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eezstreet

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Everything posted by eezstreet

  1. You can do this using OpenJK. Go into q_shared.h, and anywhere in the file, add: #define DEBUG_SABER_BOX Compile the code, and you shall have a new cvar: g_debugSaberBox. When turned on, it draws a box around sabers, indicating where it's actually hitting. Debug builds of the original game code also have this cvar too.
  2. yoloswag http://jkhub.org/files/file/371-jafont/
  3. plz gief me your monies is for good cause
  4. I don't understand why any of that can't be done based off of stuff like JA++. Heck, JA++ has defrag in it I think. I'm just saying that you could go that route and have a lot more exposure to your system that way.
  5. It doesn't sound too too terrible, but you might wanna consult with @@Raz0r about working on these things being implemented into JA++. He and some of the other people who have worked on it pay careful attention to the pro community and if you submit a good enough pull request, I'm sure he'd like to put in the JK2 1.02/1.04 movement.
  6. Not quite. It's a .png and a .fontdat, and the .fontdat contains information about how the game subdivides the image used for the font.
  7. Not everyone wants Defrag/1.02 movement, which is what I'm referring to.
  8. Sounds controversial.
  9. It depends on what you're replacing. Console font uses charsgrid_med.tga while other fonts use fonts in /fonts/. See JAFont with how to make these. and yes, new actual fonts (not just replacements) require code editing
  10. thanks, fixed.
  11. as a general rule g_ serverside cg_ client game / clientside ui_ ui (obviously) bg_ g/cg/ui (in some cases) q_ entire game (shared by engine and DLLs) q3_ icarus bindings tr_ "the renderer" sv_ serverside engine cl_ clientside engine snd_ sound cm_ "clip model" (player<->map interactions) net_ network code stringed_ .str stuff fs_/files_ stuff involving the filesystem g2_ ghoul2 rm_ random map generation (not used but still fully functional) sdl_ SDL (linux/mac only) sys_ linux win_ windows be_ bot behavior ai_ npc behavior l_ C/C++ parser used by the game, extremely primitive Fx anything that involves .efx files
  12. indeed
  13. Based on BF4's bugs and glitches (and the gravity of charges being filed against them) I think it's pretty safe to say that it won't be any good.
  14. Got some references?
  15. It looks pretty good; it matches the aesthetic of JK2 Bespin quite well and throws its own tricks into the mix. I like it. However yeah, I did see a few cases where the texture alignment was off.
  16. Yea except you can't loan or borrow an e-book...can only loan one Amazon e-book ONCE. but irrelevant
  17. @: they didn't, and it's not a good thing that they did either. Re-read my post, please. And no, it's not the same thing... If I buy a book on Amazon, does that give me a right to then distribute copies to everyone without their permission...?
  18. eezstreet

    Man Hunt Mod

    This mod proved quite influential for its time! I took a great deal of inspiration from this mod when I first started. Definitely a 4/5 from me, as it has a few rough edges, but still a very fun mod nontheless. Glad to see that it's made its way to the Hub.
  19. You don't need to know any kinda programming language to make the translations; if you copy the files from Strings/English (in assets1.pk3) into Strings/Russian (make a new folder and then put this stuff into a PK3) and then translate the stuff, you can simply do "/se_language Russian" (in the console). Be very careful to not use any Unicode characters as these will cause the game to throw an assertion failure.
  20. I'm concerned that the Ghoul2 format won't allow for stuff like this, and other formats (IQM, etc) aren't really being widely supported by the project (supporting models on a per-renderer basis is a bit odd), so I kinda doubt that this will be picked up. I'd say wait and see what @@Xycaleth does with the ragdoll stuff in rend2
  21. Don't encourage it, please.
  22. Nothing that adds to the asset PK3 files. Or in other words, only code changes.
  23. What map isn't worthy of getting archived? A work is a work, and whether or not it's good or bad, it should still get archived... And furthermore, just because others might not have gotten permission to rehost (or so you think, anyway, no solid evidence leaning either way) doesn't mean you should do it too. I mean hey, Tim ran a scam too, why shouldn't I? People absolutely loved him! (partial sarcasm and partial truth, some people genuinely liked the guy for what he did) Why aren't you trying to contact these authors and get this shit hosted on JKHub though? Seems like the wise thing to do.
  24. Use tags, and an outside image uploading service.
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