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eezstreet

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Everything posted by eezstreet

  1. 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)
  2. worldspawn is not considered an entity. Entity limit is 1024 - MAX_CLIENTS*2 - slack space for temporary entities, so around ~800-~900.
  3. ^ 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..
  4. ?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.
  5. Nope. Sorry.
  6. OJP allowed for this sort of thing. You might want to look into that.
  7. I'm sure that 95% of people aren't smart enough to get around it.
  8. Use OpenJK.
  9. 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.
  10. 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.
  11. eezstreet

    ohai

    Circa is a false idol. Burn at the stake for impersonating a god. Such heresy is intolerable.
  12. 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).
  13. 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.
  14. It'd be part of the link system, I'd think.
  15. 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)
  16. Movie Duels 2 is definitely not MP.
  17. They don't want to make it OpenJK compatible because they're afraid about hackers and community fragmenting. Or something.
    1. Show previous comments  5 more
    2. Kessno

      Kessno

      What application are you using for the theme?

    3. eezstreet

      eezstreet

      UxTheme + Start Orb Changer + custom .DLL modifications + resource hacker + manual modification of like 40 or so icons + some other programs. In all it took around 5 hours and still isn't perfect.

    4. Onysfx

      Onysfx

      Personally, I wouldn't use this. It's nice, but I prefer something more smooth and elegant...you know what I mean? But if it suits your taste, and you like looking at it everyday, then it was well worth making xD.

  18. @@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.
  19. 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.
  20. 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.
  21. Beginner's coding tutorial uploaded. Let's see what people make of it.

    1. Show previous comments  2 more
    2. eezstreet
    3. Circa

      Circa

      PERFECTION.

    4. MoonDog

      MoonDog

      I take that as your compliance for forceful man love. brb omw Florida.

  22. 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.
  23. 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.
  24. 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.
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