Jump to content

eezstreet

Members
  • Posts

    5,207
  • Joined

  • Last visited

Everything posted by eezstreet

  1. How are they different? Someone still paid a lot of money for someone to make them, after all. I'm curious as to the logic behind that.
  2. Steam/steamapps/common/jedi academy/gamedata/base
  3. Frankly though, I kinda doubt people would wind up forking your project. Maybe they'll contribute bug fixes, but I suspect that people are going to be interested in new content like maps and stuff more.
  4. Yeah. I'm not sure what the GPL would give you issues with, other than the need to make your project open source, which is a legitimate complaint from some.
  5. Yeah. Because you know, he speaks to lead designers, contacts from other studios involved in projects, and he also...y'know...works there? Working in IT, somehow I doubt my boss is going to be okay with me sharing passwords with everyone. I can kinda guess what his intentions are. I'm willing to bet that @@MoonDog can judge what's going on the same way. Really? Because you said earlier that you were speaking to people from Raven Software.. Why don't you ask instead of saying you did but providing no names or any information. [citation needed] We've been editing the assets for years...you should really pay attention to what I've been saying. I've been saying DISTRIBUTION. Not editing. Distribution of game assets with modified binaries..which is, y'know, prohibited in the EULA.
  6. Well, if we were to make OpenJK official, mods would have to be based on OpenJK, which in and of itself is a problem as MB2 and JA+ (specifically) have decided against the GPL license, which OpenJK uses as it's based on the original source code release. So more or less, we're already sorta making this into a community patch. It's not a matter of breaking mods or anything like that, they have to actually support the system and use the code behind it in order for the fixes to work properly. I had the monumental work of porting JKG to be based on OpenJK a few months ago (and still rolling)
  7. Uhh..yeah. He actually physically works there. As a level designer. He works at Raven Software. And you said earlier that you spoke to Raven Software, so now I'm finding it a little hard to believe your story...
  8. Skins/models/stuff like that can usually be applied same as in windows, just put it in the base folder. As for big stuff like MB2, those mods are a bit varied and some don't work on Mac (MB2 -does- though, you just have to check their site)
  9. We aren't bashing the guy, we're simply pointing out that OpenJK is pretty much exactly what he's asking for.. As @@MoonDog asked, who told you this? We're talking about distribution of modified assets along with modified version of the code, which in the past was deemed illegal for stuff like ioquake3. What? OpenJK is made by and for the community. Anyone can contribute to the code. I have (literally) no idea what you're on about. JKHub staff != the people that work on OpenJK Never heard of this mod. you do realize that MoonDog works for Raven Software, right? so I mean if he really wanted to, he could actually speak to someone...like, in person...that would resolve the issue
  10. That's not actually physically possible unless you change the engine which OpenJK does. Use the OpenJK .exe with mods and it will work just fine with other mods. I think you're looking at this a bit backwards. The idea I think you're rolling with here is that patch 1.01 magically fixed all the bugs in all the mods. In fact, this is quite the opposite; mods are applied over the fixes in 1.01. The SDK wasn't released until after 1.01 was released. Likewise, in JK2, the SDK wasn't released until after 1.04 came out. This is why you don't see any mods for JKA 1.00 or JK2 1.02 (well at least you didn't used to, until the source code came out. ) As far as saber hitboxes are concerned, you can check the player boxes and saber boxes using cvars in OpenJK. EDIT: the engine alone won't fix the master server list issue though, the mods you're running have to fix that manually, and it requires new assets to properly fix.
  11. minlogoguy18: only if JKHub says "NO PORTS PLZ" like their current policy is. I see no difference between sounds/models personally, but that's just me.
  12. - security holes: OpenJK fixes 'em - master server list: OpenJK/ASE fixes this - hitboxes: not easily fixable, the problem is and always will be lag except on MB2 which uses a broken as fuck slightly wrong algorithm to determine saber hits. And even if you fixed it, people would complain that "you changed combat drastically" or something to that effect. See: 1.00 players' arguments - load error: fixed by OpenJK so basically you want OpenJK with modified assets...
  13. Hooray! Arguing for arguments sake!
  14. LOL you think you can get around the GPL?If you use -any-, -any- source code from Quake3, JKA or JK2, then your project must be automatically made into GPL. You aren't simply going to get around it, forget it.
  15. Making two remap tables doesn't sound too difficult. You just have to make sure that there's a different number of bones than JK2 and JKA (also I'll need the bonecount for JK2 and JKA)
  16. so when does the poll start exactly
  17. Which is still wrong. You aren't allowed to port all of the assets from JK2 and make it work in JKA, for instance. No company in their right mind would permit for that.
  18. @@CrimsonStrife: your point #2 is wrong. Just because a game is "approved for modding" doesn't make it okay to distribute the game assets elsewhere/port them. See: the JK2/A EULAs, which still prohibit this but make a special case for making mods. Which is now actually invalid due to the source code being released.
  19. well right, he wants to implement a flagging system. I have nothing against that, it's an alright idea. I'm just wondering if he considers ported models differently than ported sounds.
  20. Y U GET RID OF 1.02 IDEA I am most unsettled by this.
  21. So @@SiLink, what stance do you take on a porting policy?
  22. So it's not plagiarism if someone doesn't make a claim on your stuff? I fail to see your point here.
  23. @ is kinda right, modders (with some exceptions such as Raz0r, ent, etc) are in a completely different realm from the players. JKH wasn't ever meant to be about just the modders or just the players, that's why the bar shows clans on there too. In my opinion, one way to alleviate this issue is to provide a better area for both parties to discuss things that aren't related to playing the game or modding it. This way, the community can come together and talk about different things and relate to each other. Secondly, the JKH API has support for a one-click server-join. So instead of people browsing the server list, server owners could set their sv_master2 to point to JKHub's master server, and the site itself could be a server list. It's a great boon as it allows discussion to occur while waiting on servers to fill up, etc. Third, well, I'm not totally sure. It's difficult in a situation like this to simply bring everyone from different circles together. The cultures behind Makermod, base/ESL, Siege, MB2, CTF, etc remains very different and it would be damn near impossible to put them all in one place.
  24. @@Apprentice: https://support.google.com/drive/answer/2423534?hl=en
×
×
  • Create New...