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Everything posted by Darth Martyr
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Good suggestion. I'll check it out. Thank you!
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I tried that, but it won't display the source in visual studio.
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I am compiling the JK2 source code from the repository located here I am using Microsoft Visual Studio Ultimate 2013 After compiling it, when trying to start jk2mp.exe or jk2Ded.exe, it crashes when trying to load the Quake 3 Virtual Machine file jk2mpgame.qvm If I extract and run the files within the Release folder that were already present when I extracted the code from the jedioutcast-master.zip, it runs just fine with no problems. Anyone know what's going on? If there are any jk2mv developers here, any suggestions? Or maybe @@ent could be of more assistance?
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4) So you just go around telling people what they need to do to their work? It's art, it works in game. It has its flaws, but I don't care. I'll fix them when I get to them, I'm happy with the result of the hilt I have made. My original intention was not necessarily to make it work in game. That was just a relief when it actually did work in game. Also you told him he NEEDED LoDs? Seriously? That model would have been fine without LoDs. Others may appreciate your.....I can't even call it help because you're not helping people. Your complaints? Your criticism? Call me a bitch, but I specifically don't like your criticism. The way you go about doing it is just annoying and you come off as a douche. Why are you still going off about rend2? I used rend2 as an example, but you just keep going off on it. "Just because you can, doesn't mean you should." Because you told me so? Optimizing a model is not the same for every renderer. Compare an MD3 (1999) to a Ghoul2 (2002). The optimization isn't nearly as limited on a Ghoul2 as an MD3. This is a 2.25 years difference too. You want to talk about fallacies? How about your loads of anecdotal fallacies that you've been spewing here dude. Renderers are expanding, they're getting more advanced, eventually a model like mine won't be around 10% draw calls being used, it'll be like 2%. I'm not limiting myself to lower standards for older renderers when we will eventually have better ones later.
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4) Yep, problems to that extent don't bother me. Technically that problem exists for every other higher poly saber, why don't you go let their authors know about this issue as well? 5) I'm not bitching, you just suck at helping compared to the other people who are helping me with the same problem. I'm comparing, not bitching that you aren't teaching me. I am more than capable of figuring it out on my own, which is exactly why I was defensive in my original response. Apples and oranges = renderers and engines. You obviously didn't understand what I was getting at there. Many different engines run on different renderers, meaning they use totally different APIs. I said renderers like rend2. I didn't specifically say rend2, I was giving an example of better rendering technologies. rend2 happened to be one that people here had been exposed to once or twice. You are putting so many words in my mouth it's not even funny "So no, it won't be making JKA run better or do the things that you want it to do. So you should optimize for BASE. It literally does not matter how powerful modern computers are when the engine can't use it to its full potential." Give me a quote of where I said it would do this. Also, one can update the engine to use a better renderer and the API used within the source, meaning an entirely new renderer, meaning an entirely new and expanded set of limitations. It is your opinion that I had an attitude. I could say that you had the same attitude in your original comment with the snow speeder. Which comment came first? Yours or mine? Reap what you sow. Yeah, everything you listed has everything to do with API and engines games run on. Newer renderer = expanded limitations for draw calls, newer game engines make use of newer renderers. You yourself even said DX12 will expand the draw calls limitations because that's a big problem. PNGs being decompressed by JKA's engine = something to do with the engine and how the PNGs are handled. I don't know why you claim that everything you listed has nothing to do with what API or engine a game runs on, because it does.
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1) You are correct, I was lazy and didn't use targas originally. 3) Good for you, what do you want a fucking cookie? A congratulations? From what I've seen, you can't help for shit. 4) It's not flawed logic, it's logic. Logically it doesn't make sense for 32 people to all use the same saber. Larger mods are not of my concern at the moment. 6, 7) How do you think I learned this shit? Yeah, I fucking googled it. I watched tutorials, etc. Don't sit here and try to act like you're so damn special because you "googled" your way through school. I'm not offended from your criticism, you're wrong. I'm not even really offended for that matter. It's just extremely obvious that you were the first one to start the personal shit by claiming I have an attitude. You're now comparing your personal experiences with mine. Look who is even more egotistical comparing your learning experiences with mine acting like you had it fucking tough. Apparently you do get all offended on a freaking comment considering you replied to me with your butthurt comment stating I had an attitude. Lastly, did I ever claim to be anywhere close to a professional game developer? I never even told you that I even wanted to be a professional game designer, so stop your completely illogical assumptions and your fucking shit with your non-disclosures and what not. Developers work freelance all the time, they make their own personal shit and post about it on social media. Where was there a point when I didn't take the feedback? I gave you my reasons for why I think it doesn't matter much, then I told you my reasons for why I did what I did on certain things. Then you came back with your "Ignorance is bliss, good luck with that attitude" comment. If anything you just can't have a civil debate like a man, you instead resort to telling me I have an attitude. I'm not even going to school for game design, so shut the fuck up, I don't care.
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1) I had no problem with PNGs until you came along, shitting on PNGs but not giving me a better solution. 2) So why comment back telling me I have an attitude when I stated I would not necessarily ignore what you said and get around to fixing it. I told you to fix it yourself if it bothers you that much, that way you could still use the saber and not worry about draw calls while having it. 3) This just goes to show you shouldn't ever teach anybody. Your solution if you don't know something = Google. Bravo. It's not a bad resource, but the way others described the problem and solution to me wouldn't have forced me to resort to Google if I had been unknowledged on the topics. You should improve on this. 4) I've had no problems with this saber. I've had multiple people using it at the same time in game, no problems whatsoever. This game is dying online (probably because so many people are playing a mod called Movie Battles instead of the vanilla game). I don't care much about people being able to load 32 Kylo Ren sabers at once. It's unlikely to happen. This model is mostly meant for single player use anyway, not a lot of servers are going to make use of this saber. 5) I knew this would be your comeback for this. You don't baby people, sure. You get straight to the point, sure, but you won't explain what you're talking about. You're just assuming anyone has a clue about what you're talking about. When people ask what you're talking about, you respond with "Google it." You're a pro. 6) You didn't say it, but you're pushing it a lot. Several times when I said this is my hobby, not a job, I have a life, etc. etc. You ignored that and just kept pushing. At one point you even completely ignored the fact that I said it was a hobby and not my job and you said "good luck getting paid for a hobby" It's a hobby, I don't want to turn it into a job, why don't you understand that? 7) Wow you're getting creative with this assumption. You show off your work A LOT. I mean, you show off your shit like I've never seen anyone before. Even professional game developers don't show off their shit as much as you do. You probably do it to get attention from people saying "OohLaLa, look what he's making, that's so amazing." It would be a shame for someone to come in and point out the flaws in your shit, let you down, make your shit feel like it's broken, etc. etc. One of the reasons I normally don't like releasing things I make is because of the shit you're stirring up. It's not a let down to me. What is a let down is that when I try to explain myself and my reasons by being honest, I get told I have an attitude and I am personally insulted. I got defensive when you pointed out it's flaws, but my level of defense was like a 3 or a 4. Instantly your reply to my response went from a 3 or 4 to a 9. You were the first one to throw insults by saying I had an "attitude." I didn't say shit about you personally until only after this. So if you want to sit here and claim that I'm being an ass, be my guest, but anyone reading this can obviously see what's really happening. GG Alex
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You obviously don't listen well youself. This is a hobby of mine, not a job. I don't get right on the ball with shit when I learn how to fix certain problems. Also, Ashura told me this yesterday so calm your shit. Not every modder no lifes the shit out of their hobby, like you do. For me when I use this saber in game, I have no crashes, no FPS drops, no extended loading times, no screen tearing, etc. etc. My current goal is to optimize the model further. Right now, you're really pushing I optimize the textures more. Hmmmm well let's see: 1. Model causes crash because it is too detailed. 2. Textures aren't as optimized as they could be, gameplay effect = very little. Which one do you think I'm going to work on first? Not to mention it only makes sense to fix the model first, THEN fix the textures. My point is you expect me to go above and beyond to fix an issue that doesn't have an immediate negative effect on overall gameplay experience when you aren't even going above and beyond to help me. You never gave me an idea of what format I should use for my textures, you just told me to not use PNGs. That's vague as fuck. You automatically assumed that I knew what a draw call was. I worked with DirectX API and knew what it was. If I hadn't you would have been vague as fuck there as well. If a math teacher first started teaching a math class and just said "Alright you need to graph out a parabola and give me the quadratic equation for it" for someone who has barely scratched the surface on Algebra, that's vague as fuck. You have no idea what skill level I'm even at with this. You made assumptions, went off of them and claimed you told me how to go about fixing it. You haven't even come close to being as helpful as Ashura was. You never even addressed the fact that the model itself causes a crash, instead you lectured me about textures which don't cause crashes and work in the game fine as-is. I know you do 3D modeling, I still wonder why your absolute biggest concern are draw calls when there's an even bigger issue because of the vert count with this model. It goes to show that your priorities are kind of fucked when it comes to fixing shit. I haven't even had the time to fix the crashes and this has been out since the 5th. You are a critic, not a teacher. You're not helping me at all, you're just being annoying at this point. You were being a total smart ass when describing the snow speeder, "The new Battlefront by EA has a snow speeder in it" No shit? It's not like there's a snow speeder on the front cover of the game or anything. From your very first line of criticism you've treated me like some idiot who doesn't even know what a damn snow speeder is, but yet you went off spewing with your "Know it all, egotistical attitude" that I see all over your twitter feed. Your comments are both snarky and ignorant. Like I said, I'll get to fixing it, but you act like I literally have no life besides fixing shit that you point out. I have a life, life comes first. When I get time in life, I do this. A lot of other modders can relate to this, for some reason you lack the understanding of this very simple thing. I don't have all the time in the world to fix every little problem that everyone points out to me. I have a personal life that comes first. When I get around to fixing something, I'll fix it. I addressed each of my reasons for why I did what I did. I even mentioned that I would fix it in my original reply to you. I didn't really think much about it, it worked in game fine, it's no skin off my back. This is exactly my reason, take it or leave it. Pick it apart all you want. Call me lazy, ignorant, stupid, childish, immature all you want. I don't care. I don't take my hobbies as serious as you do obviously, but I'm not one expecting to get paid from it either. GG Alex
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Your opinion is literally the least influential thing to me considering you critiqued this without any words of advice, you just made a checklist of shit that was wrong in your opinion. Never once did you even try to point me in a direction that would help me make it better. You have the worst attitude of any critic I've ever dealt with on my mods. Several times I pointed out why I made certain decisions, at one point I even admitted that I was lazy. I listened, I accepted it, I gave you my reason, then you claimed I had an attitude. I've had extremely great help from Psyk0sith and AshuraDX. In fact, Ashura pointed out all the flaws you have pointed out, but he gave me tons of tools and references to show how I could make it better. You yourself will never pass the torch if you're unwilling to lighten other's torches. GG Alex
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You keep saying "JKA cannot..." You're just proving my point. The point is that JKA can eventually make use of better renderers in the future, this is why I made this saber the way it is. You neglect the fact that I made the point of "Does it matter?" "This is coming from multiple people who actually have made games or have content in actual games" Uhm....I'm technically one of those people. Let's see, what is this file above? Oh yeah, it's content....in an actual game....If you're going to critique me you may want to rephrase your comments because you actually just described anyone who has ever modded a game before. You're still missing the point that IT DOESN'T MATTER. Draw calls are a problem, but the engine pukes when the renderer has a problem, it'll display an error then I'll fix it. You want to talk about what game developers do? They release stuff that is BROKEN, and when it's broken they get feedback or bug reports and then they FIX them. That's exactly what I'm doing. You're just reporting a bug that doesn't have a major effect on overall gameplay, so it's not on the top of things to fix. "If a single hilt uses 8 of those calls, multiplied by how many people use that hilt (lets say 32 people in a server) you're using 256 draw calls for something that should use 32." You're stating that as if everyone on the server would be using this saber at once. On a 12 year old game. That has extremely low activity. Not to mention how every single one of those 32 people are apparently going to be using this saber at the same time. "JKA was also built before unified shader platform, which means it cannot even use the full capacity of a modern GPU so your argument of better computers doesn't even fucking matter. Not to mention the game runs on a single core." It does matter for a game whose source code was released to expand its boundaries. Once the crashing has been fixed, the thing you are complaining about will literally be 15 second longer load times. It's not something to have this much of a fuss over. And finally...... "Ignorance is bliss, good luck expanding your abilities to get noticed or potentially paid by a hobby one day with that attitude." I honestly don't even have a clue what attitude you're talking about. I countered my criticism from you with honesty and my points only. I addressed the problems, I told you my reasons and now you're acting childish here by claiming that I have an attitude? From what it seems like, it appears that you cannot take criticism yourself. Again I should remind you, it's a hobby. I don't have to do this for anyone here, but I do it because it's fun. If I wanted to make money doing this, I wouldn't be sitting here replying to your comment. You're making it not very fun acting like this. Also If Battlefront is so great, why don't you go play that instead of critiquing my stuff? Oh, that's right....the matchmaking sucks and it doesn't have a dedicated server so practically no one is playing it .......they never make mistakes though, especially when they're "people who actually have made games or have content in actual games." - MaceMadunu, 2016
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You're comparing apples and oranges. You're asking why I would use such an extreme amount of resources for modern renderers while you are claiming that a modern engine is loading a larger model while using less resources. Frostbite 3 is from 2013, most consider it modern. The renderer, however, is DirectX 11 which was released in Q1 2011. It's about 5 years old at this point. That's the same amount of time between Jedi Academy and The Force Unleashed. Compare those two games in resources. I think the better question is why haven't modern engines made use of hi-res textures for every part of a model as big as a snow speeder? Also, why are they still using 512x512 textures? I use PNG's because because they look better and you can set up alpha with them using shaders like you can a Targa file. I didn't end up using targa files because of laziness in all honesty, I figured if I were to create alpha channels on this saber at some point, png files would look fine. Also I didn't use jpegs because jpegs look weird on models in Jedi Academy, they have a strange green/rainbow tint to them and I don't like using jpegs. Yeah I realize 2048x2048 is huge, but it still works with them on it. Why lower the resolution of the textures if the engine still works with it? Modern computers are more than capable enough to load this saber, I've had no problem loading the saber on a test machine I have here with a Pentium 4 processor at 2.2 ghz. The load time is a little longer (by like 10 seconds) but it doesn't make the game choppy or anything like that. It's really not that big of a deal at that point. Also if you want to talk ridiculous load times, Skyrim has textures on ROCKS....yeah ROCKS that are 4096x4096. They use .DDS file format which ALSO needs to be decompressed just like a .png file. On top of that, they use normal maps for those rocks to add extra detail. The creation engine is from 2011, it's older and even when it was a "modern" engine, the load times for Skyrim on PC were ridiculous with hi-res textures on. Also, the game would crash after using 2 GB of RAM, because of how much it had to render. If you really want to get technical between the differences of JKA and Battlefront, JKA uses OpenGL while Battlefront uses DirectX. Both renderers have their advantages, but the most popular in modern games is DirectX. DirectX has better code and is much more efficient with modern GPUs than OpenGL was for JKA back in 2003. I'm working on optimizing it so that it won't crash because that is a problem that is an absolute imperative. Load times aren't in my interest in fixing RIGHT AWAY, though I will add that it is not necessarily something I will ignore to fix in the future. I made them separate textures so I could have much larger details in the textures because I couldn't decide if I wanted a weathered effect to the saber. If it had been all in one texture, the weathering would not have looked the way I wanted it to look. It would have looked pixelated in places because I'd be squishing all the parts for the model into one 2048x2048 texture file. Beyond that, I didn't originally design this saber in mind for only Jedi Academy. I might use it in other games as well in the future. You could argue "Well why didn't you just scale the files down to 1024x1024 each?" To be honest, I just didn't. It worked in game fine so I didn't really think much about it. If it bothers you that much, you seem to be preaching enough technical jargon that you could probably scale them down yourself. "Hilts should be a single draw call" Who says they have to be? Raven? Lucasarts? Activision? If it works, it works man. If it takes 15 more seconds to load then it takes 15 more seconds to load. I'll get around to fixing it at some point, you can rate me all you want, I don't care. This is my hobby, not my job. If it works in the game without crashing then I see it as a win, so that's my goal right now is to fix that.
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The engine for this game will go over several revamps in the future, not to mention the use of more advanced renderers. With the source code being released, it will make use of rend2 in the future. I'm planning for the future, I'm not limiting myself to past technologies when it will be able to load higher poly models in the future. For now, it sucks because it crashes if you use duals. For now, use /cg_forcemodel 1 to get around it. JA+ had this same issue with an included hilt named "Bones" ages ago, JA+ is considered by a lot of people to be the best thing to ever happen to Jedi Academy (I for one disagree). JA+ was the top download on JK3Files for a long time. Even it has its problems though, one of them being that Slider never went open source. Also, it has been optimized, you should have seen it before I optimized it. Also if you read what I said, I mentioned I was working on optimizing it further to avoid crashing. Be patient, I am working on a fix.
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- 79 comments
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- 79 comments
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- 79 comments
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- 79 comments
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- 79 comments
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- 79 comments
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- Episode 7
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