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eezstreet

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Everything posted by eezstreet

  1. GAME OVER. ...volume is uniform for all sounds
  2. 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.
  3. eezstreet

    JO/JA coop

    Why scrap it? Why not just pull from master and merge?
  4. 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.
  5. No isometric love?
  6. 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
  7. @@DT85, try the same setup I first listed, but use func_static instead of func_wall.
  8. I don't really know, then. You could possibly just use a target_delay which targets the func_usable maybe.
  9. 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.
  10. 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.
  11. What text exactly? The commands use /, not \ in front of them.
  12. 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.
  13. 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.
  14. 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.
  15. eezstreet

    SP Ideas

    With some coding it's definitely not impossible, just an annoyingly difficult task.
  16. 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.
  17. eezstreet

    SP Ideas

    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.
  18. 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.
  19. sound/chars/tavion/ sound/chars/tavion/misc have at it.
  20. Updated OP with more information as per @@Xycaleth's request.
  21. 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.
  22. Excellent, most excellent.
  23. There's definitely a skin or a mesh difference between JKA Jan and JK2 Jan. JKA Jan has lots of clipping issues.
  24. Could you provide a video? I'm curious of how this turned out.
  25. I was aware of this. I wonder though if there's any other model differences though.
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