocrons and personal assault sentry rotate smoothly
    - fixed aspect ratio on some 2d elements: using holocrons, selecting items
    - fixed missing NPCs if they were spawned before demo start
    - fixed missing subBSPs
    - updated list of container sizes for NPCs
     
    New cvars:
    - fx_forcePhysics
    - mov_smoothQuat
    - mov_absorbVisibility
    - mov_rageColour
    - mov_absorbColour
    - mov_protectColour
    - mov_spLightning
    - s_effects
    - com_affinity
     
    New commands:
    - clientOverride <> effect <>
     
    Information about all commands and cvars could be found in cmds.txt and cvars.txt as usually.
     
     
    I think one of the main features is a capture to AVI that saves audio too. To have that feature working set "mme_saveWav" to 2. By default it's 1 and saves audio to WAV.
     
    Another big feature is underwater audio effect: https://db.tt/4pVUwe1F [VIDEO]. Switch different methods with "s_effects" (in my opinion they all sound same).
     
    You can attach an effect (.efx) to player and it will like that: https://db.tt/9JfR7IZ4 [VIDEO]. Here I used "clientOverride all effect flechette/alt_shot". It loads effects from "effects" folder, so actual path to the effect is "effects/flechette/alt_shot.efx". You can create your own ones and attach to anyone.
     
    You can now make the mod use physics for particles in the fx system: https://db.tt/oTpjalBV [VIDEO]. Play with "fx_forcePhysics" around. It's an old feature in JA, but most of the effects don't use it, and if you want to make them use physics you need to edit .efx files... But now you can enable it for all particles just with a single cvar.
     
    One else big feature is creating custom animation. (Thanks to @SiLink for the idea.) Unfortunally the feature isn't working properly yet, and it's hidden. But if you find it then lucky you. :) It looks like that: https://db.tt/42ebPrjM [VIDEO]. Also attention picture in this post is taken by Scooper with using that animation feature too. But it's only a teaser, because, as I told, it's buggy and has to be fixed.
     
    Another fancy stuff:
    Videos:
    Before: https://db.tt/vdb2Odqn After: https://db.tt/jHqlvhDL (with "mov_smoothQuat 10000" I think)
    Image:
    http://yourscr.com/468b1ef7cbd99e494cb0c03cec315220.jpg - increased limit of polys and polyverts, it used to highlight first line of guys only.
     
     
    EXTRA:
    I also ported q3mme to Jedi Outcast, so there is joMME: http://jkhub.org/files/file/1861-jomme/
    It has most of fixes and features that jaMME does.
     
    Fancy vid by @Boothand that demonstrates MME power in Jedi Outcast (nothing edited in the video):
     
    Images:
     
    Make cool vids @_@
    Bye.
     
     
    tumblr_lfhua3UHGR1qzvcyt.gif
    Onysfx and Boothand like this
  3. /cl_maxpackets <value> - If you have a low ping go with 100. If you're struggling for a decent ping, you might want to try 30 - 50.
    

    Changing cl_maxpackets make fake ping changes, because ping is bound to your physical distance between you and server. It does not change ping!

     

    And this value supposes only to be more or equal than sv_fps (server fps) and less or equal than com_maxfps (client fps). And the best value supposes to be equal to com_maxfps, but if it's impossible (for example you have com_maxfps 125 and the max value of cl_maxpackets is 100) then you better set it as a half of your fps (if you have 125, then cl_maxpackets should be 125 / 2 = ~63) to not send extra packets and save some traffic (that's why it shows different ping which is not actually different). But be sure it's more or equal than sv_fps.

     

    I only wanted to say that if you don't really know what the cvar do then I think you should not give an explanation.

     

    P.S.: @Raz0r, fix me if I made a mistake, pl0x.

    Raz0r likes this
  4. After releasing 1.3 which is almost ready I will start working on it, but some key people (@Scooper) who are helping me on a new feature are not available right now, so I cannot say when I even gonna start.

    Plus I need fully compiling jk2mp, and as one guy said I can find such version on https://github.com/ioquake/jedi-outcast/, but I didn't test it yet. If you or your jk2 mates can test it or just give me another compiling one then it could help.

     

    I think making raw version will take at least one week because there are a lot of injections into the code such as: enhanced demo player, enhanced audio player, client game rewriting for compatibility, a lot of additions into renderer etc. It's not hard, just a lot of routine to do.

    You could also prepare some different demos from different gametypes and different game versions, so I can test and debug every major and minor mistakes. I prefer demos from actual gameplays than just recorded for me.

    Boothand likes this
  5. If your mod is what you used here, I'd be very excited!

     

    My mod is next generation of what you saw in the video. There is pugmod in the video which I modified for better cams, but still not perfect mod. The current mod, jaMME, has much more functions and the main ones are pausing and rewinding demos, of course.

    The source code of jk2mp is probably 1.04, but if it can play 1.02 demos then lucky you. :P At least I will try to make it support all possible versions.

     

    The mod will look like this:

    611844-4.jpg

     

    61b4df-4.jpg

    Boothand likes this
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