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Everything posted by eezstreet
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So I've wanted to make a JK2 SP mod for a while now that adds back in some cut levels, among other things: - Nearly every mission has altered spawning, and as a result, nearly every mission can be stealthed through (so Mind Trick isn't totally useless). - Restore cut mission cairn_stockpile - Add a melee and grenade button for sticky situations. - Alter saber mechanics to work more like JKG - SIGNIFICANTLY change the weapon progression so its more gradual: * Remove Det Pack and Trip Mine spawns prior to NS Streets * Remove Trip Mines + Detpack in Nar Shaddaa bar (only Bryar Pistol spawns) * Repeater now obtainable in Nar Shaddaa Hideout (Starpad has metallic bolts spawn in it already wat) * Since Stockpile is between Assembly and Reactor, this gives a 2 level gap between obtaining the DEMP2 and the rocket launcher) * Trip Mines now spawn in Bespin Platform (first obtainable in the game) * Det Packs now spawn in Artus Detention (first obtainable prior to Yavin); Bespin Undercity (first obtainable post Yavin) - Blaster-toting Trandoshans now spawn in NS Bar - Bowcaster-toting Prisoners now spawn on Artus - Weapons hit harder, sound more fearsome and have more menacing effects - ...and you take more damage from other weapons, too. - NPC AI improved. They will also use some interesting tricks as well - Mine Monster biting improved; can no longer fail to do damage in some situations - Howlers spawn in the swamps. Fast-moving and deadly, their howls are no longer sustained and instead deafen Kyle, allowing them an opportunity to attack. Their jumping attack inflicts knockdown. - Saber throw improved at lower levels - Removed Saber Offense and Defense from level load screens (always 0, no point) - Speed is no longer an activated power; must hold the force button to use it. Acceleration is no longer based on frame rate so Speed doesn't affect acceleration (previously it increased top speed) - More music tracks, improved musical moments. - More translations (Dutch, Italian, Polish, ...) - Added "Jedi Legend" difficulty, higher tier than Jedi Master. - API integration
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I don't think they work.
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He probably used the Bryar Pistol weapon.
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Midgar v3 has broken textures in OpenJK, but not in base game
eezstreet replied to Freaky Mutant Man's topic in OpenJK
@@ensiform I think the JA parser will only read the first line before the {} as the shader name, while the OJK one reads everything that isn't a comment. /me shrugs -
Nope. :/
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Are you using the JA+ client side? Try removing it. (the anims are fine to keep though)
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No comment about any of this.
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Back in the day, we confirmed that you could have up to 127 players in the game. After 128, the game crashed.
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I don't think you need to link the NPC to the waypoint. It should automatically determine what to do based on nearby waypoints. What type of point_combat is it?
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JA+ has known issues with OpenJK and we aren't really sure why. It's better to use JA++ at any rate. Does it work if you use /devmap?
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What mod is the server running?
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Midgar v3 has broken textures in OpenJK, but not in base game
eezstreet replied to Freaky Mutant Man's topic in OpenJK
We already addressed it. The use of # in shaders is: - Not supported in other similar projects for similar games (OJK is the ioq3 of JA, despite what certain people think) - Not mentioned in the Q3E shader manual - Not used by any base shaders So why would an undocumented, unintentional 'feature' be promoted as something we should allow, even though it might cause issues in the base game? It's a little ridiculous that we have to cave to support something totally asinine like this. Why don't we make text in ~~s be comments too? It worked in base. (...actually that's totally ironic because it might have.) -
A little help about my mod: Gameplay hints.
eezstreet replied to Asgarath83's topic in Modding Assistance
Here's a thought: keep it simple and tell us what you want to start on. If anyone else is like me, they likely aren't going to read that behemoth of a post. Tell us the first thing you want to work on, and keep it short and to-the-point. Now I understand that you want some feedback on your game mechanics. My feedback: - The idea of making weapons damage different enemies is cool, but be sure to include a variety of enemies. The biggest problem with games that do this is that then people are encouraged to use only one enemy because of the weapons. Furthermore, all weapons should be usable, but require different ways to kill enemies. - I have no idea what you mean by this. Elaborate. - Again, no idea what you mean by this. - ok? - Yup. Mind Trick is pretty cool. As far as random is concerned, there's no specific way to set things based on random, but you could use a target_random pointed at different target_scriptrunners. -
Midgar v3 has broken textures in OpenJK, but not in base game
eezstreet replied to Freaky Mutant Man's topic in OpenJK
This is due to his use of # in comments. // and /* */ are to be used exclusively, and while # is supported in base due to bugged behavior (it still remains unknown how it worked before without causing problems. This comment style is not supported in ioquake3 at all), this behavior is deprecated in OpenJK and not supported. It is up to him to fix his maps. If we support it, then that means that we will be supporting maps with undefined behavior in base, which might result in all kinds of wacky behavior... I'm surprised his maps haven't caused crashes or worse yet. Furthermore, we've attempted to engage in dialogue prior to this and he hasn't responded. So our response is: no, we aren't supporting the maps, it's his responsibility to fix them. -
Spawn script, probably, if you have one.
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I'm not a mapper.
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Hmm. Has it ever crossed anyone's mind to use the G2API functions (the ragdoll ones in particular) to simulate cloth physics? (@@Xycaleth/@@Raz0r)
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Maybe your problem lies in the .npc file. Try setting hfov/vfov to higher values (if they're set at all). Same for "earshot".
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I'm a little curious as to why. Does it crash on startup, or?
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Enter those cvars into MP and your questions will be answered.
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BLOTH PYSCUCS OMGERD!!
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Using the Github app, it's a simple process: - Make a fork of OpenJK on Github - In the Github App, clone the fork - Make changes to the code - Commit the code to your fork (github app -> hit arrow on your fork, select files and push to repository) - Make a pull request on JACoders/OpenJK
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All of the above. SP is actually already up and working so far as I know.
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They appear to be loaded like misc_model_static. Adding gi.linkentity to it makes sense as to why it would fix it. I'd like to mess around with it but I don't have the time or the willpower to do so.
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Also that "moment where you focus on one thing" = Depth of Field, just an FYI.