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Everything posted by eezstreet
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Master servers are going down on 31st of May 2014
eezstreet replied to Atera's topic in Jedi Knight General Discussions
Just to clarify Didz, you may get >0 ping on dedicated homehosts due to the fact that you're still doing NAT and such, but I've only seen my ping top out at like..2ms before using this setup. OpenJK wouldn't support it though if it involves modifying menus. I've heard through the grapevine that this may change at some point soon though. Also it doesn't stop using a cvar for it either. -
A few years back, someone went on GameTracker and subsequently DDOSed every server on the list. This was accomplished by forcing GameTracker to refresh server data for all JA servers. Of course, the situation is different, but I'm not certain on it. Perhaps someone with more knowledge than me on the subject can speak on it (security isn't my forté)
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XP sucks in terms of performance; both 7 and 8 perform better, are more secure, and are able to use newer apps/games running on DirectX 10 or above. Also, most XP installations (> 85% if I had to guess) are capped to 4GB (more like 2GB) due to being 32 bit, so you have that restriction there too.
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This is exactly what I wanted to avoid. If a player can't find runes via RNG, then they're severely handicapped as it prevents them from being able to play the game effectively. Also, how is one supposed to level up a skill if it's based on an item? Although, I wanted to make three different types of 'runes': - Skill Runes: these cause the tattoos and give powers - Modification Runes: modify the tattoos and tweak powers slightly (not level them up) - Item Runes: give enchantments on items Now that I think about it, this makes a lot of sense. Likewise, someone isn't going to be tempted to use class-specific gear if it's stereotyped a particular way or handicap them ("Why would I use a big heavy Ballista weapon or wear girly clothes? I'm meant to be a gangster..."). I guess I never really considered that fact. The fact that you mention a basic rune gives me some ideas then in how I want to pursue this. I thought about having a starter skill for each class. For example, the mage might have Charged Bolt or Firebolt or something to start out with, and then they are able to learn new skills as they level up. But, if they have a starter skill, ergo, tattoo, the tattoo itself could grow as the character does in their understanding, instead of the character acquiring new tattoos through new runes. As I mentioned above, I was thinking about adding modification runes. I found that in Nightmare and Hell of Diablo 2, it got a bit boring as the skills just progressively got better. So I'm looking at how Diablo 3 handles the whole skill runes idea, and I think it's a good idea, albeit it's slightly handicapped as well. They didn't offer the option that they said before with finding the runes themselves, with varying degrees of power. I'm thinking just runes that are worn around the neck, and only modify specific skills (instead of all of them). So for example, Charged Bolt: Level 1: Releases 3 bolts, 1-4 damage each Level 2: Releases 5 bolts, 1-8 damage each ... Level 20: Releases 25 bolts, 1-180 damage each Modifications: Chipped Elspeth: Release a wave with trailing Charged Bolts. Each bolt does 50% of the original damage Mint Elspeth: Release a wave with trailing Charged Bolts. Each bolt does 100% of the original damage Chipped Gamma: Release twice as many Charged bolts, radiating from the player in all directions. Each bolt does 50% of original damage. Flamesbreath: No effect. Mint Sigma: Create a large ball of lightning, which explodes for 400% of original damage in a 5 yard radius, and releases Charged Bolts which do 100% of original damage etc. This might get a bit complicated in terms of balance though. The reason I want a decent story is because I think Torchilght, PoE, D3, etc have deviated too far from how Diablo 2 handles the story, and that in turn harms the personality of the game. I don't like how in-your-face it was with Diablo 3, but then again, Diablo 3 had a generally bad way of telling the story (demons constantly saying something to the effect of 'muwhahaha! you killed my army but i'm gonna get youuuuu') and perhaps the original idea that they were going for wasn't so bad. If people don't want a story, I was thinking about adding an option to skip that sort of thing and just provide the player with a barebones version of it. Also, I can understand the desire for a story in an RPG, but the way that BioWare and Bethesda (Fallout was OK) do it is boring. I wanted to go for a more traditional approach like the original Star Wars movies did: a protagonist who overcomes a problem, and an actual character arc. I don't see this often in games, which is ironic as they're the perfect medium to do so. Instead, BioWare and co. try to focus more on epic environments and large, branching storylines instead of sticking to one solid character arc. I've done quite a bit of research, and the one-arc approach does remarkably well- The Hobbit, SW 4-6, and a considerable number of highly-acclaimed stories do this.
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Thanks. You can access the code/see progress on Github: http://github.com/eezstreet/Rapture Once I have funds figured out/something noteworthy (other than menus) to show, I will pursue getting a site set up.
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There exists a page within http://master.jkhub.org which is the server listing for JKH master server. /me pokes @@Didz I have a mixed opinion of this. On the one hand, it's incredibly useful, but on the other, a situation such as the GameTracker problem a few years back could arise from this.
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Hi, so in case you weren't aware, I am making an RPG based on a post-apocalyptic Earth. I wanted to include magic, guns, and medival weaponry. The idea is that a Rapture (hence the name of the game) has happened as part of a five-thousand year cycle. As the humans and animals on Earth reproduce, new souls are added to a pool. After a span of time, the soul pool needs to be cleared, and good/evil souls are brought to their respective domains: heaven or hell. Those who fall in a gray area are left on Earth to either reseed the planet, or prove worthiness of entering a particular domain. As such, those whose brains can still function (if their body is preserved) or their body has gone to ashes, are resurrected as normal human beings, assuming they lie in the gray area of morality. In order to collect the souls, a Collector from both Hell and Heaven are sent to Earth to collect the souls. Demons however have found a loophole which allows them to invade the planet and attempt to conquer it. So, your hero will be a person with conflicted morals, and enemies will be demons. This leaves a problem: magic. I wanted mages to gather demonic runes to get power. These runes, when kept in contact with someone's skin for a long enough time, allows the user to gain the power of rune, and therefore be able to cast the spell. The binding would leave a tattoo-like mark. However, this interferes with the gameplay somewhat. Logically, you'd need to find these runes, and I don't want RNG to determine a character's power that much. It should depend on how the character utilizes their skills + items. Also, each class has their own spells/skills. How do you explain why each class has their specific skills? I don't want a situation like Diablo 1 where all skills are available to all classes, and items are tied to skills. That just sounds silly.
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I have been using 8/8.1 for a while now, but I'd strongly recommend 7 if you've just used XP. I can't even see myself using XP anymore. Everything just seems like a chore when I'm in my XP/2000 VMs. 8.1 and such do take some time to get used to, and there are some annoying quirks (ESPECIALLY ON LAPTOPS) but it's okay in general. I've never used the actual start screen for anything at all, but I like that it's more keyboard friendly (imo) than the start menu. Only bug I've experienced in 8 is that sometimes the start screen will go completely blank sometimes. Also I don't like the new UEFI boot scheme or the ribbon, both make it harder to use.
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Needs pools. Nothing more fun than a pool party.
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Master servers are going down on 31st of May 2014
eezstreet replied to Atera's topic in Jedi Knight General Discussions
I'm a coder. It's nothing new. -
Master servers are going down on 31st of May 2014
eezstreet replied to Atera's topic in Jedi Knight General Discussions
hi, 1. What issues with the JA++ client, and how long ago was this? 2. What errors specifically do you say were fixed but weren't? 3. What issues did you have with connection? What mod were you trying to use? (most mods work fine except MB2 and the JA+ client as far as I'm aware) Again, how long ago was this? 4. Why wouldn't it let you launch? There are two ways to launch OpenJK, they are: - Pop OpenJK exe into gamedata (not recommended, but doable) - Store the OpenJK exe somewhere else and use a .bat which provides the mod as well as the fs_basepath argument which points to your JA gamedata folder (optimal) but both should work just fine as far as I'm aware. -
Master servers are going down on 31st of May 2014
eezstreet replied to Atera's topic in Jedi Knight General Discussions
Or something which allows you to use other master servers, such as the All Seeing Eye mod, yes. The jamp.exe client doesn't allow you to see other master server's content. BTW: Regarding JK2, I believe that it and JA can use the same master, just using different protocols. It's entirely possible that Raven's server is just one big one that serves EF, SOF, SOF2, JK2 and JA. Currently the JKH master server serves 1.00, 1.01 and JKG. Maybe @@Didz could tweak it to handle JK2 as well. -
Windows has a mechanism called WOW64 that emulates 32 bit apps. Windows 64 bit won't support 16 bit executables though. Also worth mentioning - most Linux distros out there can compile and run the 32 bit versions just fine, there's just extra steps involved.
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Master servers are going down on 31st of May 2014
eezstreet replied to Atera's topic in Jedi Knight General Discussions
Raven Software's master server is the only one that's used in the game. Don't panic - this won't affect anything at all. We can consult Raven when/if they decide to pull the plug, and discuss solutions. -
Well, the game does have a rollover at a certain point, it's something like 2^32/2^16 units or so. Once you pass that, you appear on the other side of the map (after some intense glitchyness I'm sure)
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I think that what JKA needs is some decent level of replayability. Some of the most common methods I've seen involve randomized content, self-improvement, intense/enjoyable competition, and rewarding unlocks. Arguably, JA MP doesn't have really have any of these (except for Lugormod and the pro scene), but SP -sorta- does. And there are some things locked in the source code ("RMG" cvar) which, when unlocked, could contribute. Although JAMP is a bit peculiar in how it seems to ignore most conventional logic.
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Mergemetatriangles take sooooo long...
eezstreet replied to Langerd's topic in Jedi Knight Tech Support
-lomem doesn't affect this, it's used for lighting not vis/geometry. If anything it would make it slower based on what I've heard. @@Langerd: are you using any areaportalling, hinting, that sort of thing? Optimizing it will possibly help you. I believe mergemetatriangles is used in the first part (or the second part) of vis. Also you might reduce the number of triangles that your map contains by either using models instead of big, complex brushes. And yes, what @@Apprentice said: how long does it take exactly? If it takes more than 30 minutes or so, there's definitely an issue. What about your hardware, specifically your CPU/processor? -
what question
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Just place it in a large, open area. Place the spawnpoint near it, but you might spawn inside the model. Admittedly, it's probably better to use MD3 rather than ASE. It might be wise to check the exported MD3 in MD3View or ModView (I'm pretty sure it either opens MD3s or exports to MD3)
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Your misc_model with ase is fine, some versions of Radiant don't show the ASE, but it might be fine ingame. Compile and test. UV Mapping is stored in the file. Basically you have your model and the skin/texture as two different files. The UV Map "maps" coordinates from your skin onto the model, in order to prevent stuff like stretching, tiling, or other visual defects. The reason it's called a UV Map is because U/V (in 2D, this would be X/Y. In 3D you use x/y/z) gets mapped to positions on the model.
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You'd need new models/graphics for a first person view, so that might not be a good idea to put on the repository. However, if someone makes an add-on for OpenJK (which would also fix things like menus, mispelled strings and add more languages), then I'm all for that. As far as SP, sure, I see no reason why not. But perhaps add a cvar for it in case it's unfavorable to the players. As far as MP, that's out of the question as it alters gameplay significantly and wouldn't be compatible with base servers/base clients using openjk clients/openjk servers (respectively)
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It's JA or (if you prefer) JK3 or JKA (though I dislike this as it makes no sense -> Jedi Knight Academy is not the name of the game). JKA3 is fairly redundant, and there's been 3 JK games now, so swjk is a bit confusing. all I'm sayin
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Application Fails to Launch
eezstreet replied to Key's topic in jaMME [Jedi Academy Movie Maker's Edition]
Turn off s_OpenAL maybe? (add it to the .cmd file or whatever) -
I disagree. The face looks fine. The neck looks a little long on his head, with the helmet off. He looks a little like a giraffe. The seam right below each shoulder pad is what bothers be the most (the hard color difference) Overall, looks very good. What are your plans for a female body type? How about maybe RGB/color options?