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eezstreet

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Everything posted by eezstreet

  1. (You could also give it spawnflags 1 if it's for SP, I think)
  2. Hi, so I'm making an ROQ with higher-than-normal dimensions...It seems like it takes forever to load the video though. First I tried 2048x1024 frames (200 frames), .bmp. It never actually loaded. Then I tried 1024x512 frames, .bmp. Still doesn't actually load. I'm wondering if this is just due to the .bmp format? Or perhaps something else? (Maybe @@DT85 can clear this up?) (Also, fwiw, JKA can't load ROQs with dimensions higher than 512x512 without OpenJK)
  3. I envision the New Game process being a two-step process. First, you select either Classic, HD (some minor changes in game play) or Custom Game. In HD and Classic, you have the standard four difficulties. In Custom, you pick a pre-made game set, for example, I was going to make a custom "eezstreet's choice" custom game as a template for others to work off of. I kinda wanted to see what kinda awesome stuff people could come up with. Some of the custom stuff could increase difficulty, so perhaps a new difficulty level would be a game set. On artus_mine (first level of artus set), you first encounter a bowcaster in the cliffs, on the corpse of a prisoner. You never see any prisoners armed with bowcasters. Furthermore, they stock bowcasters in the installation in several areas, yet never actually use them. It just seems random, in hindsight.
  4. It's probably a JA+ exploit. Maybe you could use JA++ instead? Also, this is in the wrong forum section I think.
  5. remember kids, it's okay if you don't get caught
  6. Added on to the OP, with new information about the text crawl, Custom Games and new cvars.
  7. However, ported assets are also much much quicker to produce, and require a lot less skill to do so. And honestly, learning by porting is an OK route by me. I've learned a little from it. However, yeah, I totally agree. This movie is pretty low in terms of...uh...design direction just in general.
  8. Uses the same shot effect as the bryar. If you have any overrides to gfx/effects/bryarshot (I think), it might be overriding the eweb too.
  9. will codd for muneh plz $1 / line is my raet
  10. advertisements > servers
  11. *cough* r_mode -2 *cough*
  12. hi, so I was chatting with @@DarthDementous the other day (today actually). He mentioned that Lugormod has some extra bot chat sections. Perhaps we could add these to OpenJK. They don't add anything extra to the game, no extra cvars, just extra sections to bot personalities that modders can take advantage of, such as "OnFlagCapture" or "OnHolocronPickup". Lugormod specifically adds bot sections that made bots chat randomly and respond to specific key words. I don't know. It doesn't sound too difficult to add, it doesn't break compat or add anything to the base game. Just a neat little feature that someone might take advantage of. What do the others think?
  13. To be cherry-picked onto main repository: - [sP] JK2: Fixed several erroneous uses of '\n' - [sP] JK2: Fixed stack overflow upon saving the game. (JK2 uses a LOT of stack memory for saving, and they came very close to hitting it before)
  14. Thread for bug fixes for people who don't want to keep track of the commits themselves.
  15. Surely you can import an FBX in blender and export to .map?
  16. So I herd u finished that FBX converter Xycaleth
  17. I mean, the files are plaintext. I'm surprised nobody's made an editor in like Allegro or SFML or something. Though granted the effects aren't too too advanced, there's no splines or anything (though you can easily do stuff like this using SP mods)
  18. It doesn't mention the anims directly. It uses FACE_TALK0 for mouth closed and FACE_TALK1 + amplitude for all other sequences.
  19. Shield wall has never worked properly in JK2/A singleplayer, so I'm not surprised.
  20. ja_melee_mod I think is just some code that Rich packed up for someone a while ago.
  21. JK2 SP will actually load .npc files similar to JKA, despite this functionality not being used. Likewise, JKA will try and load npcs.cfg before it loads the .npc files. The code for loading NPCs is completely identical between JK2 and JKA.
  22. That's clearly a troll website.
  23. It should be fine except for the text and background image, which could be subject to stretching.
  24. Not if you use the previous method that I mentioned. It's the same code, just with some #ifdefs (believe me, the differences between SP and MP are veeeery subtle in terms of how they actually work).I have it basically running, just crashes on some stuff that isn't done yet (dissolve, SP-specific ghoul2 stuff (which is actually fine to port to MP))
  25. well need to make renderers that work in both SP and MP I'm mostly porting this over for the sake of my mod..I've had some requests to improve JK2 support and I've kinda been sidetracked a bit I envision the process working like the following: CMake option: SPRend2 new project in code/rd-rend2 that has includes in code/rd-rend2 uses preprocessor: _SP Uses basically the same code, but has some differences in SP. This would be like a precursor to unified codebase ?
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