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eezstreet

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Everything posted by eezstreet

  1. @@ensiform supposedly fixed it, so I'm not sure. I suppose I could keep it at 512x512 as that's technically higher-res. @@DT85, what resolution are you using, and how long does it take to load?
  2. Yeah, oddly enough the binoculars have the same world model as goggles do, which make things weird with g_binocrandomrate, and probably this RPG system. I don't think they could or should be combined, the binoculars were in Ep4 and they aren't really the same, plus the view is really different. If someone wants to make me a goggle overlay that looks better, I'll have no opposition to including a new one tbh. I just ask that they keep the same style and make it higher-res than the current one. BTW, I updated the OP with some new cvars + stuff. Still no word on a release timeframe. I need some assets finished.
  3. This is really the wrong thread for that.
  4. I had the weirdest dream that I worked at RavenSoft, and we were using some really crazy/weird tools. and there was a dentist there, for some reason

    1. Show previous comments  9 more
    2. Merek

      Merek

      a dentist? seriously? why not a doctor so he can fix your dreams... rofl.

    3. eezstreet

      eezstreet

      What if this is all a dream? O_O

    4. Onysfx

      Onysfx

      ^Then you better learn how to lucid dream xD.

  5. Right but I'd want to make that sorta thing toggleable, but there really isn't a way to do that with binoculars, unless maybe if you pressed the button to activate goggles again. Not sure. But both of those suggestions are kinda close to the goggles. I don't know if you can do a thermal view really well without rend2.
  6. I was thinking about making binoculars and LA goggles more useful. I'm thinking for the LA goggles, you could pick up more of them later on, and when you pick them up, you effectively "upgrade" the goggles and binoculars, making them better. Some ideas of the levels: Binoculars Level 1 - Basically same as base Binoculars Level 2 - Brighter display, allowing for some light amplification Binoculars Level 3 - ??? Goggles Level 1 - Basically same as base Goggles Level 2 - Press Attack to toggle vitals display. In addition to giving you a small amount of light amplification, this mode also displays the health of humanoid targets, but drains more batteries Goggles Level 3 - Press Alt Attack to toggle heartbeat sensor. In addition to giving you a small amount light amplification, this mode also pulses and displays enemies through walls just some ideas
  7. huh, looks like the hosted mods area got rearranged

    1. Circa

      Circa

      I try to keep it in order of activity, since there are a lot. I also felt like OpenJK needed to be higher than it was anyway. People seem to not see it.

    2. Tempust85

      Tempust85

      Yeah, OpenJK now tops DF2 Mod. :P

  8. (You could also give it spawnflags 1 if it's for SP, I think)
  9. 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)
  10. 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.
  11. It's probably a JA+ exploit. Maybe you could use JA++ instead? Also, this is in the wrong forum section I think.
  12. remember kids, it's okay if you don't get caught
  13. Added on to the OP, with new information about the text crawl, Custom Games and new cvars.
  14. 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.
  15. 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.
  16. will codd for muneh plz $1 / line is my raet
  17. advertisements > servers
  18. *cough* r_mode -2 *cough*
  19. 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?
  20. 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)
  21. Thread for bug fixes for people who don't want to keep track of the commits themselves.
  22. Surely you can import an FBX in blender and export to .map?
  23. So I herd u finished that FBX converter Xycaleth
  24. 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)
  25. It doesn't mention the anims directly. It uses FACE_TALK0 for mouth closed and FACE_TALK1 + amplitude for all other sequences.
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