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Everything posted by ent
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@minilogoguy18, you can add launch options directly in game library: Game->Properties->Set Launch Options... instead of creating batches or shortcuts.
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Application Fails to Launch
ent replied to Key's topic in jaMME [Jedi Academy Movie Maker's Edition]
It does not depend on OpenAL at all - the mod doesn't use it. His error is OS specific. -
Application Fails to Launch
ent replied to Key's topic in jaMME [Jedi Academy Movie Maker's Edition]
By launcher do you mean launch_jaMME.cmd file? And as you said before, it happened after installing the Windows update, right? If so, then you could try to restore your system using backup feature to a day before the update. You won't lose regular files, only lose some progs and settings that were installed after that backup day. Also, try this new unofficial version: http://www.speedyshare.com/5RbD8/download/jaMME-1.3-unofficial.zip -
Application Fails to Launch
ent replied to Key's topic in jaMME [Jedi Academy Movie Maker's Edition]
How did you install this? How do you run this? Did you try the latest version? -
Thanks to @Raz0r for spreading my shit (it even makes me feel embarrassed ), but how about to stop mocking people and their fav game types or mods (this addressed not to Raz0r)? If someone likes fullforce and organizes a server, then it's great. Our community (JA/JO) is very little, and argueing about mods (ja+/base) or gametypes (duel with/without force, ctf, ffa guns etc) or whatever is just nonsense. Respect guys who play others stuff in the community, please. Maybe one day they will come to your mod/gametype just because you were nice to them? Personally I watched some demos from Full Force and I enjoyed them. But I still play ctf. I also used to spend a lot time on old ups server with racearena where you could do strafe jumping with records and twi'leks. And it's different gametypes, and it's different mods including ja+ and base. I like some things in ja+, I like other things in base, and I also don't like some things. But I don't think I should force to love another mod or gametype or anything. So I'd thank this guy for making one more place where people from our community can play, and therefore keep this community alive. And I ask you again, guys, to respect other players and their taste of mods/gametypes. P.S.: I am sorry for this offtop and this wall of words. POKING: @Ping, @Bacon, @ensiform
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I looked at the code a bit. And I am not sure how would I make it. I thought about adding possibility to use that shader directly like you can use $whiteimage. But it's a bit hard, and I am lazy to dig in it. I'd suggest you to ask Xycaleth, he is aware about game renderer more. And it's not about SDK already, about the engine modifying.
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I told you it's a file from Jedi Academy SDK. Its path is codemp/cgame/cg_players.c
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With any text editor.
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It's taken from Jedi Academy SDK from cg_players.c file on string 10717. Yes, it can be changed.
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@Fire Phoenix, let me quote myself: Let me attach some code example: cgs.media.cloakedShader = trap_R_RegisterShader( "gfx/effects/cloakedShader" ); if (cg_shadows.integer != 2 && cgs.glconfig.stencilBits >= 4 && cg_renderToTextureFX.integer) { trap_R_SetRefractProp(1.0f, 0.0f, qfalse, qfalse); //don't need to do this every frame.. but.. legs.customShader = 2; //crazy "refractive" shader trap_R_AddRefEntityToScene( &legs ); legs.customShader = 0; } else { //stencil buffer's in use, sorry legs.renderfx = 0;//&= ~(RF_RGB_TINT|RF_ALPHA_FADE); legs.shaderRGBA[0] = legs.shaderRGBA[1] = legs.shaderRGBA[2] = legs.shaderRGBA[3] = 255; legs.customShader = cgs.media.cloakedShader; trap_R_AddRefEntityToScene( &legs ); legs.customShader = 0; } The shader does not have the path, and its order number is always 2.
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This cloak effect is hardcoded and can be used only with modifying the game code afaik.
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Video of the hardest map in all of gaming
ent replied to Acrobat's topic in Jedi Knight General Discussions
@therfiles, it's not WE, it's THEY. I am not in that community. And yeah, they are amazing. -
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
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Video of the hardest map in all of gaming
ent replied to Acrobat's topic in Jedi Knight General Discussions
You probably missed this... Last seconds on a server: -
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.
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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: 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. 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 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.
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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.
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@Bacon, if they meant this, then it should be written. Guessing in such questions is a bad way, imo, because I gave an example with a legal way and which fits the rule.
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Quoting with left formatting: Links to torrent sites or otherwise illegal software
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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.
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@SecretApprentice, I think you should not use those new textures. I play on some base maps and those textures make them look much worse, imo.
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@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.