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Everything posted by eezstreet
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Here's an example of something new that I have been working on. UI code in particular is something I've been very fond of working on. Despite the code being extremely messy, it provides a very immediate and noticeable effect most of the time. Plus, a lot of the stuff is really cool to tinker with. In JKG, we had the nasty little issue of sliders. And I friggin hate how JKA handles sliders. So I decided to make .menu files able to customize sliders for listbox objects better. Before: After: And here's a sample of the listbox object that shows the server data: itemDef { name serverlist rect 10 112 620 264 type ITEM_TYPE_LISTBOX style WINDOW_STYLE_FILLED elementwidth 120 elementheight 26 font 5 textscale 0.4 textaligny 6 elementtype LISTBOX_TEXT feeder FEEDER_SERVERS outlinecolor 1 1 1 .25 //Highlight when item is selected. visible 1 columns 5 2 40 258 270 40 104 388 5 64 450 20 100 560 20 47 mouseenter { setitemcolor serverlist bordercolor .79 .64 .22 1 } mouseexit { setitemcolor serverlist bordercolor 0.2 0.3 0.5 0.5 } doubleClick { uiScript checkpassword } // new listbox slider-thingy --eez useNewSlider // use new slider code noSliderButtons // do not use up/down arrow buttons floatingSlider // the background of the slider is // independent of the thumb sliderBackground "gfx/ui/mainsub_sliderbarVert" // background shader foreground "gfx/ui/mainsub_sliderbarVert" // thumb shader sliderThumbW 15 // thumb width sliderThumbH 45 // thumb height sliderBackgroundH 290 // background width (floating only) sliderBackgroundW 15 // background height (floating only) sliderTop 124 // slider top Y (floating only) sliderBottom 360 // slider bottom Y (floating only) } Sorry for mangled formating. I'd like to refactor my code someday for tooltips, so we can do something like this in the itemDef: tooltip { type TOOLTIP_INVENTORY } (for hardcoded tooltips) -or- tooltip { type TOOLTIP_CUSTOM text "Aim down the sights to improve accuracy.\n^7(default: ^3Mouse 2^7)" }
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Post here with all of your code-related achievements, no matter how minor they may be. Got a cool little command made that shows some elegant new feature? Show it off! I'm posting this here because I know that there's been a lot of big advances lately, and minor little bits of polish are always fun to work on. Screenshots and/or code shown are required.
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@@DT85 Xycaleth realized that the renderer is not quite as powerful as once claimed. It uses FBOs/VBOs in very inefficient ways that makes no notable difference in game performance. So, until I figure out how rendering ought to work (or @@Xycaleth fixes it since he knows more about it than I do), I don't have any motivation to work on this.
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This might be a bit heavily biased, but... Demolitions classes are fairly OP, especially on Hoth and Korriban. I think that the max trip mines should be cut down a little bit, and allow for some classes to restore ammo (probably Heavy I dunno?). Also, you should probably fix AMMO_ALL so it isn't silly looking/acting. Lightsabers aren't really highly used on any of the maps (force abuse is pretty crazy though). But that's my two cents. Also fix the doors/bridge on Hoth. And the detpack-win bug on Korriban. Also there's various temp-spec bugs but I'm not aware of all of them.
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REMOVE THAT BUNNYHOPPING SHIT CODE IS BAD
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He looks like some kinda cannibal to me.
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Or you could just check how weaponModel[1] is used, and set it. Both of your examples do that.
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In kejim_post, the first racks that I remember are in a room by the level start. There's also two racks on the second floor of the base entrance (same room has two bacta canisters in it)
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Wumbology? The study of Wumbo?
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Check out how ps->weaponModel[1] is used.
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Nope. Doesn't work. Those keys aren't used.
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Why are the mod's assets so big, if I might ask? 2.5gig ought to be way more than enough for ordinary purposes. (alternatively, you could use something like Asana or Github to have both project asset management and teamwork stuff)
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worldspawn is not considered an entity. Entity limit is 1024 - MAX_CLIENTS*2 - slack space for temporary entities, so around ~800-~900.
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^ not even related at all. Here are the spawnflags for misc_model_gun_rack ( I believe): spawnflags 1 - blaster spawnflags 2 - repeater spawnflags 4 - rocket using spawnflags 9 = puts a blaster, repeater and a rocket launcher on the gun rack Also you might be interested in misc_model_ammo_rack: spawnflags 1 - blaster spawnflags 2 - metallic bolts spawnflags 4 - rocket ammo spawnflags 8 - place a weapon on the rack matching the ammo type spawnflags 16 - place a health pack on the rack spawnflags 32 - power cell spawnfalgs 64 - do not fill up empty spots automatically Also make sure that you've got the SP project loaded in Radiant..
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?You should be able to orient the guns just fine. Set the spawnflags on the misc_model_gun_rack and it will spawn guns on the rack for you.
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Nope. Sorry.
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OJP allowed for this sort of thing. You might want to look into that.
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I'm sure that 95% of people aren't smart enough to get around it.
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Making a kill tracker is pretty easy. From what I understand, all you gotta do is change one of the PERS_ fields to be like PERS_KILLS, and then add one each time you kill something. It'll be updated on the client too that way. As for names above people, you might want to see how names above NPCs heads work in JKG.
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That would be accurate for duels or when the player is outside of PVS. But when a random player enters your PVS, you have no idea what his health is until you hit him.
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Circa is a false idol. Burn at the stake for impersonating a god. Such heresy is intolerable.