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ent

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Posts posted by ent

  1. Found rather good old demo with some cool shots and moments. It was recorded on 25th Dec 2012.

     

     

    POV: ent

    Position: offence

     

    Cool moments:

    1:00 - air on Chronic

    12:46 - air combo with my rocket and Dave's pistol on Shorty

    12:57 - fast direct pistol on Chronic

    19:53 - air on Chronic and then two disruptor shots in a row on Shorty for the last capture

    Raz0r, h643 and Ping like this
  2. Default sound engine in the game make sounds noisy and attenuate them not very well. If you are recording from demos, then I'd suggest to use jaMME for this which has rewritten sound code and which records and saves your sound using its own engine, external programs are not needed. It is also undepended on your hardware, and saves sounds as they are. You can also adjust attenuation level.

     

    I am sorry for that my insolence to spread jaMME in such way. :(

  3. Oh, good question, @{JAWA}teh_1337.

     

    There are 3 types of interpolation in camera mode: linear, basis spline and cat-mull rom.

    Linear makes camera go directly from point to point:

    iZG2aEMmO0iMy.png

     

    Basis spline aka b-spline (type by default), which is called "bezier" in the mod (I don't know why CaNaBiS called it so but I left it as it is) is computed as inner curve inside points perimeter. Similary to bezier interpolation which I showed you a year ago but each new control point does not affect the whole trajectory. It uses 4 control points to compute a trajectory and so each new control point won't affect the trajectory since 3 or more prev points. You can see how it works in a mini-prog which I wrote on delphi a year ago: https://db.tt/eGlcjGQY. Just click on any place to create a point.

    i3d9yycTrpfK9.png

     

    Cat-mull rom is similar to b-spline but it makes outer curve outside points perimeter which "touches" every control point. This interpolation type is similar to pugmod one. But pugmod uses derivatives for both trajectory and camera speed afaik, and here is no derivatives, only matrixes (though those matrix coefficients are found with derivates I suppose).

    Here is the math: https://github.com/entdark/jaMME/blob/master/codemp/cgame/cg_demos_math.h#L118

    iOY8OwKQxquvL.png

     

    There is one interpolation type in chase mode, and unfortunately I did not get how it works. But it also uses 4 control points. Here is its math: https://github.com/entdark/jaMME/blob/master/codemp/cgame/cg_demos_math.c#L371

     

    I was even remaking pugmod with those features so learnt that math a bit (yeah my latest video was made with modified pugmod), but when the JA source came out, I decided to just port q3mme and not to reinvent the wheel.

     

    I hope it was useful info.

  4. I liked one thing which eezstreet said after my thoughts about Steam system in porting discussion:

    "I suspect that a clause stating that the legal responsibility of files belongs to the uploader might suffice though."

    And I think that's how things have to be done.

  5. Do I really have to use exactly the same readme as in the template?
    And about site rules: why torrent sites are illegal? I made my stuff and share it using torrent protocol, and uploaded a torrent file to some torrent tracker, so now I am not allowed to share a link? Sounds unfairly.

  6. @eezstreet, I am looking at how ql tournaments are going now: one time per week (usually on weekends) we can see 125fps tournaments, faceit, zotac (was a year ago). And they go very well. Not everyone has much time to take a part in leagues, which requires be more active. And it's much cooler to organize an event once per week like on weekend when more people are free, than expect high activity all the time.

  7. Oh yeah, cool runs. but first video looks like it has modified g_speed, because I remember doing that map was harder, because it wasn't designed for low jk speed.

    And yeah, I also noticed your love to Epinephrine, @Acrobat. (:

     

    Oh and, that fastcap isn't on my YouTube account, so I accidentally met those comments under the vid. But thank you for the explanation about all ents. heh

  8. Oh that. Unfortunately, it's just a bug which happened when I was experimenting at smoothing ghoul2 animation. It's impossible to make that with current version (maybe someday someone will tell me a solution).

     

    Most of things are bound to keys and it's enough to control everything, but you also call command "hudToggle" (or bind it to something) which lets you to control demo hud: http://jkhub.org/index.php?app=downloads&module=display&section=screenshot&record=22024&id=1712&full=1. You can type own values or text.

     

    Check http://jkhub.org/forum/76-tutorials/, I don't think it's very hard to use bound keys.

     

    And sorry, I am not good at ui/menu, so I doupt I gonna make ui for this.

    Link likes this
  9. Hello everyone.

     

    ibbaQ07yuKgFGg.png

     

    It took so long time but I finally did everything I wanted and here is jaMME 1.2: http://jkhub.org/files/file/1712-jamme/ !

     

    Changelog:

    - announcer sounds are now hearable in free camera and on switched clients too
    - not predicted clients have even more information on screen including called vote, picked flags, picked items
    - fixed and improved capture timer which now has MM:SS.MSEC format
    - changed vibration view coefficients
    - charging sounds could be interrupted same as in regular gameplay
    - friend floaring sprites above heads are visible for not predicted clients and have proper team colour
    - fixed an issue when ambient sounds could have doppler effect
    - fixed and improved lips animation
    - you can now create a local server to record needed content
    - improved center print message
    - not predicted clients can be in disruptor scope view
    - fixed some effects which were called a lot times in low framerate
    - added mov_ratioFix cvar which lets to switch between stretched and normal 2d images (see cvars.txt)
    - fixed and improved falling to death vector
    - increased camera origin precision
    - smooth interpolation for the following things: entities positions/angles, ghoul2 animation (thanks to Xycaleth), effects positions/fading/scaling, wave transformations for shaders (thanks to Xycaleth), camera vibration, saber blade length
    - fixed and improved fx system (.efx)
    - fixed disruptor ray which drew wrong lines
    - increased default allocated memory for sounds from 12 to 64 MB because 12 isn't enough, adjust with "com_soundMegs" (see cvars.txt)
    - increased amount of refEnts and therefore increased amount of possible drawn effects (.efx) at the same time from 1800 to 8192 (thanks to Xycaleth and Scooper)
    - all effects now actually freeze in pause or speed 0 (timeline animation)
    - fixed overrided shader which did not be applied to speed trail ghost models
    - fixed speed trail ghost models positions which were laggy on low framerate
     
    New cvar:
    - mov_ratioFix
     
    General improvement is smooth interpolation for different objects. What does it mean? It means if you want to capture with slowmo then animation of anything will be still smooth. Also this means you can capture with any fps (yeah, you can capture with 1000 fps and more if you want) and your things will never freeze on some frames.
     
    Second general improvement is fx system, which uses .efx files. Some of you probably know if you make your effects with big amount of particles then some of them can disappear. It happened because amount of refresh entities were limited to 2048 and amount of possible effects were even less - 1800. I increased that number to 8192 which I suppose is enough: http://www.speedyshare.com/RtfKU/download/particles.mp4 Could be higher if necessary.
     
    Also I got back lip animation (hi SiLink) which I forgot to add after remaking sound system: https://db.tt/Dt7vRxbT
     
    You can now create local server. If you wanted something and forgot to record and it requires one person (hi lip anim again), then instead of closing the game then running jamp, you can now record your stuff directly in the mod. Commands are still same /devmap mapname (or /map).
     
    Some another fancy stuff:
    Videos:
    Images:
    https://jkhub.org/images/6LOYYTD.jpg (development bug, impossible in jamme)
    https://jkhub.org/images/i5wDVEk.jpg (development bug, impossible in jamme)
    https://jkhub.org/images/dxsmjet.jpg (development bug, impossible in jamme)
    https://jkhub.org/images/1mGfZaP.jpg (development bug, impossible in jamme)
     
    tumblr_lfhua3UHGR1qzvcyt.gif
    Raz0r and Link like this
  10. Hi. I am not sure I understand laws correctly, but I feel like the problem is invented here from nothing.

     

    Let's look on another area where you can share mods and stuff: Steam Workshop. I don't know every game that uses the workshop, but know only Left 4 Dead 2's one and used some items from there. Let's open it [http://steamcommunity.com/workshop/browse/?appid=550] and see what we have: Kairi from kh2 which looks exactly the same as in the original game; music from The Walking Dead; main characters from Resident Evil 6 which looks exactly the same. And it's only few examples that I just faced to.

     

    Steam is like legal area, yes? So they should not spread illegal content etc. If we can see such mods on Steam Workshop which are ported from different domains/places/areas/communities (idk how to call it in English), then why would such small place as JKHub had problems with the content too? It looks like some people who saw banning content on other sites with some given "correct" explanation, now think it works for everything else.

     

    In my opinion you can share anything from different places, and ignore people who try to make problems and don't actually know what they are talking about. Sorry for repeating but this is important: if Steam lets people port and use content from different places then there is definitely no problem on JKHub.

  11. With jaMME you can capture a screenshot with any size using off-screen capture, like that, so guys with low res monitors can take a part too.

     

    UPD: you can also use FBO mode (r_fbo 1) and will be able to take screenshots directly w/o off-screen manipulations with batch files etc.

    Also, I think it should be added to main post because some people with low res monitors could know they have chance too.

    Onysfx, h643 and Omicron like this
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