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eezstreet

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Everything posted by eezstreet

  1. Really? Because if you learned how to figure this stuff out on your own, you wouldn't be bugging us at all. First order of business - Adding Trigger Teleports hint: trigger_multiple with usable flag set and pointing to a misc_teleporter (i think is the name of the ent) Second order of business - removing teleports via button hint: target_activate, target_deactivate Third order of business - Func_Doors on t1_inter hint: figure out the targetname of the door and have a trigger_multiple target it, causing it to open and close. Fourth order of business - scripts & spawnable stuff hint: same as #1 but with NPC_spawner instead of misc_teleporter Fifth and final order of business - messages via origin hint: trigger_multiple pointing to a target_print
  2. Probably this one.
  3. I'm at a loss for words that you don't know this already.
  4. I think those are misc_model_breakables, if I'm not mistaken.
  5. Progress! It doesn't crash when you get to the character creation screen, but it doesn't display a model either. We're making some ground here
  6. If you could make a small tech demo or show off the rendering power of this, it would be great.
  7. This is more for my purposes than for anything else. Looking up the different shader stages in order to get a good tech demo worked on. Shaders can be in either .shader or in .mtr. Most of the original keywords still apply, with some differences. Base shader data: sunThis keyword has been removed (see below) q3map_sun/q3map_sunext <R> <G> <B> <Pitch> <Yaw> <Roll>Equivalent to sun. q3gl2_sun <R> <G> <B> <Pitch> <Yaw> <Roll> <Light Scale> <Shadow Scale>Altered sun shader. Has advanced shadow casting. q3gl2_tonemap <R> <G> <B> <Exposure Min> <Exposure Max>Use tonemaps? (not sure how this works) Stage data: map <blah>This has an extra reserved keyword: $deluxemap stage <blah>This is a new keyword. The parameter can be one of the following: diffuseMap normalMap/bumpMap (identical in function) normalParallaxMap/bumpParallaxMap (identical in function) specularMap specularReflectance <value>For a specular stage, specifies how much reflectance there is specularExponent <value>For a specular stage, specifies the exponent for the glossiness gloss <value>For a specular stage, specifies how much glossiness there is rgbGenlightingDiffuseEntity now works correctly. alphaGendot/oneMinusDot no longer works. glowThis keyword no longer functions. surfaceSpritesThis keyword no longer functions. (for now)
  8. Still working on it. Does not work yet. Working on getting Ghoul2 to play nice with the new renderer.
  9. Do people even roman numeral? It should be Episode VII, not Episode VI.
  10. ? EDIT: nvm, understood
  11. no please god no I had enough of Rosh on a small screen, just imagine him on the big screen
  12. wtf is wrong with you
  13. I love it. Will play it when it's done.
  14. Pff. Real men don't need tutorials.
  15. Oh, so you're one of THOSE guys...Yeah, have fun.
  16. Using OpenJK, you can do this very easily by locating where it prints stuff (Trace Com_Printf and you'll find it, one way or another) and then actually printing this output using vsnprintf and fprintf or C++ stdout
  17. Wrong, sir. You forgot the most prime example of this.In JK2, Lando is actually voiced by Billy Dean Williams. themoreyouknow.jpg
  18. Why waste hard drive space when you can use simple cvar manipulation to achieve the same effect?
  19. /npc spawn vehicle <whatever>
  20. Yeah, but they aren't organized in a top-down list fashion, which means you have to start at the beginning of the list and work your way through it, as opposed to going through the list and searching for the first letter to match, which makes it a pain to search through that list repeatedly. You said that it provided you a means to see (at a glance, which I also disproved) all the hosted mods on the site. I was merely commenting on the semantics of what you're talking about.
  21. For what? Details, please.
  22. Not if the mod forums are at the bottom, or can be hidden via breadcrumb. (similar to the stuff in the sidebar on the right. It doesn't, though. You have to squint to find the (completely disorganized and hard to read) list of mods, after finding the section they're in. And there's other mods that the JKHub network hosts that don't have mod project forums (Gunslinger's Academy/JKG have sites hosted by JKHub, but you wouldn't know it unless you were to check the bar, which makes things even more disorganized if you go by that logic). Though, being bigger isn't necessarily a bad thing. It makes the forums look like they have more content, which is good.
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