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eezstreet

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Everything posted by eezstreet

  1. @@Xycaleth @@Xycaleth pls help @DT's issue
  2. It's probably hardcoded somewhere, and not likely something OpenJK will change because it affects game play.
  3. i have my FOV set at 110 and my cg_viewModelFOVOverride set at like 90 or so, so that's not exactly improbable.
  4. Not sure. I haven't encountered any similar issues. But like I said, I think there's currently an open issue for this. Sczio is having the same issue on the main branch.
  5. @@DT85 this sounds similar to something that Scizo mentioned. Try deleting stuff from My Documents/OpenJK2 (or maybe OpenJK, not sure)
  6. This sounds all so familiar... What error does it give you? EDIT: Did you enable BuildJK2Support in cmake?
  7. Get rid of the JKA assets. They're likely the source of the issues. Do you still have the assets in your base folder?
  8. Try putting them in the base folder. EDIT: unless you have JKA assets as well?
  9. Here is a complete list of what has been changed in the mod thus far, in no particular order All of the standard OpenJK fixes.35+ new cvars, all of which are detailed here.Text crawl music has been improved. It is now hacked to run in stereo audio as well.Crosshair is corrected for aspect ratio (not stretched)New fontsweapons.dat changed into a .json file which can be switched via g_weaponFile cvar.First person weapons can now use .GLM properly.Added in SFX sabers (similar looking blades to EOC, MB2, JA++, ...)Numerous AI changes, all documented here.Angelscript coding system, which allows modders to change weapon behavior (and maybe force powers and HUD) without altering the actual code underneath.Currently queued changes (not in my development build): JK2 skeleton has been merged with JKA skeleton. (@@DT85)New weapon models for the Disruptor rifle, Imperial pistol (which may or may not become a usable weapon at some point), Bowcaster, and Flechette (@@Silverfang, @@Resuru)New graphics for binoculars
  10. Would this perhaps be due to your skeleton? You are using JK2 assets, correct?
  11. Hi, here are some changes that I've made to AI: AI with weaker weapons will sometimes pick up nearby weapons from the ground or racks which are stronger (example: Imperial Worker picks up dropped flechette, or Stormtrooper picks up repeater from nearby gun rack...)Sniper AI improvements Any enemy which picks up a Tenloss will now properly act as a Sniper AI type and use the alt fire mode correctlySniper AIs will almost always pick up close-ranged weapons (assuming the player is close) if it's an optionFixed an issue where sometimes snipers wouldn't switch into primary fire correctlyWhen the AI's enemy moves into the threshold to use Primary fire, they will stop charging their weapon (aka, will fire immediately). This makes the Sniper AI act much more aggressive at close range.Sniper AIs will switch sniping posts every 3-4 shots (if possible)When the player gets too close to a sniper AI, they will run away from the player while firing their primary (unless no Flee point_combat is found, in which case they will run with their backs turned)Sniper AI no longer stays ducked constantly, they only duck at point_combats which are designated to do so (should make it MUCH easier to hit them at long range)Sniper AIs will announce when they're changing positions or are fleeing from the player using vocal cues (but not always)some more changes will come
  12. rend2 will maybe have a higher max polycount, otherwise no
  13. What if you're making a map that replaces a base game map? (is possible.) I don't understand how the specific terminology affects anything to do with the forum itself...
  14. Oh, you're right, I don't have any use at all for that sort of thing. I'm just a silly 'modder', what do I know? Your abject statements are quite correct. I shouldn't have argued with you, oh wise master of the universe. I wasn't aware that CTRL+F doesn't exist. Fuck that CTRL+F feature on every browser in existence. It's so stupid anyway. /sarcasm How about instead of attacking my credibility (on no tangible basis I might add), you provide actual reasons for why this thing should be implemented. All you've provided thus far is "it needs to happen." On the other hand, if a 'map' or 'scripts' or 'models' or whatever tag gets added to the Modding Assistance forum, it would serve the same purpose and not separate the forum even further. Or..you could use ctrl+f and search for 'radiant' or 'gtk' or 'maps' or 'mapping' or any other key words.
  15. That mod is not actively supported anymore, and yes, weird glitches like that can happen with it. I wouldn't say that it's completely playable.
  16. Are you referring to this mod? http://jkhub.org/files/file/1018-jk2uncut/
  17. Uhm, what mod?
  18. But mapping is modding, and a lot of the core stuff that goes into making maps is also applicable in other areas. There's also such a very small amount of mapping that goes on (in the grand scheme of things) that it really wouldn't be that worthwhile to pursue (at least imo)
  19. That's strange. O_o Are you sure you're not referring to Elite Forces 2?
  20. Aha, glad to see someone from the good old days.
  21. Two things - 1. There's a code release in the news section which you can use 2. Yea, that's a bug with CMake. Go to CMake and copy the AngelScript_LIBRARY_DEBUG (or AngelScript_LIBRARY_RELEASE) field's contents. Paste them into the JK2 Game Library's project properties, in Linker -> Input (pasting it at the beginning and adding a semicolon after that)
  22. Go for it then. I was curious about making some more animations myself at some point for some things (e.g, Stormtroopers in front of the base on Kejim aren't just standing there, etc) as well.
  23. Alright then. Also note, you'll need a *flash tag in order for muzzle flashes to show up in their proper position.Otherwise, it should be alright. Have you got any plans for other GLMs? That SOF2 model has no *flash tag or an animations.cfg in the proper place (+ bad positioning)
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