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eezstreet

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Everything posted by eezstreet

  1. MBII promoted this @Savage Opress. I wasn't made aware of it being on their site as a featured community news item.
  2. Several years ago, I noticed a bit of a discrepancy in JK2's dms.dat (located in ext_data). As it turns out, there was mention of several missions which did not make it to the final game, including "prototype", "cairn_dock2", and "cairn_stockpile". I poked around Raven, and prototype was an early test which consisted of a single room obstacle course of sorts, not much to display, but it had some unused dialogue. Unfortunately, I didn't get a chance to mess around with it, and I've only seen a few pictures of it. cairn_dock2 was actually a result of moving the game to consoles. Due to restraints on the Xbox and Gamecube consoles, Raven had to split cairn_dock1 in half for the console versions, which explains the nomenclature of the cairn_dock missions. And lastly, we're brought to cairn_stockpile. cairn_stockpile is an interesting case. Originally it would have taken place between cairn_assembly and cairn_reactor. There's still references to it in some early concepts and level design documents. Also, it would have been the first place where the player encounters the DEMP2 (or rocket launcher, I forget which), as opposed to cairn_assembly. As I understand it, the original JK2 team decided that the Cairn missions were dragging on too long (they would have spanned !5! levels, and 6 on consoles, easily twice as long as Bespin). Due to this, the cairn_stockpile mission was cut late in development. But.... That doesn't mean that the mission was entirely scrapped. I received an email a few years ago from Raven with the source of the Cairn missions, including Stockpile. I've presented these to @@MoonDog, and we discussed possible opportunities and avenues to take with the map. It wasn't fully complete; it didn't have an exit point and it was unplayable due to some things missing. There are two particularly interesting aspects about this map: The Crane In this part of the mission, it seems that Kyle would be controlling a large crane as part of a puzzle. Perhaps in this big room, the player would need to move boxes around using the crane in order to progress and access some secret areas. Very cool stuff. The Pit There's also a pit in this mission, similar to the one in cairn_dock1. Based on the level design documents of cairn_dock1, the pit there was actually never meant to exist, and was added in at the last minute due to cairn_stockpile being cut. And, in the level documents for cairn_stockpile, there were originally going to be two pits, the one pictured, and another one which was identical to the one in cairn_dock1. However, the second pit appears to be missing, and it's currently unknown how the player moves from Stockpile to Reactor. This map is a bit bugged; once you jump onto the second tier of platforms, the game switches to Reactor. There are some acute differences with this pit and the one in Dock: note that you're the one coming up, not the shadowtrooper. Also, the platforms are much higher and there are two shadowtroopers on the higher platforms. Screenshots Cairn Mission Changes The following changes will be made to the Cairn missions: Cairn Bay: Air ducts added to beginning segment in order to promote stealth.Cairn Bay: Imperials in control areas near elevator shafts removed. Most of the stormtroopers in this area will be converted to roaming patrols. Alerting the patrols leads to more stormtroopers entering the room.Cairn Bay: Repeater-bearing stormtroopers on the second floor of the large bay area relocate to different rooms upon the forcefield being opened.Cairn Bay: Added alarm control to control area on second floor of large bay area. Imperials who trip this alarm will cause flechette-wielding stormtroopers in nearby rooms to flood the control area.Cairn Bay: Bays are somewhat randomized.Cairn Bay: Added more cameras in general.Cairn Assembly: Reactor entrance removed. Door near the entrance to Reactor will be functional but require a Security Key to open. The door leads to a lift, which is the entrance to Stockpile.Cairn Assembly: Added new secret area.Cairn Reactor: Added a reborn acrobat spawn.Cairn Dock: Shadowtrooper labs removed, dialogue and level pieces will be moved to Stockpile.Cairn Dock: Light switch works longer.
  3. http://jkhub.org/topic/3701-how-many-females-are-on-this-site/
  4. I never said I was a girl. I just don't like sexual discrimination, dammit.
  5. Why "his"? Why can't it be a girl?
  6. It is. There's actually entire shading languages such as GLSL and HLSL. But the only JKA-related thing that uses them is rend2.
  7. As mrwonko said, shaders correspond to things going on at a hardware level. Each stage essentially has a map (either an image or a reserved word such as $lightmap) and a blendFunc, as well as some other things. The stages are processed in order on the texture. GL_ONE GL_ONE is the generic additive color scheme. There's also others (subtractive color, etc). So for each thing, I would recommend looking up GL_ONE GL_ONE (for e.g. on Google) to get an idea on how things work. Generally, the first keyword corresponds to source, and second corresponds to destination. GL_ZERO GL_ZERO for instance does nothing. Remember that each stage is executed in order. As for other stuff in the header of the shader, generally q3map_ stuff is only meant for geometry, not for players. Other keywords like cull should be looked up in the manual for proper usage.
  8. Has been brought up before in a previous issue. Answer I believe was 'no'.
  9. No, I think it was something by BlasTech.
  10. Hi, there's a PK3 floating around somewhere that has the textures/shaders fixed, all you need to do is copy the assets and rename them. Don't know who's got it, perhaps @@Pande knows more
  11. There is some model scaling in it, I think. Wooks are bigger than most other classes, same for SBDs.
  12. ESB cuz dat Yoda, dat plot twist, dat tension, dat love angle, dat handchoppy Basically everything they tried to do in Episode 2, but not sucky
  13. I haven't touched it in a while. Best to discuss it in the OpenJK mod forum.
  14. We could use the same codebase for both, and have a cvar for JK2. It'll take some time though. I'd like to add some custom game stuff for JKA too. I'm trying to acquire all of the HD weapons, and since @@Rooxon is making his sabers, it will benefit for both of us!
  15. That seems legit to me, for personal/mod use. If it's perfectly legal, then I would vouch for it. I don't support paying for mods, but as I understand it, there are plenty of buyers and sellers willing.
  16. I'm glad we have similar goals: JK2:HD is just a massive enhancement mod. It might serve us well to combine our efforts into one good mod.
  17. @@Mandalorian: http://builds.openjk.org has the latest code compiled whenever there's a change made.
  18. Not really. When you import a prefab, the texture scaling sticks with it.
  19. Yup. It doesn't even print anything, so I don't think it's a mod issue. Have you tried running base on it?
  20. Boo. I don't remember all the k/v pairs off the top of my head. Maybe consult the entity window @?
  21. Not a bad idea, it's actually preferred for me. Just make sure you don't fall into the trap of making same-y looking buildings. Have tons of variety.
  22. You can't change their class, no. But you can change their hfov, vfov, health, and I think scale.
  23. Big, comprehensive post on OpenJK and the source release, just today. There's also a really cool infographic with interactive charts. :)

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