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eezstreet

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Everything posted by eezstreet

  1. Well, what have you added? And what specific errors are you getting?
  2. What isn't defined? Please be a lot more specific.
  3. @@Xycaleth suggests that the bones are jittering due to a loss of precision from the ghoul2 format itself. ...however. That wouldn't explain why JK2 base animations have no jitter whatsoever, and JA ones do.
  4. ? the console versions of the game didn't have co-op
  5. Stylish extension for Firefox
  6. Because that's not where the muzzle effect is handled, for any weapon at all actually. The game sends an event to the client with the missile->s.weapon as a parameter. You'll need to overwrite this behavior to handle vehicles specifically. https://github.com/JACoders/OpenJK/blob/master/code/cgame/cg_event.cpp#L525 Follow the chain of function calls here until you find the code that handles muzzle flashes. As you'll note, CG_FireWeapon sets cent->muzzleFlashTime so that the client can then draw the effect. Just scanning around here, it appears to be used for this chunk of code here: https://github.com/JACoders/OpenJK/blob/master/code/cgame/cg_weapons.cpp#L912-946 Somewhere in this if(){} block, you'll want to add a check for it being in a vehicle (maybe set missile->s.eFlags in that function you posted, and then checking it here?) and then playing the effect from the .vwp.
  7. The muzzle flash would likely be handled in cg_weapons.cpp or somewhere on the client. I'm not sure how SP handles it but you might try and use the "Find All References" tool to see where WP_BLASTER is being used in the vehicle code. Also, please use an image sharing service like Photobucket, Imageshack (or even Dropbox) for hosting your image.
  8. welp brb going back to land of the dead
  9. unless they're using a proxy/vps, in which case good luck
  10. what the hell is stargate
  11. Hmm. What language is the original plugin written in, and what is the one you're wanting it for written in? (You want this for Softimage, correct? compatible with mod tool at all?)
  12. erm like what kind of resources http://www.learnpython.org/ is gud though
  13. good. this new background pic does wonders for my screen
  14. Welp, that source code is available as well. Was released a few months to a year before the full source release.
  15. not unless you feel like it being done in 5 years time..i have enough on my plate as it is
  16. This is a known issue, even with the base game. It's because the game uses very inefficient ARB shaders for the effect. One way you can fix it is to set cg_renderToTexture 0 (I think is the name of the cvar)
  17. I think actually the only mod that doesn't support OpenJK is MB2, and they've said in the past that they wont touch OpenJK with a 50 foot barge pole.
  18. python is shit easy, so it wouldn't be too difficult to learn it
  19. Honestly, I'd want JK2 to use a similar system as DLLs in JKA, and simply a preprocessor command (#define JK2__102). That way, we can fix bugs on both codebases. But I believe that OpenJK has enough problems with split codebases as it is. If someone wants to add support for JK2 MP, have at it.
  20. Should be able to rewrite the parser to handle dynamic amounts of memory :S I'll be working on seeing if I can get XInput into MP at some point (this is the code that handles Xbox 360 controllers, but currently a little broken on the MP side so I'll have to fix it). Likely will just port my SP code for it into MP.
  21. you gotta compile the rend2 branch and set cl_renderer to rend2
  22. Hmk.
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