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Everything posted by eezstreet
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Depends on your video card. With ATI cards, it'll be in your Catalyst settings, which you can access by right clicking on the icon in the system tray. You can set global settings, or specific profiles for certain games. I highly recommend using a profile as forced AA can break certain games (such as PAYDAY 2)
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First chapter: Spooninghttp://youtube.com/watch?v=dYBjVTMUQY0
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Writing a book. Totally unnecessary if you ask me.
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Oh, I definitely would like to duel in this map. The idea of everything moving like that seems like it would make for a good duel map.
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To be truthful, I don't really remember ever being on Map-Craft. I did a search through my email, and neither "map-craft" or "map craft" brought up any results, which means I either deleted the map-craft registration email (i don't normally delete that stuff though, but maybe) or it went to my Junk mail and was swept by the system. I do believe you though, as I have a tendency to be a dick to people and fuck shit up majorly. I apologize for that, but it's part of my nature. I would've changed the post, had you not quoted it/seen it already. Anyway, I think the approach you are taking with the ship is wrong. Instead of the ship being a moving entity, the water and everything else ought to be moving, for the reasons I stated above. The argument you stated above isn't really valid, because it doesn't actually make any sense. For example, in the Flintstones and other older cartoons, the background is moving when there is high velocity movement (ie, the Flintstones' vehicle), instead of the actual people moving onscreen. Now granted, we're working with the Titanic here and not The Flintstones, but the same principle could apply here too. I suppose that would depend on the angle that you take with the ship. If you're going for something like James Cameron's film, this would be difficult and look very bad, especially with the ship splitting in half. But you could also try a different approach here as well, by making a teleporter system that transports the player to different versions of the interior: one for vertical, one for half-way vertical, one for the ship-split occurring and one for "normal". In these sections, the ship would slowly change to match the variations in the different sections. Unfortunately this is going to not be perfectly seamless, which I imagine is what you were going for. To accomplish this, it'd require some pretty complicated ICARUS scripts, but it's feasible. First, the easy bits: you'd need to change the target/targetname of the main teleporter that leads into the ship's interior, and the destination when leaving. Easy enough, I suppose. But then you would have to worry about the actual people in the interiors, they would need to move too. So, you might make a giant teleporter in those interior sections that remains deactivated until you need to actually swap. There would be a scriptrunner as well which gets run, and calculates the position of the destination (in the next interior section) based on 8 ref_tags which are at the vertices of the triggers. From these ref_tags, get the position of the activator and add it to the origin of the next section's ref_tags, taking into account the angle of the ship. Now, that's all supposing that you actually do get FPS issues. Like you say above, others get better FPS on your maps, but I'm still a little concerned about the FPS and entity counts (and to a lesser extent, the actual choppiness of collision due to JA's fantabulous collision prediction system) because it's a giant func_static being moved as opposed to a section of BSP that has a background around it. I suppose this is all contingent on the level of detail used in the interior, but I digress.
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vis also includes hinting. I'm not going to respond anymore at this point though, no point in doing so until you at least calm down.
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Why not make everything else besides the boat an entity? That way A) the boat collision would be smoother and B) you can vis the boat properly. ~25 FPS is borderline unplayable, let alone 11.
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why don't you vis like a normal human being and stop blaming the machines...ffs this should be a walk in the park to PVS...
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That FPS is a little worrying.
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how about no
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@@mrwonko: @Darth Bothersome went to the Radiant IRC channel and apparently they told him to talk to you about issues in Radiant 1.6, which made me go "wtf?" no nothing, punk.
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hello, anyone speaks Spanish
eezstreet replied to dbyarts's topic in Jedi Knight General Discussions
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Radiant 1.6 is fine...just make note of all the issues you're experiencing and report them to the developers and they'll fix it. Or annoy the hell out of @@mrwonko apparently?
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Edges around the mandalorian logo look...wrong. The red section also looks wrong, like it isn't shaded correctly.
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No they won't. JKA uses assets0-3.pk3, not pak0-3.pk3.
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What error are you referring to? I'm not sure what you mean by misc_model_ghoul error.
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Making such a system work on base seemed like the most sensible first example. However since 'base' wouldn't make sense to classify as a mod (and uh...you'd need to modify base...and it wouldn't be base anymore!), OpenJK seemed like the next best thing. This system is entirely optional, I should mention. OpenJK is meant more to be a solid base for other mods and providing a good base experience. It would be a bit inaccurate to claim that it only fixed bugs and nothing more, especially with the advent of modular renderer/rend2 and various other minor changes.
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Was your problem fixed?
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openjk.x86.exe / openjksp.x86.exe = jamp.exe / jasp.exe "replacements". You need to put rd-vanilla.x86.dll and rdsp-vanilla.x86.dll go in Gamedata. The other .dlls are more or less equivalent in function to what we've had for a while.
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see this thread
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Don't use the Load Mod menu. Just use a .bat. Particularly, one that looks like this... openjk.x86.exe +set fs_game "japlus" Also you ignored a pretty pertinent question. (Windows...or Mac?)
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We don't need three different threads on this "issue". Stop it. How about providing some information, such as: Whether you're running a server or a clientWhere you're getting your OpenJK binaries fromBuild date of the OpenJK build you're using (not completely necessary)What platform you're running on (Windows/Linux/Mac)Whether or not you're using JA++What other mods you might have in your base (not entirely pertinent but good to know)How you're running OpenJK (are you using the executable...?)A console log (helpful)When exactly it's crashing...on map load or game start?How you're starting OpenJK (via .bat? mind sharing the contents of that?)Where your OpenJK binary is in relation to your base folder (Is it in Gamedata?)What version of JA+ you're using (Shall I assume latest?)Whether or not you're using a debug build (provide a screenshot in the console and we can determine this easily)How it's crashing (Debug assertion failed? Freezing? Viewlog error with a specific message? Straight crash to desktop? what?)bolded all the important stuff
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So who's going to kill the elephant? I don't have an elephant gun.