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eezstreet

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Everything posted by eezstreet

  1. Screenshot? Can't quite tell what you mean by "translucent panes". EFX files can be edited in Notepad or EffectsEd, which came with the original SDK.
  2. Wow, that's really neat. Thanks for sharing!
  3. You can't set the distance cull, only the mapper can.
  4. The timeframe for this patch has been pushed back. It's now slated for a late December instead of mid-December. As previously stated however, it will still be the last patch before 1.3.0. 1.3.0 will still release in January, barring any unexpected delays.
  5. The headswap portion of JKE requires code changes in order to run, which in turn is part of the launcher. I think what you'll want to do is the other direction. Merge the TFA Conversion Pack on top of JKE by dragging its PK3s into the JKE folder. The TFA pack uses no code to operate as far as I know.
  6. Do specular shaders work on other brushes? That might be the issue.
  7. Now that I've been working on this some more, I want to clarify the technical specifics of how this system works. The game loads .ammo files (note: not from ammoTable.json anymore) which contain one or more different ammo types. Ammo Types can be shared across weapons. For instance, the Trandoshan Suppressor Pistol and Advanced Trandoshan Suppressor both use Trandoshan Cells. Weapons can have different ammo types per firing mode. For example, the Adostic Arms Pulse Shotgun uses 40mm canisters for its Grenade Launcher mode, and Adostic Pulse Cells for its shotgun firing mode. Ammo types can be "based" on another type of ammo. For instance, Adostic Pulse Cells are the basal type, but there are also Overcharged Adostic Pulse Cells and Bouncing Adostic Pulse Cells, as an example. They can alter looks, damage, damage type, and debuffs applied by the weapon. Grenades, sequencer charges, etc that have quantity don't use ammo types. All ammo is treated as a resource pool, not as items in the inventory. This is done to reduce lag and clutter in the inventory. All of the ammo you have will be shown when you click the Ammo tab at the top of the inventory. It's essentially a long list of ammo types, and clicking on the type will give more details about the ammo, including what it modifies and what weapons use that type of ammo. Ammo can override or modify the amount of damage that a weapon does. This can be an important factor in deciding what kind of ammo you want to use. For example, Surplus Blaster Ammo could do a fixed 30 damage, which is either more than (in the case of the E-11 Carbine) or less than (in the case of the DLT-19) the normal amount of damage. Ammo can be cycled through using a button. (The ammo wheel will probably not make it to 1.3.0, sadly) Changing ammo types triggers a reload. Ammo can be purchased from most (but not all!) vendors by selecting the weapon on the inventory pane and hitting "Buy Ammo" or "Buy All Ammo". Buy Ammo buys 100 (or less) credits worth of ammunition, and Buy All Ammo purchases the maximum amount. "Buy Ammo" and "Buy All Ammo" both purchase the basal type of ammunition for that weapon. So using the Pulse Shotgun again, Buy Ammo and Buy All Ammo both purchase only Adostic Pulse Cells and/or 40mm Smoke Canisters, and not any special type of ammo. Special/derivative ammunition is purchased by special "items" in the shop, such as "Adostic Bouncing Pulse Cells x100" that convert into the ammo pool. They give a console message, "Unpacked 100 Adostic Pulse Cells" for extra feedback. "Buy Ammo" purchases the primary fire ammo first, and then any extra fire mode ammo. So you need to fill your Adostic Pulse Cells first before you can buy 40mm Smoke Canisters. (But if you can't buy 100 credits worth of Pulse Cells, it will purchase 40mm Smoke Canisters to pad out that space - so if you only purchase 10 credits worth of Adostic Pulse Cells, and 40mm canisters are 30 credits each, it will purchase 3 smoke canisters and 10 credits worth of Pulse Cells). A console message is given every time you purchase ammo to clarify what is being purchased.
  8. [red]Two comments have been removed for incivility. Treat others the way you wish to be treated.[/red] There is a The Force Awakens conversion pack in the works, perhaps it has what you're looking for?
  9. It's not necessary to put it in your autoexec. The seta command will automatically add it to your config, so just typing "seta cg_fov 97" in the console one time will make it be saved. Realistically all of what you have in your autoexec can be done without it, and you'll get faster loading times since you aren't doing vid_restart and snd_restart every time you start up the game.
  10. Give the OP a chance to defend themself. It's likely that they didn't intend for it to look like they made these. Don't dog-pile them.
  11. 1. What software did you use to create these models? 2. Do they have LODs? 3. How many verts are there in each model?
  12. Hi! I sent you a PM, now that I've gotten around to this. Overall, the mission feels solid now. The secrets weren't too difficult to find if you looked hard for them, but certainly could be missed by the casual player, so I think you've struck a good balance here. In terms of difficulty, the earlier portions of the mission are definitely way too easy. There's too many pickups, and in particular there's a lot of shield generators which I think make the game too easy in the lower difficulties specifically (those difficulties have more shield from the generators). I never felt particularly strapped for ammo, but that could be that I was running with full ammo from the start. Also I'm having second thoughts about placing the rocket launcher in the map, as it could make the big fight towards the end a little bit trivial. I did find some new bugs also. It looked like there was a shield generator floating above the ground in the big control area with the shadowtrooper armor. There was some z-fighting on the ceiling in the dark room at the bottom of the elevator shaft before the pit area. (You can only see it if you use the light amplification goggles, /give item_la_goggles) There's also minor texture alignment issues on the elevator leading up to the pit, on the walls. (I normally don't notice a lot of texture alignment issues, but this one was literally right in your face). There's a grate at the beginning of the maintenance maze that can be broken, but you can't actually walk through the grate (maybe this was a secret area?). It does give me an idea for a secret area that requires you flipping some minor/inconsequential switch that later opens up a section of the map, though. Overall, I think we're about ready to wrap this up. I'm pretty pumped.
  13. You're better off making a new thread about that.
  14. Artificial Intelligence in Jedi Knight Galaxies will use a unique two-pass psychology algorithm to process how NPCs should behave. The two passes, in a nutshell: The behavior pass is done first, and more frequently. It's done on every single NPC. It's done on both the client and the server. The behavior pass performs automatic, subliminal actions that can be observed by the player. These are things such as patrolling, walking, firing a weapon, etc. as dictated by the psychology. On the server, it can also pass signals, such as "My movement is blocked" or "I have spotted an enemy."The psychology pass is done less frequently. It also may be performed on a hive of NPCs or just a single NPC. It's only done on the server. This pass does more abstract actions often attributed to higher levels of thinking. By evaluating potential actions against a series of psychological traits (exact traits to be determined, but these are things such as "laziness", "cunning", ...), and gathering information, the psychology dictates the behavior that can be observed.Each NPC has an archetype. The archetype is similar to a JKA npc type, but not quite. Archetypes in JKG can be based on other archetypes, and overwrite properties. For instance, the archetype "Stormtrooper" may have an AI type of shockforceTrooper, 100 health, "stormtrooper" model and "stormtrooper" sound effects. The archetype "Stormtrooper_Rusty" could be based on "Stormtrooper", but with less health and a different skin. More importantly, JKG won't take the approach of JA and have weird hardcodes to specific archetypes. You might have noticed the concept of an "ai type" mentioned. These are defined primarily in the code, but could be extended at some point to Lua. These deal with the psychology pass. Depending on the ai type, multiple NPCs may be automatically assigned to a hive. Examples could include: shockforceTrooper (stormtroopers; not agile, tanks, possibly can form a hive), civilianCrowd (civilians, as part of a crowd hive), and secretJedi (jedi, tries to blend in with civilianCrowd hives, and tries to escape the player but will fight if cornered, never forms a hive) The spawning mechanism will be changing too. But this will be discussed in another thread.
  15. There's 3, as defined by MD3_MAX_LODS (which is a misnomer - it controls both the maximum LODs for MD3s and GLMs). However this is a purely arbitrary limit, and can be increased without breaking compatibility (in OpenJK?), at least for GLM models. MD3 models, it's a different story entirely as they're separate files and get loaded differently. The GHOUL2 format allows for potentially near-infinite LODs because of how it's set up. But it'll need a minor code change to get the engine to support that many LODs. And it'll probably work just fine, with proper tuning of the cvars.
  16. All you have to do is: a. Download the OpenJK source, and follow the tutorial to compile the code (for a dry compile, just to make sure it works) b. Find the commit(s) in redsaurus' fork that have SFX sabers in it c. Add the chunks of code that are highlighted in green, and remove the parts in red. Seriously. It's that simple, and I've been kind enough to dig through the list of commits to find where exactly it starts (it starts with this one). Every time, it's always "that seems too hard, can you just do it for me instead?" I'm tired of that. If people can't copy/paste code, there's no hope for them. My tutorial here on JKHub and the one on the OpenJK project page are more than enough to get started with basic programming like this. If there's no effort put into it, there's no point in me trying to explain. That's also tangentially why I've focused less on tutorials, because people want me to write specific tutorials to cater to their wants, instead of very general things. "Can you teach me about vector math?" is succinct enough to cover "How can I make a tri-shot blast, like the kind SBDs have in Battlefront?" yet people always ask about the kind of stuff in the latter. Likewise, I can hear the complaint "well if it's so simple, why don't you do it?" -- well, I have other things I want to work on. It takes time out of other projects that I actually want to work on, such as JKG, the Lost Mission/JK2 Enhanced, other things. Schoolwork. My life? Having a build of OpenJK with just SFX sabers doesn't benefit me at all. Sorry, but it's true. If I wanted to play JA, I'd play it with JA Enhanced, which has that feature anyway. And if I started pushing out builds with one new feature, it would easily snowball into "Can you do one that has holsters next?" "Can you do one where the hazardtrooper doesn't have bugged crouch animations?" "Can you do one where Force Repulse is a thing?" ... to the point where it would be better for me to point to JA Enhanced being used as a base. Which was ironically sorta partially the point of it in the first place. It's this lack of critical thinking and halfassed effort on multiple people's parts that makes me not want to contribute outside of large projects, because no matter how much you give, people will demand more.
  17. I've been doing other things. So no.
  18. It's the same assets and code. Also, to implement it is literally copy/paste, but people are too lazy to do even that, so...? (not talking about redsaurus, but the people harassing both of us about it...)
  19. Let's try and keep identity politics out of this thread, please. I for one think that Disney has taken the right approach with Star Wars aside from the clear oversaturation. Star Wars under Lucas was stagnating and the EU was getting out of control with insane spin-offs. Killing off the EU and replacing it with new lore is something painful, but it needed to be done. I haven't been paying too much attention to Rogue One ever since they made the decision to make it a panel movie instead of taking risks.
  20. That scoped DLT-19 isn't accurate enough at all to be considered a sniper, and it doesn't do enough damage imo. buff pls
  21. I don't know, I think it could be in theory possible to do both a one-server, all worlds/multi-server, one world each, and just have an instance be either hosted on the same server or on a different one...I will have to think on this some more. Easygen is bad, you're right, but the game actually did have a terrain entity for RMG (unused feature) which could do heightmaps in the game itself. Auto generate is not going to look great, and it's more programmer time to develop. I'm not on IRC at all anymore, I use Discord now. As far as random generation: This. There is basically no entity limit. If there is one, it's per-Realm. You're probably correct, the 2000 figure is just a random number I made up. But the system should at least be scaleable. Basically yes, to both of those questions. You can preview a house if the client has loaded the JBSP fully, but some stuff (furniture etc that are entities) will probably not be visible. It would internally be teleporting you to somewhere else, and if the house is pretty large, you'll likely get a loading screen before the map loads up all the way. It would only be started after rend2 is in a good spot where I can use it. A lot of the things I want to do (not terrible dynamic lighting, ..) pretty much require rend2. So it's even cooler.
  22. Sorry, I haven't quite gotten to it yet, been busy with JKG. I'm going to be out of town this week for Thanksgiving. But I will have a look at it probably after that.
  23. Answering a few random questions: - The ent limit in Q3 is because the devs went with a static limit because it was easier to work with. - Mos Eisley won't be a separate planet, it will be part of Tatooine. - Game music won't be tied to Lua (that much..), the client will figure out what music is best for them based on the situation. - New terrain tools are possible (but b/w maps can already be used, see Easygen) - Why autogenerate terrain when you can just have it be part of the planet? (Albeit inaccessible) - Each planet being a separate server is not good, as what happens if a server goes down? Your character becomes stuck. It's more logical to handle it all on one server. Also it means that you need to disconnect from one server and reconnect to another, which is no bueno.
  24. There really isn't a centralized set of debuffs that occur on the player, rather this is a set of things that might trigger a buff icon. Buff/debuff icons appear on the left side of the screen, along with a timer (if the event is dispelled with time) On Fire: You are on fire! Stop drop and roll, or find water.Poisoned: You are poisoned!Frozen: You have been frozen solid!Carbonite: You feel a little sluggish... *Frozen (Carbonite): You are frozen in carbonite!Sting: You feel a little sluggish... *Chilled: You feel a little sluggish...Jetpack: You are using a jetpack.Healing: You are being healed by a consumable item.Bleeding: You are bleeding.Antidote: Preventing against poison. * this effect can stack. Stack count is shown as a number over the icon.
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