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Everything posted by eezstreet
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Hooray, that already exists, so we don't need to code it...? see the way that the datapad is attached to Jaden's hand on hoth2 start cinematic or comlink is attached to Kyle's hand on artus_mine start cinematic in JK2.
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It's possible at least in theory to set up a redirect from masterjk3.ravensoft.com to another site. You just have to make sure the DNS gets the address right. I'm sure if Raven doesn't have enough money for whatever reason to maintain their servers, they'd be more than willing to have it point to the JKHub master instead, which makes everything pretty irrelevant. The JKHub one is a lot more reliable tbh though.
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Replace Tavion with a skin of Starkiller?
eezstreet replied to hka1894's topic in Mod Requests & Suggestions
sound/chars/tavion/ sound/chars/tavion/misc have at it. -
Updated OP with more information as per @@Xycaleth's request.
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character HUMANOID SKEL PLAYER: Kyle Katarn
eezstreet replied to Tempust85's topic in Dark Forces II Mod
Too much of his neck/shoulders is exposed, imo. That's what bothers me the most. And as everyone else has claimed, the eyebrows look strange, and something might be a bit off about the jawline but in general it's looking very good indeed. -
Excellent, most excellent.
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Differences Between Luke Models
eezstreet replied to Circa's topic in Jedi Knight General Discussions
There's definitely a skin or a mesh difference between JKA Jan and JK2 Jan. JKA Jan has lots of clipping issues. -
Could you provide a video? I'm curious of how this turned out.
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Differences Between Luke Models
eezstreet replied to Circa's topic in Jedi Knight General Discussions
I was aware of this. I wonder though if there's any other model differences though. -
I wasn't saying I could, I was just saying it'd make a good base mesh for it. The facial stuff seems like it would be spot-on.
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/sign if you want an #OpenJK IRC channel, instead of hijacking #JACoders. The reasons that I feel the need for the channels to be separate: 1. It doesn't really make sense, for starters. JACoders IRC channel has always been about coding help in general with JA's constructs, not helping random people build the game. 2. JACoders is awfully clustered with different conversations. It will help to keep cross-conversations to a minimum. 3. People won't be daunted by fluent coder-talk in the OpenJK chat channel for the most part. 4. The community in the IRC channel was quite honestly better prior to OpenJK existing /sign
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could do a rosh reskin
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Try looking at MapTorsoAnimToWeaponFrame (I think is what it's called?) in cg_weapons.c[pp]. You'll need to add cases for the melee anims (not sure what those are right off the top of my head)
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Starting JK2 again - any mod recommendations?
eezstreet replied to Rosh is my favorite's topic in General Modding Discussions
Could try it with QEffects and tweak the graphics to your liking. -
J-Mann is returning to Mushroomhead. this is what people in thrift stores call "fucking awesome"
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@@Pande might have some.
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We'd need new first person weapon models for that to happen. and OpenJK isn't meant to add mod features, the whole point of it is to serve as a stable base (and not in the same fashion as OJP) I've been highly considering putting in the GLM first person weapon models in JKG. The support already exists for them I believe there, just no real usage of any skeletons there. What I'd really like is for a modeller to come along and restructure everything so that it makes sense. JKG is also pretty much pure C++ now, so we've been able to have more features ripped from SP than MP can (like for instance, individual control over segments of an .efx file, which allows for cool things like lag-free laser sights)
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Right. As I've noted, it's ps->inventory/s->inventory causing problems. They're both of type Inventory. class Inventory { private: std::vector<InventoryItemInstance*> items; } I think one possible solution to this problem would be to overload the = operator and properly copy the vectors (instead of them apparently having different iterators, which makes no sense at all because they're exactly the same type). I think technically speaking this is one way to reproduce it: std::vector<int> blah; std::vector<int> blah2; ... blah2 = blah;
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right, well the animations are in JKG but honestly it feels like prone might break the flow of gameplay, honestly. There's been some disagreement as to how fast the pace of the game should be. I've always upheld the belief that the game should be fast-paced and require a lot of skill. There's arguments to make the game more realistic though.
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There's something...off? about the dialogue. It just struck me as kinda corny.
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Got another one for you... Game crashes due to an assertion failure: Checking the lines, it's in SV_Baseline, right at the end: sv.svEntities[entnum].baseline = svent->s; The confusing part of this is that they're the exact same damn type, so how could the vector contained within be of a different iterator type? Confusing. Hitting ignore on the assertion leads to another one, which says something along the lines of "C++ standard library undefined behavior", hitting it again results in a "jkgalaxies.x86.exe has tripped a fatal error", which I noted as having odd text compared to the regular unhandled exceptions.
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Yea, that was mostly for test purposes, I didn't think it would really do anything (then again, Raven includes .cpp files, so anything is possible!). Just being extra cautious. #ifndef header guards are gcc compatible, therefore compliant with unix. #pragma once is MSVC-specific. Like I said though, that was mostly for test purposes and will be removed at some point.
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Oh, right. Yes, I forgot about that.
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Okay, I will look into it when I have the time.