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gerbilOFdoom

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Posts posted by gerbilOFdoom

  1. No.

     

    (Also I guess I'll have to read this entire topic later, THANKS A LOT FOR SUMMONING ME :()

    But... but... Scooper!?!? HOW COULD YOU BETRAY MY FAITH AND LOVE AND WORSHIP!!!!

     

    ...

     

    ..

     

    #ScooperPlz

  2. I think I can solve all of these problems right now.

     

    We simply need to make rend2 detect a variable set by cgame for whether or not to draw fancy water effects, then implement the fancy water effects from Unreal Engine 4 and, while we're at it, the rest of Unreal Engine 4's graphics system. 

     

    Shouldn't take long since we have @@Scooper

     

    #ScooperPlz

    eezstreet, Stoiss, Veosar and 3 others like this
  3. Someone please clarify my confusion... so this water filter overlay color is hard-coded in cgame. The vanilla renderer or rend2 simply render this fixed color based on whatever parameter stores this hard-coded RGB value, yes?

     

    So I am suggesting to modify the cgame code so that this water filter RGB color is a modifiable value based on a color that compliments the water brush itself... e.g. muddy river, green pond water, clear Bahamas, blue ocean, etc. (Do water brushes themselves have some sort of color value?)

    The cgame code can be modified, yes, but cgame isn't part of the renderer. Any mod that has a client-side will modify the cgame so any change made by openjk to cgame will be lost unless the mod author uses OpenJK's cgame as the base. As of this moment, most cgame modifications don't use OpenJK so coordinating the change would be really difficult.

     

    The important part of OpenJK is that you can use one part or all parts without breaking anything. Any change made that would require coordination between cgame and the renderer need to work independently of each other as well.

     

    Now, as for modifying the  cgame code for different RGB values: cgame is just passing alone 'what' to render to the renderer. If it passes a box with a blue shader attached, a blue box will render. If it passes water with a green shader attached, icky green water will render. Cgame is not designed to do any graphics work so having cgame decide what water filter to send would end badly - the information is already defined elsewhere. The water filter itself would have to be written in with the water's code. The current setup uses a simple color overlay because that is far quicker/easier than what I just described and that code debt is the cause of this discussion. Implementing a new feature takes a lot of work and thought to ensure nothing fundamentally breaks, especially given that OpenJK is supposed to remain compatible with vanilla mods as much as possible.

  4. I thought such a change would be independent of the renderer as you guys are saying it is a simple RGB color overlay with some large percentage of transparency, no? So either rend2 or the Vanilla renderer render this RGB color now, yeah?

     

    All I'm saying is to modify the cgame code so that it is not single hard-coded value... but rather gets it's RGB value from the color of the water brush itself.

    I think what Archangel is trying to say is that the water filter should be put in place by rend2 such as that it only applies when it won't interfere with cgame drawing its overlay. So, if cgame is not drawing an overlay then rend2 takes over completely for a nice fancy water effect. If cgame is drawing then rend2 does, at most, some sort of intermediate compatibility effect or no effect at all. This is something that could be coordinated by a variable. cg_? I think. Or r_?. I'm not sure, haven't been doing much of JKA stuffs in awhile. 

  5. Hi Xycaleth,

     

    Thanks for the quick reply. I'll be eagerly waiting in the meantime.  Also are there any mods that provide more controller support? So that I wouldn't have to use Pinnacle Game Profiler.  Not to say anything bad about pinnacle, it's easily the best program of it's kind.

     

    Cheers

    As far as I know there aren't any mods that add controller support. Such a mod would have to change the executable which is beyond the scope of what the existing projects aim to do - again, as far as I know.

  6. Lol, I did it.

     

    devmap ladder_melee didn't work, but went devmap kor1, saber sword1, map ladder_melee, and it let me keep cheats mode. Thanks guys a lot, enjoy blood

     

    devmapall

    Smoo likes this
  7. It runs "Cyanogen 11S based on Android 4.4". All Android apps will work on it.

    Looks like you pay the $299 for the entry-level model and then take it to a carrier and have them place a SIM card in it?

     

    Yes, it is GSM unlocked. Also supports 4G LTE. 

     

    It is based on Android - it runs the Cyanogenmod ROM which has far more customization options than stock Android.

  8. I currently rent a seedbox from Whatbox that has a fair bit of unused bandwidth. Does anyone have a good cause to which I could give some of my bandwidth? I'm currently seeding HugeGreenBug's Ubuntu for Chromebook images and Shadowbane Throne of Oblivion.

  9. Version number for significant upgrades, revision number for fixes. Improve performance, make coding easier, finish rend2, etc. would be a new version number. Fix textures for certain NPCs not appearing or cause Rosh to die of lightning bolts whenever he exists? Revision number.

    Xycaleth, DT. and Boothand like this
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