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eezstreet

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Everything posted by eezstreet

  1. sv_pure exists for a reason. Hovering health bars aren't really possible anyway since that information isn't networked to the client (for good reason).
  2. Using a follow mechanic similar to how friendly AI work, you'd check if you're within melee range, and if so, launch a melee attack as soon as possible. Assuming they're aroused of course. You'd want to make them wander randomly if not. That's how I'd do it, design-wise anyway.
  3. It'd be part of the link system, I'd think.
  4. I didn't notice this, but thanks for pointing this out (!) It looks like cgame/ui use different rendering flags from rend2 as opposed to the regular renderer. This is likely causing the majority of display issues. (also @@Xycaleth should commit his fixes)
  5. Movie Duels 2 is definitely not MP.
  6. They don't want to make it OpenJK compatible because they're afraid about hackers and community fragmenting. Or something.
  7. @@Asgarath83: Reinstall CMake with the setting changed as mentioned in this tutorial. Actually, just follow that tutorial in general and it should build you working stuff.
  8. sv_pure has no effect on /minimize, and likewise, using openjk.x86.exe won't trigger a kick from the server for non-pure client.
  9. Use OpenJK with the assets that you need to run the game with. That should clear up the issues and you're able to use r_mode just fine.
  10. I'd like to speak on this matter a bit as lip syncing was some of the first bits of code that I examined when the source code was released. Essentially, the way that lip syncing works is based on the principle of Amplitude Modulation (AM). The audio sample which is currently playing gets the loudness/amplitude of the waves monitored, and every arbitrary interval (500ms? 200ms? 100ms? I don't know exactly when.), it samples the audio and picks an animation between FACE_TALK0-4 based on the loudness of the sample. It's primitive, but it works. If I remember right, the code for lipsyncing allows this sort of stuff to take place easily. You'd need to set the entity up to be playing a sound effect from it, and the engine apparently does the rest. See how taunts do it.
  11. 1. It's in ext_data/weaponData.dat, so you need to make sure that you add entries for that there. 2. No idea, sorry. 3. What? Are you asking how to make weapons do more damage to specific NPCs? This is fairly simple; find all references to WP_DEMP2 and you'll find the bit of code that controls this. 4. Maybe check out how Mind Trick allows for NPC weapons? (note: OpenJK fixes the view for them) 5. Use cgi. functions instead of trap_ functions for those. SP uses cgi. instead of trap_ 6. They aren't really force powers, but you could check how both of those work in ai_howler.cpp (i think is the file name) 7. Try using G_RadiusDamage 8. Not sure. 9. In NPC_Stats.cpp, I believe is where the parser is.
  12. A community portal doesn't sound bad. I'm currently working on something like that, so I would say to wait on it. Though, I am curious to see how far you can push it on the web browser and it might be beneficial to what I'm doing right now.
  13. Every reason that you've listed is pretty invalid: - vs just installing the game and playing it? - Configs are already stored on the computer. That's like saying that you're adding the ability to take screenshots. How do you plan on handling that anyway? - Uhhh...what? Now don't get me wrong, I like this idea, but I like it for entirely different reasons. Imagine storing all your mods and stuff on the cloud, and having stuff like achievements. No need to redownload all your crap. Take JKA with you wherever you go. See, THAT would be cool.
  14. Rockets also had limited ammo.
  15. Well yeah, but I mean I was curious as to how the whole setup renders stuff on the client.
  16. Is that how QuakeLive does it? I have no idea how it even works really.
  17. I think throw is going to be a power (or a uh...secret thing that I can't really talk about). It isn't activated by right-clicking like you did before (that's now blocking mode). But yes, the system uses 8-direction blocking and it is fairly smooth as butter. I'd compare it to JK2 with an MB2 flavor. Essentially, you block in one of 8 directions based on movement. When an attack hits you, it depletes block points, the amount of which depends on your direction in relation to the directional buttons being held for the attack. So for instance, if you're hit with a top-down attack and you're doing a side block (by moving left/right or holding still), you lose *no* BP due to it being perfectly aligned. If you are doing a top block (by moving forward/back), you lose maximum BP due to the block not colliding well. If you have insufficient BP for a block, or if you're in the middle of an attack, you will get sliced. Attackers on the other hand consume FP when swinging. The more you swing, the more FP you lose. Also, the rates depend on the stance. The lower FP you have, the slower your swings become, the less damage they do, and the less BP they drain. But wait, there's more! - Swingblocks do not exist. - Saber bounding boxes are bigger do that impacts have more weight behind them - You can perform a fake attack by hitting the block button right at the beginning of a swing. This will start an attack that makes it look like you're coming from one direction, and then attacking in a different one. - Attackers and defenders can both be disarmed, under different circumstances. - Attackers and defenders can also be staggered, under different circumstances. - Both disarms and staggers are fairly rare (around 1 in 25 duels has a disarm) - The game is balanced so that defending and attacking are equal in terms of difficulty. - It was developed with the mantra "Easy to learn, difficult to master." - Duels can last anywhere from seconds to hours, and duels between experienced people tend to last far longer than duels between new players. From all my experience toying around with it, I hardly ever get pissed off whenever I lose. In fact, I kinda like the experience of dying because it's like "Haha, oh shit, you got me there!" It doesn't really devolve down to people saying "WTF? HOW DID YOU DO THAT?" or whatever. I like that. I dunno. That's just my personal thoughts on the matter. I have been toying with the idea of putting it in JK2 SP. I wanted to actually push my main mod ideas out though and get some artists first for other things.
  18. Has it occurred to you that you're using a Half Life 2 tool to decompile a Jedi Academy bsp?
  19. No, because it's just code that uses the same assets. If you run a game online like that, that then implies that everything is preloaded online. Though yeah, a select folder thing would work. I'm not sure of the details. At any rate, you just need to run a check sum on their assetsX.pk3 files and make sure they match retail JKA. You'd run this check once and then their account would be authorized to run the game.
  20. Nope. Supposing you embed JKA into a browser wholesale, there could be some interesting legal ways to get around it. I can envision a process of registering on a site, and then running a program once to determine whether you've got a legal copy of the game installed. If everything is hunkey dorey, you're good to go.
  21. Seeing as how it has Linux x64 support (or will) and lots and lots of exploit fixes? I doubt it.Now, whether or not we see a high client adoption rate, that's open to debate. But OpenJK is the only native JKA Linux client that I'm aware of. EscapedTurkey has already partnered with us for server side adoption.
  22. It might be possible in theory for some mods such as MB2 to work if you change the BLA of the engine (it's forced to 0x20000000 by default in MP IIRC). MB2 only fixes some things such as the donedl exploit if I remember right.
  23. Why Ajax? Ajax is not even really appropriate or efficient. A much better solution imo. In addition to faster connection speeds, you can connect the servers (er..clients?) to global channels which can be accessed even out of game. It's an attractive concept, at least in theory.
  24. You could try the view log by doing "set viewlog 1" on startup. That might be plain text, I don't know.
  25. No you don't. All you need to do is replace the .npc file with a different one. If the contents are totally different, then it won't matter. It loads the first file from the search path.
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