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Fighter

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Everything posted by Fighter

  1. Maybe there could also be some kind of auto-update feature for mods hosted on JKH.
  2. I just had a long discussion with Caelum on various philosophical topics. It was great!

    1. CaptainChar

      CaptainChar

      interesting, didnt know our leader was like that

  3. It could be, but right now accounts are easily created in just a few seconds. Some sort of verification method may need to be added like email.
  4. Congratulations to @ who has accepted the position of animator for the mod! He has shown his work to various devs, including myself and we have approved of his work. Remember: we're always looking for help with the mod, whether it's with programming, animating, sound design, graphic design, or public relations (or even other things)! As for a progress update on the mod, we've decided to switch back to Legacy OJP as a base, as we feel it is the best in terms of features. I've been working on fixing bugs recently.
  5. I'd love to use something like this. It'd help every mod that implements it. I could see the inter-mod chat coming in use. Perhaps it could be used in a way for inter-server chat too, for people who run multiple servers. A JKH based achievement system would be nice, too. It'd make JKH and the mods more social.
  6. Yup. An admin command making the admin fully invisible to all other players so they aren't able to see him whatsoever.
  7. Unfortunately it's not that simple as that uses Quake 3's invisible powerup, which is not in JKA. I suppose I could try to bring Q3's invisible powerup code over though. Thanks for those.
  8. It appears that it is coded so it uses the VT_IDLE anim instead of the VS_IDLE anim. if (Anim != -1) { //override it if (pVeh->m_pVehicleInfo->type == VH_ANIMAL) { //agh.. remap anims for the tauntaun switch (Anim) { case BOTH_VS_IDLE: if (veh->playerState && veh->playerState->speed > 0) { if (veh->playerState->speed > pVeh->m_pVehicleInfo->speedMax) { //turbo Anim = BOTH_VT_TURBO; } else { Anim = BOTH_VT_RUN_FWD; } } else { Anim = BOTH_VT_IDLE; } As for the riderAnim line not working, I'll try to take a look at it, but I may not be that big of a help as I don't have much knowledge about vehicles/animations.
  9. What I'm trying to do is make an admin command to make the player invisible to others. I've been searching around for things that could do this, but I haven't had any luck. I noticed this: ->s.eFlags = EF_NODRAW; but it appears that it doesn't affect players. Could someone point me in the right direction?
  10. Here are some instructions for installing it on the Mac. Take a look here, too. It contains fixes for issues with Macs and also Mac patches. If you have any of those issues, apply the fixes. Make sure you have the patches installed, too. Sorry for not being very specific, as I don't have a Mac.
  11. I currently have a /spawnEnt command made by @. It allows you to spawn a limited amount of entities. I've looked at the entity system a little bit and I think I will try to add a variety of ents like Lugormod has.
  12. Unfortunately any menus will require a clientside download, but there are always console commands. I'll see what I can do about not requiring a client, but it may be difficult to do, especially once we modify the sabering system. With the amount of security issues out there, it's always a good idea to download a mod's client as some clientsides fix major security issues in JKA. MB2 of course requires a clientside and it has been very popular, and still is fairly popular. As for the similarity to Lugormod, I can see where you're coming from, but as the mod progresses, you'll likely start seeing some unique features. Some OJP features we like will be brought over after we look through them, check for bugs in them, and finally, implement them.
  13. It won't. In fact, it will likely speed up development on planned features as we have more knowledge of the systems, and it will fix many bugs that were in OJP. It'll be a modified version of Base, possibly with new values, manual blocking, etc.
  14. We have made the decision to move our work to the base SDK instead of working off of OJP. This will mean less bugs and we will be more knowledgeable on everything.
  15. I would like to welcome @@Astral Serpent to the OpenRP development team! He has accepted the position of programmer!
  16. I'll try a few things tonight. Pwn2Own: Raz0r's Server!
  17. Those who don't like the missing start button click here for an interesting piece of software Note: I haven't tried that software myself. I just got an email today in a newsletter about it and remembered this topic.
  18. Sorry about the wait again I've decided to not put up the gameplay until I finish some work on the UI. I'm not going to give a specific date yet. The wait should be worth it though!
  19. I run a VPS from NFO here. Since switching my ports to things like 10000 and 20000 to get rid of getstatus attacks, my servers have shown up. Even if you're not being attacked, try changing your ports to weird ones and seeing if it helps I suppose.
  20. eezstreet: "Making new master server guys, brb."
  21. Looks like the video will be put up in a few days, next weekend at the latest. I still need to record and have my friend edit it.
  22. Next week sounds good. If the changes aren't done by then, the current map would be fine.
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