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eezstreet

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Everything posted by eezstreet

  1. See: The Force Unleashed/Clone Wars/Prequels. Despite these being utter crap, still tons of people want stuff for them (for some reason).
  2. Why so low expectations of Disney? Surely they could do better than the prequels.. Probably mapping/level design is going to be the limiting factor here.
  3. I suppose I could eventually port over the effects of JK2 Uncut as a jagamex86 designed for OpenJK use.
  4. eezstreet

    JO/JA coop

    No, it really won't. As I recap only very few updates got pushed to coop. It should be just a simple pull from master.
  5. http://jkhub.org/topic/2585-petition-to-make-openjk-separate-from-jacoders/?do=findComment&comment=33256
  6. I'm curious as to what this guy is from.
  7. Put a cushion brush at the bottom.
  8. 2.5D is an illusion of 3 dimensions using 2 dimensional objects ie images/animations What you've described is just side-scrolling using a 3D engine. Nothing really 2.5D about it. Good examples of 2.5D games: Age of Empires 1/2, Starcraft, Fallout, ...
  9. Yep, I figured as much. Though I'm really wondering if that's entirely true, given that new games by EA even are getting their auth services shut down within a year or two.
  10. GAME OVER. ...volume is uniform for all sounds
  11. I am not sure why you're referring to this as being 2.5D, it wouldn't be 2.5D at all using this method that you've described.
  12. eezstreet

    JO/JA coop

    Why scrap it? Why not just pull from master and merge?
  13. The actual bounding boxes for the waypoints changed, so there isn't a simple way to fix it without adding in the extra code, unfortunately. And even if you do add the ents, there's a few instances where things break (Luke's walk/talk script, Lando walking up to the Lady Luck, and the famous bartender scene all get broken by it, but everything else as far as I could tell seemed alright) due to the differences in the nav system.
  14. No isometric love?
  15. I like the look of this. If DT could fix the mesh of the outfit to look a bit more correct, then it would be perfect imo. You should do a version with gloves though, as bare hands seems a bit weird (he did use gloves in the film as I recall, correct?) @@DT85
  16. @@DT85, try the same setup I first listed, but use func_static instead of func_wall.
  17. I don't really know, then. You could possibly just use a target_delay which targets the func_usable maybe.
  18. Virtually nothing, but keep in mind that Raven is Activision's bitch to work on CoD, and CoD is in decline. Raven hasn't put out a decent game imo since Quake 4 (but to be fair I haven't played enough of the new Wolfenstein to really judge), so whether or not they're self-sustainable is questionable.
  19. Here's what's wrong: It's trigger_multiple, not target_multiple, and you use it where the player should be able to hit the switch.The trigger_multiple should be targetting the func_wall too.The field is delay, not wait.
  20. What text exactly? The commands use /, not \ in front of them.
  21. eezstreet

    SP Ideas

    Nope, if anything holsters would add more potential bugs by sheer principle. The more systems you add, the more potential you create for bugs to happen. Plus you have to consider all the visual glitches that could ensue, such as minor clipping issues, which might be unintentional and ugly for some mods. OJP? You mean OJK right? OJP added several gameplay things and didn't really have the same vision behind it.
  22. You'll probably want a trigger_multiple (with usable flag set) and func_wall, instead of a setup with func_usable, then. Target the trigger_multiple at the func_wall (which is the switch texture for when it's turned on) and a target_delay, which in turn targets the func_wall. Then in the target_delay, specify the length of time that you want to have the switch texture remain in the ON position. (so multiply number of seconds by 1000, so for e.g. 3000 for 3 seconds) As far as what the switch actually does, you can just target the trigger_multiple at it.
  23. eezstreet

    SP Ideas

    OpenJK isn't going to do it. It's against the original will of the project, to preserve the gameplay and not modify any of it. It isn't OpenJK's job to cater to people to want to add that sort of thing, it's just not going to happen. Sorry.
  24. eezstreet

    SP Ideas

    With some coding it's definitely not impossible, just an annoyingly difficult task.
  25. eezstreet

    SP Ideas

    You can bolt to any bone or tag on the model...so yes, you should be able to bolt exactly the same way that mods do it via an ICARUS script.
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