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eezstreet

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Everything posted by eezstreet

  1. Sure, go search YouTube for modeling tutorials.
  2. They're completely relevant if your reasons are completely asinine.What are your reasons though? All I've heard is "render farming" and "perforce", and both of those aren't particularly useful (do tell what you plan on using a render farm for exactly)
  3. jax roris
  4. I don't think releasing a demo is such a bad idea if it contains content that will be shown later. However I do find it a little bit disappointing that the first few missions will serve as the demo, as opposed to a small selection of missions from the campaign - especially in this case where the story really doesn't matter. It just means that I'll have to replay the whole of the demo when the full thing comes out.
  5. inb4 black market of ported models
  6. Perforce? LOL. Probably half of your problem lies right there. While Perforce is nice and all, wouldn't something with less of a footprint, like Git, Mercurial, or Subversion get the job done just as well? I wouldn't even recommend Perforce unless you're working at like NASA or EA or something. Git and Mercurial both have the option of hosting local repositories with remotes that can point to a server. (And look - Github can host one free private repository for your organization..) If you're using this for stuff like render-farming or running Apache/MySQL then yeah, this kinda investment would make sense. But a dedicated Perforce machine is the most ridiculous thing I've heard of for a group that's your size.
  7. Seriously, just google some gmax tutorials or something. Or use a different tool. gmax is shit anyway. Giving up at this stage is a tad bit ridiculous. Here, have a link: http://www.vmbollig.de/msts/tut_en/construction_1/construction_1.html
  8. Nice job.
  9. Should be no more than 2-3 files being edited, plus a new file in the main code, and the xvid codec code itself. I'll try to steer clear of boost specifically for that purpose.
  10. I triple dog dare you to make maps for JKG! (Just kidding, of course.)As far as servers are concerned, anyone can make a server now, and there's no more restrictions on /devmap, so you can fool around all you want. The admin system has been revamped heavily and unified, also it's scripted in Lua, meaning any server can (potentially) have their own cool commands for their admins. This gets even more interesting once you figure that the building system is also scripted in Lua, making for some cool user-created content like racing games and the like. Everything (sans the launcher and our private master server/authorization hybrid monitor schema -- more on this in a minute) is also open source. I already have a master plan in place for the MMO stuff going forward. The major engineering hurdles left to go would be the actual engine breaking that I want to deal with -- stuff like modern graphics is in the pipeline, but it's way far out. There's also some really neat experimental concepts in the design phases, stuff like shaders that can play SWFs exported from Flash, AVI support, Skyrim-style mapping (+ DLRG). But yeah, that stuff is pretty far out. What we've been working on is mostly saber stuff. Currently dealing with some blocking bugs right now, such as the nice way that base spews memory all over the place. Trying also to get the game as polished as can be, with lots of little nuances fixed and generally smoother animations.
  11. I like the way you alter the wall geometry like you do. However, I think there could be a few more details, such as doorframes and railings that could add to it. The sky ceiling feels underutilized, in my opinion. Some buildings to serve as a skyline would be a nice addition, or perhaps something to break up the floor a little bit.
  12. Does it count if you played JK2 before JKA came out?
  13. Running Ubuntu. Make of that what you will.

    1. Ory'Hara

      Ory'Hara

      EEEEEWWW, UNITY INTERFACE, GET MINT, lolz

    2. CaptainChar

      CaptainChar

      I use Ubuntu if I need to back stuff up and the OS is screwed

    3. Omicron

      Omicron

      My Mac will hopefully be running Ubuntu soon. Just need to fix some stuff on it first.

  14. JKG will eventually add support for AVIs via xvid codec. Just can't really say when.
  15. We were supposed to have a trailer out but it got delayed due to RL issues. We don't have any idea when the next version is out, but we're getting close to releasing it.
  16. Shouldn't be an issue once our new "standalone"-ish version comes out (it checks for JKA assets when installing but does not copy them). Also our download servers are based on JKHub instead of crappy TG servers so it should all be nice and stable.
  17. Hint: set the mode to Rotate, and then use the gizmo to rotate the mesh..
  18. You can remove weapon drops in TossClientItems. See how MP did it for bryar pistol and saber. EDIT: And to answer your question, yes, that's how you do it.
  19. You have to rotate the said cylinder.
  20. I like the work put into this. Can't wait to see it ingame.
  21. Hint: OpenJK removes more cvars than it adds. So far as I know, it only adds pmove_float, cg_autoadjust (?, it's for widescreen), com_jk2 (SP only), and a few others, I don't really recall. So far as I know, it only adds the "fontlist" command. fs_game is modified in function in SP. fs_homepath has been added/modified, defaults to My Documents folder. Dynamic glow settings have cheat protection removed.
  22. If you don't have the hilts, you can probably make do with some other ones which look similar. There's literally like a million hilts floating around, so surely you could find replacements as a last resort.
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