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Posts posted by ent
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Maybe it can help: https://jk2.info/viewtopic.php?t=581
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Playing on JA+ CTF Official server in 2008-2012.
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Why did not you script the free camera?
Controlling the camera by hands is :s
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@@ent I think the keyword here is "in this state" and I agree on this one. But imho, with MBII being opensurced maybe it would be possible
I do not see how being open source relates in being in a better state for sybersports.
Unrelated at all IMO.
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Cybersportiness of games or "Why JKA has no future in this state"
Erm. Isn't it obvious? The title and thus the article would have sense if you were trying to say it has a future.
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Yeah, you got so called "nightly" build, instead of the last official release.
It's nice it works for you now.
=SF=Punisher likes this -
Hi.
You suppose to get a ffmpeglog.txt in GameData.
What's in there?
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When you are walking in JA with a lightsabre any direction but backward, the player model holds the lightsabre in from of themself.
In JKII - on the right bottom side.
So the animation "jumps" in JA case since the swing starts from not a "good" position, when JKII case has it is close to the swing start.
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Make compilation rules yourself then.
Open every vcproj file and check what files are used for compilation. There are also compilation flags for compiler and linker.
Use all of those to compile.
You can try to automate it if you just base your compilation rules on openjk ones (for example: https://github.com/JACoders/OpenJK/blob/master/codemp/cgame/CMakeLists.txt).But you will need to modify it to match SDK files and folders.
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It's not about start and end scale, it's about incompleted scale. Because the result width after rotation relates to cos of the angle applied to the given width and it also relates to sin of the angle applied to the given height (both original width and height affect the result width because the image got rotated).
Tempust85 likes this -
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Tempust85 and Archangel35757 like this
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Can I look at how you implemented the trap?
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Did you just add that function or implemented the new trap call? The trap does not exist and requires implementation. (Just Ctrl+f all the references.)
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It's not a part that differs from SP much. You can adapt, I am sure.
The main trick is in trap_R_RotatePic2RatioFix.
Tempust85 and minilogoguy18 like this -
@DT85, https://github.com/entdark/jaMME/blob/master/codemp/cgame/cg_draw.c#L216
Check all ratio var related things.
minilogoguy18 likes this -
QEffects from eezstreet.
The mod is made by XaeroX (Chain Studios): https://code.google.com/archive/p/qeffects-gl/
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And you forgot to mention that sizes(width/height) of textures must be power of 2 so 128x512px etc.
eezstreet likes this -
Please, read tutorials in the tutorials sections, there is a section about installation and launching.You have to launch the mod with start_jaMME.cmd.
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Mods are version independant.
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cg_gunX/Y/Z.Can you seriously fix the vertical FOV in Outcast/Academy? I've been running both games in 4:3 because I really hate having most of the weapon models cut off and having to increase the horizontal FOV to compensate.
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I like the fact that Recon's was on Master difficulty, even if it is slower.
My point is more about how he passed some map parts (for example, jumped on droids on artus_detension or used trip mine to speed up the imperial officer on the same map) that were way more faster. Difficulty is minor for me.
What Is The Most Fun You've Had In The Jk Games?
in Jedi Knight General Discussions
Posted
evil