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Everything posted by eezstreet
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There's a fine line I think between waving a banhammer around and administering punishment to someone who has broken the rules of the site repeatedly and is generally a nuisance to everyone. (And not all bans should be permanent, eh?) Are you banning Ory'Hara by IP, or what, exactly?
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Ory'Hara. He posted here just the other day. And that's not touching on the plagiarism thing that Moondog mentioned.
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Hmmm. I would think that a good variety of servers would be excellent. A base duel server might be great, but a good CTF server might be great too. And hey, what about Lugormod? Makermod? I dunno, just some ideas to consider, for later on or something. I agree with @@Ping though, having a JKH server would do wonders for the competitive/player side of the site. There's no good servers out there anymore like there used to be. EDIT: The question though, is who will admin it? I don't know any admins here who are into base dueling (and tbh, none of them strike me as the player type). I'd recommend bringing someone on board who is going to have a good approach to bridge the competitive and creative aspects of the community.
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Hate to say it, but I kinda gotta agree with Moondog. This place was pretty great until like 6 months - a year ago. I dislike how a guy who openly posts exploits, derails threads and generally causes havok is still not banned. But that's dwelling a bit into off topic regions. In short - no, I don't think JA is dying quite as hard as you think. It's an 11 year old game, this gets brought up often enough. MB2 is probably just dying off quicker because the current game isn't very good and they don't seek to update it.
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It's a cvar. r_mapoverbrightbits.
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Uhmmm...grab data? Shaders are like images, it makes absolutely no sense at all to mix their data. Explain better? The system already makes a lot of sense - use .mtr for rend2 specific, use .shader for vanilla. That's the best and safest way to do it. I wouldn't recommend using rend2 keywords in .shader files. @@Syko, try using a parallax map (not a normal map). rend2 is highly experimental; OpenJK as a whole is much more stable than base.
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NO SORRY I HAVE NO IDEA WHAT THIS IS but it needs more rend2
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I wasn't aware that you were on the dev team. That's a bit of an asinine argument. The source code to the engine is already available, there's literally nothing stopping people from poking holes in your dedicated servers or clients with all the same exploits. By forcing yourself to stay away from OpenJK, you're opening the door to people making malicious dedicated servers and/or clients. The argument that "keeping it closed source prevents us from being hacked" makes absolutely no sense when part of your source code (and in this case, a pretty crucial part) is already open sourced. I believe the reason they mentioned a while ago that they were afraid that people would make forks of MB2 and divide the community. Problem is, there isn't much of a community left, and them not keeping things up-to-date is hurting more than helping. Also, seeing as how two big mods (JA++ and JKG, and both benefitted greatly from outside contributions) use it and don't have that issue, I don't see how it would be any different for MB2. Now, if they had OpenJK, not only would they eventually get rend2 (as DT mentioned, when it's done), but they could correct the Kyle bug (it's an engine/server issue, userinfo is getting overflowed from one client onto the next, causing either the server to drop everyone on it, or next client to exhibit a Kyle bug. They need to fix this because people can use this maliciously if they know what they're doing) I suspect that their real reason is that they don't want other people to contribute on the development. Based on how I've seen the devs treat people who bring up legitimately good points (or quietly ignoring them) in the forums, this isn't too far off. This can be a legitimately good thing in some cases. Having a lot of control over your projects is very desirable. However having total control over your projects doesn't necessarily make your projects better (GEORGE LUCAS). Course, this is pure speculation, but I can understand their reasoning there. Doesn't mean I necessarily agree with it.
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You're talking about MB2, which hasn't received a new patch in over 2 years and refuses to use OpenJK, the modding platform of the future, so I mean...
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so it's been one year since JKG was released..
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
Hi, just thought I'd like to revive this. Open source development has been going pretty smoothly. We have around 3-5 people casually reporting and fixing bugs. There's a downloadable version of the game on the jkgalaxies.com site. We just got done migrating our codebase to OpenJK (NOT a simple task by any means...a good 40% of the code had to be redone/cleaned up). Hopefully we can get an automated build system going. The launcher is almost done I think, it's been given plenty of new features. Our host can now handle the download flow, so hopefully we shouldn't run into any problems. For now, you can download the mod on the site. The code in that package is about two weeks out of date (so it's missing a large number of fixes) but the assets ought to be fine. Once I get home I'll put up a link to some newer binaries in this thread. So some basic information: In the past, we restricted the /devmap feature and used PK3 protection. Since /devmap couldn't work due to the large quantities of engine hacks, we disabled it. However since we no longer require engine hacks, the feature has been brought back. PK3s were protected before, but now since we are open to anyone's contributions, the protection doesn't make any sense. (The game can still load protected PK3s as a backwards compatibility feature, or if mod makers want to protect their custom PK3s. It does not affect the size of the PK3) Server owners should have no issue getting their server to show up, but note that the binaries on the site are out of date and have a bug where clients can't see your server. As I mentioned before, I will be putting these up. As it's a WIP, there will likely be many bugs present. You can use our issue tracker (http://github.com/jkgdevs/openjk/issues) to report new bugs or make note of existing ones. Always use the newest binaries when reporting bugs. Our feed on the main site page reports real-time code changes being made. You can also develop a mod for JKG, or one that's based on it. We have no real restrictions, we just ask that you give permission where it's due, and don't profit off of it. Our code is licensed under GPL, so make sure you adhere to it. So how do you play JKG? It's a first person shooter at the moment. You may find lightsabers at the store though, but the saber combat is currently bugged. Whenever you get kills, destroy enemy equipment, or assist your teammates, you will receive credits. Your spawning area always contains at least one shopkeeper where you can purchase new weapons (press USE to talk to them). Killing multiple people in one life puts a bounty on your head, so be careful! All purchased weapons are automatically placed in your ACI (active combat inventory). You can assign and unassign weapons to it through your inventory (default: I). Also, some items (such as bacta healing items) can be assigned to it for quick use. You can only carry a certain weight of items at a time. Currently, all shopkeepers have random stock, but we will be putting random-preset (random, but limited to certain items) shop stock in at some point. Also, currently ammo is just given at respawn. This will be changed later to be proper ammo items. -
I'll take one. Message me on Steam.
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My steam account is on my profile, feel free to add (I might do the same at some point)
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Regardless, normal maps aren't going to do much good unless you make proper use of them in the map. It would require map source to make the best of textures. I'll be porting (or assisting in porting) rend2 to SP. Would be nice for the vanilla renderer to look nicer too, if only that. Thanks a bunch for these, Syko. I will make good use of these textures. If you need feedback, don't hesitate to post here. Also, if you want to test the current build of JK2:HD, its on my personal fork of OpenJK (http://github.com/eezstreet/), branch jk2hd. It might be possible to use JK2:HD's jk2gamex86.dll with regular OpenJK, but I haven't tried.
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You mean the mods he made?
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Biggest problem is the maps. They're much more waypointed in depth than in JA. It wouldn't really be possible, I think, without changing the maps.
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Why isn't there a reason for competitive players to stay here?
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The q3map_ lines aren't necessary, these keywords are only effective in regards to mapping. I'm speculating here because I don't know shaders very well, but perhaps try getting rid of the "cull twosided" line on the third stage.
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It seems fairly obvious, does it not? Place the jk2gamex86.dll in either gamedata or your fs_game folder (or base)
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You need Service Pack 1 for Visual Studio 2010, as is mentioned in the tutorial.
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Here's how my desktop looked around ~5 months ago: I've since upgraded to Win8 and stopped caring about retheming.
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And there's no text in the bottom area, after dismissing the message box? EDIT: and you didn't answer my first question...You do have Visual Studio, yes?
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Are you hitting Configure, or Generate?
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a) Do you have Visual Studio 2010? B) Did you set the CMake setting during installation as I mentioned? Again, not easy to tell without an exact error message. EDIT: and no, I don't mind, the thread can be moved to JK2:HD
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Also, I disagree, your textures definitely make the game look better. I do agree that the map architecture could be better however.
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What errors? Helps if you give us specifics.