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Everything posted by eezstreet
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ALSO. comparing floating point numbers (such as vectors) using something like = is a pretty big missed steak, since floating point numbers in particular suffer from severe rounding errors (protip: don't ever compare against 0.00, ever, PCs can't physically represent 0.0 in floating point)
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I think that block needs to be changed to $(x, y, z)$ instead of $x y z$ like you have it, but I don't honestly know.
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Note that framerate and CPU speed also determine how long it takes to skip a cinematic. Low framerates and poor performing CPUs will cause slowdowns as well. Further complicating matters is that the timescale umm...scales down the time, so it's a little difficult to determine how long it takes for it to reach 10 seconds or so
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@@DT85: ok, latest commit will fix the skin for sure -- I have the skin working ingame and will provide a screenie in a moment or two. note that there will be a floating X/Y/Z axis somewhere in view, this is just for my purposes while I'm figuring out a fix for muzzle position issue. Also, your JSON that you provided me didn't have a SkinFile setting in it. Here is what I wound up using: "SkinFile": "models/weapons2/ak74/model_default.skin", EDIT: and fixed the muzzle flashes too: note that the EFX is just sliiiiightly off, this is not due to a code or model error, rather the EFX segments themselves are slightly offset in the file, you might adjust your tag positions to compensate for this (maybe take a look at the stock MD3s and see how far away from the barrel the tag_flashes are)
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I think a cinematic that lasts around 100 minutes would take around 10 seconds to skip, I believe. Which is fine-ish, I guess, just kinda long.
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? Black box perspective? The AI didn't even have stealth or detection behavior. All it did was use cover and choke points in the map. It was quite simplistic tbh, not sure why everyone was freaking out like it was the neatest thing since sliced bread, it was really awful in several aspects.
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You can't, because ICARUS can't magically deduce how long animations or sounds are going to be. In the case of JK2 and JKA, they use do() while() blocks which wait on animations or sounds to complete.
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What if there's mods out there that already exist and have longer cinematics than the base game? This just adds an annoying "Continue"? dialogue to the mix which could have all kinds of nasty repercussions and limiting people's creative visions. I can foresee it as one of the many reasons why people choose not to use OpenJK as a basis for their stuff. Why even implement a bandaid fix like this in the first place? If people make broken shit, there's no need to hold their hand and tell them that stuff is broken. Literally makes no sense at all.
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also ported from another mod on another game, and questionable whether he actually coded it also has all kinds of badness including using fopen/fread/fclose directly in the VMs, which is all kinds of fucked up also had no prediction whatsoever also was rather sloppily integrated into the code and made everything a mess ... In short, I feel as though slightly tweaking the original AI is probably better. The maps just need more nodes and they'll be fine, tbh.
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It's not. We can't just assign an arbitrary length to cinematics and expect them to be done by that timeframe. WONTFIX. People should just not have cinematics that hang the game like that. It's like putting lipstick on a pig.
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In that case, no, you won't get it to work, and that would have been pertinent information to begin with. ._.
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There's some stuff even in ioquake3 rend2 which need to be implemented (there's no bloom, cubemaps are WIP, there's some shader optimizations that need to take place, etc), as well as stuff which I'd like to see done (motion blur, LUT color grading, etc). for right now, rend2 doesn't really offer any significant benefit but it will later down the line. The biggest priorities are to improve performance and stability more than adding these features.
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Most of the stuff you mention requires new point_combats to be placed, but I definitely don't have any issues in implementing some of the stuff you mention. I need to see about getting some map source first.
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Define "better" more precisely. What specifically would you want to see Stormtroopers do that they don't do already? Cover requires new waypoints. They're actually pretty agile as it is. JK2 NPCs are way different from JKA, mind you. The only thing I can think of atm that I need to change is to make them recognize when the player is circle strafing around them, or when the player is rushing them with a saber. For NPCs with a higher evasion level (such as Imperial Workers and rodians) I was also thinking about making them roll out of the way when a saber throw gets executed. Yes, something like that might be possible. I'd say it'd have to depend on their aggression level. Imperial Workers and Imperials might only try and run away, but Stormtroopers might punch you, for instance.NPCs do have regrouping, they just don't use it very often, and the behavior is specific to Stormtroopers. I was thinking of other ways the NPCs could be more dangerous, such as sniper rodians and gran pulling out sidearms when the player gets close and then attempting to flee a little bit while firing. Also, I was thinking of making NPCs switch to alt fire mode when it's appropriate.
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Did I miss something? EDIT: didn't realize the OP got edited too, wtf?
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Did you pull? I didn't actually test it out. I should probably do that later today.
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Whenever a cinematic gets skipped (by pressing the USE key), the game ramps up the timescale and mutes sound playback, effectively speeding up the game substantially with minimal issues. This is done in order to make sure things are in their proper position by the time the cinematic is done. When ICARUS gets executed, it sometimes relies on certain actions being completed, such as animations to finish and audio to be played. If the audio doesn't exist, animations don't fire, NPCs don't reach their goal, etc, this can cause the game to be effectively stuck waiting for these actions, leaving the cinematic unable to be completed.
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You can use LODs on any Ghoul2 model, and patches (and MD3 models I think) have automatically generated LODs.
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OK, .skin files should be supported now. You'll need to specify a SkinFile in the JSON, so something like this: "SkinFile": "models/weapons2/ak74/model_default.skin"
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Bioshock Infinite - The Church of Our Lord
eezstreet replied to Szico VII's topic in WIPs, Teasers & Releases
no dynamic glow. -
The columns and the rug could use higher quality textures. Also the columns could benefit from a better specular shader in my opinion (rend2 has very, very nice support for specular shaders)
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Send me those files, and I'll take a look at it. Also, yeah, I can add an FOV offset.
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You'll want to specify "NoHandModel": 1 in your weaponfile. By default, the weaponfile is default.json, but you might switch to something else for testing purposes.
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Such as?