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Everything posted by eezstreet
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Then your computer would probably melt due to the ridiculous strain that dglow + bloom would both be applying on it.
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bloom + dglow = waste of CPU, not to mention looking like SHIT bloom + dglow < dglow < bloom
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because bloom > dglow
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Caught someone DDOSing my server >:o
eezstreet replied to Mysterious Stranger's topic in Jedi Knight General Discussions
Could be a spoofed IP or perhaps their machines are part of a botnet which is used for the DDOS attack. I don't know why people use GameTracker anyway, it's such a shit site. -
Yes, but rend2 added some things to IBSP. Adding support for IBSP is no small task due to the multiple lightmap feature in RBSPs.
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RBSP for now, IBSP for later on IF and ONLY IF ttimo can't do q3map2 changes somehow
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This thread is out of date, please look to the new one instead. https://github.com/eezstreet/OpenJK/commits/rend2 rd-rend2 is a new renderer (currently) for JKA Multiplayer which has a variety of new features: Modern shading engineNormal mapsNew shaders which are loaded via .mtr filesWe are currently working on getting rend2 up to snuff with JKA's multiplayer features. Please do not request new features for this renderer.
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Yes. C is perfectly fine with implicit pointer, boolean, enumeration and const casting, wheras C++ is not. Some examples of valid code in C which isn't valid in C++: qboolean x = (k == 0); // nope, qbooleans are enum types, not boolean types char *blah = (void *)blah2; // nope, char * and void * aren't the same type!
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https://github.com/eezstreet/OpenJK/commits/rend2 *chokes and dies and spews lava all over the place* I am working on a port of ioquake3's renderergl2 to OpenJK under rd-rend2. Still got like 640+ errors to go, not counting the linker errors and runtime crashes that are sure to ensue ;/ EDIT: we're at ~590 errors now EDIT 2: ...~365
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Let's keep this out of the X rating territory, please.
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So...you want antialiasing? Force it on your graphics card. Worst case scenario, someone adds antialiasing to the game, but it isn't too too difficult compared to normal maps or anything like that.
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raz0r eats puppies and kittens for breakfast so his opinions are irrelevant
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so it's been one year since JKG was released..
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
The machinima editor is allowed to choose whoever they want to act in the video, so if you talk with them, I'm sure they will see what they can do. And we've considered you for the closed beta anyway -
so it's been one year since JKG was released..
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
It's being worked on and we're close to releasing a closed beta. We're interested in video editing people, and people with skills in machinima editing who can do a video for us might be indulged in very early access. Of course, people can feel free to use and learn from our source code, it's all open and there's always new commits coming in: https://github.com/JKGDevs/OpenJK/commits/master There will be some developments and information coming soon. Just wait for it. If people have any video editing skills, they may want to PM me. -
On the subject of q3mme in general
eezstreet replied to eezstreet's topic in jaMME [Jedi Academy Movie Maker's Edition]
http://www.opengl.org/wiki/Framebuffer_Object Using a framebuffer object, one can attach a fragment shader which can handle the motion blur and antialiasing, among other things. For q3mme I suspect that the scene is getting rendered onto an oversized FBO (perhaps multiple if multiple effects are applied), which has a number of different fragment shaders applied to them, and then the output video is the result of these FBOs. These FBOs are done offscreen in order to not occlude the viewing space. I suspect that's what q3mme does. My knowledge of how the renderer works is very hazy, and perhaps @@Raz0r can explain more as he's done this sort of thing before (or maybe @@Xycaleth or @@Scooper). I'm interested in the way q3mme handles antialiasing and motion blur, as well as the other effects, and I was interested in maybe applying these effects in real-time. Of course, I wouldn't know very much about the renderer, but I'm trying to get more familiar with it. -
By "expand" I really mean "bring down a level". I'd like to see the activity of the forum at a glance, and with so many forums within the Mod Project forums, it almost warrants its own section on the forum, for e.g. like how the JKHub gaming section is done.
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I noted that q3mme has support for stuff like framebuffers and so forth. Do these only take effect when playing back a demo? Some of the effects are rather nice, and I'd like to see about integrating them into more mods. However if they only work for demos, I don't think it would be very useful to me. This mod looks really awesome though ent, keep up the good work.
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Ubuntu Sans or Liberation Sans, I believe.
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I find that this site looks pretty good on Ubuntu. It doesn't use Georgia since that font doesn't exist on this OS. A Firefox plugin called Stylish can be used to restyle the pages to use a different font. @@Pande might know more.
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The Making of Empire Strikes Back: The Lost Documentary
eezstreet replied to Circa's topic in Art, Media & Technology
It isn't, 90% of the time. Making an entire set out of CGI makes a scene look freaking absurd, and they overused it in the prequels, making everything look plastic-y, fake, and ugly in a lot of cases. -
You can ignore it. It happens all the time and there is no serious consequence of it.
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The Making of Empire Strikes Back: The Lost Documentary
eezstreet replied to Circa's topic in Art, Media & Technology
Very interesting indeed. -
The animation won't look very correct though, because the gun would be pointing at a different direction once fired, and the bullet magically flies in front of your face. But that's just me nitpicking.
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I was more curious about whether or not any MoP servers were up. I know there was some issues cracking those as it had special streaming hooks on the client.