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Everything posted by eezstreet
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See: rd-rend2 thread in OpenJK.
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I acknowledged that. I mentioned that it might be the community.
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People claim that there's a difference in the way sabers block, but if you note, saber combat code hasn't been touched at all between the versions. It wasn't a hidden change in the patch notes like some people claim; there actually isn't anything in the code changes period that was even related (All they changed regarding sabers is porting some .sab fields from SP...)
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What benefit is there to playing 1.00, if I may ask? The previous comments were a bit much, I apologize. But it's been proven multiple times that there's simply no difference codewise with sabering between 1.00 and 1.01. I guess it's your choice, and it's a bit dickish to try and press my beliefs on other people. I apologize. I'm sure you have other reasons for doing so though, maybe the community, idk.
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at being inferior to 1.01*
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MB2 for a while was really volatile with it. they fixed it via engine hax though
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Absolutely nothing.
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Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
I'm not really interested much in 3D modelling anymore. I figure it's only really useful as a last-ditch effort in case I can't get any sort of artist. But lately I haven't run into that issue. -
Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
So I'm going to drop/withdraw classes in coding to pursue an artistic medium. Yeah...uhm... no. -
/flush just flushes some net-related stuff, it helps whenever you're getting low FPS/bad ping after a while (I don't know the specifics)
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Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
I hear Houdini was beginning to outclass Softimage though. If that's the case, Houdini might be the superior tool as opposed to 3DS Max and Maya. This could be due to the fact that they moved development to Singapore with a different team. Supposedly Softimage had the most powerful tech and most stable codebase of all 3, so I'm scratching my head a bit to figure out why they actually kept the least superior tools. -
Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
Like I have time to sign up for a 3D modelling class. You're talking to the guy with four projects in his signature. I preferred the old days when Softimage XSI Mod Tool was a thing. EDIT: nice read here, it's almost confirmed at this point they're going to discontinue 3DS Max as well: http://www.cgchannel.com/2012/09/autodesk-denies-intent-to-kill-off-3ds-max-softimage/ -
Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
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Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
Read: student. -
I don't know if /flush is on there either though?
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Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
I meant at your first post, but that's good to know as well. -
Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
citation needed -
Right, I knew JKG did it like that, I wasn't sure if it was flipped or not.
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Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
False. Autodesk products (as well as Adobe products) connect to a server for license validation. Even if you don't have an internet connection, the products will still continue to work for a period of time. If you have a permanent license, they might work, but you'd have to contact Autodesk to be sure. The license files which are stored on your computer from these products actually contain stuff like a hostname and port for said servers. The activation code I believe is also sent across from your computer. When there's a key conflict, it triggers antipiracy measures. Regardless, if I pay boatloads of money for a Softimage XSI permanent license, it's a bit frustrating when software which I specifically paid for is getting replaced with some other software which I specifically avoided, and now I need to re-learn everything. I honestly think that they should be refunding people at least a portion of their money, because that shit is expensive. -
Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
I think you're missing a pretty crucial element of what he's saying. He's saying that, should the licensing servers or whatever go down for Softimage and 3DS Max, you'd be forced to use Maya. And he doesn't like Maya. -
Autodesk Softimage to be discontinued
eezstreet replied to Xycaleth's topic in General Modding Discussions
It would be a fool's move to keep Softimage, Max, and Maya, instead of unifying the software as one package. While I do think that it's a legitimately good idea what they're trying to do -- to unify their programs under one (combine everything together and make learning and so forth that much easier), they clearly haven't gotten the featureset from XSI down in their tools, as evidenced by this petition (at least I hope that's why people are petitioning, and not because "muh softwares!") /sign, at any rate. -
is this image going to be a legit thing now? because I approve. So normal + specular works on players in OJK rend2? this is good news.
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0 = no ragdoll, 1 = only post-death ragdoll, 2 = do ragdoll on death animations. Anything > 2 is treated the same as 2 /cg_hudfiles points to a .txt which lists elements to take from a .menu file. If not found, it will use a primitive HUD setup. I don't know specifically what /developer 2 does, I think it's something related to ICARUS. You might ask @@Xycaleth as he knows more about the distinction. /team "f" doesn't necessarily mean "FFA", it just means "free". I was just clarifying that point. It also works with "blue", "red", "free", "spec", "spectator", as well as numbers. /set just sets the cvar. /seta sets the cvar and forces the "archive" flag, which means it will be saved to your config (good for cvars that aren't ordinarily saved to config, like maybe timescale or something) /sets sets the cvar and forces the "serverinfo" flag (server only), which means that it will be shown in the "advanced info" server box in join menu /setu sets the cvar and forces the "userinfo" flag (client only), which means that other players and the server will be aware of your setting for that cvar. This doesn't translate to any visible effects ingame though, so far as I know. That's strange, /g_nospecmove is mentioned in the code. I know there's two specific cvars for warmup - there's "do warmup" which is 0/1 and there's "warmup time" which is defaulted to 30 I think. This is how the menu uses those cvars, so there's definitely two of them. Yes, thank you, I was thinking of zone_details. /zone_details shows how much memory your game is using, and it gives a breakdown of where that memory is being used. /zone_stats is the same thing, it just doesn't give as many details (it'll just tell you how much is being used) Server and clients both have what are called "Ghoul 2 instances". For the client, this includes the mesh, the ragdoll stuff, bolts, basically everything regarding a model, wrapped up in a neat little "instance". The server's version is stripped down, and it only uses some stuff like animating (I don't know all of the specifics). If you're turning off the server's capability for it, then the client can't display those instances because it's missing information. The client though has some ghoul2 instances of its own which aren't done through the server (because it doesn't need it), such as weapons. There isn't a very simple way to explain this relationship, so the best explanation is that it disables player ghoul2 models. Devmapping doesn't allow you to set /sv_cheats I don't think, it just turns it on, whereas it's normally off.
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Note that ^8 and ^9 are different on OpenJK (^8 is grey and ^9 is orange I think) Broadsword only has 3 values: 0, 1 and 2. cg_drawAttacker doesn't show a picture of who's attacking you, it's for the "Leader:" picture. cg_hudFiles isn't a 0-1 value, it's a string. cg_noProjectileTrail doesn't exist. cg_shadows isn't a 0-1 value. 0 is no shadows, 1 is blob shadow, 2 is volumetric, 3 is projected. com_hunkMegs doesn't exist. developer goes from 0-2, not 0-1. (According to @@Xycaleth) echo only prints to console, not to main screen. g_bobUp doesn't exist. logfile isn't a 0-1 value, it's a string (I believe) The command isn't 'recon', it's 'reconnect'. Should probably clarify that /record records stuff to a demo file. You're missing s_voiceVolume (or s_volumeVoice, I forget what it's called) /team -> "f" doesn't stand for "FFA", it stands for "Free" which is also the team that NPCs are on. And it's not a flag, it's a value. /set command isn't specific to name. You're missing /seta, /sets, and /setu. Slashes don't go before +, ever. Furthermore, /set com_hunkmegs is completely inaccurate, that cvar doesn't exist at all. Dedicated is also wrong, 0 means no, 1 means yes (local only), 2 means yes (internet + local). /g_friendlyfire -> this is inaccurate, friendly fire does affect powerduel. You're missing values for g_gametype: 1 is Holocron FFA, 2 is Jedi Master, 5 is SP/CO-OP, 9 is Capture the Ysalimari. /g_nospecmove also applies to regular spectators (I believe) Your description for /g_powerduelStartHealth and /g_powerduelEndHealth is somewhat wrong. You start out with g_powerduelStartHealth, and ultimately you lose starting duel health in diminishing returns with each victory. /g_slowmoduelend only applies to duel/powerduel modes, not private duels. /g_synchronousclients is listed twice. You're missing g_dowarmup. handicap has no effect ingame. It was for Quake 3 bot matches and is defunct. /meminfo does not exist. You're missing /zoneinfo. /r_drawentities 0 makes all entities invisible, not just elevators, pickups and players. /r_noserverghoul2 is inaccurate, it controls whether or not the server has a ghoul2 instance for each player. /r_drawstatus does not exist. /r_drawtimer does not exist. (cg_drawtimer on the other hand, does.) /r_drawworld has no effect (at least, that's what GitHub suggets) /r_draw2d does not exist. (cg_draw2d on the other hand, does.) /sv_cheats is read-only. /sv_keywords is defunct. /sv_privatepassword is defunct, use /g_password instead. /se_language can use any language that has files in strings/ folder, including some asian languages.